The Lost City
Your turn begins in The Lost City.
Choose one of the following locations to visit: HIDDEN ENTRANCE, TRADING POST, MAGIC SHOPPE, MYSTIC SMITHEE, LOST LIBRARY, CHRONOMANCER, ASTROLOGER, ANCIENT SAGE, LOWER CITY, UPPER CITY. To visit a location, go to the section of this page with the same name as the location.
HIDDEN ENTRANCE - You may choose to leave The Lost City by going to The Crossroads. If so, your turn ends and the next turn will begin at The Crossroads; Proceed to that page. If not, your turn ends and the next turn will begin in The Lost City; Stay on this page.
TRADING POST - 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 in The Lost City; Stay on this page.
MAGIC SHOPPE - You may choose to do any of the following in any order you choose:
Pay 4 Gold to gain a great sword. A great sword is an Item and a weapon. If you have the great sword at the start of any Melee Combat, increase your Arms by 1 for that Combat only, then roll a die. If the die roll is 4, 5, or 6, increase your Arms by an additional 1 for that Combat only.
Pay 4 Gold to gain a great axe. A great axe is an Item and a weapon. If you have the great axe at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If you have the great axe, and a monster receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 4, 5, or 6, the monster receives 1 additional Wound.
Pay 4 Gold to gain a great wand. A great wand is an Item and a weapon. If you have the great wand at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only, then roll a die. If the die roll is 4, 5, or 6, increase your Magic by an additional 1 for that Magical Combat only.
Pay 4 Gold to gain a great staff. A great staff is an Item and a weapon. If you have the great staff at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If you have the great staff, and a monster receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 4, 5, or 6, the monster receives 1 additional Wound.
Pay 2 Gold to gain a green potion. A green potion is an Item. The green potion may be used at any time you have 1 or more Wounds. When used, heal 2 Wounds, then lose the green potion.
Pay 2 Gold to gain a purple potion. A purple potion is an Item. The purple potion may be used at the start of any Combat you are in. When used, increase your Arms and Magic by 1 for that Combat only, then lose the purple potion.
When you are done gaining Items, your turn ends and the next turn will begin in The Lost City; Stay on this page.
MYSTIC SMITHEE - You may choose to do any of the following in any order you choose:
Pay 2 Gold to gain a mithril helmet. A mithril helmet is an Item. If you have the mithril helmet, roll two dice when you receive a Wound due to a Melee Combat or a monster Ability used in a Melee Combat. If the die roll is 11 or more, you do not receive the Wound. You may not use any other Item with the word 'helm', 'helmet', or 'armor' in it's name if you have the mithril helmet.
Pay 3 Gold to gain a mithril shield. A mithril shield is an Item. If you have the mithril shield, roll two dice when you receive a Wound due to a Melee Combat or a monster Ability used in a Melee Combat. If the die roll is 9 or more, you do not receive the Wound. You may not use any other Item with the word 'shield' or 'armor' in it's name if you have the mithril shield.
Pay 5 Gold to gain mithril armor. Mithril armor is an Item. If you have the mithril armor, roll two dice when you receive a Wound due to a Melee Combat or a monster Ability used in 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. You may not use any other Item with the word 'helmet', 'helm', 'shield', or 'armor' in it's name if you have the mithril armor.
Pay 3 Gold to gain a mithril hat. A mithril hat is an Item. If you have the mithril hat, roll two dice when you receive a Wound due to a Magical Combat or a monster Ability used in a Magical Combat. If the die roll is 11 or more, you do not receive the Wound. You may not use any other Item with the word 'hat', 'robe', or 'robes' in it's name if you have the mithril hat.
Pay 4 Gold to gain a mithril cloak. A mithril cloak is an Item. If you have the mithril cloak, roll two dice when you receive a Wound due to a Magical Combat or a monster Ability used in a Magical Combat. If the die roll is 9 or more, you do not receive the Wound. You may not use any other Item with the word 'cloak', 'robe', or 'robes' in it's name if you have the mithril cloak.
