The Gingerbread House
Your turn begins in The Gingerbread House.
Roll two dice for what you encounter within the gingerbread house:
2 = The wicked witch of this house tricks you right into her oven. Roll two dice. If the die roll is greater than the total of your Craft plus your Vitae, receive a number of Wounds equal to the die roll minus the total of your Craft plus your Vitae.
3 = You discover a trapped child locked in a magical cage. Roll two dice. If the die roll is less than the total of your Arms plus your Magic, gain a freed child. A freed child is an Ally. If you have the freed child at the start of any turn on a page other than The Gingerbread House, lose the freed child and gain 1 Gold.
4 = A number of gingerbread men gang up on you. Fight a Melee Combat with a gingerbread gang. Roll a die. The value of the gingerbread gang's attributes are equal to the die roll plus 1, and will remain so until the gingerbread gang has fallen or if you choose to end Combat with the gingerbread gang. If the gingerbread gang has fallen due to Combat with you, roll a die. If the die roll is equal to or less than your Craft, gain a gingerbread man. A gingerbread man is an Ally. If you have a gingerbread man at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the gingerbread man first. The kind of Combat the gingerbread man fights with the monster will be of the same kind you would have fought with the monster. The gingerbread man's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. If you have more than one gingerbread man at the start of any Combat, increase the gingerbread man's Arms and Magic by an amount equal to the number of gingerbread men you have minus 1 for that Combat only. If the monster has fallen due to Combat with the gingerbread man, the Combat with you does not occur and you gain the appropriate XP as though the monster had fallen due to Combat with you. If the gingerbread man has fallen due to Combat with the monster, lose the gingerbread man, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the gingerbread man. If neither the gingerbread man nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the gingerbread man. If you have the gingerbread man at the start of any turn and you have 1 or more Wounds, you may choose to lose the gingerbread man to heal 1 Wound.
5 = You are harassed by a warrior woman wielding a licorice whip. Fight a Melee Combat with a whip warrior. The whip warrior's attributes are Arms: 5, Magic: 2, Craft: 3, Vitae: 3. If you receive a Wound due to a Melee Combat with the whip warrior, roll two dice. If the die roll is 7, receive 1 additional Wound. If the whip warrior has fallen due to Combat with you, roll two dice. If the die roll is 7, gain a licorice whip. A licorice whip is an Item and a weapon. If you have the licorice whip at the start of a Melee Combat, increase your Arms by 1 for that Melee Combat only. If you have the licorice whip at the start of any turn and you have 1 or more Wounds, you may choose to lose the licorice whip. If so, heal 1 Wound.
6 = A living gingerbread man physically attacks you. Fight a Melee Combat with a gingerbread man. The gingerbread man's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1.
7 = You are tempted to eat a red candy apple that looks quite delicious. If you choose, roll a die. If the die roll is 1, 3, or 5, receive 1 Wound. If the die roll is 2, 4, or 6, heal 1 Wound.
8 = A living gingerbread man magically attacks you. Fight a Magical Combat with a gingerbread man. The gingerbread man's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1.
9 = You are menaced by a wizard wielding a candy cane staff. Fight a Magical Combat with a cane wizard. The cane wizard's attributes are Arms: 2, Magic: 5, Craft: 3, Vitae: 3. If you receive a Wound due to a Magical Combat with the cane wizard, roll two dice. If the die roll is 7, receive 1 additional Wound. If the cane wizard has fallen due to Combat with you, roll two dice. If the die roll is 7, gain a candycane staff. A candycane staff is an Item and a weapon. If you have the candycane staff at the start of a Magical Combat, increase your Magic by 1 for that Magical Combat only. If you have the candycane staff at the start of any turn and you have 1 or more Wounds, you may choose to lose the candycane staff. If so, heal 1 Wound.
10 = A number of magical gingerbread men gang up on you. Fight a Magical Combat with a gingerbread gang. Roll a die. The value of the gingerbread gang's attributes are equal to the die roll plus 1, and will remain so until the gingerbread gang has fallen or if you choose to end Combat with the gingerbread gang. If the gingerbread gang has fallen due to Combat with you, roll a die. If the die roll is equal to or less than your Craft, gain a gingerbread man. A gingerbread man is an Ally. If you have a gingerbread man at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the gingerbread man first. The kind of Combat the gingerbread man fights with the monster will be of the same kind you would have fought with the monster. The gingerbread man's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. If you have more than one gingerbread man at the start of any Combat, increase the gingerbread man's Arms and Magic by an amount equal to the number of gingerbread men you have minus 1 for that Combat only. If the monster has fallen due to Combat with the gingerbread man, the Combat with you does not occur and you gain the appropriate XP as though the monster had fallen due to Combat with you. If the gingerbread man has fallen due to Combat with the monster, lose the gingerbread man, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the gingerbread man. If neither the gingerbread man nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the gingerbread man. If you have the gingerbread man at the start of any turn and you have 1 or more Wounds, you may choose to lose the gingerbread man to heal 1 Wound.
11 = A master of bread magic offers to sell you a secret recipe. Pay 1 Gold to gain gingerbad. Gingerbad is a Spell. You may use gingerbad at the start of any turn on a page with the word 'House' or 'Manor' in it's name. When used, gain a gingerbread man. A gingerbread man is an Ally. If you have a gingerbread man at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the gingerbread man first. The kind of Combat the gingerbread man fights with the monster will be of the same kind you would have fought with the monster. The gingerbread man's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. If you have more than one gingerbread man at the start of any Combat, increase the gingerbread man's Arms and Magic by an amount equal to the number of gingerbread men you have minus 1 for that Combat only. If the monster has fallen due to Combat with the gingerbread man, the Combat with you does not occur and you gain the appropriate XP as though the monster had fallen due to Combat with you. If the gingerbread man has fallen due to Combat with the monster, lose the gingerbread man, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the gingerbread man. If neither the gingerbread man nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the gingerbread man. If you have the gingerbread man at the start of any turn and you have 1 or more Wounds, you may choose to lose the gingerbread man to heal 1 Wound.
12 = This house of gingerbread is home to a very evil witch. Fight a Magical Combat with a wicked witch. The wicked witch's attributes are Arms: 3, Magic: 6, Craft: 4, Vitae: 3. If you receive a Wound due to a Magical Combat with the wicked witch, and the wicked witch has 2 Wounds, roll a die. If the die roll is 1, 2, or 3, you receive 1 additional Wound. If the die roll is 4, 5, or 6, the wicked witch heals 1 Wound. If the wicked witch has fallen due to Combat with you, gain bake. Bake is a Spell. You may use bake at any time a monster has fallen due to Combat with you. When used, you heal a number of Wounds equal to the Vitae value of the monster that has fallen due to Combat with you. You may not use more than 1 bake per monster per turn.
After your gingerbread house encounter ends, you must choose between staying in The Gingerbread House or going back to The Forest. If you choose to stay in The Gingerbread House, your turn ends and the next turn will begin in The Gingerbread House; Stay on this page if so. If you choose to return to The Forest, your turn ends and the next turn will begin in The Forest; Proceed to that page if so.
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