The Ninja Dojo
Your turn begins at The Ninja Dojo.
Roll two dice for what you encounter within the ninja dojo:
2 = A tricky ninja has donned special kabuki makeup to magically empower himself. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a kabuki ninja. If the die roll is 4, 5, or 6, fight a Melee Combat with a kabuki ninja. The kabuki ninja's attributes are Arms: 3, Magic: 3, Craft: 4, Vitae: 2. At the start of any Combat the kabuki ninja is in, roll a die. If the die roll is less than the kabuki ninja's Craft, increase the kabuki ninja's Arms and Magic by an amount equal to the kabuki ninja's Craft for that Combat only. If the die roll is equal to or greater than the kabuki ninja's Craft, increase the kabuki ninja's Arms and Magic by an amount equal to the kabuki ninja's Craft divided by two (round up) for that Combat only. If the kabuki ninja receives a Wound due to Magical Combat, roll two dice. If the die roll is 8 or more, the kabuki ninja does not receive the Wound. If the kabuki ninja receives a Wound due to Melee Combat, roll two dice. If the die roll is 10 or more, the kabuki ninja does not receive the Wound. If the kabuki ninja has fallen due to Combat with you, gain shadowstrike. Shadowstrike is a Spell. You may use shadowstrike at the start of any Combat. When used, increase your Arms and Magic by an amount equal to your Craft for that Combat only. You may not use more than 1 shadowstrike per Combat.
3 = An aged ninja shows you some ninja magic for manipulating your shadow energy. Roll two dice. If the die roll is equal to or less than the total of your Arms plus your Craft, gain shadowsurge. Shadowsurge is a Spell. You may use shadowsurge at the start of any Melee Combat. When used, increase your Arms by an amount equal to your Craft for that Melee Combat only. You may not use more than 1 shadowsurge per Combat.
4 = A ninja guarding some of this dojo's treasure throws a star-shaped shuriken at you. Fight a Melee Combat with a shuriken ninja. The shuriken ninja's attributes are Arms: 5, Magic: 4, Craft: 3, Vitae: 2. At the start of any Melee Combat the shuriken ninja is in, if it is the first Combat the shuriken ninja has been in this turn, roll a die. If the die roll is equal to or less than the shuriken ninja's Craft, you receive 1 Wound. At the start of any Melee Combat the shuriken ninja is in, if it is not the first Combat the shuriken ninja has been in this turn, roll a die. If the die roll is equal to or less than the shuriken ninja's Craft, increase the shuriken ninja's Arms by an amount equal to the die roll for that Melee Combat only. If the shuriken ninja receives a Wound due to Melee Combat, roll two dice. If the die roll is 10 or more, the shuriken ninja does not receive the Wound. If the shuriken ninja has fallen due to Combat with you, gain 1 Gold.
5 = The elite among the ninja assassins become formidable ninja warriors. Fight a Melee Combat with a ninja warrior. The ninja warrior's attributes are Arms: 5, Magic: 4, Craft: 3, Vitae: 2. At the start of any Melee Combat the ninja warrior is in, roll a die. If the die roll is equal to or less than the ninja warrior's Craft, increase the ninja warrior's Arms by an amount equal to the die roll for that Melee Combat only. If the ninja warrior receives a Wound due to Melee Combat, roll two dice. If the die roll is 10 or more, the ninja warrior does not receive the Wound.
6 = The ninja clan are known to be cunning assassins of great skill. Fight a Melee Combat with a ninja assassin. The ninja assassin's attributes are Arms: 4, Magic: 3, Craft: 3, Vitae: 2. At the start of any Melee Combat the ninja assassin is in, roll a die. If the die roll is equal to or less than the ninja assassin's Craft, increase the ninja assassin's Arms by an amount equal to the die roll for that Melee Combat only. If the ninja assassin receives a Wound due to Melee Combat, roll two dice. If the die roll is 10 or more, the ninja assassin does not receive the Wound.
7 = The ninjas of this dojo will forcefully evict anybody perceived to be from the samurai clan. If you have an Item with the word 'samurai', 'katana', or 'bushido' in it's name, roll two dice. If the die roll is equal to or greater than the total of your Arms plus your Magic, your turn ends and the next turn will begin on The Orient Isle; Proceed to that page if so.
8 = Some of the ninjas know how to use their shadow energy in battle. Fight a Magical Combat with a shadow ninja. The shadow ninja's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 2. At the start of any Magical Combat the shadow ninja is in, roll a die. If the die roll is equal to or less than the shadow ninja's Craft, increase the shadow ninja's Magic by an amount equal to the die roll for that Magical Combat only. If the shadow ninja receives a Wound due to Magical Combat, roll two dice. If the die roll is 8 or more, the shadow ninja does not receive the Wound.
9 = You are confronted by a ninja who has fully mastered his own shadow energy. Fight a Magical Combat with a shinobi ninja. The shinobi ninja's attributes are Arms: 4, Magic: 5, Craft: 3, Vitae: 2. At the start of any Magical Combat the shinobi ninja is in, roll a die. If the die roll is equal to or less than the shinobi ninja's Craft, increase the shinobi ninja's Magic by an amount equal to the die roll for that Magical Combat only. If the shinobi ninja receives a Wound due to Magical Combat, roll two dice. If the die roll is 8 or more, the shinobi ninja does not receive the Wound.
