The Grand Hall

Your turn begins in The Grand Hall.

If you do not have a grand badge, your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so.


Go to the section of this page with the name 'GRAND HALL'.


GRAND HALL - Roll two dice for what you encounter while exploring the grand hall:


2 = Behind a mystical force barrier stands a gesturing statue with a marvelous coin in it's hands. If you choose, roll two dice. If the die roll is greater than your Arms, receive 1 Wound. If the die roll is equal to your Arms, lose 1 grand badge. If the die roll is less than your Arms, gain a grand token. A grand token is an Item. A grand token does not count towards the number of Items you may have. If you have the grand token at the start of a turn on a page other than The Grand Hall, lose the grand token. 


3 = A regal griffon of great majesty serves as a guardian to this hall of grandness. Fight a Melee Combat with a grand griffon. The grand griffon's attributes are Arms: 8, Magic: 6, Craft: 2, Vitae: 4. If you are a dwarf, increase the grand griffon's Arms, Craft, and Vitae by 1. If you receive a Wound due to Melee Combat with the grand griffon, roll a die. If the die roll is 4, 5, or 6, or if you are a dwarf, receive 1 additional Wound. If the grand griffon receives a Wound due to Melee Combat, roll two dice. If the die roll is 7 or more, the grand griffon does not receive the Wound. If the grand griffon has fallen due to Melee Combat with you, gain a grand token. A grand token is an Item. A grand token does not count towards the number of Items you may have. If you have the grand token at the start of a turn on a page other than The Grand Hall, lose the grand token.


4 = A complex golem of exquisite design stands watch as a guard in this hall of the grand. Fight a Melee Combat with a grand golem. The grand golem's attributes are Arms: 8, Magic: 6, Craft: 2, Vitae: 4. If you are a thief, increase the grand golem's Arms, Craft, and Vitae by 1. If you receive a Wound due to Melee Combat with the grand golem, roll a die. If the die roll is 4, 5, or 6, or if you are a thief, receive 1 additional Wound. If the grand golem receives a Wound due to Melee Combat, roll two dice. If the die roll is 7 or more, the grand golem does not receive the Wound. If the grand golem has fallen due to Melee Combat with you, gain a grand token. A grand token is an Item. A grand token does not count towards the number of Items you may have. If you have the grand token at the start of a turn on a page other than The Grand Hall, lose the grand token.


5 = A powerful juggernaut roams this grand hall searching for intruders to punish. Fight a Melee Combat with a grand juggernaut. The grand juggernaut's attributes are Arms: 8, Magic: 6, Craft: 2, Vitae: 4. If you are a warrior, increase the grand juggernaut's Arms, Craft, and Vitae by 1. If you receive a Wound due to Melee Combat with the grand juggernaut, roll a die. If the die roll is 4, 5, or 6, or if you are a warrior, receive 1 additional Wound. If the grand juggernaut receives a Wound due to Melee Combat, roll two dice. If the die roll is 7 or more, the grand juggernaut does not receive the Wound. If the grand juggernaut has fallen due to Melee Combat with you, gain a grand token. A grand token is an Item. A grand token does not count towards the number of Items you may have. If you have the grand token at the start of a turn on a page other than The Grand Hall, lose the grand token.


6 = An archway opens up to a mystic hall dedicated to craft. If you choose, go to the section of this page with the name 'CRAFT HALL'.


7 = At the end of the grand hall is an armory filled with a great arsenal of the artifacts. If you choose, go to the section of this page with the name 'GRAND ARMORY'.


8 = An archway opens up to a mystic hall dedicated to vitae. If you choose, go to the section of this page with the name 'VITAE HALL'.


9 = A powerful dreadnaut roams this grand hall seeking magical conflict with any intruders. Fight a Magical Combat with a grand dreadnaut. The grand dreadnaut's attributes are Arms: 6, Magic: 8, Craft: 2, Vitae: 4. If you are a wizard, increase the grand dreadnaut's Magic, Craft, and Vitae by 1. If you receive a Wound due to Magical Combat with the grand dreadnaut, roll a die. If the die roll is 4, 5, or 6, or if you are a wizard, receive 1 additional Wound. If the grand dreadnaut receives a Wound due to Magical Combat, roll two dice. If the die roll is 7 or more, the grand dreadnaut does not receive the Wound. If the grand dreadnaut has fallen due to Magical Combat with you, gain a grand token. A grand token is an Item. A grand token does not count towards the number of Items you may have. If you have the grand token at the start of a turn on a page other than The Grand Hall, lose the grand token.


