The Iron Fortress

Your turn begins at The Iron Fortress.

If you are a warrior and your Alignment is Neutral, increase your Arms and Magic by 1 for this turn only.


Roll two dice for what you encounter at the fortress of iron:


2 = The war priests of this iron fortress have managed to summon their god to attack you. Fight a Magical Combat with a war god. The war god's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 4. At the start of any Magical Combat the war god is in, roll a die. If the die roll is 1, 2, or 3, increase the war god's Magic by 1 for that Magical Combat only. If the die roll is 4, 5, or 6, increase the war god's Magic by 2 for that Magical Combat only. If you receive a Wound due to Magical Combat with the war god, roll a die. If the die roll is 4, 5, or 6, receive 1 additional Wound. If the war god receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the war god does not receive the Wound. If the war god has fallen due to Combat with you, gain godofwar. Godofwar is a Spell. You may use godofwar at the start of any turn. When used, roll a die at the start of any Combat that occurs during the turn that you used godofwar at the start of. If the die roll is 1, 2, or 3, increase your Arms and Magic by 1 for that Combat only. If the die roll is 4, 5, or 6, increase your Arms and Magic by 2 for that Combat only. If a monster receives a Wound due to Combat with you during the turn that you used godofwar at the start of, roll a die. If the die roll is 4, 5, or 6, the monster receives 1 additional Wound. If you receive a Wound due to Combat during the turn that you used godofwar at the start of, roll two dice. If the die roll is 7 or more, you do not receive the Wound. You may not use more than 1 godofwar per turn. You may not use any other Spells than godofwar during the turn that you used godofwar at the start of. You may not use any Item that is a weapon in a Combat during the turn that you used godofwar at the start of. You may not use any Item with the word 'helm', 'helmet', 'shield', 'armor', 'plate', 'hat', 'cloak', 'robe', 'robes', 'crown', or 'tiara' in it's name during the turn that you used godofwar at the start of.


3 = A veteran warrior skilled in battle magic challenges you to martial combat. Fight a Melee Combat with a battle warrior. The battle warrior's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 3. At the start of any Melee Combat the battle warrior is in, roll a die. If the die roll is 1, 2, or 3, increase the battle warrior's Arms by 1 for that Melee Combat only. If the die roll is 4, 5, or 6, increase the battle warrior's Arms by 2 for that Melee Combat only. If you receive a Wound due to Melee Combat with the battle warrior, roll a die. If the die roll is 4, 5, or 6, receive 1 additional Wound. If the battle warrior receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the battle warrior does not receive the Wound. If the battle warrior has fallen due to Combat with you, gain wizwar. Wizwar is a Spell. You may use wizwar at the start of any turn. When used, roll a die at the start of any Melee Combat that occurs during the turn that you used wizwar at the start of. If the die roll is 1, 2, or 3, increase your Arms by 1 for that Melee Combat only. If the die roll is 4, 5, or 6, increase your Arms by 2 for that Melee Combat only. If a monster receives a Wound due to a Melee Combat with you during the turn that you used wizwar at the start of, roll a die. If the die roll is 4, 5, or 6, the monster receives 1 additional Wound. If you receive a Wound due to Melee Combat during the turn that you used wizwar at the start of, roll two dice. If the die roll is 7 or more, you do not receive the Wound. You may not use more than 1 wizwar per turn. You may not use any other Spells than wizwar during the turn that you used wizwar at the start of. You may not use any Item that is a weapon in a Melee Combat during the turn that you used wizwar at the start of. You may not use any Item with the word 'helm', 'helmet', 'shield', 'armor', 'plate', 'crown', or 'tiara' in it's name during the turn that you used wizwar at the start of.


4 = A magical blacksmith can teach you a spell for striking while the iron is hot. If you choose, roll a die. If the die roll is less than your Arms, or if you are a warrior and the die roll is equal to or less than your Arms, gain ironstrike. Ironstrike is a Spell. You may use ironstrike at the start of any Melee Combat. When used, if a monster receives a Wound due to the Melee Combat that you used ironstrike at the start of, the monster receives 1 additional Wound. You may not use more than 1 ironstrike per Combat.


5 = This fortress is protected by iron-plated ogres that breathe fireballs at foes. Fight a Melee Combat with an iron ogre. The iron ogre's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 3. If you receive a Wound due to Melee Combat with the iron ogre, roll a die. If the die roll is 4, 5, or 6, receive 1 additional Wound. If the iron ogre receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the iron ogre does not receive the Wound.


6 = A man made of iron accosts you for being an enemy of the forces in this fortress. Fight a Melee Combat with an iron man. The iron man's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 2. If the iron man receives a Wound due to Melee Combat with you, roll two dice. If the die  roll is 6 or more, the iron man does not receive the Wound.


