The Oasis
Your turn begins at The Oasis.
If you do not have an Item with the word 'canteen' in it's name, roll a die. If the die roll is greater than your Vitae, receive 1 Wound.
Roll two dice for what you encounter while at the oasis:
2 = Lying unguarded in the sands of the oasis is a bejeweled golden lamp you may rub to mystically transport into a world within. If you choose, your turn ends and the next turn will begin in The Genie Lamp; Proceed to that page if so.
3 = A genie of the oasis guards a mystical golden lamp which he will allow you to use if he is bested in battle. If you choose, fight a Magical Combat with an oasis genie. The oasis genie's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 3. If the oasis genie has fallen due to Combat with you, your turn ends and the next turn will begin in The Genie Lamp; Proceed to that page if so.
4 = A strong warrior from amongst the oasis nomads decides you are worthy of battling him. Fight a Melee Combat with an oasis champion. The oasis champion's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 3. If the oasis champion has 1 or more Wounds at the start of any Melee Combat, roll a die. If the die roll is 1, increase the oasis champion's Arms by 1 for that Melee Combat only. If the die roll is 6, the oasis champion heals 1 Wound. If the oasis champion has fallen due to Combat with you, roll a die. If the die roll is 4 or 5, gain 1 Gold. If the die roll is 6, gain a lotus sword. A lotus sword is an Item and a weapon. If you have the lotus sword at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If you have 1 or more Wounds and the lotus sword at the start of any Melee Combat, roll a die. If the die roll is 1, increase your Arms by 1 for that Melee Combat only. If the die roll is 6, you heal 1 Wound.
5 = Besides the nomad tribe, there is a band of raiders that occasionally comes to this oasis. Pay 1 Gold or fight a Melee Combat with an oasis raider. The oasis raider's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. If the oasis raider has fallen due to Combat with you, roll a die. If the die roll is 6, gain 1 Gold.
6 = The nomad merchant of the oasis is a friendly fellow who has canteens for sale. Pay 1 Gold to gain a canteen. A canteen is an Item. A canteen does not count towards the number of Items you may have.
7 = The oasis has a pool of healing water that may only be used by paying the local nomads. Pay 1 Gold to heal 1 Wound.
8 = The nomad wife of the oasis merchant has a special healing spell for sale. Pay 1 Gold to gain quench. Quench is a Spell. You may use quench at any time you have 1 or more Wounds and an Item with the word 'canteen' in it's name. When used, heal 1 Wound, unless you choose to lose 1 Item with the word 'canteen' in it's name, in which case heal all Wounds.
9 = Among the oasis raiders are some desert illusionists that attempt to trick others out of their gold. Pay 1 Gold or fight a Magical Combat with an oasis trickster. The oasis trickster's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. If the oasis trickster has fallen due to Combat with you, roll a die. If the die roll is 6, gain 1 Gold.
10 = A skilled mage amongst the oasis nomads wishes to test your magical might versus his. Fight a Magical Combat with an oasis mage. The oasis mage's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 3. If the oasis mage has 1 or more Wounds at the start of any Magical Combat, roll a die. If the die roll is 1, increase the oasis mage's Magic by 1 for that Magical Combat only. If the die roll is 6, the oasis mage heals 1 Wound. If the oasis mage has fallen due to Combat with you, roll a die. If the die roll is 4 or 5, gain 1 Gold. If the die roll is 6, gain an lotus wand. A lotus wand is an Item and a weapon. If you have the lotus wand at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If you have 1 or more Wounds and the lotus wand at the start of any Magical Combat, roll a die. If the die roll is 1, increase your Magic by 1 for that Magical Combat only. If the die roll is 6, you heal 1 Wound.
11 = An aged shaman of the oasis has an empowerment spell that uses a single lotus blossom. Roll a die. If the die roll is equal to or less than your Magic, gain lotus. Lotus is a Spell. You may use lotus at the start of any Combat if you have 1 or more Wounds. When used, roll a die. If the die roll is 1 or 2, increase your Arms and Magic by 1 for that Combat only. if the die roll is 5 or 6, heal 1 Wound.
12 = According to nomad law, you may challenge the chieftain of the oasis nomads to a battle of honor. If you choose, fight a Melee Combat with an oasis chieftain. The oasis chieftain's attributes are Arms: 6, Magic: 4, Craft: 4, Vitae: 4. If the oasis chieftain has 1 or more Wounds at the start of any Melee Combat, roll a die. If the die roll is 1 or 2, increase the oasis chieftain's Arms by 1 for that Melee Combat only. If the die roll is 5 or 6, the oasis chieftain heals 1 Wound. If the oasis chieftain has fallen due to Combat with you, gain an oasis canteen, unless you have an oasis canteen. An oasis canteen is an Item. If you have the oasis canteen at the start of any turn on a page with the word 'Desert', 'Oasis', 'Genie', 'Volcano', 'Yucca', 'Sky', or 'Pyramid' in it's name, increase your Arms by 1 for that turn only.
Unless you rolled a 2 or 3 and went into The Genie Lamp, after your oasis encounter ends, you must choose between staying at The Oasis or going back to The Desert. If you choose to stay at The Oasis, your turn ends and the next turn will begin at The Oasis; Stay on this page if so. If you choose to go to The Desert, your turn ends and the next turn will begin in The Desert; Proceed to that page if so.
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