10 = A grievous gargoyle made of animate stone keeps a watch over this hall of the grandiose. Fight a Magical Combat with a grand gargoyle. The grand gargoyle's attributes are Arms: 6, Magic: 8, Craft: 2, Vitae: 4. If you are a priest, increase the grand gargoyle's Magic, Craft, and Vitae by 1. If you receive a Wound due to Magical Combat with the grand gargoyle, roll a die. If the die roll is 4, 5, or 6, or if you are a priest, receive 1 additional Wound. If the grand gargoyle receives a Wound due to Magical Combat, roll two dice. If the die roll is 7 or more, the grand gargoyle does not receive the Wound. If the grand gargoyle has fallen due to Magical Combat with you, gain a grand token. A grand token is an Item. A grand token does not count towards the number of Items you may have. If you have the grand token at the start of a turn on a page other than The Grand Hall, lose the grand token.


11 = A regal hippogriff of great majesty serves as a guardian to this hall of grandiosity. Fight a Magical Combat with a grand hippogriff. The grand hippogriff's attributes are Arms: 6, Magic: 8, Craft: 2, Vitae: 4. If you are an elf, increase the grand hippogriff's Magic, Craft, and Vitae by 1. If you receive a Wound due to Magical Combat with the grand hippogriff, roll a die. If the die roll is 4, 5, or 6, or if you are an elf, receive 1 additional Wound. If the grand hippogriff receives a Wound due to Magical Combat, roll two dice. If the die roll is 7 or more, the grand hippogriff does not receive the Wound. If the grand hippogriff has fallen due to Magical Combat with you, gain a grand token. A grand token is an Item. A grand token does not count towards the number of Items you may have. If you have the grand token at the start of a turn on a page other than The Grand Hall, lose the grand token.


12 = Behind a magical energy field is a fountain with a gleaming coin lying in it's basin. If you choose, roll two dice. If the die roll is greater than your Magic, receive 1 Wound. If the die roll is equal to your Magic, lose 1 grand badge. If the die roll is less than your Magic, gain a grand token. A grand token is an Item. A grand token does not count towards the number of Items you may have. If you have the grand token at the start of a turn on a page other than The Grand Hall, lose the grand token. 


Unless you rolled a 6 and went to the section 'CRAFT HALL', or you rolled a 7 and went to the section 'GRAND ARMORY', or you rolled an 8 and went to the section 'VITAE HALL', after your grand hall encounter, you must choose between staying in The Grand Hall or going back to The Cloud City. If you choose to stay in The Grand Hall, your turn ends and the next turn will begin in The Grand Hall; Stay on this page if so. If you choose to go to The Cloud City, your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so.


CRAFT HALL - Roll two dice for what you encounter while exploring the craft hall:


2 = An extremely well-built chest with an advanced lock mechanism lies in an alcove of this hall of craft. If you choose, roll two dice. If the die roll is greater than your Arms, receive 1 Wound. If the die roll is equal to your Arms, lose 1 grand badge. If the die roll is less than your Arms, gain a craft token. A craft token is an Item. A craft token does not count towards the number of Items you may have. If you have the craft token at the start of a turn on a page other than The Grand Hall, lose the craft token. If you have 1 or more craft tokens at the end of your turn on The Grand Hall page, you may choose to roll a die. If the die roll is greater than the number of craft tokens you have, your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. If the die roll is equal to or less than the number of craft tokens you have, increase your Craft by 1, then your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. Once an adventurer's Craft has been increased by 1 due to craft tokens, that adventurer's Craft cannot be increased by 1 again due to craft tokens for the rest of the game for that adventurer.


