The Orient Isle

Your turn begins on The Orient Isle.

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.


If you have a sea ticket, a sea ship, or a sea ring, choose one of the following destinations to explore: ORIENT ISLE or DISTANT LANDS. To explore a destination, go to the section of this page with the same name. If you do not have a sea ticket, a sea ship, or a sea ring, go to the section of this page with the name 'ORIENT ISLE'.


ORIENT ISLE - Roll two dice for what you encounter while exploring the orient isle:


2 = The ugly ogres of this orient isle are quite cunning and well-versed in magic. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with an oriental ogre. If the die roll is 4, 5, or 6, fight a Magical Combat with an oriental ogre. The oriental ogre's attributes are Arms: 5, Magic: 5, Craft: 4, Vitae: 3. If you receive a Wound due to Combat with the oriental ogre, roll a die. If the die roll is less than the oriental ogre's Craft, you receive 1 additional Wound. If the oriental ogre has fallen due to Combat with you, gain judo. Judo is a Spell. Judo may be used at the start of any Combat if you do not use any Items that are weapons in that Combat. When used, increase your Arms and Magic by 1 for that Combat only. If a monster receives a Wound due to a Combat that judo was used at the start of, the monster receives 1 additional Wound. You may not use more than 1 judo per Combat, and you may not use judo and the Spells karate or kungfu in the same Combat.


3 = A karate master will teach you a useful orient magic spell. If you choose, roll a die. If the die roll is equal to or less than your Arms, gain karate. Karate is a Spell. Karate may be used at the start of any Melee Combat if you do not use any Items that are weapons in that Melee Combat. When used, increase your Arms by 1 for that Melee Combat only. If a monster receives a Wound due to a Melee Combat that karate was used at the start of, the monster receives 1 additional Wound. You may not use more than 1 karate per Combat.


4 = There are all sorts of monsters dwelling on this orient isle. Roll a die. If the die roll is 1, 2, or 3, you cross the path of a distinctive bear with black and white fur. Fight a Melee Combat with a panda bear. The panda bear's attributes are Arms: 4, Magic: 3, Craft: 1, Vitae: 3. If you do not have any Wounds at the start of any Melee Combat with the panda bear, increase the panda bear's Arms by 1 for that Melee Combat only. If the die roll is 4 or 5, you come across a tall crane with silvery feathers. Fight a Melee Combat with a silver crane. The silver crane's attributes are Arms: 5, Magic: 4, Craft: 1, Vitae: 3. You may not use Spells in a Melee Combat with the silver crane. If the die roll is 6, you discover the lair of a majestic mantis monster that hordes gold. Fight a Melee Combat with a mandarin mantis. The mandarin mantis's attributes are Arms: 6, Magic: 5, Craft: 1, Vitae: 3. At the start of any Melee Combat the mandarin mantis is in, if it is the first Combat the mandarin mantis has been in this turn, increase the mandarin mantis's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the mandarin mantis, roll a die. If the die roll is less than the mandarin mantis's Vitae, you receive 1 additional Wound. If the mandarin mantis has fallen due to Combat with you, roll a die. If the die roll is 1, 2, 3, or 4, gain 1 Gold. If the die roll is 5 or 6, gain 2 Gold.


5 = There are all sorts of warriors living on this orient isle. Roll a die. If the die roll is 1, 2, or 3, you are attacked by a warrior wielding a bamboo staff. Fight a Melee Combat with a kendo warrior. The kendo warrior's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. If you have an Item with the word 'shield' in it's name at the start of any Melee Combat with the kendo warrior, decrease the kendo warrior's Arms by 1 for that Melee Combat only. If the die roll is 4 or 5, you are blocked by a big fat wrestler in a thong. Fight a Melee Combat with a sumo wrestler. The sumo wrestler's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 2. You may not use Items that are weapons in Melee Combat with the sumo wrestler. If the die roll is 6, you are challenged by a young monk who has mastered karate. Fight a Melee Combat with a karate monk. The karate monk's attributes are Arms: 6, Magic: 4, Craft: 3, Vitae: 2. If you receive a Wound due to Melee Combat with the karate monk, roll a die. If the die roll is less than the karate monk's Craft, you receive 1 additional Wound. If the karate monk has fallen due to Combat with you, gain a karate kid, unless you have a karate kid. A karate kid is an Ally. If you have the karate kid at the start of any Melee Combat, roll a die. If the die roll is 3, 4, 5, or 6, increase your Arms by 1 for that Melee Combat only. If you have the karate kid, and a monster receives a Wound due to Melee Combat with you, roll a die. If the die roll is 1 or 2, the monster receives 1 additional Wound. If you have the karate kid, and you receive a Wound due to Melee Combat, roll a die. If the die roll is 3, 4, 5, or 6, lose the karate kid, then you do not receive the Wound.


6 = A path winds it's way to the secluded paper-walled dojo of the ninja clan. If you choose, your turn ends and the next turn will begin at The Ninja Dojo; Proceed to that page if so.


