The Lake

Your turn begins at The Lake.

If you have a lake ticket at the start of this turn, lose the lake ticket at the end of this turn.


If you have a river boat, a river ring, or a lake ticket, choose one of the following destinations to travel to: LAKE ISLAND, LAKE SHORE, LAKE, RIVER, ROAD, or TEMPLE. If you do not have a river boat, a river ring, or a lake ticket, choose LAKE SHORE, ROAD, or TEMPLE as your destination. To travel to a destination, go to the section of this page with the same name, but only after you first roll two dice for what you encounter on the lake, unless your destination is LAKE SHORE, ROAD, or TEMPLE, in which case you go to that destination without rolling:


2 = A lake squall sends the boat you are on into the middle of the lake and onto an island. Your turn ends and the next turn will begin at The Lake Island; Proceed to that page.


3 = A talking fish tells you the words to a lake spell. Roll a die. If the die roll is equal to or less than your Vitae, gain minnowmize. Minnowmize is a Spell. Minnowmize may be used at the start of any Magical Combat. When used, increase your Magic by 3 for that Magical Combat only. If a monster receives a Wound due to a Magical Combat you used minnowmize at the start of, the monster does not receive a Wound. You may not use more than 1 minnowmize per Combat.


4 = Something large seems to be rising to the surface of the lake. Roll a die. If the die roll is 1, 2, or 3, a large glowing angel fish appears. Fight a Magical Combat with an angel fish. The angel fish's attributes are Arms 2, Magic: 4, Craft: 1, Vitae: 4. If the die roll is 4, 5, or 6, a large octopus made of water appears. Fight a Melee Combat with a laketopus. The laketopus's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 4.


5 = The dreaded gar fishes always attack in groups of nine. Fight a Melee Combat with nine gars. The nine gars' attributes are Arms: 3, Magic: 3, Craft: 1, Vitae: 3. At the start of any Melee Combat the nine gars are in, roll two dice. If the die roll is 9, increase the nine gars' Arms by 3.


6 = There are dragonflies on the lake that can magically become much larger than normal. Fight a Magical Combat with a dragon fly. The dragon fly's attributes are Arms: 2, Magic: 2, Craft: 2, Vitae: 2.


7 = You enjoy a peaceful ride upon the calm lake waters.


8 = The fisherman on the lake do not like to be disturbed. Fight a Melee Combat with a fisherman. The fisherman's attributes are Arms: 2, Magic: 2, Craft: 2, Vitae: 2.


9 = A single minnow with magical powers is quite powerful for it's size. Fight a Magical Combat with a magic minnow. The magic minnow's attributes are Arms: 3, Magic: 3, Craft: 1, Vitae: 3. At the start of any Magical Combat the magic minnow is in, roll two dice. If the die roll is 5, increase the magic minnow's Magic by 3.


10 = A lake fairy casts a spell that turns your boat around. Roll a die. If the die roll is greater than your Craft, change your destination to LAKE SHORE for this turn.


11 = You attempt to capture a colorful beta fish that has special defensive powers in battle. Roll a die, unless you have a beta blocker. If the die roll is greater than your Arms, or if you are a warrior and the die roll is equal to or greater than your Arms, gain a beta blocker. A beta blocker is an Ally. If you have the beta blocker at the start of any Melee Combat, you may choose to roll two dice. If the die roll is 7, increase your Arms by 1 for that Melee Combat only. If the die roll is 11 or 12, lose the beta blocker.


12 = A rather large monster has mistakenly swam into the lake on it's way back to it's loch. Fight a Melee Combat with a loch monster. The loch monster's attributes are Arms: 6, Magic: 4, Craft: 2, Vitae: 8.  If the loch monster has fallen due to Combat with you, gain loch. Loch is a spell. Loch may be used at the start of any Melee Combat. When used, your Vitae becomes 8. The change in Vitae lasts until the monster in the Melee Combat you used loch at the start of has fallen or if you choose to end Combat with that monster. If you have 4 or more Wounds when the monster in the Melee Combat you used loch at the start of has fallen or you choose to end Combat with that monster, heal 4 Wounds before the increase ends.


Unless you rolled a 2 and ended up on The Lake Island, after your encounter on the lake ends, go to the section of this page with the same name as the destination you chose to travel to.


LAKE SHORE -  Roll a die for what you encounter on the lake shore:


1 = Roll a die. If the die roll is 1, 2, or 3, the pirates of the lake are fierce and swift. Pay 1 Gold or fight a Melee Combat with a lake pirate. The lake pirate's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 2. If the die roll is 4, 5, or 6, the mages of this lake demand payment for their guild. Pay 1 Gold or fight a Magical Combat with an aquamancer. The aquamancer's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2.


2 = Roll a die. If the die roll is 1, 2, or 3, you catch a fish with golden scales. Gain 1 Gold. If the die roll is 4, 5, or 6, a wicked water witch casts a spell on you that turns gold into water. Lose 1 Gold.


3 = Roll a die. If the die roll is 1, 2, or 3, a ferryman is selling tickets for passage across the lake. Pay 1 Gold to gain a lake ticket. A lake ticket is an Item. A lake ticket does not count towards the number of Items you may have. If the die roll is 4, 5, or 6, a merman of the lake attacks you. Fight a Melee Combat with a lake merman. The lake merman's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 2.


4 = Roll a die. If the die roll is 1, 2, or 3, you hear the song of a mermaid of the lake. Fight a Magical Combat with a lake mermaid. The lake mermaid's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 2. If the die roll is 4, 5, or 6, a young woman sells tickets for the lake ferry. Pay 1 Gold to gain a lake ticket. A lake ticket is an Item. A lake ticket does not count towards the number of Items you may have.


5 = Roll a die. If the die roll is 1, 2, or 3, a holy man baptizes you in the lake water. Heal 1 Wound.  If the die roll is 4, 5, or 6, you accidentally fall into the lake and hurt yourself on a rock in the water. Receive 1 Wound.


6 = Roll a die. If the die roll is 1, 2, or 3, a magical wave comes crashing ashore. Fight a Magical Combat with a lake elemental. The lake elemental's attributes are Arms 2, Magic: 5, Craft: 2, Vitae: 3. If the die roll is 4, 5, or 6, an aquatic troll comes to shore and assaults you. Fight a Melee Combat with a scrag troll. The scrag troll's attributes are Arms: 5, Magic: 2, Craft: 2, Vitae: 3.


After your lake shore encounter ends, your turn ends and your next turn will begin at The Lake; Stay on this page if so.


LAKE ISLAND - Your turn ends and the next turn will begin in The Lake Island; Proceed to that page.


LAKE - Your turn ends and the next turn will begin at The Lake; Stay on this page.


RIVER - Your turn ends and the next turn will begin at The River; Proceed to that page. 


ROAD - Your turn ends and the next turn will begin at The Crossroads; Proceed to that page. 


TEMPLE - Your turn ends and the next turn will begin in The Temple; Proceed to that page.


The Lake Island


The River


The Crossroads


The Temple

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