The Pumpkin Palace
Your turn begins at The Pumpkin Palace.
Roll two dice for what you encounter within the pumpkin palace:
2 = An enormous, mystic pumpkin is worshipped within a temple here within which it materializes on occasion to feast. Fight a Magical Combat with a great pumpkin. The great pumpkin's attributes are Arms: 3, Magic: 7, Craft: 1, Vitae: 1. If you receive a Wound due to Magical Combat with the great pumpkin, receive 1 additional Wound. After a Magical Combat with the great pumpkin, you must choose to end Combat when given the choice.
3 = A pumpkin-headed knight shares with you a powerful pumpkin spell for use in warfare. If you choose, roll a die. If the die roll is equal to or less than your Arms, gain bamba. Bamba is a Spell. Bamba may be used whenever a monster with the word 'pumpkin' or 'scarecrow' in it's name has fallen due to Combat with you. When used, gain a gourd grenade. A gourd grenade is an Item and a weapon. You may use the gourd grenade at the start of any Combat. When used, lose the gourd grenade, then roll two dice. If the die roll is equal to or less than your Arms, the monster in that Combat receives 1 Wound.
4 = A giant scarecrow defends a treasury room in the palace. Fight a Melee Combat with a scarecrow guardian. The scarecrow guardian's attributes are Arms: 5, Magic: 3, Craft: 1, Vitae: 3. At the start of any Melee Combat with the scarecrow guardian, roll a die. If the die roll is equal to your Arms, decrease your Arms by 1 for that Melee Combat only. If the scarecrow guardian has fallen due to Combat with you, gain 1 Gold.
5 = The more malevolent scarecrow warriors can cast a common pumpkin spell for changing foes into gourds. Fight a Melee Combat with a scarecrow villain. The scarecrow villain's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 2. At the start of any Melee Combat the scarecrow villain is in, roll a die. If the die roll is less than the scarecrow villain's Arms, you heal all Wounds, then your Craft and Vitae become 1 for that Melee Combat only.
6 = Many scarecrows have come to aid their pumpkin brethren in guarding this palace of gourds. Fight a Melee Combat with a scarecrow guard. The scarecrow guard's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2.
7 = The pumpkin guards of this palace will block entrance to those deemed unworthy. Unless you have an Item with the word 'pumpkin' in it's name, roll two dice. If the die roll is greater than the total of your Craft plus your Vitae, your turn ends and the next turn will begin in The Pumpkin Patch; Proceed to that page if so.
8 = Numerous pumpkins patrol and protect this palace of pumpkin. Fight a Magical Combat with a pumpkin man guard. The pumpkin man guard's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2.
9 = The magi among the pumpkins employ a common gourd magic for transforming enemies into pumpkins. Fight a Magical Combat with a pumpkin magi. The pumpkin magi's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2. At the start of any Magical Combat the pumpkin magi is in, roll a die. If the die roll is less than the pumpkin magi's Magic, you heal all Wounds, then your Craft and Vitae become 1 for that Magical Combat only.
10 = A giant pumpkin defends one of the treasure rooms in this palace. Fight a Magical Combat with a pumpkin guardian. The pumpkin guardian's attributes are Arms: 3, Magic: 5, Craft: 1, Vitae: 3. At the start of any Magical Combat with the pumpkin guardian, roll a die. If the die roll is equal to your Magic, decrease your Magic by 1 for that Magical Combat only. If the pumpkin guardian has fallen due to Combat with you, gain 1 Gold.
11 = A small being with a pumpkin for a head hopes to have his pumpkin magic aid the right person. Roll a die, unless you have pumpkinhead. If the die roll is less than your Craft, gain pumpkinhead. Pumpkinhead is an Ally. If you have pumpkinhead at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with pumpkinhead first. The kind of Combat pumpkinhead fights with the monster will be of the same kind you would have fought with the monster. Pumpkinhead's attributes are Arms: 3, Magic: 3, Craft: 3, Vitae: 1. At the start of any Combat pumpkinhead is in, roll a die. If the die roll is equal to or less than pumpkinhead's Craft, the monster in the Combat heals all Wounds, then that monster's Craft and Vitae become 1 for that Combat only. If the monster has fallen due to Combat with pumpkinhead, the Combat with you does not occur and you gain the appropriate XP as though the monster had fallen due to Combat with you. If pumpkinhead has fallen due to Combat with the monster, lose pumpkinhead, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with pumpkinhead. If neither pumpkinhead nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with pumpkinhead. If you have pumpkinhead at the start of any turn and you have 1 or more Wounds, you may choose to lose pumpkinhead to heal 1 Wound.
