The Monastery

Your turn begins at The Monastery.

Roll two dice for what you encounter while visiting the monastery:


2 = The master friar of the monastery challenges you to a swift magical match. Fight a Magical Combat with a master friar. The master friar's attributes are Arms: 4, Magic: 7, Craft: 5, Vitae: 1. After a Magical Combat with the master friar, you must choose to end Combat when given the choice. If the master friar has fallen due to Combat with you, gain a tall key. A tall key is an Item. If you have the tall key at the start of a turn on a page with the word 'Tall' in it's name, lose the tall key. A tall key does not count towards the number of Items you may have.


3 = One of the older friars around here could be a quite helpful follower. Roll a die, unless you have an oldling. If the die roll is less than your Craft, fight a Magical Combat with an old friar. The old friar's attributes are Arms: 1, Magic: 2, Craft: 1, Vitae: 1. If the old friar has fallen due to Combat with you, gain an oldling. An oldling is an Ally. If you have the oldling at the start of any Magical Combat in which you do not use an Item that is a weapon, you may choose to lose the oldling. If so, roll a die. If the die roll is 4, 5, or 6, or if you are a priest or warrior, increase your Magic by 2 for that Magical Combat only. If the die roll is 1, 2, or 3, increase your Magic by 1 for that Magical Combat only.


4 = The elite elder friars of this monastery have a special challenge for those seeking tall keys. Pay 1 Gold to fight a Magical Combat with an elder friar. The elder friar's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 3. If the elder friar has fallen due to Magical Combat with you, gain a tall key. A tall key is an Item. If you have the tall key at the start of a turn on a page with the word 'Tall' in it's name, lose the tall key. A tall key does not count towards the number of Items you may have.


5 = A friar in charge of collecting tithes asks you for aid for the monastery. Pay 1 Gold or fight a Magical Combat with a tithe friar. The tithe friar's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. 


6 = A common friar humbly offers to fight an unarmed duel with you. If you choose, fight a Magical Combat with a humble friar. The humble friar's attributes are Arms: 1, Magic: 3, Craft: 2, Vitae: 1. You may not use any Items that are weapons when in a Magical Combat with the humble friar. After a Magical Combat with the humble friar, you must choose to end Combat when given the choice.


7 = This monastery is at the foot of a very tall tower with a locked door.  If you choose, and you have a tall key, your turn ends and the next turn will begin in The Tall Tower; Proceed to that page.


8 = A common monk humbly offers to fight an unarmed duel with you. If you choose, fight a Melee Combat with a humble monk. The humble monk's attributes are Arms: 3, Magic: 1, Craft: 2, Vitae: 1. You may not use any Items that are weapons when in a Melee Combat with the humble monk. After a Melee Combat with the humble monk, you must choose to end Combat when given the choice.


9 = A monk in charge of tithing collection asks you for alms for the monastery. Pay 1 Gold or fight a Melee Combat with a tithe monk. The tithe monk's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2.


10 = The elite elder monks of this monastery have a special duel for those trying to enter the tall tower. Pay 1 Gold to fight a Melee Combat with an elder monk. The elder monk's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 3. If the elder monk has fallen due to Melee Combat with you, gain a tall key. A tall key is an Item. If you have the tall key at the start of a turn on a page with the word 'Tall' in it's name, lose the tall key. A tall key does not count towards the number of Items you may have.


11 = One of the younger monks around here could be a very useful follower. Roll a die, unless you have a youngling. If the die roll is less than your Craft, fight a Melee Combat with a young monk. The young monk's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 1. If the young monk has fallen due to Combat with you, gain a youngling. A youngling is an Ally. If you have the youngling at the start of any Melee Combat in which you do not use an Item that is a weapon, you may choose to lose the youngling. If so, roll a die. If the die roll is 4, 5, or 6, or if you are a priest or warrior, increase your Arms by 2 for that Melee Combat only. If the die roll is 1, 2, or 3, increase your Arms by 1 for that Melee Combat only.


