The Manor House

Your turn begins in The Manor House. 

Roll two dice for what you encounter within the manor house:


2 = You walk over a cleverly concealed trap door that dumps intruders outside to the plains. Roll two dice, unless you are a thief, in which case roll a die. If the die roll is greater than your Craft, your turn ends and your next turn will begin in The Plains; Proceed to that page if so.


3 = One of the servant staff dabbles in magic and knows a special house spell. Roll a die. If the die roll is equal to or less than your Craft, gain lodger. Lodger is a Spell. You may only use lodger at the start of a turn on a page with the word 'Manor', 'Hut', 'House', or 'Lighthouse' in it's name. When used, heal 1 Wound, then increase your Arms and Magic by 1 for that turn only.


4 = A very splendid mirror in a formal dressing room draws you into it's secret world. Roll two dice. Unless the die roll is 7 or 11, or if you choose, your turn ends and your next turn will begin in The Mirror World; Proceed to that page.


5 = Behind a locked door is a warrior guarding the house's valuables. Roll a die. If the die roll is less than your Craft, or if you are a thief and the die roll is equal to or less than your Craft, fight a Melee Combat with a door guarder. The door guarder's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. If the door guarder receives a Wound due to a Melee Combat with you, roll two dice. If the die roll is 9 or more, the door guarder does not receive the Wound. If the door guarder has fallen due to Combat with you, roll a die. If the die roll is 1, 3, or 5, gain 1 Gold.


6 = A maniacal scullery maid wielding a frying pan tries to chase you around the manor. Fight a Melee Combat with a mad maid. The mad maid's attributes are Arms: 3, Magic: 1, Craft: 2, Vitae: 1. At the start of a Melee Combat with the mad maid, roll a die. If the die roll is 5 or 6, increase the mad maid's Arms by 1 for that Melee Combat only. If you receive a Wound due to a Melee Combat with the mad maid, roll a die. If the die roll is 1 or 2, you do not receive the Wound.


7 = Within a guest room, you encounter a friendly merchant that is staying here as a guest. Pay 1 Item to gain 1 Gold.


8 = An irate butler wielding a magical featherbrush chases you about the house. Fight a Magical Combat with a bad butler. The bad butler's attributes are Arms: 1, Magic: 3, Craft: 2, Vitae: 1. At the start of a Magical Combat with the bad butler, roll a die. If the die roll is 5 or 6, increase the bad butler's Magic by 1 for that Magic Combat only. If you receive a Wound due to a Magical Combat with the bad butler, roll a die. If the die roll is 1 or 2, you do not receive the Wound.


9 = Behind a locked door is a wizard guarding the house's valuables. Roll a die. If the die roll is less than your Craft, or if you are a thief and the die roll is equal to or less than your Craft, fight a Magical Combat with a door warder. The door warder's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. If the door warder receives a Wound due to a Magical Combat with you, roll two dice. If the die roll is 9 or more, the door warder does not receive the Wound. If the door warder has fallen due to Combat with you, roll a die. If the die roll is 2, 4, or 6, gain 1 Gold.


10 = Within a dressing room, you gaze upon the most splendid mirror you have ever seen. If you choose, your turn ends and your next turn will begin in The Mirror World; Proceed to that page if so.


11 = A member of the servant staff offers to join you for a price. Pay 2 Gold to gain a porter. A porter is an Ally. If you have the porter, the limit of your Items you can have becomes equal to the total value of 2 plus your Arms multiplied by two; While you have the porter, you may not have a number of Items with you greater than the total value of 2 plus your Arms multiplied by two. If you lose the porter, your limit for Items becomes equal to the value of your Arms multiplied by two, as normal. You may not use any other Ally with the word 'porter' in it's name if you have the porter.


12 = The lord master of this manor does not appreciate your intrusion upon his dwelling. Fight a Melee Combat with a manor master. The manor master's attributes are Arms: 6, Magic: 4, Craft: 4, Vitae: 4. If the manor master receives a wound due to a Melee Combat with you, roll two dice. If the die roll is 8 or more, the manor master does not receive the Wound. If the manor master has fallen due to Combat with you, gain a manor mantel. A manor mantel is an Item. If you have the manor mantel at the start of any turn on a page with the word 'Manor', 'Hut', 'House', or 'Lighthouse' in it's name, increase your Arms and Magic by 1 for that turn only. You may not use more than 1 manor mantel at a time.


Unless you rolled a 2 and went to The Plains, or you rolled a 4 or 10 and were transported to The Mirror World, after your manor house encounter ends, you must choose between staying in The Manor House or going back to The Plains. If you choose to stay in The Manor House, your turn ends and the next turn will begin in The Manor House; Stay on this page if so. If you choose to return to The Plains, your turn ends and the next turn will begin in The Plains; Proceed to that page if so.


The Mirror World


The Plains

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