The Lost Island
Your turn begins on The Lost 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 lost island:
2= You come across the secret hideaway of an infamous pirate with a silver hook for a hand. Fight a Melee Combat with captain silverhook. Captain silverhook's attributes are Arms: 5, Magic: 1, Craft: 4, Vitae: 3. If you receive a Wound due to a Melee Combat with captain silverhook, you receive 1 additional Wound. If captain silverhook has fallen due to Combat with you, gain a silver hook. A silver hook is an Item and a weapon. If your Alignment is Neutral and you have the silver hook at the start of any Melee Combat, roll a die. If the die roll is 1, 2, or 3, increase your Arms by 1 for that Melee Combat only. If the die roll is 4, 5, or 6, or if you are a thief, increase your Arms by 2 for that Melee Combat only. If your Alignment is Neutral and you have the silver hook, 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, or if you are a thief, the monster receives 1 additional Wound.
3 = A friendly boatman tries to teach you some useful magic for navigating on water. Roll a die. If the die roll is equal to or less than your Craft, gain avast. Avast is a Spell. You may only use avast at the start of a turn on a page with the word 'River', 'Lake', 'Creek', or 'Pond' in it's name. When used, increase your Arms and Magic by 1 for that turn only.
4 = Upon the lost island is a secluded castle made entirely of amethyst crystal. If you choose, your turn ends and the next turn will begin at The Amethyst Castle; Proceed to that page if so.
5 = Many are lured to this lost island by the sweet songs of the evil harpies who call it home. Fight a Melee Combat with a lost harpy. The lost harpy's attributes are Arms: 5, Magic: 4, Craft: 3, Vitae: 3. At the start of any Melee Combat the lost harpy is in with you, roll a die. If the die roll is equal to or less than the lost harpy's Craft, you may not use any Items that are weapons for that Melee Combat only.
6 = This lost island is home to an abundance of mad fishermen who think they are all kings. Fight a Melee Combat with a fisher king. The fisher king's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 3.
7 = There are a large number of river boats for sale at the village on this lost island. 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 mad fishermen of this island have developed powerful magical wishes to be royal. Fight a Magical Combat with a wisher king. The wisher king's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 3.
9 = Some of the evil harpies that have died on the lost island have come back as hideous banshees. Fight a Magical Combat with a lost banshee. The lost banshee's attributes are Arms: 4, Magic: 5, Craft: 3, Vitae: 3. At the start of any Magical Combat the lost banshee is in with you, roll a die. If the die roll is equal to or less than the lost banshee's Craft, you may not use any Items that are weapons for that Magical Combat only.
10 = Upon a hidden cliff on this island is a haunted lighthouse next to a ghostly galleon. If you choose, your turn ends and the next turn will begin at The Haunted Lighthouse; Proceed to that page if so.
11 = A boy who is native to this lost island will join up with you for a nominal fee. Pay 1 Gold to gain a lost boy. A lost boy is an Ally. If you have the lost boy at the start of any turn on a page with the word 'Lost' in it's name, increase your Magic by 1 for that turn only. If you have the lost boy and you receive a Wound due to a Magical Combat on a page with the word 'Lost' in it's name, roll a die. If the die roll is 6, heal 1 Wound. You may not use more than 1 lost boy at a time.
12 = An oddly dressed witch flying about on a broomstick rules over this island of the lost. Fight a Magical Combat with a weird witch. The weird witch's attributes are Arms: 6, Magic: 7, Craft: 4, Vitae: 4. If the weird witch receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the weird witch does not receive the Wound. If the weird witch has 3 Wounds at the start of a Magical Combat with you, roll a die. If the die roll is 7, that Magical Combat is a standoff and you must choose to end Combat with the weird witch when given the choice. If the weird witch has fallen due to Magical Combat with you, gain a flying broomstick, unless you have a flying broomstick. A flying broomstick is an Item. If you have the flying broomstick at the start of a Magical Combat, you may choose to lose the flying broomstick. If so, that Magical Combat is a standoff, then your turn ends and your next turn begins at The River; Proceed to that page if so.
Unless you rolled a 4 and went to The Amethyst Castle, or you rolled a 10 and went to The Haunted Lighthouse, after your lost island encounter ends, you must choose between staying on The Lost Island or going back to The Lost Lake. If you choose to stay on The Lost Island, your turn ends and the next turn will begin on The Lost Island; Stay on this page if so. If you choose to return to The Lost Lake, your turn ends and the next turn will begin on The Lost Lake; Proceed to that page if so.
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