The Hidden Vale
Your turn begins in The Hidden Vale.
Roll two dice for what you encounter while exploring the hidden vale:
2 = You meet a local girl who can for sure help you explore this vale. If you choose, roll a die, unless you have a valley girl. If the die roll is equal to or less than your Craft, gain a valley girl. A valley girl is an Ally. If you have the valley girl at the start of any turn on a page with the word 'Vale', 'Shady', or 'Vault' in it's name, increase your Arms and Magic by 1 for that turn only. Also, if you have the valley girl at the start of a turn on a page with the word 'Hills' in it's name, you may choose to end your turn. If so, your next turn will begin in The Hidden Vale; Proceed to that page.
3 = Tucked within the far corner of this hidden vale is a heavily-guarded building made of thick stone. If you choose, your turn ends and the next turn will begin at The Vault; Proceed to that page if so.
4 = A rogue ranger will teach some hidden magic to those that are worthy. Roll a die. If the die roll is less than your Craft, or if you are a thief and the die roll is equal to or less than your Craft, gain hide. Hide is a Spell. Hide may be used at the start of any Melee Combat. When used, roll a die. If the die is equal to or greater than the Craft of the monster in the Melee Combat with you, that Melee Combat will automatically be a standoff without rolling any dice. If the die roll is less than the Craft of the monster in the Melee Combat, decrease the monster's Arms by 1 for that Melee Combat only. You may not use more than 1 hide per Combat.
5 = A mystical path of pitch black darkness winds it's way through a shadowy copse of dead trees. If you choose, your turn ends and the next turn will begin on The Shady Lane; Proceed to that page if so.
6 = Hiding throughout the foliage of this valley are numerous members of a secret sect of veiled druids. Fight a Magical Combat with a vale druid, unless you have a hidden pass. The vale druid's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 2. At the start of any Magical Combat with the vale druid, roll a die. If the die roll is less than your Craft, decrease your Magic by 1 for that Magical Combat only. If the die roll is equal to or greater than your Craft, the Magical Combat will automatically be a standoff without rolling any dice. If any Magical Combat with the vale druid is a standoff, roll a die. If the die roll is equal to or less than the total of the vale druid's Vitae plus the number of Wounds the vale druid has, you must choose to end Combat with the vale druid when given the choice.
7 = You come upon a magical spring that is known to heal the inhabitants of this hidden vale. If you have 1 or more Wounds, roll a die. If the die roll equal to or less than the number of Wounds you have, heal all Wounds.
8 = This vale is protected by a select group of masked rangers skilled in remaining hidden within it's terrain. Fight a Melee Combat with a vale ranger, unless you have a hidden pass. The vale ranger's attributes are Arms: 4, Magic: 3, Craft: 3, Vitae: 2. At the start of any Melee Combat with the vale ranger, roll a die. If the die roll is less than your Craft, decrease your Arms by 1 for that Melee Combat only. If the die roll is equal to or greater than your Craft, the Melee Combat will automatically be a standoff without rolling any dice. If any Melee Combat with the vale ranger is a standoff, roll a die. If the die roll is equal to or less than the total of the vale ranger's Vitae plus the number of Wounds the vale ranger has, you must choose to end Combat with the vale ranger when given the choice.
9 = An abundance of rare monsters seem to dwell within the solitude of this vale. Roll a die. If the die roll is 1, you are attacked by a giant bird thought to be extinct. Fight a Melee Combat with a dodo bird. The dodo bird's attributes are Arms: 6, Magic: 4, Craft: 1, Vitae: 4. If the die roll is 2, you are assaulted by a giant bat that cannot see. Fight a Melee Combat with a blind bat. The blind bat's attributes are Arms: 5, Magic: 4, Craft: 1, Vitae: 5. If the die roll is 3, you are accosted by large rodent which was said to only be a myth. Fight a Melee Combat with a giant snipe. The giant snipe's attributes are Arms: 4, Magic: 4, Craft: 1, Vitae: 6. If the die roll is 4, your path is blocked by a treeman that is covered in mystical moss. Fight a Magical Combat with a mossy ent. The mossy ent's attributes are Arms: 4, Magic: 6, Craft: 1, Vitae: 4. If the die roll is 5, you are being slowly stalked by a vampiric slug. Fight a Magical Combat with a stalker slug. The stalker slug's attributes are Arms: 4, Magic: 5, Craft: 1, Vitae: 5. If the die roll is 6, you find yourself being hunted by a ghostly bull that runs on air. Fight a Magical Combat with a ghost bull. The ghost bull's attributes are Arms: 4, Magic: 4, Craft: 1, Vitae: 6.
10 = A hermetic druid will teach some vale magic to the select few who can find him. Roll a die. If the die roll is less than your Craft, or if you are a thief and the die roll is equal to or less than your Craft, gain veil. Veil is a Spell. Veil may be used at the start of any Magical Combat. When used, roll a die. If the die is equal to or greater than the Craft of the monster in the Magical Combat, that Magical Combat will automatically be a standoff without rolling any dice. If the die roll is less than the Craft of the monster in the Magical Combat, decrease the monster's Magic by 1 for that Magical Combat only. You may not use more than 1 veil per Combat.
11 = A small village sells passes to those who wish to stay in or return to this secluded vale. Pay 1 Gold to gain a hidden pass. A hidden pass is an Item. A hidden pass does not count towards the number of Items you may have. You may use the hidden pass at the start of any turn on a page with the word 'Hills' in it's name. When used, lose the hidden pass, then your turn ends and your next turn will begin in The Hidden Vale; Proceed to that page if so.
12 = This large, secluded valley is home to a dragon that is so huge and so hidden that it is all around yet rarely found. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a hidden dragon. If the die roll is 4, 5, or 6, fight a Magical Combat with a hidden dragon. The hidden dragon's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 3. At the start of any Combat with the hidden dragon, roll a die. If the die roll is less than your Craft, decrease your Arms and Magic by 1 for that Combat only. If the die roll is equal to or greater than your Craft, the Combat will automatically be a standoff without rolling any dice. If any Combat with the hidden dragon is a standoff, roll a die. If the die roll is equal to or less than the total of the hidden dragon's Vitae plus the number of Wounds the hidden dragon has, you must choose to end Combat with the hidden dragon when given the choice. If the hidden dragon has fallen due to Combat with you, gain a concealed pouch, unless you have a concealed pouch. A concealed pouch is an Item. A concealed pouch does not count towards the number of Items you may have. If you have the concealed pouch at the start of any turn, and you have 1 or more Items in addition to the concealed pouch, you may choose 1 Item you have that is not the concealed pouch. For that turn only, the chosen Item will not count towards the number of Items you may have. At the start of the next turn after that turn, the chosen Item will count towards the number of Items you may have unless you choose the same Item again using the concealed pouch at the start of the turn.
Unless you rolled a 3 and went to The Vault, or you rolled a 5 and walked The Shady Lane, after your hidden vale encounter, you must choose between staying in The Hidden Vale or going back to The Hills. If you choose to stay in The Hidden Vale, your turn ends and the next turn will begin in The Hidden Vale; Stay on this page if so. If you choose to go to The Hills, your turn ends and the next turn will begin in The Hills; Proceed to that page if so.
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