The Keep
Your turn begins at The Keep.
Roll a die, adding 1 to the die roll if your Alignment is Good or subtracting 1 from the die roll if your Alignment is Evil. If the die roll is 2 or less, go to the section of this page with the name 'ARREST WARRANT'. If the die roll is 3 or more, choose one of the following parts of the keep to visit: MAIN GATE, BORDER TRADER, TRAVELERS INN, SMITHY, PROVISIONER, GUILD HOUSE, CURATE CHAPEL, BORDER TAVERN, ENTRY YARD, or OUTSKIRTS. To visit a part of the keep, go to the section of this page with the same name as the location.
ARREST WARRANT - Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a keep soldier. The keep soldier's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 1. If the die roll is 4, 5, or 6, fight a Magical Combat with a keep sorcerer. The keep sorcerer's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 1. If you receive a Wound due to Combat with the keep soldier or keep sorcerer, you do not receive the Wound and instead go to the section of this page with the name 'STOCKADE'. If the Combat with the keep soldier or keep sorcerer is a standoff, go to the section of this page with the name 'STOCKADE'. If the keep soldier or keep sorcerer has fallen due to Combat with you, your turn ends and the next turn will begin at The Keep; Stay on this page.
STOCKADE - Roll a die, adding 1 to the die roll if your Alignment is Good or subtracting 1 from the die roll if your Alignment is Evil. If the die roll is 3 or less, receive 1 Wound, then go to the section of this page with the name 'MAIN GATE'. If the die roll is 4 or more, pay 1 Gold or receive 1 Wound, then go to the section of this page with the name 'MAIN GATE'.
MAIN GATE - You may choose to leave The Keep by going to The Borderlands. If so, your turn ends and the next turn will begin at The Borderlands; Proceed to that page. If not, your turn ends and the next turn will begin at The Keep; Stay on this page.
BORDER TRADER - 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 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.
When you are done gaining Gold, your turn ends and the next turn will begin at The Keep; Stay on this page.
TRAVELERS INN - You may choose to do any of the following in any order you choose:
Pay 1 Gold to heal 1 Wound.
Pay 2 Gold to gain a chaoscaverns map. A chaoscaverns map is an Item. A chaoscaverns map does not count towards the number of Items you may have. You may use the chaoscaverns map at the start of any turn on The Keep page. When used, your turn ends and your next turn will begin in The Chaos Caverns; Proceed to that page if so.
When you are done gaining Items and/or healing Wounds, your turn ends and the next turn will begin at The Keep; Stay on this page.
SMITHY - You may choose to do any of the following in any order you choose:
Pay 1 Gold to gain a mace. A mace is an Item and a weapon. If you have the mace, roll a die at the start of any Melee Combat you are in. If the die roll is 4, 5, or 6, increase your Arms by 1 for that Melee Combat only. If you are a priest, do not roll a die for the mace; Instead, you increase your Arms by 1 for that Melee Combat only without having to roll a die.
Pay 2 Gold to gain a spear. A spear is an Item and a weapon. If you have the spear at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. Also, if you have the spear at the start of a Melee Combat, you may choose to lose the spear. If so, roll a die. If the die roll is equal to or less than your Arms, the monster in that Melee Combat receives 1 Wound. If you lose the spear this way during a Melee Combat, you do not get to increase your Arms by 1 for that Melee Combat only due to the spear, nor may you use any other Item that is a weapon for that Melee Combat only.
Pay 2 Gold to gain a sword. A sword is an Item and a weapon. If you have the sword at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only.
Pay 1 Gold to gain a helmet. A helmet is an Item. If you have the helmet, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 11 or more, you do not receive the Wound.
Pay 2 Gold to gain a shield. A shield is an Item. If you have the shield, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 9 or more, you do not receive the Wound.
Pay 4 Gold to gain armor. Armor is an Item. If you have the 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. You may not use a helmet or a shield if you have armor.
When you are done gaining Items, your turn ends and the next turn will begin at The Keep; Stay on this page.
PROVISIONER - You may choose to do any of the following in any order you choose:
Pay 1 Gold to gain a white potion. A white potion is an Item. The white potion may be used at any time you have 1 or more Wounds. When used, heal 1 Wound, then lose the white potion.
Pay 2 Gold to gain a magic bracer. A magic bracer is an Item and a weapon. If you have the magic bracer, roll a die at the start of any Magical Combat you are in. if the die roll is 4, 5, or 6, increase your Magic by 1 for that Magical Combat only. If you are a warrior, do not roll a die for the magic bracer; Instead, you increase your Magic by 1 for that Magical Combat only without having to roll a die.
Pay 3 Gold to gain a magic staff. A magic staff is an Item and a weapon. If you have the magic staff at the start of a Magical Combat, increase your Magic by 1 for that Magical Combat only.
