The Ice Castle
Your turn begins at The Ice Castle.
If you do not have an Item with the word 'parka' in it's name, roll a die. If the die roll is greater than your Vitae, receive 1 Wound.
Roll two dice for what you encounter while exploring the ice castle:
2 = You enter the frozen chambers of a sorcerous princess with cold blue skin and a tiara made of blue ice. Fight a Magical Combat with an ice princess. The ice princess's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 3. At the start of any Combat the ice princess is in, roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with an iceblue block first. The iceblue block's attributes are Arms: 2, Magic: 2, Craft: 1, Vitae: 1. If the iceblue block receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the iceblue block does not receive the Wound. You cannot end Combat with the iceblue block unless it has fallen. If the iceblue block has fallen due to Combat with you, the Combat with you and the ice princess occurs. If the ice princess has fallen due to Combat with you, gain an iceblue tiara. An iceblue tiara is an Item. If you have an iceblue tiara at the start of any Combat, you may choose to roll a die. If the die roll is 1 or 2, the monster in that Combat must fight a Melee Combat with an iceblue blocker first. The iceblue blocker's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. If the iceblue blocker receives a Wound due to Melee Combat with the monster, roll two dice. If the die roll is 7 or more, the iceblue blocker does not receive the Wound. If the monster has fallen due to Combat with the iceblue blocker, the Combat with you does not occur and you gain Melee XP as though the monster had fallen due to Combat with you. If the iceblue blocker has fallen due to Combat with the monster, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the iceblue blocker. If neither the iceblue blocker nor the monster has fallen due to the Combat between them, another Melee Combat with the iceblue blocker and the monster occurs, with the monster retaining any Wounds it received due to Combat with the iceblue blocker. You may not use any other Item with the word 'helmet', 'helm', 'hat', 'tiara', or 'crown' in it's name if you have the iceblue tiara.
3 = Some of the castle's ice guards can be bribed into joining you as a bodyguard. Unless you have an ice guardsman, roll a die. If the die roll is equal to or less than your Craft, pay 1 Gold to gain an ice guardsman. An ice guardsman is an Ally. If you have the ice guardsman at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the ice guardsman first. The kind of Combat the ice guardsman fights with the monster will be of the same kind you would have fought with the monster. The ice guardsman's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 1. If the ice guardsman receives a Wound due to Melee Combat with the monster, roll two dice. If the die roll is 7 or more, the ice guardsman does not receive the Wound. If the monster has fallen due to Combat with the ice guardsman, the Combat with you does not occur and you gain the appropriate XP as though the monster had fallen due to Combat with you. If the ice guardsman has fallen due to Combat with the monster, lose the ice guardsman, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the ice guardsman. If neither the ice guardsman nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the ice guardsman.
4 = A guardsman made of ice protects a mystical blue crystal which opens a portal to a secret mountaintop sanctuary. If you choose, fight a Melee Combat with an ice guardian. The ice guardian's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 1. If the ice guardian receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the ice guardian does not receive the Wound. If the ice guardian has fallen due to Combat with you, your turn ends and the next turn will begin in The Yeti Sanctuary; Proceed to that page if so.
5 = Skilled warriors with hard, icy skin are the elite among the guards of the ice castle. Fight a Melee Combat with an ice warrior. The ice warrior's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. If the ice warrior receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the ice warrior does not receive the Wound.
6 = Numerous guards made of ice patrol the castle's frozen hallways and corridors. Fight a Melee Combat with an ice guard. The ice guard's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 1. If the ice guard receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the ice guard does not receive the Wound.
7 = It is freezing cold within this castle made entirely of ice. If you do not have an Item with the word 'parka' in it's name, roll two dice. If the die roll is greater than your Vitae, receive 1 Wound.
8 = A guard made of ice is determined to block you from further access within this icy castle. Fight a Melee Combat with an ice guard. The ice guard's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 1. If the ice guard receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the ice guard does not receive the Wound.
9 = The ice warlocks of this castle have special icy skin which protects them both magically and physically. Fight a Magical Combat with an ice warlock. The ice warlock's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2. If the ice warlock receives a Wound due to Combat with you, roll two dice. If the die roll is 7 or more, the ice warlock does not receive the Wound.
10 = At an icy hallway's end, you find a blue crystal set in ice which opens a portal to a distant snowy mountaintop. If you choose, your turn ends and the next turn will begin in The Yeti Sanctuary; Proceed to that page if so.
11 = A wizard of ice offers to teach you a spell for covering your skin with protective icy coating. If you choose, roll a die. If the die roll is equal to or less than your Vitae, gain icyskin. Icyskin is a Spell. Icyskin may be used at the start of any Melee Combat. When used, gain icy skin. Icy skin is an Item. Icy skin does not count towards the number of Items you may have. If you have icy skin, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 7 or more, you do not receive the Wound. You may not use any other Item with the word 'skin', 'fur', 'helmet', 'helm', 'shield', 'armor', or 'plate' in it's name if you have icy skin. Also, if the monster in the Melee Combat that you used icyskin at the start of has fallen or if you choose to end Combat with that monster, lose icy skin.
12 = You enter the frozen throne room of a queen with frosty blue skin and powerful ice magic. Fight a Melee Combat with an ice queen. The ice queen's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 4. At the start of any Melee Combat the ice queen is in, roll a die. If the die roll is 1, fight a Magical Combat with the ice queen instead of a Melee Combat. If the ice queen receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the ice queen does not receive the Wound. If the ice queen has fallen due to Combat with you, gain a royal parka, unless you have a royal parka. A royal parka is an Item. If you have the royal parka at the start of any turn on a page with the word 'Cold', 'Tundra', 'Ice', 'Crystal', 'Yeti', 'Winter', or 'Plateau' in it's name, increase your Arms by 1 for that turn only.
Unless you rolled a 4 or 10 and went to The Yeti Sanctuary, after your ice castle encounter ends, you must choose between staying at The Ice Castle or going back to The Cold Wastes. If you choose to stay at The Ice Castle, your turn ends and the next turn will begin at The Ice Castle; Stay on this page if so. If you choose to go to The Cold Wastes, your turn ends and the next turn will begin in The Cold Wastes; Proceed to that page if so.
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