3 = A grotesque demonoid from long eons past manifests before you in a cloud of sickening smoke. Fight a Melee Combat with a gruesome grue. The gruesome grue's attributes are Arms: 8, Magic: 6, Craft: 3, Vitae: 4. If you are a dwarf, increase the gruesome grue's Arms, Craft, and Vitae by 1. If you receive a Wound due to Melee Combat with the gruesome grue, roll a die. If the die roll is 4, 5, or 6, or if you are a dwarf, receive 1 additional Wound. If the gruesome grue receives a Wound due to Melee Combat, roll two dice. If the die roll is 7 or more, the gruesome grue does not receive the Wound. If the gruesome grue has fallen due to Melee Combat with you, gain a craft token. A craft token is an Item. A craft token does not count towards the number of Items you may have. If you have the craft token at the start of a turn on a page other than The Grand Hall, lose the craft token. If you have 1 or more craft tokens at the end of your turn on The Grand Hall page, you may choose to roll a die. If the die roll is greater than the number of craft tokens you have, your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. If the die roll is equal to or less than the number of craft tokens you have, increase your Craft by 1, then your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. Once an adventurer's Craft has been increased by 1 due to craft tokens, that adventurer's Craft cannot be increased by 1 again due to craft tokens for the rest of the game for that adventurer.


4 = A devilish assassin wielding two black daggers waits in ambush for unwary visitors. Fight a Melee Combat with a death dealer. The death dealer's attributes are Arms: 8, Magic: 6, Craft: 3, Vitae: 4. If you are a thief, increase the death dealer's Arms, Craft, and Vitae by 1. If you receive a Wound due to Melee Combat with the death dealer, roll a die. If the die roll is 4, 5, or 6, or if you are a thief, receive 1 additional Wound. If the death dealer receives a Wound due to Melee Combat, roll two dice. If the die roll is 7 or more, the death dealer does not receive the Wound. If the death dealer has fallen due to Melee Combat with you, gain a craft token. A craft token is an Item. A craft token does not count towards the number of Items you may have. If you have the craft token at the start of a turn on a page other than The Grand Hall, lose the craft token. If you have 1 or more craft tokens at the end of your turn on The Grand Hall page, you may choose to roll a die. If the die roll is greater than the number of craft tokens you have, your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. If the die roll is equal to or less than the number of craft tokens you have, increase your Craft by 1, then your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. Once an adventurer's Craft has been increased by 1 due to craft tokens, that adventurer's Craft cannot be increased by 1 again due to craft tokens for the rest of the game for that adventurer.


5 = A two-faced godling uses it's dual personality to figure out effective battle strategy. Fight a Melee Combat with a strata gemini. The strata gemini's attributes are Arms: 8, Magic: 6, Craft: 3, Vitae: 4. If you are a warrior, increase the strata gemini's Arms, Craft, and Vitae by 1. If you receive a Wound due to Melee Combat with the strata gemini, roll a die. If the die roll is 4, 5, or 6, or if you are a warrior, receive 1 additional Wound. If the strata gemini receives a Wound due to Melee Combat, roll two dice. If the die roll is 7 or more, the strata gemini does not receive the Wound. If the strata gemini has fallen due to Melee Combat with you, gain a craft token. A craft token is an Item. A craft token does not count towards the number of Items you may have. If you have the craft token at the start of a turn on a page other than The Grand Hall, lose the craft token. If you have 1 or more craft tokens at the end of your turn on The Grand Hall page, you may choose to roll a die. If the die roll is greater than the number of craft tokens you have, your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. If the die roll is equal to or less than the number of craft tokens you have, increase your Craft by 1, then your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. Once an adventurer's Craft has been increased by 1 due to craft tokens, that adventurer's Craft cannot be increased by 1 again due to craft tokens for the rest of the game for that adventurer.


6 = Many traps which challenge the limits of your craftiness line this hall as you walk along it. Roll two dice. If the die roll is greater than the total of your Arms plus your Craft, receive 1 Wound. If the die roll is equal to the total of your Arms plus your Craft, heal 1 Wound.


7 = An archway leading back to the grand hall opens up before you. If you choose, go to the section of this page with the name 'GRAND HALL'.


