The Primrose Path

Your turn begins on The Primrose Path.

If you are an elf, increase your Arms and Magic by 1 for this turn only.


Roll two dice for what you encounter while traveling upon the primrose path:


2 = The path leads to a large sentient house of seven gables that dooms those that dwell within it. Fight a Melee Combat with a seven gables house. The seven gables house's attributes are Arms: 7, Magic: 7, Craft: 7, Vitae: 7. At the start of any Melee Combat the seven gables house is in, roll two dice. If the die roll is 7, that Melee Combat becomes a Magical Combat instead. At the start of any Magical Combat the seven gables house is in, roll two dice. If the die roll is 7, that Magical Combat becomes a Melee Combat instead. If you receive a Wound due to Combat with the seven gables house, roll two dice. If the die roll is 7, receive 1 additional Wound. If the seven gables house receives a Wound due to Combat with you, roll two dice. If the die roll is 7, the seven gables house does not receive the Wound. If you choose to end Combat with the seven gables house, roll two dice. If the die roll is 7, you cannot end Combat with the seven gables house unless it has fallen. If the seven gables house has fallen due to Combat with you, roll two dice seven times in a row. For each die roll that is 7, gain 1 Gold.


3 = The forces of evil appear in various forms to tempt the faithful along the primrose path. Roll two dice. If your Alignment is Good or Neutral and the die roll is equal to or greater than the total of your Magic plus your Craft, or if your Alignment is Evil and the die roll is greater than the total of your Magic plus your Craft, receive 1 Wound, then lose 1 Item, 1 Spell, or 1 Ally.


4 = A zealous pilgrim offers to show you some magic for blessing your travels upon any path. Roll a die. If the die roll is equal to or less than your Craft, gain primpath. Primpath is a Spell. You may only use primpath at the start of a turn on a page with the word 'Crossroads', 'Path', or 'Lane' in it's name. When used, increase your Arms and Magic by 1 for that turn only.


5 = An eldritch witch threatens to cast a hex on you that will cause you to bear the devil's mark. Fight a Magical Combat with a salem witch. The salem witch's attributes are Arms: 4, Magic: 5, Craft: 3, Vitae: 3. At the start of any Magical Combat the salem witch is in with you, if it is the first Combat the salem witch has been in this turn, roll a die. If the die roll is equal to or greater than your Vitae, decrease your Magic by 1. The decrease lasts until the salem witch has fallen or if you choose to end Combat with the salem witch.


6 = This primrose path is travelled by a number of pilgrims adept in holy magic. Fight a Magical Combat with a primrose pilgrim. The primrose pilgrim's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 2. If the primrose pilgrim has 1 Wound at the start of any Magical Combat, roll a die. If the die roll is equal to or less than the primrose pilgrim's Craft, the primrose pilgrim heals 1 Wound.


7 = Along this path of primrose lies doctor heidegger's house of healing experimentation. Pay 1 Gold or 1 Item to heal 1 Wound, unless you have the primrose pendant, in which case heal 1 Wound without paying any Gold.


8 = This primrose path is tended to by a group of pathfinders endowed with holy abilities. Fight a Melee Combat with a primrose pathfinder. The primrose pathfinder's attributes are Arms: 4, Magic: 3, Craft: 3, Vitae: 2. If the primrose pathfinder has 1 Wound at the start of any Melee Combat, roll a die. If the die roll is equal to or less than the primrose pathfinder's Craft, the primrose pathfinder heals 1 Wound.


9 = A strange scribe wielding a poison pen threatens to mark you with a scarlet letter. Fight a Melee Combat with a scarlet letterer. The scarlet letterer's attributes are Arms: 5, Magic: 4, Craft: 3, Vitae: 3. At the start of any Melee Combat the scarlet letterer is in with you, if it is the first Combat the scarlet letterer has been in this turn, roll a die. If the die roll is equal to or greater than your Vitae, decrease your Arms by 1. The decrease lasts until the scarlet letterer has fallen or if you choose to end Combat with the scarlet letterer.


10 = A devout pathfinder offers to teach you a spell for mystically traveling upon any path. Pay 1 Gold or 1 Spell to gain primport. Primport is a Spell. You may use primport at the start of any turn on a page with the word 'Crossroads', 'Path', or 'Lane' in it's name. When used, you may choose to either go to The Crossroads page or The Primrose Path page or The Shady Lane page instead of the page you are on, then start your turn at the chosen page instead.


11 = The forces of good manifest in mysterious ways to purify the wicked along the primrose path. Roll two dice. If your Alignment is Evil or Neutral and the die roll is equal to or greater than the total of your Magic plus your Craft, or if your Alignment is Good and the die roll is greater than the total of your Magic plus your Craft, receive 1 Wound, then lose 1 Item, 1 Spell, or 1 Ally.


12 = The pilgrims of this primrose path are lead by a black-veiled puritan priest of great piety. Fight a Magical Combat with a primrose puritan. The primrose puritan's attributes are Arms: 5, Magic: 6, Craft: 3, Vitae: 4. At the start of any Magical Combat the primrose puritan is in, if it is the first Combat the primrose puritan has been in this turn, roll a die. If the die roll is 1 or 2, increase the primrose puritan's Magic by 1. If the die roll is 3 or 4, increase the primrose puritan's Craft by 1. If the die roll is 5 or 6, increase the primrose puritan's Vitae by 1. If the primrose puritan has fallen due to Magical Combat with you, gain a primrose pendant, unless you have a primrose pendant. A primrose pendant is an Item. If you have the primrose pendant at the start of a turn on a page that does not have the word 'Primrose' in it's name, you may choose to roll two dice. If the die roll is less than the total of your Craft plus your Vitae, or if you are a priest and the die roll is equal to or less than the total of your Craft plus your Vitae, go to The Primrose Path page instead of the page you are on, then start your turn there instead.


After your primrose path encounter, you must choose between staying on The Primrose Path or going back to The Rose Garden. If you choose to stay on The Primrose Path, your turn ends and the next turn will begin on The Primrose Path; Stay on this page if so. If you choose to go to The Rose Garden, your turn ends and the next turn will begin in The Rose Garden; Proceed to that page if so.


The Rose Garden

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