The Ivory Tower
Your turn begins at The Ivory Tower.
If you do not have an ivory key, your turn ends and the next turn will begin in The Enchanted Glade; Proceed to that page if so.
If you have an ivory key and your Alignment is Good, Go to the section of this page with the name 'GOOD'.
If you have an ivory key and your Alignment is Evil or Neutral, Go to the section of this page with the name 'NOT GOOD'.
GOOD - Roll two dice for what you encounter while exploring the tower of ivory:
2 = The lord of this white tower of ivory is a powerful servant of the gods of good. Fight a Melee Combat with an ivory tower lord. The ivory tower lord's attributes are Arms: 9, Magic: 8, Craft: 5, Vitae: 5. If the ivory tower lord receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the ivory tower lord does not receive the Wound. If the ivory tower lord is in a Melee Combat that is a standoff, roll two dice if the ivory tower lord has 1 or more Wounds. If the die roll is equal to or less than the ivory tower lord's Arms, the ivory tower lord heals 1 Wound. If the ivory tower lord has fallen due to Melee Combat with you, gain ivorywhite armor, unless you have ivorywhite armor. Ivorywhite armor is an Item. If your Alignment is Good and you have the ivorywhite armor, 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. If you use the ivorywhite armor in a Melee Combat with a monster, and that Melee Combat is a standoff, roll two dice if your Alignment is Good and you have 1 or more Wounds. If the die roll is equal to or less than your Arms, you heal 1 Wound. You may not use any other Item with the word 'helm', 'helmet', 'shield', or 'armor' in it's name if you have the ivorywhite armor.
3 = A sword-wielding warrior serves as the champion of the lord of this white ivory tower. Fight a Melee Combat with an ivory sworder. The ivory sworder's attributes are Arms: 8, Magic: 6, Craft: 4, Vitae: 4. If the ivory sworder receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the ivory sworder does not receive the Wound. If the ivory sworder is in a Melee Combat that is a standoff, roll two dice if the ivory has 1 or more Wounds. If the die roll is equal to or less than the ivory sworder's Arms, the ivory sworder heals 1 Wound. If the ivory sworder has fallen due to Melee Combat with you, gain an ivorywhite sword, unless you have an ivorywhite sword. An ivorywhite sword is an Item and a weapon. If you have the ivorywhite sword at the start of any Melee Combat, and your Alignment is Good, increase your Arms by 1 for that Melee Combat only. If you use the ivorywhite sword in a Melee Combat with a monster, and that Melee Combat is a standoff, roll two dice if your Alignment is Good and you have 1 or more Wounds. If the die roll is equal to or less than your Arms, you heal 1 Wound.
4 = A gang of white-capped soldiers tries to capture you and throw you into this tower's donjon. Roll two dice. If the die roll is greater than the total of your Arms plus your Craft, go to the section of this page with the name 'IVORY DONJON'.
5 = The fiercest and most fanatical among the white caps are promoted to the rank of captain. Fight a Melee Combat with a white captain. The white captain's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 3. If the white captain receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 10 or more, the white captain does not receive the Wound. If the white captain has fallen due to Melee Combat with you, you may choose to roll a die. If the die roll is less than your Arms, gain a white capper. A white capper is an Ally. If you have the white capper and you are in a Combat that is a standoff, you may choose to lose the white capper. If so, you heal 2 Wounds. You may not use more than 1 white capper per monster per turn.
6 = This ivory tower is guarded by a large number of fanatical soldiers wearing white caps. Fight a Melee Combat with a white cap. The white cap's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 2. If the white cap receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the white cap does not receive the Wound. If the white cap has fallen due to Melee Combat with you, you may choose to roll a die. If the die roll is 1, receive 1 Wound. If the die roll is 6, gain 1 Gold.
7 = This mystical ivory tower emits a magical aura that tests the worthiness of all intruders. Roll two dice. If the die roll is greater than the total of your Arms plus your Magic, lose an ivory key. If the die roll is equal to or less than the total of your Arms plus your Magic, roll another two dice if you have 1 or more Wounds. If that die roll 2, 7, or 12, heal 1 Wound.
8 = A large number of zealous magicians wearing white hats guard this ivory tower. Fight a Magical Combat with a white hat. The white hat's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 2. If the white hat receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the white hat does not receive the Wound. If the white hat has fallen due to Magical Combat with you, you may choose to roll a die. If the die roll is 1, lose 1 Gold. If the die roll is 6, heal 1 Wound.
