The Lost Lake
Your turn begins at The Lost Lake.
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.
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: LOST ISLAND, LOST SHORE, LOST LAKE, or RIVER. If you do not have a river boat, a river ring, or a lake ticket, you must choose LOST SHORE 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 lost lake, unless your destination is LOST SHORE in which case you go to that destination without rolling:
2 = A witch flying on a strange broom casts a spell on your boat that makes it land on an island in the middle of the lake. Your turn ends and the next turn will begin at The Lost Island; Proceed to that page.
3 = A guppy mage shares with you some lakewater magic. Roll a die. If the die roll is equal to or less than your Vitae, gain groupie. Groupie is a Spell. Groupie may be used at the start of any Melee Combat. When used, increase your Arms by 3 for that Melee Combat only. If a monster receives a Wound due to a Melee Combat you used groupie at the start of, the monster does not receive a Wound. You may not use more than 1 groupie per Combat.
4 = A strange witch flies overhead and uses magic that causes your boat to be lost on the lake. Roll a die. If the die roll is greater than your Craft, go to the section of this page with the name 'LOST SHORE'.
5 = A grouping of guppy magi is quite fearsome when the tiny fishes use proper teamwork. Fight a Magical Combat with a guppy group. The guppy group's attributes are Arms: 3, Magic: 3, Craft: 1, Vitae: 3. At the start of any Magical Combat the guppy group is in, roll two dice. If the die roll is 6, increase the guppy group's Magic by 3.
6 = A man on magical skies claims the lost lake is for locals only. Fight a Melee Combat with a water skier. The water skier's attributes are Arms: 2, Magic: 2, Craft: 2, Vitae: 2.
7 = You enjoy a calm ride upon the peaceful lake waters.
8 = A riddling fish curses those who fail to give the right answer. Fight a Magical Combat with a riddle fish. The riddle fish's attributes are Arms: 2, Magic: 2, Craft: 2, Vitae: 2.
9 = You are attacked by a lost lake octopus known to use all of it's limbs to capture a single victim. Fight a Melee Combat with an eight arms. The eight arms' attributes are Arms: 3, Magic: 3, Craft: 1, Vitae: 3. At the start of any Melee Combat the eight arms is in, roll two dice. If the die roll is 8, increase the eight arms' Arms by 3.
10 = Something of large size appears to be coming to the surface of the lost lake. Roll a die. If the die roll is 1, 2, or 3, a giant octopus made of lake muck appears. Fight a Melee Combat with a mucktopus. The mucktopus's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 4. If the die roll is 4, 5, or 6, a large, evil fish with horns and tentacles attacks you. Fight a Magical Combat with a devil fish. The devil fish's attributes are Arms 2, Magic: 4, Craft: 1, Vitae: 4.
11 = You try to catch a tiny fish that has special defensive powers which are triggered by magic use. Roll a die, unless you have a guardian guppy. If the die roll is greater than your Magic, or if you are a wizard and the die roll is equal to or greater than your Magic, gain a guardian guppy. A guardian guppy is an Ally. If you have the guardian guppy at the start of any Magical Combat, you may choose to roll two dice. If the die roll is 7, increase your Magic by 1 for that Magical Combat only. If the die roll is 2 or 3, lose the guardian guppy.
12 = You hear the sound of bagpipes as an enormous aquatic beast rises from the lost lake. Fight a Magical Combat with a ness monster. The ness monster's attributes are Arms: 4, Magic: 6, Craft: 2, Vitae: 8. If the ness monster has fallen due to Combat with you, gain ness. Ness is a spell. Ness may be used at the start of any Magical Combat. When used, your Vitae becomes 8. The change in Vitae lasts until the monster in the Magical Combat you used ness 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 Magical Combat you used ness 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 Lost Island, or you rolled a 4 and went to the section 'LOST SHORE', after your encounter on the lost lake ends, go to the section of this page with the same name as the destination you chose to travel to.
LOST SHORE - Roll a die for what you encounter on the lost shore:
1 = Roll a die. If the die roll is 1, 2, or 3, the magi of the lost lake require gold for their guild. Pay 1 Gold or fight a Magical Combat with a hydro mancer. The hydro mancer's attributes are Arms 2, Magic: 4, Craft: 3, Vitae: 2. If the die roll is 4, 5, or 6, the pirates of this lake have nothing to lose. Pay 1 Gold or fight a Melee Combat with a lost pirate. The lost pirate's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 2.
2 = Roll a die. If the die roll is 1, 2, or 3, a fishman with hypnotic eyes puts you in a trance and robs you. Lose 1 Gold. If the die roll is 4, 5, or 6, you find a valuable amethyst coin washed ashore. Gain 1 Gold.
3 = Roll a die. If the die roll is 1, 2, or 3, you discover the mermen of lost lake sing instead of fight. Fight a Magical Combat with a lost merman. The lost merman's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 2. If the die roll is 4, 5, or 6, a lake ticket floats right by you. Gain a lake ticket, unless you have a lake ticket. A lake ticket is an Item. A lake ticket does not count towards the number of Items you may have.
4 = Roll a die. If the die roll is 1, 2, or 3, you wonder why lake tickets are easy to come by here. Gain a lake ticket, unless you have 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, you find out the hard way that the mermaids of lost lake are warriors. Fight a Melee Combat with a lost mermaid. The lost mermaid's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 2.
5 = Roll a die. If the die roll is 1, 2, or 3, a strange winged insect stings you. Receive 1 Wound. If the die roll is 4, 5, or 6, a holy woman changes the lost lake water into wine. Heal 1 Wound.
6 = Roll a die. If the die roll is 1, 2, or 3, a very long tentacle comes shooting forth at you from the lost lake depths. Fight a Melee Combat with a long tentacle. The long tentacle's attributes are Arms 5, Magic: 3, Craft: 2, Vitae: 3. If the die roll is 4, 5, or 6, a misguided water elemental has come to the lost lake on it's way back to it's aquatic plane. Fight a Magical Combat with a lost elemental. The lost elemental's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 3.
After your lost shore encounter ends, your turn ends and your next turn will begin at The Lost Lake; Stay on this page if so.
LOST ISLAND - Your turn ends and the next turn will begin in The Lost Island; Proceed to that page.
LOST LAKE - Your turn ends and the next turn will begin at The Lost Lake; Stay on this page.
RIVER - Your turn ends and the next turn will begin at The River; Proceed to that page.
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