The Leprechaun Patch

Your turn begins in The Leprechaun Patch.


Roll two dice for what you encounter while exploring the leprechaun patch:


2 = The wee folk of this patch follow a wiseman who has mastered low light spectrum magic. Roll two dice, unless your Alignment is Good and you are an dwarf, in which case roll a die. If the die roll is greater than your Craft, pay 1 Spell or fight a Melee Combat with a wee folk wiseman. The wee folk wiseman's attributes are Arms: 5, Magic: 3, Craft: 5, Vitae: 3. At the start of any Melee Combat with the wee folk wiseman, roll a die. If the die roll is 1, 2, or 3, increase the wee folk wiseman's Arms by 1 for that Melee Combat only. If the die roll is 4 or 5, increase the wee folk wiseman's Craft by 1 for that Melee Combat only. If the die roll is 6, increase the wee folk wiseman's Arms and Craft by 1 for that Melee Combat only. If the wee folk wiseman has fallen due to Combat with you, or if Combat with the wee folk wiseman did not occur this turn and you pay 1 Gold, gain lowlight. Lowlight is a spell. Lowlight may be used at the start of any Melee Combat. When used, roll a die. If the die roll is 1, 2, or 3, increase your Arms by 1. If the die roll is 4 or 5, increase your Craft by 1. If the die roll is 6, increase your Arms and Craft by 1. The increase lasts until the monster in the Melee Combat you used lowlight at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 lowlight per Combat.


3 = Lucky charms of all colors of the rainbow have been strewn about this big patch of clover. Roll a die. If the die roll is equal to or less than your Craft, gain a lucky charm. A lucky charm is an Item. A lucky charm does not count towards the number of Items you may have. You may use the lucky charm whenever you make a die roll involving Arms, Magic, Craft, or Vitae in Combat. If so, lose the lucky charm, then reroll the die roll once, but you must accept the reroll as the die roll. The reroll cannot be rerolled; Ignore any instructions denoting otherwise. You may not use more than 1 lucky charm per die roll.


4 = You have the bad fortune to come across an unlucky bunch of cursed clover. Roll two dice. If the die roll is greater than your Magic, decrease your Arms and Magic by 1 at the start of the next Combat you are in for that Combat only.


5 = Some of the wee folk have taken up magic and become warlocks. Fight a Melee Combat with a wee folk warlock. The wee folk warlock's attributes are Arms: 5, Magic: 4, Craft: 4, Vitae: 1. At the start of any Melee Combat with the wee folk warlock, roll a die. If the die roll is equal to or less than the wee folk warlock's Craft, you cannot use Items or Spells for that Melee Combat only. You must choose to end Combat with the wee folk warlock when given the choice. If the wee folk warlock has fallen due to Melee Combat with you, roll two dice. If the die roll is 7 or 11, gain 1 Gold.


6 = Some of the wee folk have taken up arms and become warriors. Fight a Melee Combat with a wee folk warrior. The wee folk warrior's attributes are Arms: 4, Magic: 3, Craft: 3, Vitae: 1. At the start of any Melee Combat with the wee folk warrior, roll a die. If the die roll is equal to or less than the wee folk warrior's Craft, you cannot use Items or Spells for that Melee Combat only. You must choose to end Combat with the wee folk warrior when given the choice. If the wee folk warrior has fallen due to Melee Combat with you, roll two dice. If the die roll is 11, gain 1 Gold. 


7 = Many magical leprechauns and their kin the wee folk inhabit this vast patch of green clover. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a wee folk. The wee folk's attributes are Arms: 3, Magic: 2, Craft: 3, Vitae: 1. You must choose to end Combat with the wee folk when given the choice. If the die roll is 4, 5, or 6, fight a Magical Combat with a leprechaun. The leprechaun's attributes are Arms: 2, Magic: 3, Craft: 3, Vitae: 1. You must choose to end Combat with the leprechaun when given the choice. 


8 = A great number of leprechauns are empowered by living amongst the clover of this patch. Fight a Magical Combat with a patch leprechaun. The patch leprechaun's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 1. At the start of any Magical Combat with the patch leprechaun, roll a die. If the die roll is equal to or less than the patch leprechaun's Craft, you cannot use Items or Spells for that Magical Combat only. You must choose to end Combat with the patch leprechaun when given the choice. If the patch leprechaun has fallen due to Magical Combat with you, roll two dice. If the die roll is 11, gain 1 Gold.


9 = A good number of leprechauns have magically become more lucky by living in this clover patch. Fight a Magical Combat with a lucky leprechaun. The lucky leprechaun's attributes are Arms: 4, Magic: 5, Craft: 4, Vitae: 1. At the start of any Magical Combat with the lucky leprechaun, roll a die. If the die roll is equal to or less than the lucky leprechaun's Craft, you cannot use Items or Spells for that Magical Combat only. You must choose to end Combat with the lucky leprechaun when given the choice. If the lucky leprechaun has fallen due to Magical Combat with you, roll two dice. If the die roll is 7 or 11, gain 1 Gold.


10 = You have the good fortune to come across a lucky bunch of blessed clover. Roll two dice. If the die roll is greater than your Magic, increase your Arms and Magic by 1 at the start of the next Combat you are in for that Combat only.


11 = A wee sassy lass will teach you a spell for having the luck of the leprechauns. Roll a die. If the die roll is equal to or less than your Craft, gain lucky. Lucky is a Spell. Lucky may be used whenever you make a die roll involving Arms, Magic, Craft, or Vitae in Combat. When used, reroll the die roll once, but you must accept the reroll as the die roll. The reroll cannot be rerolled; Ignore any instructions denoting otherwise. You may not use more than 1 lucky per die roll.


12= The lord of the little people of this patch is a crafty leprechaun with many magical charms. Fight a Magical Combat with a leprechaun lord. The leprechaun lord's attributes are Arms: 5, Magic: 6, Craft: 5, Vitae: 3. At the start of any Combat the leprechaun lord is in, roll two dice. If the die roll is 7 or 11, increase the leprechaun lord's Arms and Magic by 1 for that Combat only. If you receive a Wound due to Combat with the leprechaun lord, roll two dice. If the die roll is 7 or 11, receive 1 additional Wound. If the leprechaun lord receives a Wound due to Combat or Spell, roll two dice. If the die roll is 7 or 11, the leprechaun lord does not receive the Wound. At the end of any Combat with the leprechaun lord, roll two dice. If the die roll is 7 or 11, you must choose to end Combat with the leprechaun lord when given the choice. If the leprechaun lord has fallen due to Combat with you, gain a goodluck charm, unless you have a goodluck charm. A goodluck charm is an Item. If you have the goodluck charm after any Combat with a monster, you may choose to end Combat with the monster when given the choice; Ignore any instructions that you must choose to end Combat with the monster or that you cannot end Combat with the monster.


After your encounter in the Leprechaun patch ends, you must choose between staying in The Leprechaun Patch or going back to The Emerald Isle. If you choose to stay in The Leprechaun Patch, your turn ends and the next turn will begin in The Leprechaun Patch; Stay on this page if so. If you choose to go to The Emerald Isle, your turn ends and the next turn will begin on The Emerald Isle; Proceed to that page if so.


The Emerald Isle

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