The Indies Isle
Your turn begins on The Indies Isle.
If you have a sea ship, do not lose the sea ship this turn due to being on a page other than The City, The Sea, The Coast, or The Port City; Ignore the sea ship's instructions to do so this turn.
If you have a sea ticket, a sea ship, or a sea ring, choose one of the following destinations to explore: INDIES ISLE or DISTANT LANDS. To explore a destination, go to the section of this page with the same name. If you do not have a sea ticket, a sea ship, or a sea ring, go to the section of this page with the name 'INDIES ISLE'.
INDIES ISLE - Roll two dice for what you encounter while exploring the indies isle:
2 = A colony of unclean pariahs worship this isle's goddess of fate and death. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a pariah. If the die roll is 4, 5, or 6, fight a Magical Combat with a pariah. The pariah's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 2. At the start of any Melee Combat with the pariah, if your Arms is greater than the pariah's Arms, roll a die. If the die roll is equal to or less than the total of the pariah's Craft plus Vitae, the pariah's Arms becomes equal to your Arms for that Melee Combat only. At the start of any Magical Combat with the pariah, if your Magic is greater than the pariah's Magic, roll a die. If the die roll is equal to or less than the total of the pariah's Craft plus Vitae, the pariah's Magic becomes equal to your Magic for that Magical Combat only. If the pariah has fallen due to Combat with you, gain kali. Kali is a Spell. You may use kali at the start of any Combat. When used, your Arms becomes equal to the Arms of the monster in the Combat for that Combat only, and your Magic becomes equal to the Magic of the monster in the Combat for that Combat only.
3 = An indian monk decides to teach you a spell containing some fateful magic. Roll a die. If the die roll is equal to or less than your Vitae, gain karma. Karma is a Spell. You may use karma at the start of any Melee Combat. When used, your Arms becomes equal to the Arms of the monster in the Combat for that Melee Combat only.
4 = There are all sorts of beasts dwelling on this indies isle. Roll a die. If the die roll is 1, 2, or 3, this isle is crawling with cobra snakes that spit venom. Fight a Melee Combat with a spitting cobra. The spitting cobra's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2. At the start of any Melee Combat with the spitting cobra, if it is the first Combat the spitting cobra has been in this turn, decrease your Arms by 1 for that Melee Combat only. If the die roll is 4 or 5, the fierce bengal tigers stalk prey throughout this isle. Fight a Melee Combat with a bengal tiger. The bengal tiger's attributes are Arms: 5, Magic: 3, Craft: 1, Vitae: 3. If you receive a Wound due to Melee Combat with the bengal tiger, and it is the first Wound you have received due to Combat with the bengal tiger this turn, receive 1 additional Wound. If the die roll is 6, you discover a deserted temple that has become home to a large intelligent snake. Fight a Melee Combat with a kahn snake. The kahn snake's attributes are Arms: 6, Magic: 4, Craft: 3, Vitae: 3. If you receive a Wound due to Combat with the kahn snake, roll two dice. If the die roll is greater than the total of your Arms plus your Vitae, you cannot end Combat with the kahn snake unless it has fallen. If the kahn snake receives a Wound due to Melee Combat with you, roll a die. If the die roll is 6, the kahn snake does not receive the Wound. If the kahn snake has fallen due to Combat with you, roll a die. If the die roll is 1, 2, or 3, gain 2 Gold. If the die roll is 4, 5, or 6, gain 1 Gold and a red potion. A red potion is an Item. The red potion may be used at the start of any Melee Combat you are in. When used, increase your Arms by 1 for that Melee Combat only, then lose the red potion.
