The Mystery Marsh
Your turn begins in The Mystery Marsh.
Roll two dice for what you encounter while exploring the mystery marsh:
2 = You become dangerously mired in the marsh. Roll two dice. If the die roll is greater than your Vitae, receive 1 Wound.
3 = A man of mystery knows the way to many lost locales in this land. Pay 1 Gold to gain a mystery man. A mystery man is an Ally. You may use the mystery man at the start of any turn on a page with the word 'Crossroads' or 'River' in it's name. When used at the start of a turn on a page with the word 'Crossroads' in it's name, lose the mystery man, then your turn ends and your next turn will begin in The Lost City; Proceed to that page if so. When used at the start of a turn on a page with the word 'River' in it's name, lose the mystery man, then your turn ends and your next turn will begin at The Lost Lake; Proceed to that page if so.
4 = A creek of foggy water known for a legendary creature runs through this marsh of mystery. If you choose, your turn ends and the next turn will begin at The Foggy Creek; Proceed to that page if so.
5 = The elite among the mystery mages of this marsh have mastered mire magic. Fight a Magical Combat with a mire mage. The mire mage's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 3. At the start of any Magical Combat the mire mage is in, if it is the first Combat the mire mage has been in this turn, roll two dice. If the die roll is less than the mire mage's Magic, decrease your Magic by 1 for that Magical Combat only. If the mire mage receives a Wound due to a Magical Combat with you, and you used an Item that is a weapon in that Magical Combat, roll two dice. If the die roll is greater than your Magic, you may not use that Item that is a weapon in Combat unless the mire mage has fallen or you choose to end Combat with the mire mage.
6 = You are attacked by one of the many mysterious monsters of this marsh. Fight a Melee Combat with a marsh monster. The marsh monster's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2. At the start of any Melee Combat the marsh monster is in, if it is the first Combat the marsh monster has been in this turn, roll two dice. If the die roll is less than the marsh monster's Arms, decrease your Arms by 1 for that Melee Combat only.
7 = A tower of mystery stands tall in the middle of this marsh. If you choose, your turn ends and the next turn will begin in The Tower; Proceed to that page if so.
8 = You are attacked by one of the many mysterious mages of this marsh. Fight a Magical Combat with a marsh mage. The marsh mage's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2. At the start of any Magical Combat the marsh mage is in, if it is the first Combat the marsh mage has been in this turn, roll two dice. If the die roll is less than the marsh mage's Magic, decrease your Magic by 1 for that Magical Combat only.
9 = Out of the mire of this marsh comes a mystery monster tougher than most. Fight a Melee Combat with a mire monster. The mire monster's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 3. At the start of any Melee Combat the mire monster is in, if it is the first Combat the mire monster has been in this turn, roll two dice. If the die roll is less than the mire monster's Arms, decrease your Arms by 1 for that Melee Combat only. If the mire monster receives a Wound due to a Melee Combat with you, and you used an Item that is a weapon in that Melee Combat, roll two dice. If the die roll is greater than your Arms, you may not use that Item that is a weapon in Combat unless the mire monster has fallen or you choose to end Combat with the mire monster.
10 = A creek of foggy water known for a legendary creature runs through this marsh of mystery. If you choose, your turn ends and the next turn will begin at The Foggy Creek; Proceed to that page if so.
11 = A mysterious bottle floating in this marsh contains a sea spell scroll. Roll a die. If the die roll is equal to or less than your Magic, gain mindwave. Mindwave is a Spell. You may use mindwave at the start of any Combat. When used, roll a die. If the die roll is greater than the Craft of the monster in Combat with you, decrease that monster's Arms and Magic by an amount equal to the die roll minus the monster's Craft for that Combat only. You may not use more than 1 mindwave per Combat.
12 = This mystery marsh is guarded by a purple dragon which spews poisonous purple venom. Fight a Melee Combat with a purple dragon. The purple dragon's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 4. If you receive a Wound due to Combat with the purple dragon, and it is the first Wound you have received due to Combat with the purple dragon this turn, roll a die. If the die roll is less than your Craft, receive 1 additional Wound. If the die roll is equal to or greater than your Craft, roll a die. Receive a number of additional Wounds equal to that die roll divided by two (round up). If the purple dragon has fallen due to Combat with you, roll a die. Gain a number of purple potions equal to the die roll divided by two (round up). 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.
Unless you rolled a 7 and went to The Tower, or you rolled a 4 or 10 and went to The Foggy Creek, after your mystery marsh encounter ends, you must choose between staying in The Mystery Marsh or going back to The Swamp. If you choose to stay in The Mystery Marsh, your turn ends and the next turn will begin in The Mystery Marsh; Stay on this page if so. If you choose to return to The Swamp, your turn ends and the next turn will begin in The Swamp; Proceed to that page if so.
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