12 = Sitting upon a pumpkin throne is majestic pumpkin wearing a jeweled crown made of amber. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a pumpkin prince. If the die roll is 4, 5, or 6, fight a Magical Combat with a pumpkin prince. The pumpkin prince's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 3. At the start of any Combat with the pumpkin prince, roll two dice. If the die roll is equal to or greater than the total of your Arms plus your Magic, you heal all Wounds, then your Craft and Vitae become 1 for that Combat only. If the pumpkin prince has fallen due to Combat with you, gain a pumpkin crown, unless you have a pumpkin crown. A pumpkin crown is an Item. If you have the pumpkin crown at the start of a turn on a page with the word 'Pumpkin' or 'Farm' in it's name, increase your Arms and Magic by 1 for that turn only. Also, if you have the pumpkin crown and a monster with the word 'pumpkin' in it's name has fallen due to Combat with you, you may choose to roll a die. If the die roll is equal to or less than your Craft, gain a gourd bomb. A gourd bomb is an Item and a weapon. You may use the gourd bomb at the start of any Combat. When used, lose the gourd bomb, then roll two dice. If the die roll is equal to or less than your Magic, the monster in that Combat receives 1 Wound. Also, if you have the pumpkin crown and a monster with the word 'scarecrow' in it's name has fallen due to Combat with you, you may choose to roll a die. If the die roll is equal to or less than your Craft, gain a gourd grenade. A gourd grenade is an Item and a weapon. You may use the gourd grenade at the start of any Combat. When used, lose the gourd grenade, then roll two dice. If the die roll is equal to or less than your Arms, the monster in that Combat receives 1 Wound. You may not use any other Item with the word 'helmet', 'helm', 'hat', 'tiara', or 'crown' in it's name if you have the pumpkin crown.
Unless you rolled a 7 and returned to The Pumpkin Patch, after your pumpkin palace encounter, you may choose to do any of the following in any order you choose:
Pay 1 Gold to gain a pumpkin pass. A pumpkin pass is an Item. A pumpkin pass does not count towards the number of Items you may have.
Pay 2 Gold to gain an orange potion, unless you have a pumpkin helm or a pumpkin crown, in which case pay 1 Gold to gain an orange potion. An orange potion is an Item. The orange potion may be used at any time you have 2 or more Wounds. When used, heal 3 Wounds, then lose the orange potion.
Pay 1 Gold to gain gourdo, unless you have a pumpkin helm or a pumpkin crown, in which case you can gain gourdo without paying 1 Gold. Gourdo is a Spell. Gourdo may be used at the start of any Melee Combat. When used, the monster in the Melee Combat heals all Wounds, then the Craft and Vitae of that monster become 1 for that Melee Combat only.
Pay 1 Gold to gain gourdon, unless you have a pumpkin helm or a pumpkin crown, in which case you can gain gourdon without paying 1 Gold. Gourdon is a Spell. Gourdon may be used at the start of any Magical Combat. When used, the monster in the Magical Combat heals all Wounds, then the Craft and Vitae of that monster become 1 for that Magical Combat only.
Pay 2 Gold to gain outofyergourd, unless you have a pumpkin helm or a pumpkin crown, in which case pay 1 Gold to gain outofyergourd. Outofyergourd is a Spell. Outofyergourd may be used at the start of any Combat. When used, the monster in the Combat heals all Wounds, then the Craft and Vitae of that monster become 1 for that Combat only.
Pay 1 Gold to gain pumpkinder, unless you have a pumpkin helm or a pumpkin crown, in which case you can gain pumpkinder without paying 1 Gold. Pumpkinder is a Spell. You may use pumpkinder at the start of your turn on The Fields page or The Pumpkin Patch page. If pumpkinder is used at the start of your turn on The Fields page, your turn ends and the next turn will begin in The Pumpkin Patch; Proceed to that page if so. If pumpkinder is used at the start of your turn on The Pumpkin Patch page, your turn ends and the next turn will begin at The Pumpkin Palace; Proceed to that page if so.
When you are done gaining Items and/or gaining Spells, you must choose between staying at The Pumpkin Palace or going back to The Pumpkin Patch. If you choose to stay at The Pumpkin Palace, your turn ends and the next turn will begin at The Pumpkin Palace; Stay on this page if so. If you choose to go to The Pumpkin Patch, your turn ends and the next turn will begin in The Pumpkin Patch; Proceed to that page if so.
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