8 = Many tricks which challenge the limits of your craftiness are triggered by walking this hall. Roll two dice. If the die roll is greater than the total of your Magic plus your Craft, receive 1 Wound. If the die roll is equal to the total of your Magic plus your Craft, heal 1 Wound.


9 = A diminutive imp trapped in a bottle is deceptively powerful due to it's mastery of wish magic. Fight a Magical Combat with a bottle imp. The bottle imp's attributes are Arms: 6, Magic: 8, Craft: 3, Vitae: 4. If you are a wizard, increase the bottle imp's Magic, Craft, and Vitae by 1. If you receive a Wound due to Magical Combat with the bottle imp, roll a die. If the die roll is 4, 5, or 6, or if you are a wizard, receive 1 additional Wound. If the bottle imp receives a Wound due to Magical Combat, roll two dice. If the die roll is 7 or more, the bottle imp does not receive the Wound. If the bottle imp has fallen due to Magical Combat with you, gain a craft token. A craft token is an Item. A craft token does not count towards the number of Items you may have. If you have the craft token at the start of a turn on a page other than The Grand Hall, lose the craft token. If you have 1 or more craft tokens at the end of your turn on The Grand Hall page, you may choose to roll a die. If the die roll is greater than the number of craft tokens you have, your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. If the die roll is equal to or less than the number of craft tokens you have, increase your Craft by 1, then your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. Once an adventurer's Craft has been increased by 1 due to craft tokens, that adventurer's Craft cannot be increased by 1 again due to craft tokens for the rest of the game for that adventurer.


10 = A wrathful wraith has been brought back to life by an archaic curse of unholy rage. Fight a Magical Combat with a wrath wraith. The wrath wraith's attributes are Arms: 6, Magic: 8, Craft: 3, Vitae: 4. If you are a priest, increase the wrath wraith's Magic, Craft, and Vitae by 1. If you receive a Wound due to Magical Combat with the wrath wraith, roll a die. If the die roll is 4, 5, or 6, or if you are a priest, receive 1 additional Wound. If the wrath wraith receives a Wound due to Magical Combat, roll two dice. If the die roll is 7 or more, the wrath wraith does not receive the Wound. If the wrath wraith has fallen due to Magical Combat with you, gain a craft token. A craft token is an Item. A craft token does not count towards the number of Items you may have. If you have the craft token at the start of a turn on a page other than The Grand Hall, lose the craft token. If you have 1 or more craft tokens at the end of your turn on The Grand Hall page, you may choose to roll a die. If the die roll is greater than the number of craft tokens you have, your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. If the die roll is equal to or less than the number of craft tokens you have, increase your Craft by 1, then your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. Once an adventurer's Craft has been increased by 1 due to craft tokens, that adventurer's Craft cannot be increased by 1 again due to craft tokens for the rest of the game for that adventurer.


11 = A supernatural fiend has the power to cause great devastation at the slightest whim. Fight a Magical Combat with a fickle fiend. The fickle fiend's attributes are Arms: 6, Magic: 8, Craft: 3, Vitae: 4. If you are an elf, increase the fickle fiend's Magic, Craft, and Vitae by 1. If you receive a Wound due to Magical Combat with the fickle fiend, roll a die. If the die roll is 4, 5, or 6, or if you are an elf, receive 1 additional Wound. If the fickle fiend receives a Wound due to Magical Combat, roll two dice. If the die roll is 7 or more, the fickle fiend does not receive the Wound. If the fickle fiend has fallen due to Magical Combat with you, gain a craft token. A craft token is an Item. A craft token does not count towards the number of Items you may have. If you have the craft token at the start of a turn on a page other than The Grand Hall, lose the craft token. If you have 1 or more craft tokens at the end of your turn on The Grand Hall page, you may choose to roll a die. If the die roll is greater than the number of craft tokens you have, your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. If the die roll is equal to or less than the number of craft tokens you have, increase your Craft by 1, then your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. Once an adventurer's Craft has been increased by 1 due to craft tokens, that adventurer's Craft cannot be increased by 1 again due to craft tokens for the rest of the game for that adventurer. 


