The Port City
Your turn begins in The Port City.
Choose one of the following locations to visit: CITY GATES, SEWER SYSTEM, STORE, SPECIALTY STORE, PHARMACY, PORT GUILD, TIDE TEMPLE, INIQUITY DEN, BAR, BEACH, DOCKS, or WHARF. To visit a location, go to the section of this page with the same name as the location.
CITY GATES - You may choose to leave The Port City by going to The Coast. If so, your turn ends and the next turn will begin at The Coast; Proceed to that page. If not, your turn ends and the next turn will begin in The Port City; Stay on this page.
SEWER SYSTEM - You may choose to explore the vast sewer system beneath The Port City. If so, your turn ends and the next turn will begin at The Sewers; Proceed to that page. If not, your turn ends and the next turn will begin in The Port City; Stay on this page.
STORE - You may choose to do any of the following in any order you choose:
Pay 1 Gold to gain a dagger. A dagger is an Item and a weapon. If you have the dagger at the start of any Melee Combat, roll a die. if the die roll is 4, 5, or 6, or if you are a thief, increase your Arms by 1 for that Melee Combat only.
Pay 2 Gold to 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.
Pay 2 Gold to gain an axe. An axe is an Item and a weapon. If you have the axe, and a monster receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 4, 5, or 6, the monster receives 1 additional Wound.
Pay 1 Gold to gain a helmet. A helmet is an Item. If you have the helmet, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 11 or more, you do not receive the Wound.
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.
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.
When you are done gaining Items and/or Gold, your turn ends and the next turn will begin in The Port City; Stay on this page.
SPECIALTY STORE - You may choose to do any of the following in any order you choose:
Pay 2 Gold to gain a magic wand. A magic wand is an Item and a weapon. If you have the wand at the start of any Magical Combat, roll a die. if the die roll is 4, 5, or 6, or if you are a wizard, increase your Magic by 1 for that Magical Combat only.
Pay 3 Gold to gain a magic staff. A magic staff is an Item and a weapon. If you have the magic staff at the start of a Magical Combat, increase your Magic by 1 for that Magical Combat only.
Pay 3 Gold to gain a magic flail. A magic flail is an Item and a weapon. If you have the magic flail, and a monster receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 4, 5, or 6, the monster receives 1 additional Wound.
Pay 2 Gold to gain a magic hat. A magic hat is an Item. If you have the magic hat, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 11 or more, you do not receive the Wound.
Pay 3 Gold to gain a magic cloak. A magic cloak is an Item. If you have the magic cloak, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 9 or more, you do not receive the Wound.
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 Items and/or Gold, your turn ends and the next turn will begin in The Port City; Stay on this page.
PHARMACY - You may choose to do any of the following in any order you choose:
Pay 1 Gold to gain a white potion. A white potion is an Item. The white potion may be used at any time you have 1 or more Wounds. When used, heal 1 Wound, then lose the white potion.
Pay 1 Gold to gain a red potion. A red potion is an Item. The red potion may be used at the start of any Melee Combat you are in. When used, increase your Arms by 1 for that Melee Combat only, then lose the red potion.
Pay 1 Gold to gain a blue potion. A blue potion is an Item. The blue potion may be used at the start of any Magical Combat you are in. When used, increase your Magic by 1 for that Magical Combat only, then lose the blue potion.
When you are done gaining Items, your turn ends and the next turn will begin in The Port City; Stay on this page.
PORT GUILD - You may choose to do any of the following in any order you choose:
Pay 1 Gold to gain jolt, unless you are a wizard, in which case you gain jolt without paying 1 Gold. Jolt is a Spell. Jolt may be used at the start of any Magical Combat you are in. When used, roll a die. the jolt will have a Magic value equal to the die roll. The monster you are fighting must first fight a Magical Combat against the jolt before it fights the Magical Combat with you. if the monster has fallen due to Combat with the jolt, the Magical Combat with you does not occur and you gain Magical XP as though the monster had fallen due to Combat with you.
Pay 1 Gold to gain blaster, unless you are a wizard, in which case you gain blaster without paying 1 Gold. Blaster is a Spell. Blaster may be used at the start of any Magical Combat you are in. When used, roll a die. Increase your Magic by an amount equal to the die roll for that Magical Combat only. You may not use more than 1 blaster per Combat.
Pay 1 Gold to gain psionic, unless you are a wizard, in which case you gain psionic without paying 1 Gold. Psionic is a Spell. Psionic may be used at the start of any Melee Combat you are in. When used, the value of your Arms becomes equal to the value of your Magic for that Melee Combat only.