7 = The guards at this fortress of iron will forcefully expel those who are not armed and ready for war. If you do not have an Item that is a weapon, or if you do not have an Item with the word 'helm', 'helmet', 'shield', 'armor', or 'plate' in it's name, roll two dice. If the die roll is greater than the total of your Arms plus your Magic, your turn ends and the next turn will begin at The Battlegrounds; Proceed to that page if so.


8 = A woman made of iron assails you for being an enemy of the forces in this fortress. Fight a Magical Combat with an iron maiden. The iron maiden's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 2. If the iron maiden receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 6 or more, the iron maiden does not receive the Wound.


9 = This fortress is circled above by iron-plated eagles that dive bomb foes. Fight a Magical Combat with an iron eagle. The iron eagle's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 3. If you receive a Wound due to Magical Combat with the iron eagle, roll a die. If the die roll is 4, 5, or 6, receive 1 additional Wound. If the iron eagle receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the iron eagle does not receive the Wound.


10 = An arcane artificer is willing to teach you some useful iron magic. If you choose, roll a die. If the die roll is less than your Arms, or if you are a warrior and the die roll is equal to or less than your Arms, gain ferrostrike. Ferrostrike is a Spell. You may use ferrostrike at the start of any Magical Combat. When used, if a monster receives a Wound due to the Magical Combat that you used ferrostrike at the start of, the monster receives 1 additional Wound. You may not use more than 1 ferrostrike per Combat.


11 = A veteran warlock skilled in battle magic challenges you to mystical combat. Fight a Magical Combat with a battle warlock. The battle warlock's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 3. At the start of any Magical Combat the battle warlock is in, roll a die. If the die roll is 1, 2, or 3, increase the battle warlock's Magic by 1 for that Magical Combat only. If the die roll is 4, 5, or 6, increase the battle warlock's Magic by 2 for that Magical Combat only. If you receive a Wound due to Magical Combat with the battle warlock, roll a die. If the die roll is 4, 5, or 6, receive 1 additional Wound. If the battle warlock receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the battle warlock does not receive the Wound. If the battle warlock has fallen due to Combat with you, gain warwiz. Warwiz is a Spell. You may use warwiz at the start of any turn. When used, roll a die at the start of any Magical Combat that occurs during the turn that you used warwiz at the start of. If the die roll is 1, 2, or 3, increase your Magic by 1 for that Magical Combat only. If the die roll is 4, 5, or 6, increase your Magic by 2 for that Magical Combat only. If a monster receives a Wound due to a Magical Combat with you during the turn that you used warwiz at the start of, roll a die. If the die roll is 4, 5, or 6, the monster receives 1 additional Wound. If you receive a Wound due to Magical Combat during the turn that you used warwiz at the start of, roll two dice. If the die roll is 7 or more, you do not receive the Wound. You may not use more than 1 warwiz per turn. You may not use any other Spells than warwiz during the turn that you used warwiz at the start of. You may not use any Item that is a weapon in a Magical Combat during the turn that you used warwiz at the start of. You may not use any Item with the word 'hat', 'cloak', 'robe', 'robes', 'crown', or 'tiara' in it's name during the turn that you used warwiz at the start of.


12 = You come face to face with the iron general who heads the army waging war with Adventuria. Fight a Melee Combat with an iron general. The iron general's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 4. At the start of any Melee Combat the iron general is in, roll a die. If the die roll is 1, 2, or 3, increase the iron general's Arms by 1 for that Melee Combat only. If the die roll is 4, 5, or 6, increase the iron general's Arms by 2 for that Melee Combat only. If you receive a Wound due to Melee Combat with the iron general, roll a die. If the die roll is 4, 5, or 6, receive 1 additional Wound. If the iron general receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the iron general does not receive the Wound. If the iron general has fallen due to Combat with you, gain an iron idol. An iron idol is an Item. If you have the iron idol at the start of any turn, you may choose to lose the iron idol. If so, roll a die at the start of any Combat that occurs during the turn that you used the iron idol at the start of. If the die roll is 1, 2, or 3, increase your Arms and Magic by 1 for that Combat only. If the die roll is 4, 5, or 6, increase your Arms and Magic by 2 for that Combat only. If a monster receives a Wound due to Combat with you during the turn that you used the iron idol at the start of, roll a die. If the die roll is 4, 5, or 6, the monster receives 1 additional Wound. If you receive a Wound due to Combat during the turn that you used the iron idol at the start of, roll two dice. If the die roll is 7 or more, you do not receive the Wound. You may not use more than 1 iron idol per turn. You may not use any Spells during the turn that you used the iron idol at the start of. You may not use any Item that is a weapon in a Combat during the turn that you used the iron idol at the start of. You may not use any Item with the word 'helm', 'helmet', 'shield', 'armor', 'plate', 'hat', 'cloak', 'robe', 'robes', 'crown', or 'tiara' in it's name during the turn that you used the iron idol at the start of.


