The Mystic Woods
Your turn begins in The Mystic Woods.
If you are an elf, or if you are a warrior and your Alignment is Good, increase your Arms and Magic by 1 for this turn only.
Roll two dice for what you encounter while exploring the mystic woods:
2 = You discover a strange man-shaped root growing at the trunk of a tree. Gain mandrake. Mandrake is an Item. If you have the mandrake when a monster receives a Wound due to a Melee Combat with you, you may choose to lose the mandrake. If so, the monster receives 1 additional Wound, then lose the mandrake. You may not use more than 1 mandrake per Combat.
3 = A lady in a lake shares with you the words to a powerful enchantment. Roll a die. If the die roll is equal to or less than your Arms, or if you are a warrior, gain xcaliber. Xcaliber is a Spell. Xcaliber may be used at the start of any Melee Combat if you have an Item that is a weapon with the word 'sword' or 'blade' in it's name. When used, roll a die. Increase your Arms by an amount equal to the die roll for that Melee Combat only. If a monster receives a Wound due to a Melee Combat in which xcaliber was used, that monster receives 1 additional Wound. Wounds received by a monster due to a Melee Combat in which xcaliber was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Melee Combat in which xcaliber was used. You not use more than 1 xcaliber per Combat.
4 = In the middle of these mystical woods is an enormous hollowed out tree. If you choose, your turn ends and the next turn will begin at The Hollow Tree; Proceed to that page if so.
5 = A white-bearded, balding wizard casts a spell on you. Fight a Magical Combat with a merlin sorcerer. The merlin sorcerer's attributes are Arms: 1, Magic: 5, Craft: 4, Vitae: 2. If you have 1 or more Spells and you receive a Wound due to Combat with the merlin sorcerer, roll a die. If the die roll is less than the merlin sorcerer's Craft, you lose 1 Spell and do not receive the Wound.
6 = A knight armed with a steel sword challenges you to battle. Fight a Melee Combat with a sword knight. The sword knight's attributes are Arms: 5, Magic: 2, Craft: 3, Vitae: 3. If the sword knight has fallen due to Combat with you, roll a die. If the die roll is 5 or 6, gain a sword. A sword is an Item and a weapon. If you have the sword at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only.
7 = You discover a path that leads back to the normal woods. If you choose, your turn ends and the next turn will begin in The Woods; Proceed to that page if so.
8 = A knight bearing a steel shield claims that none shall pass. Fight a Melee Combat with a shield knight. The shield knight's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 3. If the shield knight receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the shield knight does not receive the Wound. If the shield knight has fallen due to Combat with you, roll a die. If the die roll is 5 or 6, gain a shield. A shield is an Item. If you have the shield, roll two dice when you receive a wound due to a Melee Combat. if the die roll is 9 or more, you do not receive the wound.
9 = A beautiful, raven-haired wizardress casts an enchantment on you. Fight a Magical Combat with a morgana sorceress. The morgana sorceress's attributes are Arms: 1, Magic: 5, Craft: 4, Vitae: 2. If you have 1 or more Allies and you receive a Wound due to Combat with the morgana sorceress, roll a die. If the die roll is less than the morgana sorceress's Craft, you lose 1 Ally and do not receive the Wound.
10 = You hear the singing of elves coming from a beautiful sunlit glen. If you are an elf, your turn ends and the next turn will begin in The Sylvan Glen; Proceed to that page if so. If you are not an elf, and if you choose, your turn ends and the next turn will begin in The Sylvan Glen; Proceed to that page if so.
11 = From out of a ruined church comes a green-skinned knight in green armor brandishing a green axe. Fight a Melee Combat with a green knight. The green knight's attributes are Arms: 6, Magic: 3, Craft: 3, Vitae: 4. If the green knight receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the green knight does not receive the Wound. If the green knight has 1 or more Wounds at the start of any Melee Combat he is in, roll a die. If the die roll is 6, the green knight heals 2 Wounds. If the green knight has fallen due to Combat with you, gain green armor. Green armor is an Item. If you have the green armor, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 7 or more, you do not receive the Wound. If you have the green armor at the start of any Melee Combat, and you have 1 or more Wounds, roll a die. If the die roll is 6, heal 2 Wounds. You may not use any other Item with the word 'helmet', 'helm', 'shield', or 'armor' in it's name if you have the green armor.
12 = A young knight-in-training swears loyalty to you. Roll a die, unless you have a squire. If the die roll is greater than your Craft, or if you are a warrior and the die roll is equal to or greater than your Craft, gain a squire. A squire is an Ally. If you have the squire at the start of any Combat, roll a die. If the die roll is 1 or 2, or if you are a warrior and the die roll is 1, 2, or 3, increase your Arms and Magic by 1 for that Combat only. If you have the squire and you receive a Wound due to a Combat, roll a die. If the die roll is 1, lose the squire.
Unless you rolled a 7 and returned to The Woods, or you rolled a 4 and decided to enter The Hollow Tree, or you rolled a 10 and decided to explore The Sylvan Glen, after your mystic woods encounter ends, your turn ends and the next turn will begin in The Mystic Woods; Stay on this page.
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