When you are done gaining Spells, your turn ends and the next turn will begin in The Port City; Stay on this page.
TIDE TEMPLE - You may choose to do any of the following in any order you choose:
Pay 1 Gold to gain waterwalk, unless you are a priest, in which case you gain waterwalk without paying 1 Gold. Waterwalk is a Spell. You may use waterwalk at the start of any turn on a page with the word 'Port' or 'Reef' in it's name. When used at the start of a turn on a page with the word 'Port' in it's name, your turn ends and your next turn will begin on The Dread Reef; Proceed to that page if so. When used at the start of a turn on a page with the word 'Reef' in it's name, your turn ends and your next turn will begin in The Port City; Proceed to that page if so.
Pay 1 Gold to gain curing, unless you are a priest, in which case you gain curing without paying 1 Gold. Curing is a Spell. Curing may be used at any time you have 1 or more Wounds. When used, roll a die. Heal a number of Wounds equal to 1 plus the die roll divided by two (round up).
Pay 1 Gold to gain blessing, unless you are a priest, in which case you gain blessing without paying 1 Gold. Blessing is a Spell. Blessing may be used at the start of any Combat. when used, decrease the Arms of the monster in Combat with you by 1 if the Combat is a Melee Combat or decrease the Magic of the monster in Combat with you by 1 if the Combat is a Magical Combat. The decrease lasts until that monster has fallen or if you choose to end Combat with that monster. You may not use more than 1 blessing per Combat.
Pay 1 Gold to gain psychic, unless you are a priest, in which case you gain psychic without paying 1 Gold. Psychic is a Spell. Psychic may be used at the start of any Magical Combat you are in. When used, the value of your Magic becomes equal to the value of your Arms for that Magical Combat only.
When you are done gaining Spells, your turn ends and the next turn will begin in The Port City; Stay on this page.
INIQUITY DEN - You may choose to do any of the following in any order you choose:
Pay 4 Gold to gain a knave lance, unless your Alignment is Evil and you are a warrior, in which case pay 3 Gold to gain a knave lance. A knave lance is an Item and a weapon. If you have the knave lance at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only, then roll a die. If the die roll is 4, 5, or 6, or your Alignment is Evil and you are a warrior, increase your Arms by an additional 1 for that Melee Combat only.
Pay 4 Gold to gain a witcher staff, unless your Alignment is Evil and you are a wizard, in which case pay 3 Gold to gain a witcher staff. A witcher staff is an Item and a weapon. If you have the witcher staff at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only, then roll a die. If the die roll is 4, 5, or 6, or your Alignment is Evil and you are a wizard, increase your Magic by an additional 1 for that Magical Combat only.
Pay 4 Gold to gain a rogue dagger, unless your Alignment is Evil and you are a thief, in which case pay 3 Gold to gain a rogue dagger. A rogue dagger is an Item and a weapon. If you have the rogue dagger at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only, then roll a die. If the die roll is 4, 5, or 6, or your Alignment is Evil and you are a thief, increase your Arms by an additional 1 for that Melee Combat only.
Pay 4 Gold to gain armor, unless your Alignment is Evil and you are a warrior, in which case pay 3 Gold to gain armor. Armor is an Item. If you have the 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. You may not use a helmet or a shield if you have the armor.
Pay 5 Gold to gain a magic robe, unless your Alignment is Evil and you are a wizard, in which case pay 4 Gold to gain a magic robe. A magic robe is an Item. If you have the magic robe, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 7 or more, you do not receive the Wound. You may not use a magic hat or a magic cloak if you have the magic robe.
When you are done gaining Items, your turn ends and the next turn will begin at The Port City; Stay on this page.
BAR - Roll a die for what you encounter at the bar:
1 = A drunk brawl breaks out in the bar. Fight a Melee Combat with a drunken patron. The drunken patron's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. If the drunken patron has fallen due to Combat with you, you do not gain any XP.
2 = You hear a rumor that there is a haunted lighthouse somewhere in the land or across the sea. Wherever it is, the lighthouse is most likely on an island of some sorts.
3 = You hear a rumor that there is a giant ape that roams the jungle isle across the sea. The natives of the isle are said to worship the gigantic gorilla.
4 = You hear a rumor that there is a sunken pirate ship somewhere off the coast. It is believed to be located near a cove of pirates.