Unless you rolled a 7 and returned to The Battlegrounds, after your iron fortress encounter, you may choose to do any of the following in any order you choose:


Pay 1 Item that is a weapon to gain 1 Gold. Any Item that is a weapon may be used as payment.


Pay 1 Item with the word 'helm', 'helmet', 'shield', 'armor', or 'plate' in it's name to gain 1 Gold. Any Item with the word 'helm', 'helmet', 'shield', 'armor', or 'plate' in it's name may be used as payment.


Pay 1 Gold to heal 1 Wound, unless your Alignment is Neutral and you are a warrior, in which case you can heal 1 Wound without paying 1 Gold.


      Pay 5 Gold to gain an iron sword, unless your Alignment is Neutral and you are a warrior, in which case pay 4 Gold to gain an iron sword. An iron sword is an Item and a weapon. If you have the iron sword at the start of any Melee Combat, roll a die. If the die roll is 1, 2, or 3, increase your Arms by 1 for that Melee Combat only. If the die roll is 4, 5, or 6, increase your Arms by 2 for that Melee Combat only. If you have the iron sword, and a monster receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 4, 5, or 6, the monster receives 1 additional Wound.


      Pay 5 Gold to gain an iron staff, unless your Alignment is Neutral and you are a warrior, in which case pay 4 Gold to gain an iron staff. An iron staff is an Item and a weapon. If you have the iron staff at the start of any Magical Combat, roll a die. If the die roll is 1, 2, or 3, increase your Magic by 1 for that Magical Combat only. If the die roll is 4, 5, or 6, increase your Magic by 2 for that Magical Combat only. If you have the iron staff, and a monster receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 4, 5, or 6, the monster receives 1 additional Wound.


      Pay 2 Gold to gain an iron helmet, unless your Alignment is Neutral and you are a warrior, in which case pay 1 Gold to gain an iron helmet. An iron helmet is an Item. If you have the iron helmet, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 10 or more, you do not receive the Wound. You may not use any other Item with the word 'helmet', 'helm', or 'armor' in it's name if you have the iron helmet.


      Pay 3 Gold to gain an iron shield, unless your Alignment is Neutral and you are a warrior, in which case pay 2 Gold to gain an iron shield. An iron shield is an Item. If you have the iron shield, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 8 or more, you do not receive the Wound. You may not use any other Item with the word 'shield' or 'armor' in it's name if you have the iron shield.


      Pay 6 Gold to gain iron armor, unless your Alignment is Neutral and you are a warrior, in which case pay 5 Gold to gain iron armor. Iron armor is an Item. If you have the iron armor, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 6 or more, you do not receive the Wound. You may not use any other Item with the word 'helmet', 'helm', 'shield', or 'armor' in it's name if you have the iron armor.


Pay 1 Gold to gain wildblow, unless your Alignment is Neutral and you are a warrior, in which case you can gain wildblow without paying 1 Gold. Wildblow is a Spell. You may use wildblow at the start of any Melee Combat in which you use an Item that is a weapon. When used, roll a die. If the die roll is 1, 2, or 3, increase your Arms by 1 for that Melee Combat only. If the die roll is 4 or 5, increase your Arms by 2 for that Melee Combat only. If the die roll is 6, increase your Arms by 3 for that Melee Combat only. You may not use more than 1 wildblow per Combat.


Pay 1 Gold to gain lowblow, unless your Alignment is Neutral and you are a warrior, in which case you can gain lowblow without paying 1 Gold. Lowblow is a Spell. You may use lowblow at the start of any Magical Combat in which you use an Item that is a weapon. When used, roll a die. If the die roll is 1, 2, or 3, increase your Magic by 1 for that Magical Combat only. If the die roll is 4 or 5, increase your Magic by 2 for that Magical Combat only. If the die roll is 6, increase your Magic by 3 for that Magical Combat only. You may not use more than 1 lowblow per Combat.


When you are done gaining Gold, gaining Spells, gaining Items, and/or healing Wounds, you must choose between staying at The Iron Fortress or going back to The Battlegrounds. If you choose to stay at The Iron Fortress, your turn ends and the next turn will begin at The Iron Fortress; Stay on this page if so. If you choose to go to The Battlegrounds, your turn ends and the next turn will begin at The Battlegrounds; Proceed to that page if so.


The Battlegrounds

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