The Hedge Maze

Your turn begins in The Hedge Maze.

If you are a priest and your Alignment is Neutral, or if you are an elf, increase your Arms and Magic by 1 for this turn only.


Roll two dice for what you encounter within the hedge maze:


2 = A man long lost in the maze asks for your help. If you choose, gain a maze man. A maze man is an Ally. If you have the maze man at the start of any turn on a page other than The Hedge Maze, roll a die. If the die roll is 1 or 2, lose the maze man and gain 1 Gold. If the die roll is 3 or 4, lose the maze man and gain 2 Gold. If the die roll is 5 or 6, lose the maze man and gain 3 Gold.


3 = Fatigue sets in as you wonder if you will ever find your way through the maze. Roll a die. If the die roll is greater than your Vitae, receive a number of Wounds equal to the die roll minus your Vitae.


4 = The page of a druid spellbook is caught on a hedge. Roll a die. If the die roll is equal to or less than your Craft, or if you are an elf, or if your alignment is Neutral and you are a priest, gain tangle. Tangle is a spell. Tangle may be used at the start of any Melee Combat. When used, roll a die. If the die roll is greater than the Arms of the monster in the Melee Combat with you, decrease that monster's Arms by 2, unless that monster's Arms is 2, in which case decrease that monster's Arms by 1 instead of 2. The decrease lasts until the monster has fallen or if you choose to end Combat with the monster. You may not use more than 1 tangle per Combat.


5 = A trimmed hedge in the shape of a lion comes charging towards you. Fight a Melee Combat with a hedge lion. The hedge lion's attributes are Arms: 5, Magic: 2, Craft: 1, Vitae: 3. If you have the rainbow prism, increase the hedge lion's Arms and Vitae by 1.


6 = Druids in dark robes patrol the maze in search of intruders. Fight a Magical Combat with a dark druid. The dark druid's attributes are Arms: 2, Magic: 4, Craft: 4, Vitae: 2. If you have the rainbow prism, increase the dark druid's Magic and Vitae by 1.


7 = You wander among the hedges looking for a way out. Roll two dice. If the die roll is less than your Craft, and if you choose, your turn ends and the next turn will begin in The Druid Grove; Proceed to that page if so.


8 = Beware the topiary of this maze. Fight a Melee Combat with a hedge monster. The hedge monster's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2. If you have the rainbow prism, increase the hedge monster's Arms and Vitae by 1.


9 = You are challenged by a cedar druid empowered by these surroundings. Fight a Magical Combat with a cedar druid. The cedar druid's attributes are Arms: 2, Magic: 5, Craft: 4, Vitae: 3. If you have the rainbow prism, increase the cedar druid's Magic and Vitae by 1.


10 = You discover a druidic scroll sticking out of a hedge. Roll a die. If the die roll is equal to or less than your Craft, if you are an elf, or if your alignment is Neutral and you are a priest, gain Strangle. Strangle is a spell. Strangle may be used at the start of any Magical Combat. When used, roll a die. If the die roll is greater than the Magic of the monster in the Magical Combat with you, decrease that monster's Magic by 2, unless that monster's Magic is 2, in which case decrease that monster's Magic by 1 instead of 2. The decrease lasts until the monster has fallen or if you choose to end Combat with the monster. You may not use more than 1 strangle per Combat.


11 = You have found the way back to the grove. If you choose, your turn ends and the next turn will begin in The Druid Grove; Proceed to that page if so.


12 = You find the most prized possession of the druids being guarded by a strange beast. Roll a die. If the die roll is 1, 3, or 5, fight a Melee Combat with a rainbow beast. If the die roll is 2, 4, or 6, fight a Magical Combat with a rainbow beast. The rainbow beast's attributes are Arms: 6, Magic: 6, Craft: 2, Vitae: 4. At the start of any Combat with the rainbow beast, roll a die. If the die roll is 1, 3, or 5, increase the rainbow beast's Arms by 1 for that Combat only. If the die roll is 2, 4, or 6, increase the rainbow beast's Magic by 1 for that Combat only. If the rainbow beast has fallen due to Combat with you, gain a rainbow prism, unless you have a rainbow prism. A rainbow prism is an Item. If you have the rainbow prism at the start of any turn, roll a die. If the die roll is 2, increase your Arms by 1 for that turn only. If the die roll is 3, increase your Magic by 1 for that turn only. If the die roll is 4, increase your Craft by 1 for that turn only. If the die roll is 5, increase your Vitae by 1 for that turn only. If the die roll is 6, choose one of your attributes to increase by 1 for that turn only. 


Unless you rolled a 7 or 11 and returned to The Druid Grove, after your hedge maze encounter ends , your turn ends and the next turn will begin in The Hedge Maze; Stay on this page.


The Druid Grove

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