The Island

Your turn begins on The Island.

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: ISLAND, ISLAND VILLAGE, or SEA. If you do not have a sea ticket, a sea ship, or a sea ring, choose one of the following destinations to explore: ISLAND or ISLAND VILLAGE. To explore a destination, go to the section of this page with the same name.


ISLAND - Roll two dice for what you encounter while exploring the island:


2 = A friendly monkey man offers his services to you for a small price. Pay 1 Gold to gain a monkey manservant. A monkey manservant is an Ally. If you have the monkey manservant, the limit of your Items you can have becomes equal to the total of your Arms multiplied by two plus the number of monkey manservants plus the number of ape manservants you have; While you have the monkey manservant, you may not have a number of Items with you greater than the total of your Arms multiplied by two plus the number of monkey manservants you have plus the number of ape manservants you have. If you lose all the monkey manservants you have, your limit for Items becomes equal to the value of your Arms multiplied by two, as normal. Also, if you have the monkey manservant at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the monkey manservant first. The kind of Combat the monkey manservant fights with the monster will be of the same kind you would have fought with the monster. The monkey manservant's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 1. If the monster has fallen due to Combat with the monkey manservant, 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 monkey manservant has fallen due to Combat with the monster, lose the monkey manservant, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the monkey manservant. If neither the monkey manservant 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 monkey manservant.


3 = You spot a hidden path leading up to a ridge that is home to all sorts of exotic butterflies. If you choose, your turn ends and the next turn will begin on The Butterfly Ridge; Proceed to that page if so.


4 = One of this tropical island's witch doctors offers to teach you some island magic. If you choose, roll a die. If the die roll is equal to or less than your Vitae, gain islet. Islet is a Spell. You may use islet at the start of any Combat on a page with the word 'Island' or 'Isle' in it's name. When used, increase your Arms and Magic by 1 for that Combat only.


5 = A large band of pirates is hiding out at a secret bay along the island shore. If you choose, your turn ends and the next turn will begin at The Pirate Bay; Proceed to that page if so.


6 = You discover a beautiful lagoon full of clear blue water. If you choose, your turn ends and the next turn will begin at The Blue Lagoon; Proceed to that page if so.


7 = This tropical island is home to the primitive monkey man tribe. Roll a die. If the die roll is 1, 3, or 5, fight a Melee Combat with a monkey man. The monkey man's attributes are Arms: 3, Magic: 1, Craft: 2, Vitae: 2. If the die roll is 2, 4, or 6, fight a Magical Combat with a monkeyman mage. The monkeyman mage's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 2.


8 = You discover an eerie lagoon full of dark black water. If you choose, your turn ends and the next turn will begin at The Black Lagoon; Proceed to that page if so.


9 = Numerous exotic and dangerous creatures roam throughout this tropical island. Roll a die. If the die roll is 1, you cross paths with a rare wild boar unique to the tropics. Fight a Melee Combat with a borabora boar. The borabora boar's attributes are Arms: 6, Magic: 5, Craft: 1, Vitae: 3. If the die roll is 2, an evil imp of this tropical island appears before you. Fight a Magical Combat with an island imp. The island imp's attributes are Arms: 3, Magic: 4, Craft: 1, Vitae: 5. If the die roll is 3, you walk into a patch of vines which strangle their victims. Fight a Melee Combat with strangle vines. The strangle vines' attributes are Arms: 5, Magic: 4, Craft: 1, Vitae: 4. If the die roll is 4, you come upon by a winged snake which glows in kaleidoscopic hues. Fight a Magical Combat with a kaleido couatl. The kaleido couatl's attributes are Arms: 4, Magic: 5, Craft: 1, Vitae: 4. If the die roll is 5, you are attacked by a tropical ogre known as a kahuna. Fight a Melee Combat with a big kahuna. The big kahuna's attributes are Arms: 4, Magic: 3, Craft: 1, Vitae: 5. If the die roll is 6, you come across a large and colorful bird of paradise. Fight a Magical Combat with a paradise bird. The paradise bird's attributes are Arms: 5, Magic: 6, Craft: 1, Vitae: 3.


10 = You come upon a secluded colony of lepers situated within this tropical island. If you choose, your turn ends and the next turn will begin at The Leper Colony; Proceed to that page if so.


11 = Many dangerous hazards throughout this island will test your ability to survive. Roll two dice. If the die roll is greater than the total of your Craft plus your Vitae, roll a die and receive a number of Wounds equal to that die roll divided by two (round up).


12 = The monkey men worship a gigantic living statue of wood which has great mystical might. Fight a Magical Combat with a tiki totem. The tiki totem's attributes are Arms: 6, Magic: 8, Craft: 4, Vitae: 6. If you receive a Wound due to a Magical Combat with the tiki totem, roll two dice. If the die roll is equal to or less than the tiki totem's Magic, receive 1 additional Wound. If the tiki totem has fallen due to Combat with you, gain a tikitotem staff. A tikitotem staff is an Item and a weapon. If you have the tikitotem staff at the start of a Magical Combat, increase your Magic by 2 for that Magical Combat only. If you have the tikitotem staff, and a monster receives a Wound due to a Magical Combat with you, roll two dice. If the die roll is equal to or less than your Magic, the monster receives 1 additional Wound.


Unless you rolled a 3 and went to The Butterfly Ridge, or you rolled a 5 and went to The Pirate Bay, or you rolled a 6 and went to The Blue Lagoon, or you rolled an 8 and went to The Black Lagoon, or you rolled a 10 and went to The Leper Colony, your turn ends after your island encounter ends, and your next turn will begin on The Island; Stay on this page if so.


ISLAND VILLAGE - You may choose to do any of the following in any order you choose:


Pay 1 Item to gain 1 Gold. Any Item may be used as payment except for an Item with the word 'potion', 'ticket', or 'pass' in it's name.


Pay 1 Ally to gain 1 Gold. Any Ally may be used as payment.


Pay 1 Spell to gain 1 Gold. Any Spell may be used as payment except for a Spell that was gained without payment or die roll due to your type and/or Alignment.


Pay 1 Gold to heal 1 Wound.


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. 


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.


If you have a sea ticket, a sea ship, or a sea ring, you may choose to leave the Island by going to The Sea. If so, your turn ends and the next turn will begin on The Sea; Proceed to that page.


Unless you used an Item to go to The Sea, when you are done gaining Gold, gaining Items, and/or healing Wounds, your turn ends and the next turn will begin on The Island; Stay on this page.


SEA - Your turn ends and the next turn will begin on The Sea; Proceed to that page.


The Butterfly Ridge


The Pirate Bay


The Blue Lagoon


The Black Lagoon


The Leper Colony


The Sea

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