12 = Resting on a pedestal in an alcove of this hall of craft is a scroll with a complicated riddle. If you choose, roll two dice. If the die roll is greater than your Magic, receive 1 Wound. If the die roll is equal to your Magic, lose 1 grand badge. If the die roll is less than your Magic, gain a craft token. A craft token is an Item. A craft token does not count towards the number of Items you may have. If you have the craft token at the start of a turn on a page other than The Grand Hall, lose the craft token. If you have 1 or more craft tokens at the end of your turn on The Grand Hall page, you may choose to roll a die. If the die roll is greater than the number of craft tokens you have, your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. If the die roll is equal to or less than the number of craft tokens you have, increase your Craft by 1, then your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. Once an adventurer's Craft has been increased by 1 due to craft tokens, that adventurer's Craft cannot be increased by 1 again due to craft tokens for the rest of the game for that adventurer.


Unless you rolled a 7 and went to the section 'GRAND HALL', after your craft hall encounter, go to the section of this page with the name 'CRAFT HALL' again.


VITAE HALL - Roll two dice for what you encounter while exploring the vitae hall:


2 = In an alcove of this hall of vitae is a cage of sturdy iron with a lockbox of antique origin inside. If you choose, roll two dice. If the die roll is greater than your Arms, receive 1 Wound. If the die roll is equal to your Arms, lose 1 grand badge. If the die roll is less than your Arms, gain a vitae token. A vitae token is an Item. A vitae token does not count towards the number of Items you may have. If you have the vitae token at the start of a turn on a page other than The Grand Hall, lose the vitae token. If you have 1 or more vitae tokens at the end of your turn on The Grand Hall page, you may choose to roll a die. If the die roll is greater than the number of vitae tokens you have, your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. If the die roll is equal to or less than the number of vitae tokens you have, increase your Vitae by 1, then your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. Once an adventurer's Vitae has been increased by 1 due to vitae tokens, that adventurer's Vitae cannot be increased by 1 again due to vitae tokens for the rest of the game for that adventurer.


3 = A simple orc endowed with extreme power draws great strength from these surroundings. Fight a Melee Combat with an omni orc. The omni orc's attributes are Arms: 8, Magic: 6, Craft: 3, Vitae: 4. If you are a dwarf, increase the omni orc's Arms, Craft, and Vitae by 1. If you receive a Wound due to Melee Combat with the omni orc, roll a die. If the die roll is 4, 5, or 6, or if you are a dwarf, receive 1 additional Wound. If the omni orc receives a Wound due to Melee Combat, roll two dice. If the die roll is 7 or more, the omni orc does not receive the Wound. If the omni orc has fallen due to Melee Combat with you, gain a vitae token. A vitae token is an Item. A vitae token does not count towards the number of Items you may have. If you have the vitae token at the start of a turn on a page other than The Grand Hall, lose the vitae token. If you have 1 or more vitae tokens at the end of your turn on The Grand Hall page, you may choose to roll a die. If the die roll is greater than the number of vitae tokens you have, your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. If the die roll is equal to or less than the number of vitae tokens you have, increase your Vitae by 1, then your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. Once an adventurer's Vitae has been increased by 1 due to vitae tokens, that adventurer's Vitae cannot be increased by 1 again due to vitae tokens for the rest of the game for that adventurer.


4 = A horrific hound from a strange dimension emerges from an unearthly cloud of acidic mist. Fight a Melee Combat with a hor hound. The hor hound's attributes are Arms: 8, Magic: 6, Craft: 3, Vitae: 4. If you are a thief, increase the hor hound's Arms, Craft, and Vitae by 1. If you receive a Wound due to Melee Combat with the hor hound, roll a die. If the die roll is 4, 5, or 6, or if you are a thief, receive 1 additional Wound. If the hor hound receives a Wound due to Melee Combat, roll two dice. If the die roll is 7 or more, the hor hound does not receive the Wound. If the horr hound has fallen due to Melee Combat with you, gain a vitae token. A vitae token is an Item. A vitae token does not count towards the number of Items you may have. If you have the vitae token at the start of a turn on a page other than The Grand Hall, lose the vitae token. If you have 1 or more vitae tokens at the end of your turn on The Grand Hall page, you may choose to roll a die. If the die roll is greater than the number of vitae tokens you have, your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. If the die roll is equal to or less than the number of vitae tokens you have, increase your Vitae by 1, then your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. Once an adventurer's Vitae has been increased by 1 due to vitae tokens, that adventurer's Vitae cannot be increased by 1 again due to vitae tokens for the rest of the game for that adventurer.


