The Hills

Your turn begins in The Hills.

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


Choose one of the following areas to explore: FOOTHILLS, MOUNTAINS, RIVER, or ROAD. To explore an area, go to the section of this page with the same name, but only after you first roll two dice for what you encounter while exploring the hills:


2 = A gang of ogres toss a volley of large rocks at you. Roll a die. If the die roll is greater than your Arms, receive a number of Wounds equal to the die roll minus your Arms.


3 = One of the hill folk tries to teach you some hill magic. Roll a die. If the die roll is equal to or less than your Arms, of if you are a dwarf, gain missile. Missile is a Spell. Missile may be used at the start of any Melee Combat. When used, roll a die. If the die roll is 5 or 6, increase your Arms by 1 for that Melee Combat only. If a monster receives a Wound due to a Melee Combat in which missile was used at the start of, roll a die. If the die roll is 5 or 6, that monster receives 1 additional Wound. You may not use more than 1 missile per Combat.


4 = You are one of the few to find the hidden valley within the hills. If you choose, your turn ends and the next turn will begin in The Hidden Vale; Proceed to that page if so.


5 = A bandit with a loaded sling demands you pay up or else. Pay 1 Gold or fight a Melee Combat with a sling bandit. The sling bandit's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 1. At the start of any Melee Combat the sling bandit is in, roll a die. If the die roll is 6, increase the sling bandit's Arms by 1 for that Melee Combat only. If you receive a Wound due to Combat with the sling bandit, roll a die. If the die roll is 6, receive 1 additional Wound.


6 = A beastman comes rushing down a hill swinging a jagged sword at you. Fight a Melee Combat with a beastman. The beastman's attributes are Arms: 3, Magic: 1, Craft: 2, Vitae: 2. At the start of any Melee Combat the beastman is in, if it is the first Combat the beastman has been in this turn, roll a die. If the die roll is 1, 2, or 3, increase the beastman's Arms by 1 for that Melee Combat only.


7 = You discover a path winding it's way through the hills and to a monastery at the foot of a very tall tower. If you choose, your turn ends and the next turn will begin at The Monastery; Proceed to that page if so.


8 = An angry hermit of the hills casts a spell on you for trespassing on his domain. Fight a Magical Combat with a hill hermit. The hill hermit's attributes are Arms: 1, Magic: 3, Craft: 3, Vitae: 2. If the hill hermit receives a Wound due to Magical Combat with you, roll a die. If the die roll is 1, the hill hermit does not receive the wound.


9 = A band of rogues and criminals have set up base among the foothills. If you choose, your turn ends and the next turn will begin in The Bandit Camp; Proceed to that page if so.


10 = There's gold in these here hills if you can find it. Roll a die. If the die roll is equal to or less than your Craft. gain 1 Gold.


11 = You attempt to tame the rare magic ram of the hills. Roll a die, unless you have an aries ram. If the die roll is less than your Arms, or if you are a dwarf and the die roll is equal to or less than your Arms, gain an aries ram. An aries ram is an Ally. If you have the aries ram at the start of any Melee Combat, you may choose to lose the aries ram. If so, increase your Arms by 1 for that Melee Combat only. If a monster receives a Wound due to a Melee Combat in which the aries ram was used at the start of, that monster receives 1 additional Wound.


12 = The spellcasting leader of the hill ogres wants to make a meal out of you. Fight a Magical Combat with an ogre magi. The ogre magi's attributes are Arms: 5, Magic: 6, Craft: 4, Vitae: 4. At the start of any Magical Combat the ogre magi is in, if it is the first Combat the ogre magi has been in this turn, roll a die. If the die roll is equal to or less than the ogre magi's Craft, increase the ogre magi's Vitae by 2. The increase lasts until the ogre magi has fallen or if you choose to end Combat with the ogre magi. If the ogre magi has fallen due to Combat with you, gain grow. Grow is a Spell. Grow may be used at the start of any turn. When used, increase your Vitae by 2 for that turn only; At the end of that turn, if you have 1 or more Wounds, heal 2 Wounds before the increase ends. You may not use more than 1 grow per turn.


Unless you rolled a 4 and entered The Hidden Vale, or you rolled a 7 and went to The Monastery, or you rolled a 9 and decided to explore The Bandit Camp, after your hill encounter ends, go to the section of this page with the same name as the area you chose to explore.


FOOTHILLS - Your turn ends and the next turn will begin in The Hills; Stay on this page.


MOUNTAINS - Your turn ends and the next turn will begin in The Mountains; Proceed to that page.


RIVER - Your turn ends and the next turn will begin at The River; Proceed to that page.


ROAD - Your turn ends and the next turn will begin at The Crossroads; Proceed to that page.


The Hidden Vale


The Monastery


The Bandit Camp


The Mountains


The River


The Crossroads

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