Pay 6 Gold to gain a mithril robe. A mithril robe is an Item. If you have the mithril robe, roll two dice when you receive a Wound due to a Magical Combat or a monster Ability used in a Magical Combat. If the die roll is 7 or more, you do not receive the Wound. You may not use a mithril hat or a mithril cloak if you have a mithril robe. You may not use any other Item with the word 'hat', 'cloak', 'robe', or 'robes' in it's name if you have the mithril robes.
When you are done gaining Items, your turn ends and the next turn will begin in The Lost City; Stay on this page.
LOST LIBRARY - You may choose to do any of the following in any order you choose:
Pay 2 Gold to gain embolden, unless you are a warrior, in which case pay 1 Gold to gain embolden. Embolden is a Spell. Embolden may be used at the start of any turn. When used, increase your Arms by 1 for that turn only. You may not use more than 1 embolden per turn.
Pay 2 Gold to gain empower, unless you are a wizard, in which case pay 1 Gold to gain empower. Empower is a Spell. Empower may be used at the start of any turn. When used, increase your Magic by 1 for that turn only. You may not use more than 1 empower per turn.
Pay 2 Gold to gain endeavor, unless you are a thief, in which case pay 1 Gold to gain endeavor. Endeavor is a Spell. Endeavor may be used at the start of any turn. When used, increase your Craft by 1 for that turn only. You may not use more than 1 endeavor per turn.
Pay 2 Gold to gain enliven, unless you are a priest, in which case pay 1 Gold to gain enliven. Enliven is a Spell. Enliven may be used at the start of any turn. When used, increase your Vitae by 1 for that turn only; At the end of that turn, if you have 1 or more Wounds, heal 1 Wound before the increase ends. You may not use more than 1 enliven per turn.
When you are done gaining Spells, your turn ends and the next turn will begin in The Lost City; Stay on this page.
CHRONOMANCER - The chronomancer's magic can send you far into the future of Adventuria. Pay 1 Gold to go to The Time Warp. If you pay the Gold, your turn ends and your next turn will begin in The Time Warp; Proceed to that page if so. If you do not pay the Gold, your turn ends and the next turn will begin in The Lost City; Stay on this page if so.
ASTROLOGER - The astrologer's magic sends you on a mystical path through the stars and onto the moon of Adventuria. Pay 1 Gold to go to The Astral Path. If you pay the Gold, your turn ends and your next turn will begin on The Astral Path; Proceed to that page if so. If you do not pay the Gold, your turn ends and the next turn will begin in The Lost City; Stay on this page if so.
ANCIENT SAGE - Roll a die for what you encounter at the home of the ancient sage:
1 = The sage tells you a tale of the fabled city of brass. The city of brass is not on our world. Instead, the brass city is located on an elemental plane that can only be reached by a place of intense heat somewhere in Adventuria.
2 = The sage tells you a tale of the lost caves. Somewhere near the border of Adventuria is a series of caves that were magically transported there by the warlock that used the caves as his stronghold. These caves are populated by unique and deadly monsters guarding rare and powerful artifacts.
3 = The sage tells you a tale of the yeti sanctuary. High atop a mountain in the arctic region of Adventuria is a secret sanctuary of the mystical yeti. The sanctum of the abominable snowmen cannot be reached by any other than magical means. It is thought that there is a relic in a frozen castle that may be used to magically transport to the mystic sanctuary of the snowmen.
4 = The sage tells you a tale of the mandragora men. The mandragora men are said to be little men made out of plants that live in the jungle areas of Adventuria. It is thought that the natives of the village on the jungle isle have a potion for shrinking down to a size small enough to visit the tiny village of the mandragora men.
5 = The sage tells you a tale of the shadow realms. There are thought to be two main shadow realms: the spirit realm and the nether realm. These dark mystical realms can only be reached at special nexus points within Adventuria, nexus points which are thought to be wherever hauntings are most prevalent.