5 = A living statue of marble in the form of a swift warrior charges about with amazing speed. Fight a Melee Combat with a marble marauder. The marble marauder's attributes are Arms: 8, Magic: 6, Craft: 3, Vitae: 4. If you are a warrior, increase the marble marauder's Arms, Craft, and Vitae by 1. If you receive a Wound due to Melee Combat with the marble marauder, roll a die. If the die roll is 4, 5, or 6, or if you are a warrior, receive 1 additional Wound. If the marble marauder receives a Wound due to Melee Combat, roll two dice. If the die roll is 7 or more, the marble marauder does not receive the Wound. If the marble marauder has fallen due to Melee Combat with you, gain a vitae token. A vitae token is an Item. A vitae token does not count towards the number of Items you may have. If you have the vitae token at the start of a turn on a page other than The Grand Hall, lose the vitae token. If you have 1 or more vitae tokens at the end of your turn on The Grand Hall page, you may choose to roll a die. If the die roll is greater than the number of vitae tokens you have, your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. If the die roll is equal to or less than the number of vitae tokens you have, increase your Vitae by 1, then your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. Once an adventurer's Vitae has been increased by 1 due to vitae tokens, that adventurer's Vitae cannot be increased by 1 again due to vitae tokens for the rest of the game for that adventurer.


6 = Many traps which challenge the extent of your viability line this hall as you walk along it. Roll two dice. If the die roll is greater than the total of your Arms plus your Vitae, receive 1 Wound. If the die roll is equal to the total of your Arms plus your Vitae, heal 1 Wound.


7 = An archway leading back to the grand hall opens up before you. If you choose, go to the section of this page with the name 'GRAND HALL'.


8 = Many tricks which challenge the extent of your viability are triggered by walking this hall. Roll two dice. If the die roll is greater than the total of your Magic plus your Vitae, receive 1 Wound. If the die roll is equal to the total of your Magic plus your Vitae, heal 1 Wound.


9 = A wise witch said to be as old as the world invokes an ancient magic unknown to modern mages. Fight a Magical Combat with a lilith witch. The lilith witch's attributes are Arms: 6, Magic: 8, Craft: 3, Vitae: 4. If you are a wizard, increase the lilith witch's Magic, Craft, and Vitae by 1. If you receive a Wound due to Magical Combat with the lilith witch, roll a die. If the die roll is 4, 5, or 6, or if you are a wizard, receive 1 additional Wound. If the lilith witch receives a Wound due to Magical Combat, roll two dice. If the die roll is 7 or more, the lilith witch does not receive the Wound. If the lilith witch has fallen due to Magical Combat with you, gain a vitae token. A vitae token is an Item. A vitae token does not count towards the number of Items you may have. If you have the vitae token at the start of a turn on a page other than The Grand Hall, lose the vitae token. If you have 1 or more vitae tokens at the end of your turn on The Grand Hall page, you may choose to roll a die. If the die roll is greater than the number of vitae tokens you have, your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. If the die roll is equal to or less than the number of vitae tokens you have, increase your Vitae by 1, then your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. Once an adventurer's Vitae has been increased by 1 due to vitae tokens, that adventurer's Vitae cannot be increased by 1 again due to vitae tokens for the rest of the game for that adventurer.


