The Mandragora Village

Your turn begins in The Mandragora Village.

Roll two dice for what you encounter while in the village of the mandragora men:


2 = The mandragora men are lead by a mystical mandrake root of great wisdom. If you choose, roll a die. If the die roll is 1 or 2, fight a Melee Combat with a mystic mandrake. If the die roll is 3, 4, 5, or 6, fight a Magical Combat with a mystic mandrake. The mystic mandrake's attributes are Arms: 5, Magic: 5, Craft: 5, Vitae: 2. At the start of any Combat the mystic mandrake is in, if the mystic mandrake has 1 Wound, roll a die. If the die roll is less than the mystic mandrake's Craft, the mystic mandrake heals 1 Wound. If the mystic mandrake has fallen due to Combat with you, gain ittybitty. Ittybitty is a Spell. You may use ittybitty at the start of any turn if you do not have any Wounds. When used, decrease your Vitae by 2, increase your Arms by 1, and increase your Magic by 1 for that turn only. You may not use more than 1 ittybitty per turn and may not use ittybitty and the Spell shrinky or dinky during the same turn. 


3 = A mandragora mage offers to teach you a spell for getting smaller and more powerful. If you choose, roll two dice. If the die roll is less than the total of your Arms plus your Vitae, gain shrinky. Shrinky is a Spell. You may use shrinky at the start of any turn if you do not have any Wounds. When used, decrease your Vitae by 2 and increase your Arms by 2 for that turn only. You may not use more than 1 shrinky per turn and may not use shrinky and the Spell dinky during the same turn.


4 = Some of the mandragora plants growing throughout this village have healing properties. Roll a die. If the die roll is equal to or less than your Vitae, heal 1 Wound.


5 = The mandragora men have set up a sentry to guard the top of a large ant hill. If you choose, fight a Melee Combat with a mandragora sentry. The mandragora sentry's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 1. If the mandragora sentry receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the mandragora sentry does not receive the Wound. If you receive a Wound due to Melee Combat with the mandragora sentry, roll a die. If the die roll is equal to or greater than your Arms, receive 1 additional Wound. If the mandragora sentry has fallen due to Combat with you, your turn ends and your next turn will begin in The Ant Hill; Proceed to that page if so.


6 = This tiny village is home to miniature men born of the poisonous and thorny mandragora plant. Fight a Melee Combat with a mandragora man. The mandragora man's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 1. If you receive a Wound due to Melee Combat with the mandragora man, roll a die. If the die roll is equal to or greater than your Arms, receive 1 additional Wound.


7 = You feel the effects of your magical minimization wearing off slowly. If you choose, your turn ends and the next turn will begin in The Native Village; Proceed to that page if so. 


8 = The mages among the mandragora men are adept at casting poisonous plant magic spells. Fight a Magical Combat with a mandragora mage. The mandragora mage's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 1. If you receive a Wound due to Magical Combat with the mandragora mage, roll a die. If the die roll is equal to or greater than your Magic, receive 1 additional Wound.


9 = The mandragora men have set up a sentinel to guard a tree upon which a hornet nest rests. If you choose, fight a Magical Combat with a mandragora sentinel. The mandragora sentinel's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 1. If the mandragora sentinel receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the mandragora sentinel does not receive the Wound. If you receive a Wound due to Magical Combat with the mandragora sentinel, roll a die. If the die roll is equal to or greater than your Magic, receive 1 additional Wound. If the mandragora sentinel has fallen due to Combat with you, your turn ends and your next turn will begin in The Hornet Nest; Proceed to that page if so.


10 = Some of the mandragora plants growing throughout this village have harmful properties. Roll a die. If the die roll is equal to or greater than your Vitae, receive 1 Wound.


11 = A mandragora mage offers to teach you some magic that empowers you by making you smaller. If you choose, roll two dice. If the die roll is less than the total of your Magic plus your Vitae, gain dinky. Dinky is a Spell. You may use dinky at the start of any turn if you do not have any Wounds. When used, decrease your Vitae by 2 and increase your Magic by 2 for that turn only. You may not use more than 1 dinky per turn and may not use dinky and the Spell shrinky during the same turn.


12 = The mandragora men have bred a rare dragon made of mandragora plants. Roll a die. If the die roll is 1 or 2, fight a Magical Combat with a mandragora dragon. If the die roll is 3, 4, 5, or 6, fight a Melee Combat with a mandragora dragon. The mandragora dragon's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 3. At the start of any Combat with the mandragora dragon, roll two dice. If the die roll is equal to or greater than the total of your Magic plus your Vitae, decrease your Vitae by 2 for that Combat only. If you receive a Wound due to Combat with the mandragora dragon, roll two dice. If the die roll is equal to or greater than the total of your Arms plus your Vitae, receive 1 additional Wound. If the mandragora dragon has fallen due to Combat with you, gain a mandragora medallion, unless you have a mandragora medallion. A mandragora medallion is an Item. If you have the mandragora medallion at the start of a turn on a page with the word 'Native' in it's name, you may choose to end your turn. If so, your turn ends and your next turn will begin in The Mandragora Village; Proceed to that page. If you have the mandragora medallion at the start of any turn and you do not have any Wounds, you may choose to decrease your Vitae by 2 for that turn only. If so, increase your Arms and Magic by 1 for that turn only. You may not use the Spells ittybitty, shrinky, or dinky if you have the mandragora medallion.


Unless you rolled a 7 and returned to The Native Village, or you rolled a 5 and went to The Ant Hill, or you rolled a 9 and went to The Hornet Nest, after your mandragora village encounter, your turn ends and the next turn will begin in The Mandragora Village; Stay on this page.


The Native Village


The Ant Hill


The Hornet Nest

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