6 = The sage falls asleep while telling you a tale about a place called the dreamlands which can only be reached by napping in a magical hollow within the woodlands of Adventuria.
After your ancient sage encounter ends, your turn ends and your next turn will begin in The Lost City; Stay on this page.
LOWER CITY - Roll a die for what you encounter in the lower part of the lost city:
1 = Occasionally, the ghost of a thief from the lower city's past tries to rob it's present day citizens. Roll a die. If the die roll is 1, 3, or 5, pay 1 Gold or fight a Magical Combat with a ghost thief. The ghost thief's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 1.
2 = An amiable alchemist in blue robes is selling potions. Roll a die, unless you have a blue potion. If the die roll is less than your Craft, or if you Pay 1 Gold, gain a blue potion. A blue potion is an Item. The blue potion may be used at the start of any Magical Combat you are in. When used, increase your Magic by 1 for that Magical Combat only, then lose the blue potion.
3 = A local mapmaker has a special map for sale. Pay 1 Gold to gain a lost map. A lost map is an Item. A lost map does not count towards the number of Items you may have. You may use the lost map at the start of any turn on a page with the word 'Crossroads' or 'River' in it's name. When used at the start of a turn on a page with the word 'Crossroads' in it's name, lose the lost map, then your turn ends and your next turn will begin in The Lost City; Proceed to that page if so. When used at the start of a turn on a page with the word 'River' in it's name, lose the lost map, then your turn ends and your next turn will begin at The Lost Lake; Proceed to that page if so.
4 = A chaotic cleric hurts the hurt and heals the healed. Roll a die. If the die roll is greater than the number of Wounds you have, heal 1 Wound. If the die roll is less than the number of Wounds you have, receive 1 Wound.
5 = You have triggered a poison trap from the lost city's ancient past. Roll a die. If the die roll is greater than your Vitae, receive 1 Wound.
6 = Many who have come here lost have decided to stay here. Fight a Melee Combat with a lost warrior. The lost warrior's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 2. If the lost warrior has fallen due to Combat with you, roll a die. If the die roll is 1, gain 1 Gold.
After your lower city encounter ends, your turn ends and your next turn will begin in The Lost City; Stay on this page.
UPPER CITY - Roll a die for what you encounter in the upper part of the lost city:
1 = An egotistical nobleman of the upper city demands you prove your worth. Roll a die. If the die roll is 2, 4, or 6, pay 1 Gold or fight a Melee Combat with an upper statesman. The upper statesman's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 1.
2 = An altruistic alchemist in red robes has potions for sale. Roll a die, unless you have red potion. If the die roll is less than your Craft, or if you Pay 1 Gold, gain a red potion. A red potion is an Item. The red potion may be used at the start of any Melee Combat you are in. When used, increase your Arms by 1 for that Melee Combat only, then lose the red potion.
3 = A local mage sells a special spell. Pay 1 Gold to gain lost. Lost is a Spell. You may use lost at the start of any turn on a page with the word 'Crossroads' or 'River' in it's name. When used at the start of a turn on a page with the word 'Crossroads' in it's name, your turn ends and your next turn will begin in The Lost City; Proceed to that page if so. When used at the start of a turn on a page with the word 'River' in it's name, your turn ends and your next turn will begin at The Lost Lake; Proceed to that page if so.
4 = A confused cleric heals the hurt and hurts the healed. Roll a die. If the die roll is greater than the number of Wounds you have, receive 1 Wound. If the die roll is less than the number of Wounds you have, heal 1 Wound.
5 = You have triggered a protective magic spell from the lost city's ancient past. Roll a die. If the die roll is greater than your Craft, receive 1 Wound.
6 = There are many who came here lost and now live here. Fight a Magical Combat with a lost wizard. The lost wizard's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2. If the lost wizard has fallen due to Combat with you, roll a die. If the die roll is 1, gain 1 Gold.
After your upper city encounter ends, your turn ends and your next turn will begin in The Lost City; Stay on this page.
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