5 = There are all sorts of warriors dwelling on this indies isle. Roll a die. If the die roll is 1, 2, or 3, a barbaric wildman in a turban attacks you with special knives. Fight a Melee Combat with a turban turk. The turban turk's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. You may not use an Item with the word 'helm', 'helmet', 'shield', or 'armor' in it's name in Combat with the turban turk. If the die roll is 4 or 5, a deadly assassin of the thuggee sect sneaks up on you. Fight a Melee Combat with a thuggee assassin. The thuggee assassin's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 2. You may not use any Items that are weapons in a Melee Combat with the thuggee assassin if it is the first Combat the thuggee assassin has been in this turn. If the die roll is 6, an enlightened monk must punish you for disturbing his meditations. Fight a Melee Combat with a nirvana monk. The nirvana monk's attributes are Arms: 6, Magic: 4, Craft: 3, Vitae: 2. If the nirvana monk receives a Wound due to Melee Combat with you, roll a die. If the die roll is less than the nirvana monk's Craft, you receive 1 Wound. If the nirvana monk has fallen due to Combat with you, gain a karma kid, unless you have a karma kid. A karma kid is an Ally. If you have the karma kid at the start of any Melee Combat, you may choose to have the monster in that Melee Combat with you fight a Melee Combat with the karma kid first. The karma kid's attributes are Arms: 2, Magic: 2, Craft: 2, Vitae: 1. At the start of any Melee Combat the karma kid is in, roll a die. If the die roll is less than the Arms of the monster in the Melee Combat, the Arms of the karma kid become equal to the Arms of the monster for that Melee Combat only. If the monster has fallen due to Combat with the karma kid, the Combat with you does not occur and you gain the Melee XP as though the monster had fallen due to Combat with you. If the karma kid has fallen due to Combat with the monster, lose the karma kid, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the karma kid. If neither the karma kid 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 karma kid.
6 = You come upon a grand palace and discover an entrance to it where only the martial are allowed in. If you choose, roll a die. If the die roll is equal to or less than your Arms, your turn ends and the next turn will begin at The Rajah Palace; Proceed to that page if so.
7 = You come upon a village of the indies isle. Roll a die. If the die roll is 1, 2, or 3, an indian sailor has a sea ticket for sale. Pay 1 Gold to gain a sea ticket. A sea ticket is an Item. A sea ticket does not count towards the number of Items you may have. If the die roll is 4, 5, or 6, an indian boatman has a sea ship for sale. Pay 2 Gold to gain a sea ship. A sea ship is an Item. A sea ship does not count towards the number of Items you may have. If you have a sea ship and are on a page other than The City, The Sea, The Coast, or The Port City, lose the sea ship unless the page says otherwise.
8 = You come upon a grand palace and discover an entrance to it where only the mystical are allowed in. If you choose, roll a die. If the die roll is equal to or less than your Magic, your turn ends and the next turn will begin at The Rajah Palace; Proceed to that page if so.
9 = There are all sorts of wizards dwelling on this indies isle. Roll a die. If the die roll is 1, 2, or 3, a fakir lying on a bed of nails projects his spirit forth to attack you. Fight a Magical Combat with a nailbed fakir. The nailbed fakir's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. You may not use an Item with the word 'hat', 'cloak', 'robe', or 'robes' in it's name in Combat with the nailbed fakir. If the die roll is 4 or 5, a swami who has taken a vow of silence quietly creeps up on you. Fight a Magical Combat with a silent swami. The silent swami's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 2. You may not use any Items that are weapons in a Magical Combat with the silent swami if it is the first Combat the silent swami has been in this turn. If the die roll is 6, a guru of the hindu sect tries to teach you enlightenment by way of punishment. Fight a Magical Combat with a hindu guru. The hindu guru's attributes are Arms: 4, Magic: 6, Craft: 3, Vitae: 2. If the hindu guru receives a Wound due to Magical Combat with you, roll a die. If the die roll is less than the hindu guru's Craft, you receive 1 Wound. If the hindu guru has fallen due to Combat with you, gain a kismet kid, unless you have a kismet kid. A kismet kid is an Ally. If you have the kismet kid at the start of any Magical Combat, you may choose to have the monster in that Magical Combat with you fight a Magical Combat with the kismet kid first. The kismet kid's attributes are Arms: 2, Magic: 2, Craft: 2, Vitae: 1. At the start of any Magical Combat the kismet kid is in, roll a die. If the die roll is less than the Magic of the monster in the Magical Combat, the Magic of the kismet kid become equal to the Magic of the monster for that Magical Combat only. If the monster has fallen due to Combat with the kismet kid, the Combat with you does not occur and you gain the Magical XP as though the monster had fallen due to Combat with you. If the kismet kid has fallen due to Combat with the monster, lose the kismet kid, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the kismet kid. If neither the kismet kid 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 kismet kid.