Pay 2 Gold to gain a magic hat. A magic hat is an Item. If you have the magic hat, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 11 or more, you do not receive the Wound.
Pay 3 Gold to gain a magic cloak. A magic cloak is an Item. If you have the magic cloak, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 9 or more, you do not receive the Wound.
Pay 5 Gold to gain a magic robe. A magic robe is an Item. If you have the magic robe, 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. You may not use a magic hat or a magic cloak if you have a magic robe.
When you are done gaining Items, your turn ends and the next turn will begin at The Keep; Stay on this page.
GUILD HOUSE - You may choose to do any of the following in any order you choose:
Pay 1 Gold to gain tumble, unless you are a wizard, in which case you gain tumble without paying 1 Gold. Tumble is a Spell. Tumble may be used at the start of any Melee Combat you are in. When used, roll a die. If the die roll is greater than the Vitae of the monster in the Melee Combat you used tumble at the start of, decrease that monster's Arms by an amount equal to the die roll minus that monster's Vitae for that Melee Combat only.
Pay 1 Gold to gain stumble, unless you are a wizard, in which case you gain stumble without paying 1 Gold. Stumble is a Spell. Stumble may be used at the start of any Magical Combat you are in. When used, roll a die. If the die roll is greater than the Vitae of the monster in the Magical Combat you used stumble at the start of, decrease that monster's Magic by an amount equal to the die roll minus that monster's Vitae for that Magical Combat only.
Pay 1 Gold to gain bolt, unless you are a wizard, in which case you gain bolt without paying 1 Gold. Bolt is a Spell. Bolt may be used at the start of any Melee Combat you are in. When used, roll a die. the bolt will have an Arms value equal to the die roll. The monster you are fighting must first fight a Melee Combat against the bolt before it fights the Melee Combat with you. if the monster has fallen due to Combat with the bolt, the Melee Combat with you does not occur and you gain Melee XP as though the monster had fallen due to Combat with you.
Pay 1 Gold to gain jolt, unless you are a wizard, in which case you gain jolt without paying 1 Gold. Jolt is a Spell. Jolt may be used at the start of any Magical Combat you are in. When used, roll a die. the jolt will have a Magic value equal to the die roll. The monster you are fighting must first fight a Magical Combat against the jolt before it fights the Magical Combat with you. if the monster has fallen due to Combat with the jolt, the Magical Combat with you does not occur and you gain Magical XP as though the monster had fallen due to Combat with you.
When you are done gaining Spells, your turn ends and the next turn will begin at The Keep; Stay on this page.
CURATE CHAPEL - You may choose to do any of the following in any order you choose:
Pay 1 Gold to gain cure, unless you are a priest, in which case you gain cure without paying 1 Gold. Cure is a Spell. Cure may be used at any time you have 1 or more Wounds. When used, roll a die. Heal an amount of Wounds equal to the die roll.
Pay 1 Gold to gain curing, unless you are a priest, in which case you gain curing without paying 1 Gold. Curing is a Spell. Curing may be used at any time you have 1 or more Wounds. When used, roll a die. Heal an amount of Wounds equal to 1 plus the die roll divided by two (round up).
Pay 1 Gold to gain curator, unless you are a priest, in which case you gain curator without paying 1 Gold. Curator is a Spell. Curator may be used at any time you have 1 or more Wounds and a Spell with the word 'cure' or 'curing' in it's name. When used, lose 1 Spell with the word 'cure' or 'curing' in it's name, then heal all Wounds.
Pay 1 Gold to gain hold, unless you are a priest, in which case you gain hold without paying 1 Gold. Hold is a Spell. Hold may be used at the start of any Combat. When used, the Combat that hold was used at the start of will automatically be a standoff without rolling any dice.
When you are done gaining Spells, your turn ends and the next turn will begin at The Keep; Stay on this page.
BORDER TAVERN - Roll a die for what you encounter at the border tavern:
1 = A brawl breaks out at the border bar. Fight a Melee Combat with a borderline drunk. The borderline drunk's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. If the borderline drunk has fallen due to Combat with you, you do not gain any XP.
2 = You hear a rumor that there is a large vault of riches set within a hidden valley among the hills. It is said that the vault is protected by thick walls and heavily guarded by tough monsters.
3 = You hear a rumor that a palace of toads exists within a lily pond near the main bridge. It is said that the palace is ruled by a toad prince and guarded by toadmen soldiers.
4 = You hear a rumor that a magical genie lamp lies somewhere in the sands of the desert near an oasis. It is said that a world of wish-granting genies exists within the lamp.