7 = You come upon a village of the orient isle. Roll a die. If the die roll is 1, 2, or 3, an oriental sailor has a sea ticket for sale. 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. If the die roll is 4, 5, or 6, an oriental boatman has a sea ship for sale. 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.


8 = A well-worn road leads up to the prestigious palace of the samurai clan. If you choose, your turn ends and the next turn will begin at The Shogun Palace; Proceed to that page if so.


9 = There are all sorts of wizards living on this orient isle. Roll a die. If the die roll is 1, 2, or 3, you are attacked by a wizard trained in the mystic arts of the wu jin clan. Fight a Magical Combat with a wu jin wizard. The wu jin wizard's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. If you have an Item with the word 'cloak' in it's name at the start of any Magical Combat with the wu jin wizard, decrease the wu jin wizard's Magic by 1 for that Magical Combat only. If the die roll is 4 or 5, you are tricked by an old witch disguised as a beautiful young geisha girl. Fight a Magical Combat with a geisha witch. The geisha witch's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 2. You may not use Items that are weapons in a Magical Combat with the geisha witch. If the die roll is 6, you are challenged by a young monk who has mastered kung fu. Fight a Magical Combat with a kungfu monk. The kungfu monk's attributes are Arms: 4, Magic: 6, Craft: 3, Vitae: 2. If you receive a Wound due to Magical Combat with the kungfu monk, roll a die. If the die roll is less than the kungfu monk's Craft, you receive 1 additional Wound. If the kungfu monk has fallen due to Combat with you, gain a kungfu kid, unless you have a kungfu kid. A kungfu kid is an Ally. A kungfu kid is an Ally. If you have the kungfu kid at the start of any Magical Combat, roll a die. If the die roll is 3, 4, 5, or 6, increase your Magic by 1 for that Magical Combat only. If you have the kungfu kid, and a monster receives a Wound due to Magical Combat with you, roll a die. If the die roll is 1 or 2, the monster receives 1 additional Wound. If you have the kungfu kid, and you receive a Wound due to Magical Combat, roll a die. If the die roll is 3, 4, 5, or 6, lose the kungfu kid, then you do not receive the Wound.


10 = There are all sorts of monsters dwelling on this orient isle. Roll a die. If the die roll is 1, 2, or 3, a hideous undead head comes floating your way. Fight a Magical Combat with a floating head. The floating head's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 3. If you have 1 or more Wounds at the start of any Magical Combat with the floating head, increase the floating head's Magic by 1 for that Magical Combat only. If the die roll is 4 or 5, you earn the ire of a ghost that hates the living. Fight a Magical Combat with a grudge ghost. The grudge ghost's attributes are Arms: 4, Magic: 5, Craft: 3, Vitae: 3. You may not use Spells in a Magical Combat with the grudge ghost. If the die roll is 6, you discover the abode of a mystical orient unicorn with a golden horn. Fight a Magical Combat with a ki rin. The ki rin's attributes are Arms: 5, Magic: 6, Craft: 4, Vitae: 3. At the start of any Magical Combat the ki rin is in, if it is the first Combat the ki rin has been in this turn, increase the ki rin's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the ki rin, roll a die. If the die roll is less than the ki rin's Vitae, you receive 1 additional Wound. If the ki rin has fallen due to Combat with you, roll a die. If the die roll is 1, 2, 3, or 4, gain 1 Gold. If the die roll is 5 or 6, gain 2 Gold.


11 = A kung fu master will teach you some useful orient magic. If you choose, roll a die. If the die roll is equal to or less than your Magic, gain kungfu. Kungfu is a Spell. Kungfu may be used at the start of any Magical Combat if you do not use any Items that are weapons in that Magical Combat. When used, increase your Magic by 1 for that Magical Combat only. If a monster receives a Wound due to a Magical Combat that kungfu was used at the start of, the monster receives 1 additional Wound. You may not use more than 1 kungfu per Combat.


12 = A flying serpentine dragon of the orient breathes a venomous green mist instead of fire. Fight a Magical Combat with an oriental dragon. The oriental dragon's attributes are Arms: 5, Magic: 7, Craft: 3, Vitae: 5. At the start of any Combat with the oriental dragon, if it is the first Combat the oriental dragon has been in this turn, roll two dice. If the die roll is greater than the total of your Arms plus your Vitae, you receive a number of Wounds equal to the die roll minus the total of your Arms plus your Vitae. If the oriental dragon has fallen due to Combat with you, gain greenmist. Greenmist is a Spell. You may use greenmist at the start of any Combat. When used, roll two dice. If the die roll is greater than the total of the Arms plus the Vitae of the monster in that Combat, that monster receives a number of Wounds equal to the die roll minus the total of it's Arms plus it's Vitae. You may not use more than 1 greenmist per Combat.


Unless you rolled a 6 and went to The Ninja Dojo, or you rolled an 8 and went to The Shogun Palace, after your orient isle encounter ends, your turn ends and the next turn will begin on The Orient Isle; Stay on this page if so.


DISTANT LANDS - Your turn ends and the next turn will begin in The Distant Lands; Proceed to that page.


The Ninja Dojo


The Shogun Palace


The Distant Lands

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