The Moon
Your turn begins on The Moon.
Roll two dice for what you encounter while exploring the moon:
2 = You chance upon a very rare horned horse that lives on the moon. Fight a Magical Combat with a moonicorn. The moonicorn's attributes are Arms: 5, Magic: 7, Craft: 4, Vitae: 3. At the start of any Combat with the moonicorn, 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 moonicorn when given the choice. If the moonicorn has fallen due to Combat with you, gain a moonicorn horn, unless you have a moonicorn horn. A moonicorn horn is an Item. If you have the moonicorn horn at the start of any Combat, you may choose to roll two dice. If the die roll is 7, increase your Arms and Magic by 1 for that Combat only. If the die roll is 2 or 12, lose the moonicorn horn, then increase your Arms and Magic by 1 for that Combat only.
3 = A weird yet friendly moonman by the name of ray offers his services to you. Roll a die, unless you have moon ray. If the die roll is equal to or less than your Craft, pay 1 Gold to gain moon ray. Moon ray is an Ally. If you have moon ray at the start of any turn on a page with the word 'Moon', 'Side', 'Crater', or 'Lunar' in it's name, increase your Arms and Magic by 1 for that turn only.
4 = A rather large alien creature comes crawling out of a crater to hunt for food. Fight a Melee Combat with a crater creature. The crater creature's attributes are Arms: 6, Magic: 4, Craft: 1, Vitae: 2. If the crater creature receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 6, the crater creature does not receive the Wound.
5 = Your exploration of the moon leads you to a lake set in the basin of a huge crater. If you choose, your turn ends and the next turn will begin at The Crater Lake; Proceed to that page if so.
6 = The moon is populated by a society of moon men, some of which are hostile to non-moon people. Fight a Melee Combat with a moon man. The moon man's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 2. Roll a die. If the die roll is 1, increase the moon man's Arms by 1. If the die roll is 2, increase the moon man's Vitae by 1. If the die roll is 3, increase the moon man's Arms and Vitae by 1.
7 = The dark side of the moon is quite easy to reach, as it is always nearby. If you choose, your turn ends and the next turn will begin on The Dark Side; Proceed to that page if so.
8 = Some of the moon men have mastered magic, especially the more belligerent ones. Fight a Magical Combat with a moon mage. The moon mage's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 2. Roll a die. If the die roll is 1, increase the moon mage's Magic by 1. If the die roll is 2, increase the moon mage's Vitae by 1. If the die roll is 3, increase the moon mage's Magic and Vitae by 1.
9 = You discover a vast series of caverns that are said to lead to the moon's interior. If you choose, your turn ends and the next turn will begin in The Lunar Caverns; Proceed to that page if so.
10 = Very large monsters made of moon rocks stalk the surface of the moon for prey. Fight a Magical Combat with a moonrock monster. The moonrock monster's attributes are Arms: 4, Magic: 6, Craft: 1, Vitae: 2. If the moonrock monster receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 6, the moonrock monster does not receive the Wound.
11 = A mystical maiden of the moon with a unique magic may join you if you are worthy. Roll a die, unless you have a moon maiden. If the die roll is less than your Craft, or if you Pay 1 Gold, gain a moon maiden. A moon maiden is an Ally. If you have the moon maiden at the start of a turn on a page with the word 'Moon' in it's name, you may choose to lose the moon maiden. If so, your turn ends and your next turn will begin on The Astral Path; Proceed to that page.
12 = The rare and powerful dragon of the moon breathes moondust instead of fire. Fight a Melee Combat with a moon dragon. The moon dragon's attributes are Arms: 7, Magic: 5, Craft: 3, Vitae: 5. At the start of any Combat with the moon dragon, if it is the first Combat the moon dragon has been in this turn, roll two dice. If the die roll is greater than the total of your Magic plus your Vitae, you receive a number of Wounds equal to the die roll minus the total of your Magic plus your Vitae. If the moon dragon has fallen due to Combat with you, gain moonduster. Moonduster is a Spell. You may use moonduster at the start of any Combat. When used, roll two dice. If the die roll is greater than the total of the Magic plus the Vitae of the monster in that Combat, that monster receives a number of Wounds equal to the die roll minus the total of it's Magic plus it's Vitae. You may not use more than 1 moonduster per Combat.
Unless you rolled a 5 and went to The Crater Lake, or you rolled a 7 and went to The Dark Side, or you rolled a 9 and went to The Lunar Caverns, after your moon encounter ends, your turn ends and the next turn will begin on The Moon; Stay on this page.
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