10 = There are all sorts of beasts dwelling on this indies isle. Roll a die. If the die roll is 1, 2, or 3, this isle is swarming with cobra snakes who have the power to hypnotize. Fight a Magical Combat with a hypno cobra. The hypno cobra's attributes are Arms: 2, Magic: 4, Craft: 1, Vitae: 2. At the start of any Magical Combat with the hypno cobra, if it is the first Combat the hypno cobra has been in this turn, decrease your Magic by 1 for that Magical Combat only. If the die roll is 4 or 5, the rare and beautiful white bengals are magical creatures. Fight a Magical Combat with a white bengal. The white bengal's attributes are Arms: 3, Magic: 5, Craft: 1, Vitae: 3. If you receive a Wound due to Magical Combat with the white bengal, and it is the first Wound you have received due to Combat with the white bengal this turn, receive 1 additional Wound. If the die roll is 6, you come upon a shallow pool which is home to a mystical water buffalo. Fight a Magical Combat with a water buffalo. The water buffalo's attributes are Arms: 4, Magic: 6, Craft: 3, Vitae: 3. If you receive a Wound due to Combat with the water buffalo, roll two dice. If the die roll is greater than the total of your Magic plus your Vitae, you cannot end Combat with the water buffalo unless it has fallen. If the water buffalo receives a Wound due to Magical Combat with you, roll a die. If the die roll is 6, the water buffalo does not receive the Wound. If the water buffalo has fallen due to Combat with you, roll a die. If the die roll is 1, 2, or 3, gain 2 Gold. If the die roll is 4, 5, or 6, gain 1 Gold and a blue potion. A blue potion is an Item. The blue potion may be used at the start of any Magical Combat you are in. When used, increase your Magic by 1 for that Magical Combat only, then lose the blue potion.
11 = An indian priest desires to teach you a prayer which calls upon the magic of fate. Roll a die. If the die roll is equal to or less than your Vitae, gain kismet. Kismet is a Spell. You may use kismet at the start of any Magical Combat. When used, your Magic becomes equal to the Magic of the monster in the Combat for that Magical Combat only.
12 = This isle of the indies is haunted by the evil spirit of a tiger demon that devours souls. Fight a Magical Combat with a rakshasa. The rakshasa's attributes are Arms: 5, Magic: 7, Craft: 4, Vitae: 4. At the start of any Combat with the rakshasa, roll a die. If the die roll is 1, 2, or 3, you may not use Items in Combat with the rakshasa for that Combat only. If the die roll is 4 or 5, you may not use Spells in Combat with the rakshasa for that Combat only. If the die roll is 6, you may not use Allies in Combat with the rakshasa for that Combat only. If you receive a Wound due to Magical Combat with the rakshasa, and you have 1 or more Allies, roll a die. If the die roll is equal to or less than the rakshasa's Craft, you do not receive the Wound, then lose 1 Ally and increase the rakshasa's Vitae by 1. If the rakshasa has fallen due to Combat with you, gain a tiger eye, unless you have a tiger eye. A tiger eye is an Item. If you have the tiger eye at the start of any Combat, and you have 1 or more Allies, you may choose to lose 1 Ally. If so, increase your Vitae by 1. The increase lasts until the monster in the Combat you used the tiger eye at the start of has fallen or if you choose to end Combat with that monster; At the end of the Vitae increase, if you have 1 or more Wounds, heal 1 Wound before the increase ends.
Unless you rolled a 7 and went to The Rajah Palace, after your indies isle encounter ends, your turn ends and the next turn will begin on The Indies Isle; Stay on this page if so.
DISTANT LANDS - Your turn ends and the next turn will begin in The Distant Lands; Proceed to that page.
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