The Mountains
Your turn begins in The Mountains.
If you are a dwarf, increase your Arms and Magic by 1 for this turn only.
Choose one of the following areas to explore: MOUNTAIN PASS, DWARVEN HALL, MINES, EYRIE, HILLS, RIVER, or ROAD. To explore an area, go the section of this page with the same name, but only after you first roll two dice for what you encounter while exploring The Mountains:
2 = A rock slide comes crashing down the mountainside. Roll a die. If the die roll is greater than your Craft, receive a number of Wounds equal to the die roll minus your Craft, unless you are a dwarf, in which case receive 1 Wound.
3 = A talking rock tells you the words to an earth spell. Roll a die. If the die roll is equal to or less than your Craft, or if you are a dwarf, gain terra. Terra is a Spell. You may use terra at the start of a turn on a page with the word 'Mountains', 'Hills', 'Eyrie', 'Peak', or 'White' in it's name. When used, increase your Arms and Magic by 1 for that turn only.
4 = You discover a path that winds up to the summit of a large snow-capped mountain known as the great white. If you choose, your turn ends and the next turn will begin at The Great White; Proceed to that page if so.
5 = You slip while hiking and take a steep fall. Roll a die. If the die roll is greater than your Vitae, receive 1 Wound.
6 = You bump into a goblin scurrying back to his cave. Fight a Melee Combat with a cave goblin. The cave goblin's attributes are Arms: 2, Magic:1, Craft: 1, Vitae: 2.
7 = You come upon a number of caves that are known to be the home of goblins. If you choose, your turn ends and the next turn will begin in The Goblin Caves; Proceed to that page if so.
8 = A xenophobic dwarf thinks you are allied with the goblins. Unless you are a dwarf, fight a Melee Combat with a crazed dwarf. The crazed dwarf's attributes are Arms: 3, Magic: 2, Craft: 3, Vitae: 3.
9 = A mountain mage levitates a large rock above him threateningly. Pay 1 Gold or 1 Spell, or fight a Magical Combat with a mountain mage. The mountain mage's attributes are Arms: 2, Magic: 3, Craft: 3, Vitae: 2. At the start of any Magical Combat the mountain mage is in, if it is the first Combat the mountain mage has been in this turn, increase the mountain mage's Magic by 2 for that Magical Combat only.
10 = A path winds it's way through rugged terrain and up to an odd mountain known as the freak peak. If you choose, your turn ends and the next turn will begin at The Freak Peak; Proceed to that page if so.
11 = You have the good fortune to meet a gnome. Roll a die, unless you have a gnome. If the die roll is greater than your Magic, or if you are a dwarf and the die roll is equal to or greater than your Magic, gain a gnome. A gnome is an Ally. If you have the gnome at the start of any Magical Combat, roll a die. If the die roll is 5 or 6, or if you are a dwarf and the die roll is 4, 5, or 6, increase your Magic by 1 for that Magical Combat only.
12 = The dreaded devil of the mountains has been stalking you. Fight a Melee Combat with a mountain devil. The mountain devil's attributes are Arms: 6, Magic: 5, Craft: 4, Vitae: 4. If you receive a Wound due to Combat with the mountain devil, receive 1 additional Wound if it is the first Combat the mountain devil has been in this turn. If the mountain devil has fallen due to Combat with you, gain a devil spear, unless your Alignment is Good. A devil spear is an Item and a weapon. If you have the devil spear at the start of any Melee Combat with a monster, increase your Arms by 1 for that Melee Combat only if it is the first Combat you have been in that turn with that monster. If you have the devil spear and a monster receives a Wound due to Combat with you, the monster receives 1 additional Wound if it is the first Combat the monster has been in with you that turn.
Unless you rolled a 4 and went to The Great White, or you rolled a 7 and entered The Goblin Caves, or you rolled a 10 and decided to explore The Freak Peak, after your mountain encounter ends, go to the section of this page with the same name as the area you chose to explore.
DWARVEN HALL - 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 dwarf, in which case you can heal 1 Wound without paying 1 Gold.
Pay 2 Gold to gain a purple potion, unless you are a dwarf, in which case pay 1 Gold to gain a purple potion. A purple potion is an Item. The purple potion may be used at the start of any Combat you are in. When used, increase your Arms and Magic by 1 for that Combat only, then lose the purple potion.
Pay 4 Gold to gain a dwarven axe, unless you are a dwarf, in which case pay 3 Gold to gain a dwarven axe. A dwarven axe is an Item and a weapon. If you have the dwarven axe at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If you have the dwarven axe, and a monster receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 4, 5, or 6, or if you are a dwarf, the monster receives 1 additional Wound.
Pay 2 Gold to gain a dwarven helm, unless you are a dwarf, in which case pay 1 Gold to gain a dwarven helm. A dwarven helm is an Item. If you have the dwarven helm, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 10 or more, or if you are a dwarf and the die roll is 9 or more, you do not receive the Wound. You may not use any other Item with the word 'helmet', 'helm', or 'armor' in it's name if you have the dwarven helm.
Pay 1 Gold to gain forge, unless you are a dwarf, in which case you can gain forge without paying 1 Gold. Forge is a spell. You may use forge at the start of any turn if you have an Item that is a weapon. When used, choose 1 Item you have that is a weapon; For that turn only, increase your Arms by 1 at the start of any Melee Combat you are in if you have the Item you chose.
Pay 1 Gold to gain rune, unless you are a dwarf, in which case you can gain rune without paying 1 Gold. Rune is a spell. You may use rune at the start of any turn if you have an Item that is a weapon. When used, choose 1 Item you have that is a weapon; For that turn only, increase your Magic by 1 at the start of any Magical Combat you are in if you have the Item you chose.
Pay 1 Gold to gain vigor, unless you are a dwarf, in which case you can gain vigor without paying 1 Gold. Vigor is a spell. Vigor may be used at the start of any Melee Combat if you have 1 or more Wounds. When used, heal 1 Wound, then increase your Arms by 1 for that Melee Combat only.
When you are done gaining Items, gaining Spells, and/or healing Wounds, your turn ends and the next turn will begin in The Mountains; Stay on this page.
MOUNTAIN PASS - Your turn ends and the next turn will begin in The Mountains; Stay on this page.
MINES - Your turn ends and the next turn will begin in The Mines; Proceed to that page.
EYRIE - Your turn ends and the next turn will begin at The Eyrie; Proceed to that page.
HILLS - Your turn ends and the next turn will begin in The Hills; Proceed to that page.
RIVER - Your turn ends and the next turn will begin at The River; Proceed to that page.
ROAD - Your turn ends and the next turn will begin at The Crossroads; Proceed to that page.
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