10 = A hulking monstrosity of a demon steps out of a mystically manifested gate from another realm. Fight a Magical Combat with an ultra demon. The ultra demon's attributes are Arms: 6, Magic: 8, Craft: 3, Vitae: 4. If you are a priest, increase the ultra demon's Magic, Craft, and Vitae by 1. If you receive a Wound due to Magical Combat with the ultra demon, roll a die. If the die roll is 4, 5, or 6, or if you are a priest, receive 1 additional Wound. If the ultra demon receives a Wound due to Magical Combat, roll two dice. If the die roll is 7 or more, the ultra demon does not receive the Wound. If the ultra demon has fallen due to Magical Combat with you, gain a vitae token. A vitae token is an Item. A vitae token does not count towards the number of Items you may have. If you have the vitae token at the start of a turn on a page other than The Grand Hall, lose the vitae token. If you have 1 or more vitae tokens at the end of your turn on The Grand Hall page, you may choose to roll a die. If the die roll is greater than the number of vitae tokens you have, your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. If the die roll is equal to or less than the number of vitae tokens you have, increase your Vitae by 1, then your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. Once an adventurer's Vitae has been increased by 1 due to vitae tokens, that adventurer's Vitae cannot be increased by 1 again due to vitae tokens for the rest of the game for that adventurer.


11 = A towering ent of great sagacity has lived for numerous eons as a keeper of old knowledge. Fight a Magical Combat with an arbor ent. The arbor ent's attributes are Arms: 6, Magic: 8, Craft: 3, Vitae: 4. If you are an elf, increase the arbor ent's Magic, Craft, and Vitae by 1. If you receive a Wound due to Magical Combat with the arbor ent, roll a die. If the die roll is 4, 5, or 6, or if you are an elf, receive 1 additional Wound. If the arbor ent receives a Wound due to Magical Combat, roll two dice. If the die roll is 7 or more, the arbor ent does not receive the Wound. If the arbor ent has fallen due to Magical Combat with you, gain a vitae token. A vitae token is an Item. A vitae token does not count towards the number of Items you may have. If you have the vitae token at the start of a turn on a page other than The Grand Hall, lose the vitae token. If you have 1 or more vitae tokens at the end of your turn on The Grand Hall page, you may choose to roll a die. If the die roll is greater than the number of vitae tokens you have, your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. If the die roll is equal to or less than the number of vitae tokens you have, increase your Vitae by 1, then your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. Once an adventurer's Vitae has been increased by 1 due to vitae tokens, that adventurer's Vitae cannot be increased by 1 again due to vitae tokens for the rest of the game for that adventurer.


12 = Magically impenetrable curtains cover over a mysterious alcove in this hall of vitae. If you choose, roll two dice. If the die roll is greater than your Magic, receive 1 Wound. If the die roll is equal to your Magic, lose 1 grand badge. If the die roll is less than your Magic, gain a vitae token. A vitae token is an Item. A vitae token does not count towards the number of Items you may have. If you have the vitae token at the start of a turn on a page other than The Grand Hall, lose the vitae token. If you have 1 or more vitae tokens at the end of your turn on The Grand Hall page, you may choose to roll a die. If the die roll is greater than the number of vitae tokens you have, your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. If the die roll is equal to or less than the number of vitae tokens you have, increase your Vitae by 1, then your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. Once an adventurer's Vitae has been increased by 1 due to vitae tokens, that adventurer's Vitae cannot be increased by 1 again due to vitae tokens for the rest of the game for that adventurer.


Unless you rolled a 7 and went to the section 'GRAND HALL', after your vitae hall encounter, go to the section of this page with the name 'VITAE HALL' again.


GRAND ARMORY - You may choose to do any of the following in any order you choose:


Pay 1 grand badge to gain 1 Gold.


Pay 1 grand token to gain 3 Gold.


Pay 1 grand token to heal all Wounds.


Pay 2 grand tokens to gain a craft token. A craft token is an Item. A craft token does not count towards the number of Items you may have. If you have the craft token at the start of a turn on a page other than The Grand Hall, lose the craft token. If you have 1 or more craft tokens at the end of your turn on The Grand Hall page, you may choose to roll a die. If the die roll is greater than the number of craft tokens you have, your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. If the die roll is equal to or less than the number of craft tokens you have, increase your Craft by 1, then your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. Once an adventurer's Craft has been increased by 1 due to craft tokens, that adventurer's Craft cannot be increased by 1 again due to craft tokens for the rest of the game for that adventurer.