9 = The wiliest and most zealous among the white hats are given the title of hatter. Fight a Magical Combat with a white hatter. The white hatter's attributes are Arms: 5, Magic: 6, Craft: 3, Vitae: 3. If the white hatter receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 10 or more, the white hatter does not receive the Wound. If the white hatter has fallen due to Magical Combat with you, you may choose to roll a die. If the die roll is less than your Magic, gain ivor. Ivor is a Spell. You may use ivor whenever you are in a Combat that is a standoff. When used, you heal 2 Wounds. You may not use more than 1 ivor per monster per turn.
10 = A group of white-hatted magicians tries to overpower you and send you to this tower's donjon. Roll two dice. If the die roll is greater than the total of your Magic plus your Craft, go to the section of this page with the name 'IVORY DONJON'.
11 = A staff-wielding wizard serves as the champion of the lady of this white ivory tower. Fight a Magical Combat with an ivory staffer. The ivory staffer's attributes are Arms: 6, Magic: 8, Craft: 4, Vitae: 4. If the ivory staffer receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the ivory staffer does not receive the Wound. If the ivory staffer is in a Magical Combat that is a standoff, roll two dice if the ivory staffer has 1 or more Wounds. If the die roll is equal to or less than the ivory staffer's Magic, the ivory staffer heals 1 Wound. If the ivory staffer has fallen due to Magical Combat with you, gain an ivorywhite staff, unless you have an ivorywhite staff. An ivorywhite staff is an Item and a weapon. If you have the ivorywhite staff at the start of any Magical Combat, and your Alignment is Good, increase your Magic by 1 for that Magical Combat only. If you use the ivorywhite staff in a Magical Combat with a monster, and that Magical Combat is a standoff, roll two dice if your Alignment is Good and you have 1 or more Wounds. If the die roll is equal to or less than your Magic, you heal 1 Wound.
12 = The lady of this white tower of ivory is a powerful servant of the goddesses of good. Fight a Magical Combat with an ivory tower lady. The ivory tower lady's attributes are Arms: 8, Magic: 9, Craft: 5, Vitae: 5. If the ivory tower lady receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the ivory tower lady does not receive the Wound. If the ivory tower lady is in a Magical Combat that is a standoff, roll two dice if the ivory tower lady has 1 or more Wounds. If the die roll is equal to or less than the ivory tower lady's Magic, the ivory tower lady heals 1 Wound. If the ivory tower lady has fallen due to Magical Combat with you, gain ivorywhite robes, unless you have ivorywhite robes. Ivorywhite robes is an Item. If your Alignment is Good and you have the ivorywhite robes, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 7 or more, you do not receive the Wound. If you use the ivorywhite robes in a Magical Combat with a monster, and that Magical Combat is a standoff, roll two dice if your Alignment is Good and you have 1 or more Wounds. If the die roll is equal to or less than your Magic, you heal 1 Wound. You may not use any other Item with the word 'hat', 'cloak', 'robe', or 'robes' in it's name if you have the ivorywhite robes.
After your ivory tower encounter, you must choose between staying at The Ivory Tower or going back to The Enchanted Glade. If you choose to stay at The Ivory Tower, your turn ends and the next turn will begin at The Ivory Tower; Stay on this page if so. If you choose to go to The Enchanted Glade, your turn ends and the next turn will begin in The Enchanted Glade; Proceed to that page if so.
NOT GOOD - Roll two dice for what you encounter while exploring the tower of ivory:
2 = The lord of this ivory tower of white is a powerful servant of the gods of good. Fight a Melee Combat with a white tower lord. The white tower lord's attributes are Arms: 9, Magic: 8, Craft: 5, Vitae: 5. If the white tower lord receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the white tower lord does not receive the Wound. If the white tower lord is in a Melee Combat that is a standoff, roll two dice if the white tower lord has 1 or more Wounds. If the die roll is equal to or less than the white tower lord's Arms, the white tower lord heals 1 Wound. If the white tower lord has fallen due to Melee Combat with you, gain an ivorywhite relic. An ivorywhite relic is an Item. If you have the ivorywhite relic at the start of any turn on a page with the word 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the ivorywhite relic to gain 4 Gold. If you have the ivorywhite relic at the start of any turn on a page with the word 'Tower' in it's name, you may choose to lose the ivorywhite relic. If so, your Alignment becomes Good, then you heal all Wounds.