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5 = You hear a rumor that there is a lost lake within Adventuria that can only be reached by the river. An island in the middle of the lake is said to be the domain of a weird witch.
6 = An ugly boatman asks if you'd like passage on his skiff to a dreaded reef near the port city. If you choose, your turn ends and the next turn will begin on The Dread Reef; Proceed to that page if so.
Unless you rolled a 6 and decided go to The Dread Reef, your turn ends after your bar encounter ends, and your next turn will begin in The Port City; Stay on this page if so.
BEACH - Roll a die for what you encounter down at the beach:
1 = A beach bum tries to sock it to you. Fight a Melee Combat with a beach bum. The beach bum's attributes are Arms: 2, Magic: 1, Craft: 2, Vitae: 2. If the beach bum has fallen due to Combat with you, roll a die. If the die roll is 6, gain a river ticket. A river ticket is an Item. A river ticket does not count towards the number of Items you may have.
2 = You accidentally step on a magic starfish. Fight a Magical Combat with a starfish magi. The starfish magi's attributes are Arms: 1, Magic: 3, Craft: 1, Vitae: 1.
3 = A huge wave comes crashing ashore on top of you. Roll a die. If the die roll is greater than your Vitae, lose 1 Item.
4 = A gang of surfer mages wants you off the beach. Pay 1 Gold or roll a die. If the die roll is equal to or greater than your Magic, receive a Wound.
5 = A tidal templar patrols the beach healing any victims of the surf gangs. Roll a die. If the die roll is equal to or less than your Craft, or if you pay 1 Gold, heal 1 Wound.
6 = A sinister spell beckons you to swim out to a dreadful reef off the shore nearby. Roll a die. If the die roll is greater than your Magic, or if you choose, your turn ends and the next turn will begin on The Dread Reef; Proceed to that page if so.
Unless you rolled a 6 and went to The Dread Reef, your turn ends after your beach encounter ends, and your next turn will begin in The Port City; Stay on this page if so.
DOCKS - Roll a die for what you encounter down on the docks:
1 = A drunken sailor picks a fight with you. Fight a Melee Combat with a drunken sailor. The drunken sailor's attributes are Arms: 3, Magic: 1, Craft: 2, Vitae: 1. If the drunken sailor has fallen due to Combat with you, roll a die. If the die roll is 6, gain a sea ticket. A sea ticket is an Item. A sea ticket does not count towards the number of Items you may have.
2 = A beast made of barnacles comes creeping up from beneath the docks. Fight a Magical Combat with a barnacle beast. The barnacle beast's attributes are Arms: 1, Magic: 2, Craft: 1, Vitae: 2.
3 = A gambler has set up a game of three card monte near the docks. Pay 1 Gold to roll a die. If the die roll is 1 or 2, you gain 1 Gold. If the die roll is 5 or 6, you gain 2 Gold.
4 = A press gang tries to waylay you. Pay 1 Gold or roll a die. If the die roll is equal to or greater than your Arms, receive a Wound.
5 = A tidal templar patrols the docks healing any victims of the press gangs. Roll a die. If the die roll is equal to or less than your Craft, or if you pay 1 Gold, heal 1 Wound.
6 = A group of dread cultists tries to abduct you away to an inhabited reef nearby. Roll a die. If the die roll is greater than your Arms, or if you choose, your turn ends and the next turn will begin on The Dread Reef; Proceed to that page if so.
Unless you rolled a 6 and went to The Dread Reef, your turn ends after your docks encounter ends, and your next turn will begin in The Port City; Stay on this page if so.
WHARF - You may choose to do any of the following in any order you choose:
Pay 1 Gold to gain a river ticket. A river ticket is an Item. A river ticket does not count towards the number of Items you may have.
Pay 2 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 3 Gold to gain a river boat. A river boat is an Item. A river boat does not count towards the number of Items you may have. If you have a river boat and are on a page other than The City, The River, The Lake, or The Port City, lose the river boat unless the page says otherwise.
Pay 4 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 river ticket, a river boat, or a river ring, you may choose to leave The Port City by going to The River. If so, your turn ends and the next turn will begin on The River; Proceed to that page.
If you have a sea ticket, a sea ship, or a sea ring, you may choose to leave The Port City by going to The Sea. If so, your turn ends and the next turn will begin on The Sea; Proceed to that page.
Unless you used an Item to go to The River or The Sea, when you are done gaining Items, your turn ends and the next turn will begin in The Port City; Stay on this page.
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