The Hunting Grounds
Your turn begins at The Hunting Grounds.
If you are an elf, increase your Arms and Magic by 1 for this turn only.
Roll two dice for what you encounter while exploring the hunting grounds:
2 = The head of the royal ward here is a game warden in charge of keeping the grounds pristine. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a game warden. If the die roll is 4, 5, or 6, fight a Melee Combat with a game warden. The game warden's attributes are Arms: 5, Magic: 5, Craft: 4, Vitae: 2. At the start of any Combat the game warden is in, roll a die. If the die roll is 4, 5, or 6, increase the game warden's Arms and Magic by 1 for that Combat only. If you have 1 or more Wounds at the start of any Combat with the game warden, roll a die. If the die roll is equal to or less than the number of Wounds you have, receive a number of Wounds equal to the die roll. If the game warden receives a Wound due to Combat with you, roll two dice. If the die roll is 9 or more, the game warden does not receive the Wound. If the game warden has fallen due to Combat with you, gain bullseye. Bullseye is a Spell. You may use bullseye at the start of any Combat if the monster in the Combat with you has 1 or more Wounds. When used, roll a die. If the die roll is equal to or less than the number of Wounds the monster has, the monster receives a number of Wounds equal to the die roll. You may not use more than 1 bullseye per Combat.
3 = A royal targeteer offers to teach you some deadly hunting magic. Roll a die. If the die roll is less than your Arms, gain target. Target is a Spell. You may use target at the start of any Melee Combat if the monster in the Melee Combat with you has 1 or more Wounds. When used, roll a die. if the die roll is equal to or less than the number of Wounds the monster has, the monster receives a number of Wounds equal to the die roll. You may not use more than 1 target per Combat.
4 = A portion of these royal hunting grounds is a beautiful aviary for all sorts of birds. If you choose, your turn ends and the next turn will begin in The Aviary; Proceed to that page if so.
5 = Wardens in service of the royal family patrol these grounds for poachers without passes. If you do not have a royal pass, fight a Melee Combat with a royal warden. The royal warden's attributes are Arms: 4, Magic: 3, Craft: 3, Vitae: 2. At the start of any Melee Combat the royal warden is in, roll a die. If the die roll is 4, 5, or 6, increase the royal warden's Arms by 1 for that Melee Combat only. If you have 1 or more Wounds at the start of any Melee Combat with the royal warden, roll a die. If the die roll is equal to or less than the number of Wounds you have, receive a number of Wounds equal to the die roll. If the royal warden receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the royal warden does not receive the Wound.
6 = A varied abundance of majestic wildlife populates these royal hunting grounds. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a noble boar. The noble boar's attributes are Arms: 4, Magic: 3, Craft: 1, Vitae: 3. If the die roll is 4 or 5, fight a Melee Combat with a crimson stag. The crimson stag's attributes are Arms: 5, Magic: 4, Craft: 1, Vitae: 3. If the die roll is 6, fight a Melee Combat with a royal griffon. The royal griffon's attributes are Arms: 6, Magic: 5, Craft: 2, Vitae: 3. If the royal griffon has fallen due to Combat with you, gain an archery bow. An archery bow is an Item. If you have the archery bow at the start of any Combat with a monster that has 1 or more Wounds, you may choose to lose the archery bow. If so, roll a die. If the die roll is equal to or less than the number of Wounds the monster has, the monster receives a number of Wounds equal to the die roll. You may not use more than 1 archery bow per Combat.
7 = Numerous gaming booths sell passes which allow hunting on these royal grounds. Pay 2 Gold to gain a royal pass. A royal pass is an Item. A royal pass does not count towards the number of Items you may have.
8 = An abundant variety of majestic wildlife roams the royal hunting grounds. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a regal boar. The regal boar's attributes are Arms: 3, Magic: 4, Craft: 1, Vitae: 3. If the die roll is 4 or 5, fight a Magical Combat with a violet stag. The violet stag's attributes are Arms: 4, Magic: 5, Craft: 1, Vitae: 3. If the die roll is 6, fight a Magical Combat with a royal hippogriff. The royal hippogriff's attributes are Arms: 5, Magic: 6, Craft: 2, Vitae: 3. If the royal hippogriff has fallen due to Combat with you, gain an archer. An archer is an Ally. If you have the archer at the start of any Combat with a monster that has 1 or more Wounds, you may choose to lose the archer. If so, roll a die. If the die roll is equal to or less than the number of Wounds the monster has, the monster receives a number of Wounds equal to the die roll. You may not use more than 1 archer per Combat.
9 = Warders in employ of the royal family protect these grounds from unauthorized hunters. If you do not have a royal pass, fight a Magical Combat with a royal warder. The royal warder's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 2. At the start of any Magical Combat the royal warden is in, roll a die. If the die roll is 4, 5, or 6, increase the royal warder's Magic by 1 for that Magical Combat only. If you have 1 or more Wounds at the start of any Magical Combat with the royal warder, roll a die. If the die roll is equal to or less than the number of Wounds you have, receive a number of Wounds equal to the die roll. If the royal warder receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the royal warder does not receive the Wound.
10 = A portion of these royal hunting grounds is a handsome haven for all sorts of hounds. If you choose, your turn ends and the next turn will begin in The Hound Haven; Proceed to that page if so.
11= A royal marksman offers to teach you a lethal hunting spell. Roll a die. If the die roll is less than your Magic, gain crosshair. Crosshair is a Spell. You may use crosshair at the start of any Magical Combat if the monster in the Magical Combat with you has 1 or more Wounds. When used, roll a die. if the die roll is equal to or less than the number of Wounds the monster has, the monster receives a number of Wounds equal to the die roll. You may not use more than 1 crosshair per Combat.
12 = A master of the hunt monitors these grounds for any and all hunting activity. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a master huntsman. If the die roll is 4, 5, or 6, fight a Magical Combat with a master huntsman. The master huntsman's attributes are Arms: 7, Magic: 7, Craft: 4, Vitae: 3. If the master huntsman has fallen due to Combat with you, gain an arbor ring. An arbor ring is an Item. If you have the arbor ring at the start of any turn on a page with the word 'Forest', 'Woods', 'Glade', or 'Hollow' in it's name, increase your Arms and Magic by 1 for that turn only. You may not use more than 1 arbor ring at a time.
Unless you rolled a 4 and went to The Aviary, or you rolled a 10 and went to The Hound Haven, after your hunting grounds encounter ends, you must choose between staying at The Hunting Grounds or going back to The Woods. If you choose to stay at The Hunting Grounds, your turn ends and the next turn will begin in The Hunting Grounds; Stay on this page if so. If you choose to go to The Woods, your turn ends and the next turn will begin in The Woods; Proceed to that page if so.
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