10 = A ninja guarding some of this dojo's treasure throws a magic star-shaped shuriken at you. Fight a Magical Combat with a star ninja. The star ninja's attributes are Arms: 4, Magic: 5, Craft: 3, Vitae: 2. At the start of any Magical Combat the star ninja is in, if it is the first Combat the star ninja has been in this turn, roll a die. If the die roll is equal to or less than the star ninja's Craft, you receive 1 Wound. At the start of any Magical Combat the star ninja is in, if it is not the first Combat the star ninja has been in this turn, roll a die. If the die roll is equal to or less than the star ninja's Craft, increase the star ninja's Magic by an amount equal to the die roll for that Magical Combat only. If the star ninja receives a Wound due to Magical Combat, roll two dice. If the die roll is 8 or more, the star ninja does not receive the Wound. If the star ninja has fallen due to Combat with you, gain 1 Gold.
11 = An ancient ninja shows you a ninja magic spell for tapping into your shadow energy. Roll two dice. If the die roll is equal to or less than the total of your Magic plus your Craft, gain shadowblast. Shadowblast is a Spell. You may use at the start of any Magical Combat. When used, increase your Magic by an amount equal to your Craft for that Magical Combat only. You may not use more than 1 shadowblast per Combat.
12 = The master of this dojo is a wise ninja armed with a legendary sword of the ninja clan. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a master ninja. If the die roll is 4, 5, or 6, fight a Magical Combat with a master ninja. The master ninja's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 3. At the start of any Combat the master ninja is in, roll a die. If the die roll is equal to or less than the master ninja's Craft, increase the master ninja's Arms and Magic by an amount equal to the die roll for that Combat only. If you receive a Wound due to Combat with the master ninja, roll a die. If the die roll is equal to or less than the master ninja's Craft, receive 1 additional Wound. If the master ninja receives a Wound due to Magical Combat, roll two dice. If the die roll is 8 or more, the master ninja does not receive the Wound. If the master ninja receives a Wound due to Melee Combat, roll two dice. If the die roll is 10 or more, the master ninja does not receive the Wound. If the master ninja has fallen due to Combat with you, gain a ninjato sword. A ninjato sword is an Item and a weapon. If you have the ninjato sword at the start of any Combat, roll a die. If the die roll is equal to or less than your Craft, increase your Arms and Magic by an amount equal to the die roll for that Combat only. If you have the ninjato sword, and a monster receives a Wound due to a Combat with you, roll a die. If the die roll is equal to or less than your Craft, the monster receives 1 additional Wound.
Unless you rolled a 7 and returned to The Orient Isle, after your ninja dojo encounter, 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 Gold to heal 1 Wound, unless you are a thief, in which case pay 1 Gold to heal 2 Wounds.
Pay 4 Gold to gain a ninja sword, unless you are a thief, in which case pay 3 Gold to gain a ninja sword. A ninja sword is an Item and a weapon. If you have the ninja sword at the start of any Melee Combat, roll a die. If the die roll is equal to or less than your Craft, increase your Arms by an amount equal to the die roll for that Melee Combat only.
Pay 4 Gold to gain a ninja staff, unless you are a thief, in which case pay 3 Gold to gain a ninja staff. A ninja staff is an Item and a weapon. If you have the ninja staff at the start of any Magical Combat, roll a die. If the die roll is equal to or less than your Craft, increase your Magic by an amount equal to the die roll for that Magical Combat only.
Pay 1 Gold to gain a ninja shuriken. A ninja shuriken is an Item and a weapon. If you have the ninja shuriken at the start of any Melee Combat, you may choose to lose the ninja shuriken. If so, roll a die. If the die roll is equal to or less than your Craft, the monster in the Melee Combat receives 1 Wound.
Pay 1 Gold to gain a star shuriken. A star shuriken is an Item and a weapon. If you have the star shuriken at the start of any Magical Combat, you may choose to lose the star shuriken. If so, roll a die. If the die roll is equal to or less than your Craft, the monster in the Magical Combat receives 1 Wound.
Pay 4 Gold to gain ninja robes, unless you are a thief, in which case pay 3 Gold to gain ninja robes. Ninja robes is an Item. If you have the ninja robes, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 8 or more, you do not receive the Wound. If you have the ninja robes, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 10 or more, you do not receive the Wound. You may not use any other Item with the word 'helmet', 'helm', 'shield', 'armor', 'plate', 'hat', 'cloak', 'robe', or 'robes' in it's name if you have the ninja robes.
When you are done gaining Gold, gaining Items, and/or healing Wounds, you must choose between staying at The Ninja Dojo or going back to The Orient Isle. If you choose to stay at The Ninja Dojo, your turn ends and the next turn will begin at The Ninja Dojo; Stay on this page if so. If you choose to go to The Orient Isle, your turn ends and the next turn will begin on The Orient Isle; Proceed to that page if so.
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