The Jungle Island

Your turn begins on The Jungle 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: JUNGLE ISLAND, NATIVE 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: JUNGLE ISLAND or NATIVE VILLAGE. To explore a destination, go to the section of this page with the same name.


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


2 = An amiable ape man offers his services to you for a nominal fee. Pay 1 Gold to gain an ape manservant. An ape manservant is an Ally. If you have the ape manservant, the limit of your Items you can have becomes equal to the total of your Arms multiplied by two plus the number of ape manservants plus the number of monkey manservants you have; While you have the ape 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 ape manservants you have plus the number of monkey manservants you have. If you lose all the ape 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 ape manservant at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the ape manservant first. The kind of Combat the ape manservant fights with the monster will be of the same kind you would have fought with the monster. The ape manservant's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 1. If the monster has fallen due to Combat with the ape 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 ape manservant has fallen due to Combat with the monster, lose the ape manservant, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the ape manservant. If neither the ape 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 ape manservant.


3 = You spot a magic marker designating the way to a sacred and secluded graveyard for elephants. If you choose, your turn ends and the next turn will begin in The Elephant Graveyard; Proceed to that page if so.


4 = One of this jungle 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 isla. Isla is a Spell. You may use isla any time a monster has received a Wound due to Combat with you on a page with the word 'Island' or 'Isle' in it's name. When used, that monster receives 1 additional Wound. You may not use more than 1 isla per Wound per Combat.


5 = A multitude of man-eating plants, both mundane and magical, are strewn about the jungle island. Roll a die. If the die roll is 1, 3, or 5, fight a Melee Combat with a carnivore plant. If the die roll is 2, 4, or 6, fight a Magical Combat with a carnivore plant. The carnivore plant's attributes are Arms: 5, Magic: 5, Craft: 1, Vitae: 3. If you receive a Wound due to Combat with the carnivore plant, roll a die. If the die roll is 1 or 2, receive 1 additional Wound. If the die roll is 3 or 4, the carnivore plant heals 1 Wound. If the die roll is 5 or 6, you cannot end Combat with the carnivore plant unless it has fallen.


6 = This jungle island is home to the savage ape man tribe. Fight a Melee Combat with an ape man. The ape man's attributes are Arms: 4, Magic: 1, Craft: 2, Vitae: 3.


7 = Centered within the jungle of this island is a city forbidden to all outsiders. If you choose, your turn ends and the next turn will begin in The Forbidden City; Proceed to that page if so.


8 = This jungle island is home to the savage ape man tribe. Fight a Magical Combat with an apeman mage. The ape man mage's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 3.


9 = Numerous dangerous and exotic creatures roam throughout this jungle island. Roll a die. If the die roll is 1, you discover the jungle dwelling of a rare white gorilla. Fight a Magical Combat with a white gorilla. The white gorilla's attributes are Arms: 5, Magic: 6, Craft: 1, Vitae: 3. If the die roll is 2, you are stalked by a huge serpent that is native to this jungle. Fight a Melee Combat with a boaboa serpent. The boaboa serpent's attributes are Arms: 6, Magic: 5, Craft: 1, Vitae: 3. If the die roll is 3, you come upon a magical living jungle drum which beats out a song of doom. Fight a Magical Combat with a congo bongo. The congo bongo's attributes are Arms: 4, Magic: 5, Craft: 1, Vitae: 4. If the die roll is 4, you are hunted down by a jaguar of the jungle. Fight a Melee Combat with a jungle jaguar. The jungle jaguar's attributes are Arms: 5, Magic: 4, Craft: 1, Vitae: 4. If the die roll is 5, you come across a rare rhinoceros of pink and white coloring. Fight a Magical Combat with an albino rhino. The albino rhino's attributes are Arms: 3, Magic: 4, Craft: 1, Vitae: 5. If the die roll is 6, you are attacked by a hippopotamus with a ravenous appetite. Fight a Melee Combat with a hungry hippo. The hungry hippo's attributes are Arms: 4, Magic: 3, Craft: 1, Vitae: 5.


10 = Tucked away within the dense jungle of this island is a ranch which raises dinosaurs. If you choose, your turn ends and the next turn will begin at The Dino Ranch; Proceed to that page if so.


11 = Many hazardous dangers 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 ape men worship a gigantic gorilla which has great physical strength and size. Fight a Melee Combat with a great ape. The great ape's attributes are Arms: 8, Magic: 6, Craft: 2, Vitae: 6. If you receive a Wound due to a Melee Combat with the great ape, roll two dice. If the die roll is equal to or less than the great ape's Arms, receive 1 additional Wound. If the great ape has fallen due to Combat with you, gain a greatape gauntlet. A greatape gauntlet is an Item and a weapon. If you have the greatape gauntlet at the start of a Melee Combat, increase your Arms by 2 for that Melee Combat only. If you have the greatape gauntlet, and a monster receives a Wound due to a Melee Combat with you, roll two dice. If the die roll is equal to or less than your Arms, the monster receives 1 additional Wound.


Unless you rolled a 3 and went to The Elephant Graveyard, or you rolled a 7 and went to The Forbidden City, or you rolled a 10 and went to The Dino Ranch, your turn ends after your jungle island encounter ends, and your next turn will begin on The Jungle Island; Stay on this page if so.


NATIVE VILLAGE - Your turn ends and the next turn will begin in The Native Village; Proceed to that page.


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


The Elephant Graveyard


The Forbidden City


The Dino Ranch


The Native Village


The Sea

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