The Native Village

Your turn begins in The Native Village.

If you have a sea ship, do not lose the sea ship this turn due to being on a page other than The City, The Sea, The Coast, or The Port City; Ignore the sea ship's instructions to do so this turn.


Choose one of the following locations to visit: JUNGLE PATH, TRADING BLOCK, HUNTER HUT, WITCH DOCTOR, NATIVE HEALER, NATIVE HARBOR, or DRUM CIRCLE. To visit a location, go to the section of this page with the same name as the location.


JUNGLE PATH - You may choose to leave The Native Village by going to The Jungle Island. If so, your turn ends and the next turn will begin on The Jungle Island; Proceed to that page. If not, your turn ends and the next turn will begin in The Native Village; Stay on this page.


TRADING BLOCK - You may choose to do any of the following in any order you choose:


Pay 1 Item to gain 1 Gold. Any Item may be used as payment except for an Item with the word 'potion', 'ticket', or 'pass' in it's name.


Pay 1 Ally to gain 1 Gold. Any Ally may be used as payment.


Pay 1 Spell to gain 1 Gold. Any Spell may be used as payment except for a Spell that was gained without payment or die roll due to your type and/or Alignment.


When you are done gaining Gold, your turn ends and the next turn will begin in The Native Village; Stay on this page.


HUNTER HUT - You may choose to do any of the following in any order you choose:


Pay 1 Gold to gain a spear. A spear is an Item and a weapon. If you have the spear at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. Also, if you have the spear at the start of a Melee Combat, you may choose to lose the spear. If so, roll a die. If the die roll is equal to or less than your Arms, the monster in that Melee Combat receives 1 Wound. If you lose the spear this way during a Melee Combat, you do not get to increase your Arms by 1 for that Melee Combat only due to the spear, nor may you use any other Item that is a weapon for that Melee Combat only.


Pay 1 Gold to gain a magic spear. A magic spear is an Item and a weapon. If you have the magic spear at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. Also, if you have the magic spear at the start of a Magical Combat, you may choose to lose the magic spear. If so, roll a die. If the die roll is equal to or less than your Magic, the monster in that Magical Combat receives 1 Wound. If you lose the magic spear this way during a Magical Combat, you do not get to increase your Magic by 1 for that Magical Combat only due to the magic spear, nor may you use any other Item that is a weapon for that Magical Combat only.


      Pay 2 Gold to 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.


      When you are done gaining Items, your turn ends and the next turn will begin in The Native Village; Stay on this page.


WITCH DOCTOR - You may choose to do any of the following in any order you choose:


Pay 1 Gold to gain berserk. Berserk is a Spell. You may only use berserk at the start of a Melee Combat you are in. When used, increase your Arms by an amount equal to the number of Wounds you have for that Melee Combat only. You may not use more than 1 berserk per Combat.


Pay 1 Gold to gain frenzy. Frenzy is a Spell. You may only use frenzy at the start of a Magical Combat you are in. When used, increase your Magic by an amount equal to the number of Wounds you have for that Magical Combat only. You may not use more than 1 frenzy per Combat.


Pay 1 Gold to gain a rage potion. A rage potion is an Item. The rage potion may be used at the start of any Melee Combat you are in. When used, increase your Arms by an amount equal to the number of Wounds you have for that Melee Combat only, then lose the rage potion. You may not use more than 1 rage potion per Combat and you may not use a rage potion in a Combat that you use the Spell berserk in.


Pay 1 Gold to gain a fury potion. A fury potion is an Item. The fury potion may be used at the start of any Magical Combat you are in. When used, increase your Magic by an amount equal to the number of Wounds you have for that Magical Combat only, then lose the fury potion. You may not use more than 1 fury potion per Combat and you may not use a fury potion in a Combat that you use the Spell frenzy in.


      When you are done gaining Items and/or gaining Spells, your turn ends and the next turn will begin in The Native Village; Stay on this page.


NATIVE HEALER - You may choose to do any of the following in any order you choose:


Pay 1 Gold to heal 1 Wound.


Pay 1 Gold to gain minimize. Minimize is a Spell. You may use minimize at the start of any turn on a page with the word 'Native' in it's name. When used, your turn ends and your next turn will begin in The Mandragora Village; Proceed to that page if so.


Pay 1 Gold to gain a minimizer potion. A minimizer potion is an Item. The minimizer potion may be used at the start of any turn on a page with the word 'Native' in it's name. When used, lose the minimizer potion, then your turn ends and your next turn will begin in The Mandragora Village; Proceed to that page if so.


When you are done healing Wounds, gaining Spells, and/or gaining Items, your turn ends and the next turn will begin in The Native Village; Stay on this page.


NATIVE HARBOR - You may choose to do any of the following in any order you choose:


Pay 1 Gold to gain a sea ticket. A sea ticket is an Item. A sea ticket does not count towards the number of Items you may have. 


Pay 2 Gold to gain a sea ship. A sea ship is an Item. A sea ship does not count towards the number of Items you may have. If you have a sea ship and are on a page other than The City, The Sea, The Coast, or The Port City, lose the sea ship unless the page says otherwise.


If you have a sea ticket, a sea ship, or a sea ring, you may choose to leave the Native Village by going to The Jungle Island. If so, your turn ends and the next turn will begin on The Jungle Island; Proceed to that page.


Unless you used an Item to go to The Jungle Island, when you are done gaining Items, your turn ends and the next turn will begin in The Native Village; Stay on this page.


DRUM CIRCLE - Roll a die for what you encounter around the drum circle:


      1 = A young hunter in a berserk state attacks you within the drum circle. Fight a Melee Combat with a native hunter. The native hunter's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 2. At the start of any Melee Combat the native hunter is in, increase the native hunter's Arms by an amount equal to the native hunter's Wounds for that Melee Combat only.


      2 = An old crone in a mystical frenzy assails you with her magical powers. Fight a Magical Combat with a native witch. The native witch's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 2. At the start of any Magical Combat the native witch is in, increase the native witch's Magic by an amount equal to the native witch's Wounds for that Magical Combat only.


      3 = The constant banging of the drums may prove too overwhelming for you. Roll two dice. If the die roll is equal to your Vitae, receive 1 Wound.


      4 = If you listen carefully, you can hear a healing rhythm in the drum pattern. Roll two dice. If the die roll is equal to or less than your Craft, heal 1 Wound.


      5 = The rhythm of the drums causes you to dance frenetically in a hypnotic state. Roll two dice. If the die roll is 2, 3, 11, or 12, roll a die. If that die roll is 1 or 2, lose 1 Item. If that die roll is 3 or 4, lose 1 Ally. If that die roll is 5 or 6, lose 1 Spell.


      6 = A very small plantman sneaks out from behind a drum and shoots you with a dart dipped in minimizing poison. Your turn ends and your next turn will begin in The Mandragora Village; Proceed to that page.


      Unless you rolled a 6 and went to The Mandragora Village, your turn ends after your drum circle encounter ends, and your next turn will begin in The Native Village; Stay on this page if so.


The Jungle Island


The Mandragora Village

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