Pay 2 grand tokens to gain a vitae token. A vitae token is an Item. A vitae token does not count towards the number of Items you may have. If you have the vitae token at the start of a turn on a page other than The Grand Hall, lose the vitae token. If you have 1 or more vitae tokens at the end of your turn on The Grand Hall page, you may choose to roll a die. If the die roll is greater than the number of vitae tokens you have, your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. If the die roll is equal to or less than the number of vitae tokens you have, increase your Vitae by 1, then your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so. Once an adventurer's Vitae has been increased by 1 due to vitae tokens, that adventurer's Vitae cannot be increased by 1 again due to vitae tokens for the rest of the game for that adventurer.


Pay 1 grand token or 4 Gold for a grand sword. A grand sword is an Item and a weapon. If you have the grand sword at the start of any Melee Combat, increase your Arms by 2 for that Melee Combat only.


Pay 2 grand tokens or 7 Gold for a grand axe. A grand axe is an Item and a weapon. If you have the grand axe at the start of any Melee Combat, increase your Arms by 2 for that Melee Combat only. If you have the grand axe, and a monster receives a Wound due to a Melee Combat with you, the monster receives 1 additional Wound.


Pay 1 grand token or 4 Gold for a grand wand. A grand wand is an Item and a weapon. If you have the grand wand at the start of a Magical Combat, increase your Magic by 2 for that Magical Combat only.


Pay 2 grand tokens or 7 Gold for a grand staff. A grand staff is an Item and a weapon. If you have the grand staff at the start of any Magical Combat, increase your Magic by 2 for that Magical Combat only. If you have the grand staff, and a monster receives a Wound due to a Magical Combat with you, the monster receives 1 additional Wound.


Pay 3 grand tokens or 10 Gold for grand armor. Grand armor is an Item. If you have the grand armor at the start of any turn, increase your Arms by 1 for that turn only. If you have the grand armor, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 7 or more, you do not receive the Wound. You may not use any other Item with the word 'helmet', 'helm', 'shield', or 'armor' in it's name if you have the grand armor.


Pay 3 grand tokens or 10 Gold for grand robes. Grand robes is an Item. If you have the grand robes at the start of any turn, increase your Magic by 1 for that turn only. If you have the grand robes, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 7 or more, you do not receive the Wound. You may not use any other Item with the word 'hat', 'cloak', 'robe', or 'robes' in it's name if you have the grand robes.


Pay 3 grand tokens or 10 Gold for an angel ring. An angel ring is an Item. An angel ring does not count towards the number of Items you may have. If you have the angel ring and you have fallen, lose the angel ring, heal all Wounds, then your turn ends and your next turn will begin on the same page you were on when the angel ring was used. Ignore any instructions for having fallen if you used the angel ring. You may not use more than 1 angel ring per game per adventurer.


Pay 3 grand tokens or 10 Gold for a guardian angel. A guardian angel is an Ally. A guardian angel does not count towards the number of Allies you may have. If you have the guardian angel and you have fallen, lose the guardian angel, heal all Wounds, then your turn ends and your next turn will begin on the same page you were on when the guardian angel was used. Ignore any instructions for having fallen if you used the guardian angel. You may not use more than 1 guardian angel per game per adventurer.


Pay 3 grand tokens or 10 Gold for revive. Revive is a Spell. Revive does not count towards the number of Spells you may have. Revive is used whenever you have fallen. When used, heal all Wounds, then your turn ends and your next turn will begin on the same page you were on when revive was used. Ignore any instructions for having fallen if you used revive. You may not use more than 1 revive per game per adventurer.


When you are done healing Wounds, gaining Gold, gaining Items, gaining Allies, and/or gaining Spells, you must choose between staying in The Grand Hall or going back to The Cloud City. If you choose to stay in The Grand Hall, your turn ends and the next turn will begin in The Grand Hall; Stay on this page if so. If you choose to go to The Cloud City, your turn ends and the next turn will begin in The Cloud City; Proceed to that page if so.


The Cloud City

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