The Merchant Manor
Your turn begins in The Merchant Manor.
Roll two dice for what you encounter while exploring the merchant manor:
2 = You open a trick door which has been magically charmed to teleport you out of this manor. 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 at The Bandit Camp; Proceed to that page if so.
3 = A jeweler staying in a guest room of this manor shows you a powerful merchant magic spell. Roll a die. If the die roll is equal to or less than your Magic, gain onering. Onering is a Spell. Onering may be used at the start of any Combat if you have an Item with the word 'ring' in it's name. When used, roll a die. Increase your Arms and Magic by an amount equal to the die roll for that Combat only. If a monster receives a Wound due to a Combat in which onering was used, that monster receives 1 additional Wound. Wounds received by a monster due to a Combat in which onering was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Combat in which onering was used. If you use onering in a Combat, you may not use an Item that is a weapon in that Combat. You may not use more than 1 onering per Combat.
4 = You are drawn to the beauty and glamor of a small art museum behind this merchant manor. Roll two dice. Unless the die roll is 7 or 11, of if you choose, your turn ends and the next turn will begin at The Art Museum; Proceed to that page if so.
5 = You discover the locked door to a storeroom being guarded by a merchant warrior. 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 store guarder. The store guarder's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 2. If the store guarder receives a Wound due to a Melee Combat with you, roll two dice. If the die roll is 9 or more, the store guarder does not receive the Wound. If the store guarder has fallen due to Combat with you, roll a die. If the die roll is 1, 3, 4, or 5, gain 1 Gold.
6 = An army of bodyguards has been hired to protect this merchant manor from unwanted guests. Fight a Melee Combat with a merchant bodyguard. The merchant bodyguard's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. If the merchant bodyguard receives a Wound due to a Melee Combat with you, roll two dice. If the die roll is 9 or more, the merchant bodyguard does not receive the Wound.
7 = All sorts of merchants rent out the many, many rooms within the estate of this large manor. Roll a die. If the die roll is 1 or 2, pay 1 Item to gain 1 Gold. If the die roll is 3 or 4, pay 1 Ally to gain 1 Gold. If the die roll is 5 or 6, pay 1 Spell to gain 1 Gold.
8 = The many maids that maintain this manor have been taught how to use merchant magic. Fight a Magical Combat with a mage maid. The mage maid's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. If the mage maid receives a Wound due to a Magical Combat with you, roll two dice. If the die roll is 9 or more, the mage maid does not receive the Wound.
9 = You find a locked storeroom being guarded from the inside by a merchant wizard. 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 store warder. The store warder's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 2. If the store warder receives a Wound due to a Magical Combat with you, roll two dice. If the die roll is 9 or more, the store warder does not receive the Wound. If the store warder has fallen due to Combat with you, roll a die. If the die roll is 2, 3, 4, or 6, gain 1 Gold.
10 = A small museum full of valuable art has been built behind this merchant manor house. If you choose, your turn ends and the next turn will begin at The Art Museum; Proceed to that page if so.
11 = Some members of the expensive servant staff here can be hired for a high price. Pay 4 Gold to gain a night porter. A night porter is an Ally. If you have the night porter, the limit of your Items you can have becomes equal to the total value of 4 plus your Arms multiplied by two; While you have the night porter, you may not have a number of Items with you greater than the total value of 4 plus your Arms multiplied by two. If you lose the night 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 night porter.
12 = The greedy merchant who is master of this manor demands tribute from all trespassers. Pay 1 Item or roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a master merchant. If the die roll is 4, 5, or 6, fight a Melee Combat with a master merchant. The master merchant's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 4. If you have 1 or more Items at the start of any Combat with the master merchant, roll a die. If the die roll is equal to or less than the number of Items you have, increase the master merchant's Arms and Magic by 1 for that Combat only. If the master merchant has fallen due to a Combat with you, gain merchant dice, unless you have merchant dice. Merchant dice is an Item. Merchant dice does not count towards the number of Items you may have. If you have the merchant dice and you are instructed to lose an Item, except for an Item lost due to it's own instructions, roll a die. If the die roll is less than your Craft, you do not lose the Item; Ignore any instructions to lose the Item. You may not use the merchant dice if you have a babayaga hut.
Unless you rolled a 4 or 10 and went to The Art Museum, after your merchant manor encounter, you must choose between staying in The Merchant Manor or going back to The Bandit Camp. If you choose to stay in The Merchant Manor, your turn ends and the next turn will begin in The Merchant Manor; Stay on this page if so. If you choose to go to The Bandit Camp, your turn ends and the next turn will begin at The Bandit Camp; Proceed to that page if so.
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