3 = A sword-wielding warrior serves as the champion of the lord of this ivory white tower. Fight a Melee Combat with a white sworder. The white sworder's attributes are Arms: 8, Magic: 6, Craft: 4, Vitae: 4. If the white sworder receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the white sworder does not receive the Wound. If the white sworder is in a Melee Combat that is a standoff, roll two dice if the white sworder has 1 or more Wounds. If the die roll is equal to or less than the white sworder's Arms, the white sworder heals 1 Wound. If the white sworder has fallen due to Melee Combat with you, gain an ivorywhite statue. An ivorywhite statue is an Item. If you have the ivorywhite statue at the start of any turn on a page with the word 'City', 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the ivorywhite statue to gain 2 Gold. If you have the ivorywhite statue at the start of any turn on a page with the word 'Tower' in it's name, you may choose to lose the ivorywhite statue. If so, your Alignment becomes Good, then you heal 2 Wounds.
4 = A gang of ivory-capped soldiers tries to capture you and throw you into this tower's donjon. Roll two dice. If the die roll is greater than your Arms, go to the section of this page with the name 'IVORY DONJON'.
5 = The fiercest and most fanatical among the ivory caps are promoted to the rank of captain. Fight a Melee Combat with an ivory captain. The ivory captain's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 3. If the ivory captain receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 10 or more, the ivory captain does not receive the Wound. If the ivory captain has fallen due to Melee Combat with you, you may choose to roll a die. If the die roll is 6, gain an ivory capper. An ivory capper is an Ally. If you have the ivory capper and you are in a Combat that is a standoff, you may choose to lose the ivory capper. If so, you heal 2 Wounds. You may not use more than 1 ivory capper per monster per turn.
6 = This white tower is guarded by a large number of fanatical soldiers wearing ivory caps. Fight a Melee Combat with an ivory cap. The ivory cap's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 2. If the ivory cap receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the ivory cap does not receive the Wound. If the ivory cap has fallen due to Melee Combat with you, you may choose to roll a die. If the die roll is 1 or 2, receive 1 Wound. If the die roll is 6, gain 1 Gold.
7 = This magical ivory tower emits a mystical aura that tests the worthiness of all intruders. Roll two dice. If the die roll is equal to or greater than the total of your Arms plus your Magic, lose an ivory key. If the die roll is less than the total of your Arms plus your Magic, roll another two dice. If that die roll 2 or 12, your Alignment becomes Good.
8 = A large number of zealous magicians wearing ivory hats guard this white tower. Fight a Magical Combat with an ivory hat. The ivory hat's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 2. If the ivory hat receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the ivory hat does not receive the Wound. If the ivory hat has fallen due to Magical Combat with you, you may choose to roll a die. If the die roll is 1 or 2, lose 1 Gold. If the die roll is 6, heal 1 Wound.
9 = The wiliest and most zealous among the ivory hats are given the title of hatter. Fight a Magical Combat with an ivory hatter. The ivory hatter's attributes are Arms: 5, Magic: 6, Craft: 3, Vitae: 3. If the ivory hatter receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 10 or more, the ivory hatter does not receive the Wound. If the ivory hatter has fallen due to Magical Combat with you, you may choose to roll a die. If the die roll is 6, gain ivor. Ivor is a Spell. You may use ivor whenever you are in a Combat that is a standoff. When used, you heal 2 Wounds. You may not use more than 1 ivor per monster per turn.
10 = A group of ivory-hatted magicians tries to overpower you and send you to this tower's donjon. Roll two dice. If the die roll is greater than your Magic, go to the section of this page with the name 'IVORY DONJON'.
11 = A staff-wielding wizard serves as the champion of the lady of this ivory white tower. Fight a Magical Combat with a white staffer. The white staffer's attributes are Arms: 6, Magic: 8, Craft: 4, Vitae: 4. If the white staffer receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the white staffer does not receive the Wound. If the white staffer is in a Magical Combat that is a standoff, roll two dice if the white staffer has 1 or more Wounds. If the die roll is equal to or less than the white staffer's Magic, the white staffer heals 1 Wound. If the white staffer has fallen due to Magical Combat with you, gain an ivorywhite statue. An ivorywhite statue is an Item. If you have the ivorywhite statue at the start of any turn on a page with the word 'City', 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the ivorywhite statue to gain 2 Gold. If you have the ivorywhite statue at the start of any turn on a page with the word 'Tower' in it's name, you may choose to lose the ivorywhite statue. If so, your Alignment becomes Good, then you heal 2 Wounds.
