The Misty Meadow

 Your turn begins in The Misty Meadow.

If you are an elf, or if you are a priest and your Alignment is Neutral, increase your Arms and Magic by 1 for this turn only.

Roll two dice for what you encounter while exploring the misty meadow:

2 = Within the mists of this meadow lives a mythical horse with a grey coat and a magical horn. Fight a Magical Combat with a grey unicorn. The grey unicorn's attributes are Arms: 5, Magic: 7, Craft: 4, Vitae: 3. If your Alignment is Good or Evil, increase the grey unicorn's Arms and Magic by 1. At the start of any Combat with the grey unicorn, roll two dice. If the die roll is 7, that Combat is automatically a standoff without rolling any dice; After that standoff, you must choose to end Combat with the grey unicorn when given the choice. If the grey unicorn has fallen due to Combat with you, gain a grey unicorn horn, unless you have a grey unicorn horn. A grey unicorn horn is an Item. If you have the grey unicorn horn at the start of any Combat, you may choose to roll two dice. If the die roll is 7, or if your Alignment is Neutral and the die roll is 11, increase your Arms and Magic by 1 for that Combat only. If the die roll is 2 or 12, lose the grey unicorn horn, then increase your Arms and Magic by 1 for that Combat only, unless your Alignment is Neutral, in which case increase your Arms and Magic by 2 for that Combat only.

3 = A beautiful woman covered in mist offers to teach you a special spell of concealment. If you choose, roll a die. If the die roll is equal to or less than your Magic, or if your alignment is Neutral, gain misty. Misty is a Spell. You may use misty at the start of any turn. When used, any Combat with a monster during the turn that misty was used at the start of, if it is the first Combat you have been in that turn, will automatically be a standoff without rolling any dice.

4 = Deep within this misty meadow is a large locked tower made of stone. If you choose, your turn ends and the next turn will begin at The Stone Tower; Proceed to that page if so.

5 = A horseman of this meadow comes charging forth out of the mist. Fight a Melee Combat with a meadow centaur. The meadow centaur's attributes are Arms: 5, Magic: 4, Craft: 3, Vitae: 3. At the start of any Combat with the meadow centaur, roll two dice if your Alignment is Neutral. If the die roll is 7, that Combat is automatically a standoff without rolling any dice; After that standoff, you must choose to end Combat with the meadow centaur when given the choice.

6 = A goatman of this meadow comes trotting towards you out of the mist. Fight a Magical Combat with a meadow satyr. The meadow satyr's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 2. At the start of any Combat with the meadow satyr, roll two dice if your Alignment is Neutral. If the die roll is 7, that Combat is automatically a standoff without rolling any dice; After that standoff, you must choose to end Combat with the meadow satyr when given the choice.

7 = This meadow is covered in a mystical mist that often confuses those who explore here. Roll two dice, unless your Alignment is Neutral, in which case roll one die. If the die roll is equal to or greater than the total of your Craft plus your Magic, your turn ends and the next turn will begin in The Fields; Proceed to that page if so.

8 = A cloister of monks trained in mist magic challenge all who enter this meadow. Fight a Melee Combat with a mist monk. The mist monk's attributes are Arms: 4, Magic: 3, Craft: 3, Vitae: 2. At the start of any Combat with the mist monk, roll two dice. If the die roll is 7, that Combat is automatically a standoff without rolling any dice. If the mist monk is in a Combat that is a standoff, roll a die. If the die roll is equal to or less than the mist monk's Craft, you receive 1 Wound. If the mist monk has fallen due to Combat with you, roll a die. If the die roll is 1, gain 1 Gold. If the die roll is 6, heal 1 Wound.

9 = A lone sentry in stone armor guards a special key for entering the mystic tower of stone. If you choose, roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a stone sentry. If the die roll is 4, 5, or 6, fight a Magical Combat with a stone sentry. The stone sentry's attributes are Arms: 5, Magic: 5, Craft: 4, Vitae: 3. At the start of any Combat with the stone sentry, roll a die if your Alignment is Good or Evil. If the die roll is equal to or less than the stone sentry's Craft, increase the stone sentry's Arms and Magic by 1 for that Combat only. If the stone sentry receives a Wound due to Combat, roll two dice. If the die roll is 8 or more, the stone sentry does not receive the Wound. If the stone sentry has fallen due to Combat with you, gain a stone key. A stone key is an Item. A stone key does not count towards the number of Items you may have.

10 = The mist parts to reveal a series of fountains that form a square meeting grounds. If you choose, your turn ends and the next turn will begin at The Fountain Square; Proceed to that page if so.

11 = A magic man made of magical mist offers his unique protective services to you. If you choose, roll a die. If the die roll is equal to or less than your Arms, or if your alignment is Neutral, gain a mister. A mister is an Ally. You may choose to lose the mister at the start of any turn. If so, any Combat with a monster during the turn that the mister was used at the start of, if it is the first Combat you have been in that turn, will automatically be a standoff without rolling any dice.

12 = A gruesome giant made entirely out of magic mist rises before you as guardian of this meadow. Fight a Melee Combat with a mist giant. The mist giant's attributes are Arms: 7, Magic: 5, Craft: 2, Vitae: 4. If your Alignment is Good or Evil, increase the mist giant's Arms and Magic by 1. If the mist giant receives a Wound due to a Melee Combat with you, and you did not use an Item that is a weapon in that Melee Combat, the mist giant does not receive the Wound. If the mist giant has fallen due to Combat with you, gain a mist cloak, unless you have a mist cloak. A mist cloak is an Item. If you have the mist cloak at the start of any turn, you may choose to roll two dice. If the die roll is equal to or less than your Magic, or if the die roll is 7, any Combat with a monster during the turn that the mist cloak was used at the start of, if it is the first Combat you have been in that turn, will automatically be a standoff without rolling any dice. If you have the mist cloak, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 9 or more, you do not receive the Wound. You may not use any other Item with the word 'cloak', 'robe', or 'robes' in it's name if you have the mist cloak.

Unless you rolled a 4 and went to The Stone Tower, or you rolled a 7 and went to The Fields, or you rolled a 10 and went to The Fountain Square, after your misty meadow encounter, you must choose between staying in The Misty Meadow or going back to The Fields. If you choose to stay in The Misty Meadow, your turn ends and the next turn will begin in The Misty Meadow; Stay on this page if so. If you choose to go to The Fields, your turn ends and the next turn will begin in The Fields; Proceed to that page if so.

The Stone Tower

The Fountain Square

The Fields

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