5 = You hear a rumor that the moon of Adventuria can be reached via a mystical path through the stars. It is said that a sorcerous citizen of a lost city knows the way to the star path.
6 = A friendly border barmaid tells good tippers the way to the caverns of chaos. Pay 1 Gold. If so, your turn ends and the next turn will begin in The Chaos Caverns; Proceed to that page if so.
Unless you rolled a 6 and decided to seek The Chaos Caverns, your turn ends after your border tavern encounter ends, and the next turn will begin at The Keep; Stay on this page.
ENTRY YARD - Roll a die for what you encounter in the keep's entry yard:
1 = A mysterious priest chants an evil spell to teleport you out of the keep and into danger. Roll a die. If the die roll is greater than your Magic, your turn ends and the next turn will begin in The Chaos Caverns; Proceed to that page if so.
2 = You spot an opportunity to rob the treasury of the border keep. If you choose, roll a die. If the die roll is less than your Craft, or if you are a thief and the die roll is equal to or less than your Craft, gain 1 Gold. If the die roll is equal to or greater than your Craft, or if you are a thief and the die roll is greater than your Craft, fight a Melee Combat with a keep guard. The keep guard's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. if the keep guard receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the keep guard does not receive the Wound.
3 = An acolyte of the curate chapel tries his new healing powers out on you. If you have 1 or more Wounds, roll a die. If the die roll is less than your Vitae, or if you are a priest and the die roll is equal to or less than your Vitae, heal 1 Wound.
4 = A grumpy wizard does not like your kind visiting the border keep. Roll a die. If the die roll is equal to or greater than your Magic, or if you are a wizard and the die roll is greater than your Magic, fight a Magical Combat with a grumpy wizard. The grumpy wizard's attributes are Arms: 2, Magic: 3, Craft: 3, Vitae: 2.
5 = A barbarian of the borderlands sizes up the competition among the visitors to the keep. Roll a die. If the die roll is equal to or greater than your Arms, or if you are a warrior and the die roll is greater than your Arms, fight a Melee Combat with a border barbarian. The border barbarian's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 3.
6 = A hooded half orc with a sinister smile gladly tells you how to reach the caverns of chaos. If you choose, your turn ends and the next turn will begin in The Chaos Caverns; Proceed to that page if so.
Unless you rolled a 1 or 6 and went to The Chaos Caverns, your turn ends after your entry yard encounter ends, and the next turn will begin at The Keep; Stay on this page.
OUTSKIRTS - Roll a die for what you encounter among the land along the outskirts of the keep:
1 = Not too far from the keep is a muddy mound that is home to a brutish bullfrog man known as a bullyfug. Fight a Melee Combat with a bullyfug. The bullyfug's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 2.
2 = You haphazardly wander near a nest of giant wasps. Fight a Melee Combat with a giant wasp. The giant wasp's attributes are Arms: 3, Magic: 1, Craft: 1, Vitae: 1. If you receive a Wound due to a Melee Combat with the giant wasp, roll a die. If the die roll is equal to your Vitae, receive 1 additional Wound.
3 = An adventurer returning from the caverns of chaos will sell you his map at a discount. Pay 1 Gold to gain a chaoscaverns map. A chaoscaverns map is an Item. A chaoscaverns map does not count towards the number of Items you may have. You may use the chaoscaverns map at the start of any turn on The Keep page. When used, your turn ends and your next turn will begin in The Chaos Caverns; Proceed to that page if so.
4 = Just out of range of the keep is an encampment of borderlands raiders. Roll a die. If the die roll is greater than your Craft, pay 1 Gold or fight a Melee Combat with a border raider. The border raider's attributes are Arms: 3, Magic: 1, Craft: 2, Vitae: 2.
5 = An evil hermit can summon devils from across the border to punish trespassers of his domain. Roll a die. If the die roll is 1, 2, 3, or 4, fight a Melee Combat with a border devil. The border devil's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2. If the die roll is a 5 or 6, fight a Magical Combat with a border hermit. The border hermit's attributes are Arms: 2, Magic: 3, Craft: 3, Vitae: 2. If the border hermit has fallen due to Combat with you, gain a chaoscaverns map, unless you have a chaoscaverns map. A chaoscaverns map is an Item. A chaoscaverns map does not count towards the number of Items you may have. You may use the chaoscaverns map at the start of any turn on The Keep page. When used, your turn ends and your next turn will begin in The Chaos Caverns; Proceed to that page if so.
6 = Through scouring the territory near the keep, you find the way to the caverns of chaos. If you choose, your turn ends and the next turn will begin in The Chaos Caverns; Proceed to that page if so.
Unless you rolled a 6 and entered The Chaos Caverns, your turn ends after your outskirts encounter ends, and the next turn will begin at The Keep; Stay on this page.
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