The Great White

Your turn begins at The Great White.

If you are a dwarf, increase your Arms and Magic by 1 for this turn only.


Roll two dice for what you encounter while climbing the great white mountain:


2 = In a hidden nook of this mountain is the secret hut of a powerful wizard dressed all in white. Fight a Magical Combat with a white wizard. The white wizard's attributes are Arms: 2, Magic: 6, Craft: 4, Vitae: 3. At the start of any Magical Combat the white wizard is in, roll a die. If the die roll is 1, 2, or 3, increase the white wizard's Magic by 1 for that Magical Combat only. If you receive a Wound due to a Magical Combat with the white wizard, roll a die. If the die roll is 1, 2, or 3, receive 1 additional Wound. If the white wizard has fallen due to Combat with you, gain a whitewood wand. A whitewood wand is an Item and a weapon. If your Alignment is Good and you have the whitewood 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 Good and you have the whitewood 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 = A special guide hires himself out to those who seek the great white dungeon. Pay 1 Gold to gain a greatwhite guide. A greatwhite guide is an Ally. If you have the greatwhite guide at the start of a turn on a page with the word 'White' in it's name, you may choose to end your turn. If so, your next turn will begin in The Greatwhite Dungeon; Proceed to that page. Also, if you have the greatwhite guide at the start of a turn on a page with the word 'Mountains' in it's name, you may choose to end your turn. If so, your next turn will begin at The Great White; Proceed to that page.


4 = You find the entrance to the infamous dungeon of the great white mountain. If you choose, your turn ends and the next turn will begin in The Greatwhite Dungeon; Proceed to that page if so.


5 = Amid the slopes of this snow white mountain lurks the deadly white puddings. Fight a Magical Combat with a white pudding. The white pudding's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 3. If the white pudding receives a Wound due to Combat with you and it is the first Wound the white pudding has received due to Combat with you this turn, roll a die. If the die roll is equal to or less than the white pudding's Vitae, you receive a Wound.


6 = The bugbears of this mountain have had their fur turn to white from all the steam and snow. Fight a Magical Combat with a white bugbear. Fight a Magical Combat with a white bugbear. The white bugbear's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 3.


7 = Numerous vents all over the great white mountain release hot white steam that turns to snow. Roll a die. If the die roll is greater than your Arms, roll a die. If that die roll is greater than your Vitae, receive 1 Wound. 


8 = A race of completely bald pale ogres live on the mountain known as the great white. Fight a Melee Combat with a white ogre. The white ogre's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 3.


9 = You cross paths with a unique breed of wight indigenous to this mountain. Fight a Melee Combat with a white wight. The white wight's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 3. If you receive a Wound due to Combat with the white wight, and it is the first Wound you have received due to Combat with the white wight this turn, roll a die. If the die roll is 5 or 6, decrease your Arms by 1. The decrease lasts until the white wight has fallen or if you choose to end Combat with the white wight.


10 = You discover a steaming hot vent that serves as a secret way into the great white dungeon. If you choose, roll a die. If the die roll is greater than your Craft, receive 1 Wound. If the die roll is equal to or less than your Craft, your turn ends and the next turn will begin in The Greatwhite Dungeon; Proceed to that page if so.


11 = A strange hermit in white rags offers to trade you a map to the great white dungeon. Pay 1 Item to gain a greatwhite map. A greatwhite map is an Item. A greatwhite map does not count towards the number of Items you may have. If you have the greatwhite map at the start of a turn on a page with the word 'White' in it's name, you may choose to end your turn. If so, your next turn will begin in The Greatwhite Dungeon; Proceed to that page.


12 = This snow-capped mountain is guarded by a white dragon that breathes white hot steam. Fight a Melee Combat with a white dragon. The white dragon's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 4. At the start of any Combat with the white dragon, if it is the first Combat the white dragon has been in this turn, roll a die. If the die roll is less than your Vitae, receive 1 Wound. If the die roll is equal to or greater than your Vitae, roll a die. Receive a number of Wounds equal to that die roll divided by two (round up). If the white dragon has fallen due to Combat with you, roll a die. Gain a number of white potions equal to the die roll. A white potion is an Item. The white potion may be used at any time you have 1 or more Wounds. When used, heal 1 Wound, then lose the white potion.


Unless you rolled a 4 or 10 and went to The Greatwhite Dungeon, after your great white encounter ends, you must choose between staying at The Great White or going back to The Mountains. If you choose to stay at The Great White, your turn ends and the next turn will begin at The Great White; Stay on this page if so. If you choose to return to The Mountains, your turn ends and the next turn will begin in The Mountains; Proceed to that page if so.


The Greatwhite Dungeon


The Mountains

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