12 = The master monk of the monastery challenges you to a quick martial match. Fight a Melee Combat with a master monk. The master monk's attributes are Arms: 7, Magic: 5, Craft: 4, Vitae: 1. After a Melee Combat with the master monk, you must choose to end Combat when given the choice. If the master monk has fallen due to Combat with you, gain a tall key. A tall key is an Item. If you have the tall key at the start of a turn on a page with the word 'Tall' in it's name, lose the tall key. A tall key does not count towards the number of Items you may have.


Unless you rolled a 7 and entered The Tall Tower, after your monastery encounter, you may choose to do any of the following in any order you choose:


Pay 1 Gold to heal 1 Wound, unless you are a priest or warrior, in which case you can heal 1 Wound without paying 1 Gold.


Pay 1 Gold to gain a gauntlet. A gauntlet is an Item and a weapon. If you have the gauntlet at the start of any Melee Combat, roll a die. If the die roll is 4, 5, or 6, or if you are a priest or warrior, increase your Arms by 1 for that Melee Combat only. If you have the gauntlet, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 11 or more, you do not receive the Wound.


Pay 2 Gold to gain a tall key. A tall key is an Item. If you have the tall key at the start of a turn on a page with the word 'Tall' in it's name, lose the tall key. A tall key does not count towards the number of Items you may have.


Pay 1 Gold to gain chakra, unless you are a priest or warrior, in which case you can gain chakra without paying 1 Gold. Chakra is a Spell. You may use chakra at the start of any Melee Combat if you do not use an Item that is a weapon in that Melee Combat. When used, roll a die. If the die roll is 4, 5, or 6, or if you are a priest or warrior, increase your Arms by 2 for that Melee Combat only. If the die roll is 1, 2, or 3, increase your Arms by 1 for that Melee Combat only. You may not use more than 1 chakra per Combat.


Pay 1 Gold to gain mantra, unless you are a priest or warrior, in which case you can gain mantra without paying 1 Gold. Mantra is a Spell. You may use mantra at the start of any Magical Combat if you do not use an Item that is a weapon in that Magical Combat. When used, roll a die. If the die roll is 4, 5, or 6, or if you are a priest or warrior, increase your Magic by 2 for that Magical Combat only. If the die roll is 1, 2, or 3, increase your Magic by 1 for that Magical Combat only. You may not use more than 1 mantra per Combat.


Pay 2 Gold to gain healtouch, unless you are a priest and your Alignment is Good, in which case pay 1 Gold to gain healtouch. Healtouch is a Spell. You may use healtouch when a monster receives a Wound due to a Combat with you. When used, roll a die. Heal a number of Wounds equal to the die roll. You may not use more than 1 healtouch per Wound per Combat.


Pay 2 Gold to gain harmtouch, unless you are a priest and your Alignment is Evil, in which case pay 1 Gold to gain harmtouch. Harmtouch is a Spell. You may use harmtouch when a monster receives a Wound due to a Combat with you. When used, the monster does not receive the Wound, then roll a die. The monster receives a number of Wounds equal to the die roll. You may not use more than 1 harmtouch per Wound per Combat.


Pay 2 Gold to gain halftouch, unless you are a priest and your Alignment is Neutral, in which case pay 1 Gold to gain halftouch. Halftouch is a Spell. You may use halftouch when a monster receives a Wound due to a Combat with you. When used, the monster does not receive the Wound, then roll a die. The monster receives a number of Wounds equal to the die roll divided by two (round up), and you heal a number of Wounds equal to the die roll divided by two (round up). You may not use more than 1 halftouch per Wound per Combat.


When you are done gaining Spells, gaining Items, and/or healing Wounds, you must choose between staying at The Monastery or going back to The Hills. If you choose to stay at The Monastery, your turn ends and the next turn will begin at The Monastery; Stay on this page if so. If you choose to go to The Hills, your turn ends and the next turn will begin in The Hills; Proceed to that page if so.


The Tall Tower


The Hills

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