The Lake Island

Your turn begins on The Lake Island.

If you have a river boat, do not lose the river boat this turn due to being on a page other than The City, The River, The Lake, or The Port City; Ignore the river boat's instructions to do so this turn.


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


2= You chance upon the secret hideout of a deadly warrior known for razing the riverways. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a river reaver. If the die roll is 4, 5, or 6, fight a Magical Combat with a river reaver. The river reaver's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 3. At the start of any Combat the river reaver is in, roll a die. If the die roll is 1 or 6, increase the river reaver's Arms and Magic by 1 for that Combat only. If the river reaver receives a Wound due to a Combat with you, roll a die. If the die roll is 1 or 6, the river reaver does not receive the Wound. If you receive a Wound due to a Combat with the river reaver, roll a die. If the die roll is 1 or 6, receive 1 additional Wound. If the river reaver has fallen due to Combat with you, gain a mystic river boat, unless you have a mystic river boat. A mystic river boat is an Item. A mystic river boat does not count towards the number of Items you may have. The mystic river boat counts as a river boat and a moon barge; Any instructions denoting the words 'river boat' or 'moon barge' are treated as though denoting the words 'mystic river boat', except for instructions denoting losing the mystic river boat as though it were a river boat or moon barge, in which case the instructions are ignored.


3 = A salty old dog tries to teach you a spell for exploring oceans and islands. Roll a die. If the die roll is equal to or less than your Craft, gain ahoy. Ahoy is a Spell. You may only use ahoy at the start of a turn on a page with the word 'Sea' or 'Island' in it's name. When used, increase your Arms and Magic by 1 for that turn only.


4 = You discover a stoneladen path that leads to a vast garden of various interesting rocks. If you choose, your turn ends and the next turn will begin in The Rock Garden; Proceed to that page if so.


5 = You are attacked by one of the fearsome amphibious lizards that lives on this island. Fight a Melee Combat with a lake lizard. The lake lizard's attributes are Arms: 4, Magic: 3, Craft: 1, Vitae: 4. If the lake lizard has 1 or more Wounds at the start of a Melee Combat with you, roll a die. If the die roll is equal to or less than the number of Wounds the lake lizard has, increase the lake lizard's Arms by 1 for that Melee Combat only. If the lake lizard receives a Wound due to Melee Combat with you, roll a die. If the die roll is 1, the lake lizard does not receive the Wound.


6 = A xenophobic clan of fishermen protects this island from those who might disturb the water. Fight a Melee Combat with a fisher man. The fisher man's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 3.


7 = The village on this lake island is renowned for it's finely crafted river boats. Pay 2 Gold to gain a river boat. A river boat is an Item. A river boat does not count towards the number of Items you may have. If you have a river boat and are on a page other than The City, The River, The Lake, or The Port City, lose the river boat unless the page says otherwise.


8 = Some of the fishermen on this island have taught themselves magic and become mages. Fight a Magical Combat with a fisher mage. The fisher mage's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 3.


9 = Some of the lizards of the lake island have mutated into magical creatures. Fight a Magical Combat with a wizard lizard. The wizard lizard's attributes are Arms: 3, Magic: 4, Craft: 1, Vitae: 4. If the wizard lizard has 1 or more Wounds at the start of a Magical Combat with you, roll a die. If the die roll is equal to or less than the number of Wounds the wizard lizard has, increase the wizard lizard's Magic by 1 for that Magical Combat only. If the wizard lizard receives a Wound due to Magical Combat with you, roll a die. If the die roll is 1, the wizard lizard does not receive the Wound.


10 = You discover a trail of rose petals that leads to a large garden of numerous colorful roses. If you choose, your turn ends and the next turn will begin in The Rose Garden; Proceed to that page if so.


11 = A native of this lake island offers to join up with you for a small price. Pay 1 Gold to gain a laker. A laker is an Ally. If you have the laker at the start of any turn on a page with the word 'Lake' in it's name, increase your Arms by 1 for that turn only. If you have the laker and you receive a Wound due to a Melee Combat on a page with the word 'Lake' in it's name, roll a die. If the die roll is 6, heal 1 Wound. You may not use more than 1 laker at a time.


12 = The lord of the lake island is a formidable knight skilled in the ways of battle and retreat. Fight a Melee Combat with a lake lord. The lake lord's attributes are Arms: 7, Magic: 6, Craft: 4, Vitae: 4. If the lake lord receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the lake lord does not receive the Wound. If the lake lord has 3 Wounds at the start of a Melee Combat with you, roll two dice. If the die roll is 7, that Melee Combat is a standoff and you must choose to end Combat with the lake lord when given the choice. If the lake lord has fallen due to Melee Combat with you, gain a retreat horn, unless you have a retreat horn. A retreat horn is an Item. If you have the retreat horn at the start of a Melee Combat, you may choose to lose the retreat horn. If so, that Melee Combat is a standoff, then your turn ends and your next turn begins at The Lake; Proceed to that page if so.


Unless you rolled a 4 and went to The Rock Garden, or you rolled a 10 and went to The Rose Garden, after your lake island encounter ends, you must choose between staying on The Lake Island or going back to The Lake. If you choose to stay on The Lake Island, your turn ends and the next turn will begin on The Lake Island; Stay on this page if so. If you choose to return to The Lake, your turn ends and the next turn will begin on The Lake; Proceed to that page if so.


The Rock Garden


The Rose Garden


The Lake

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