12 = The lady of this ivory tower of white is a powerful servant of the goddesses of good. Fight a Magical Combat with a white tower lady. The white tower lady's attributes are Arms: 8, Magic: 9, Craft: 5, Vitae: 5. If the white tower lady receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the white tower lady does not receive the Wound. If the white tower lady is in a Magical Combat that is a standoff, roll two dice if the white tower lady has 1 or more Wounds. If the die roll is equal to or less than the white tower lady's Magic, the white tower lady heals 1 Wound. If the white tower lady has fallen due to Magical Combat with you, gain an ivorywhite relic. An ivorywhite relic is an Item. If you have the ivorywhite relic at the start of any turn on a page with the word 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the ivorywhite relic to gain 4 Gold. If you have the ivorywhite relic at the start of any turn on a page with the word 'Tower' in it's name, you may choose to lose the ivorywhite relic. If so, your Alignment becomes Good, then you heal all Wounds.
After your ivory tower encounter, you must choose between staying at The Ivory Tower or going back to The Enchanted Glade. If you choose to stay at The Ivory Tower, your turn ends and the next turn will begin at The Ivory Tower; Stay on this page if so. If you choose to go to The Enchanted Glade, your turn ends and the next turn will begin in The Enchanted Glade; Proceed to that page if so.
IVORY DONJON - You may not use any Items, Allies, or Spells while in this section.
If you have 1 or more ivory tokens, roll a die. If the die roll is equal to or less than the number of ivory tokens you have, lose all ivory tokens, then your turn ends and the next turn will begin at The Ivory Tower; Stay on this page if so.
Roll a die for what you encounter while trapped in the donjon of ivory:
1 = You must struggle against the other prisoners here in order to find a way out of the donjon. Roll two dice. If the die roll is equal to your Arms, lose 1 ivory token or receive 1 Wound. If the die roll is less than your Arms, gain an ivory token. An ivory token is an Item. An ivory token does not count towards the number of Items you may have.
2 = Many magical enchantments conceal the true exits from this dangerous donjon. Roll two dice. If the die roll is equal to your Magic, lose 1 ivory token or receive 1 Wound. If the die roll is less than your Magic, gain an ivory token. An ivory token is an Item. An ivory token does not count towards the number of Items you may have.
3 = Perhaps if you study the design of this donjon long enough you will find a way out. Roll two dice. If the die roll is equal to your Craft, lose 1 ivory token or receive 1 Wound. If the die roll is less than your Craft, gain an ivory token. An ivory token is an Item. An ivory token does not count towards the number of Items you may have.
4 = Maybe the best way out of this donjon is to simply survive it's harshness and cruelty. Roll two dice. If the die roll is equal to your Vitae, lose 1 ivory token or receive 1 Wound. If the die roll is less than your Vitae, gain an ivory token. An ivory token is an Item. An ivory token does not count towards the number of Items you may have.
5 = This donjon is maintained by a group of wardens who have set up guard posts all around. Fight a Melee Combat with an ivory warden. The ivory warden's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 1. If the ivory warden receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the ivory warden does not receive the Wound. If the ivory warden is in a Melee Combat that is a standoff, and you have 1 or more ivory tokens, roll a die. If the die roll is 1 or 6, lose 1 ivory token. If the ivory warden has fallen due to Melee Combat with you, roll a die. If the die roll is 1 or 6, gain an ivory token. An ivory token is an Item. An ivory token does not count towards the number of Items you may have.
6 = This donjon is monitored by a group of warders who have placed magical wards all about. Fight a Magical Combat with an ivory warder. The ivory warder's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 1. If the ivory warder receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the ivory warder does not receive the Wound. If the ivory warder is in a Magical Combat that is a standoff, and you have 1 or more ivory tokens, roll a die. If the die roll is 1 or 6, lose 1 ivory token. If the ivory warder has fallen due to Magical Combat with you, roll a die. If the die roll is 1 or 6, gain an ivory token. An ivory token is an Item. An ivory token does not count towards the number of Items you may have.
After your ivory donjon encounter, go to the section of this page with the name 'IVORY DONJON'.
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