The Pumpkin Patch

Your turn begins in The Pumpkin Patch.


Roll two dice for what you encounter while exploring the pumpkin patch:


2 = A gigantic, mystical pumpkin manifests amidst the patch and tries to feast on your soul. 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 scarecrow wizard offers you a rare pumpkin spell for use in battle. If you choose, roll a die. If the die roll is equal to or less than your Magic, gain bomba. Bomba is a Spell. Bomba 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 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.


4 = A strange magic within this patch changes gold pieces into pumpkin seeds. Roll a die if you have 1 or more Gold. If the die roll is greater than your Vitae, lose 1 Gold.


5 = You are assaulted by a very large pumpkin that is quite immune to magic. Fight a Magical Combat with a plump pumpkin. The plump pumpkin's attributes are Arms: 1, Magic: 5, Craft: 1, Vitae: 1. At the start of any Magical Combat with the plump pumpkin, roll two dice. If the die roll is greater than your Magic, decrease your Magic by 1 for that Magical Combat only.


6 = You are attacked by a large pumpkin that is somewhat immune to magic. Fight a Magical Combat with a big pumpkin. The big pumpkin's attributes are Arms: 1, Magic: 3, Craft: 1, Vitae: 1. At the start of any Magical Combat with the big pumpkin, roll a die. If the die roll is greater than your Magic, decrease your Magic by 1 for that Magical Combat only.


7 = This rather huge patch has many rows, many pumpkins, and many pumpkin-headed scarecrows. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a scarecrow. The scarecrow's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 1. If the die roll is 4, 5, or 6, fight a Magical Combat with a pumpkin. The pumpkin's attributes are Arms: 1, Magic: 2, Craft: 1, Vitae: 1.


8 = You are stalked by a scarecrow with a frightening face carved into it's pumpkin head. Fight a Melee Combat with a scary scarecrow. The scary scarecrow's attributes are Arms: 3, Magic: 1, Craft: 1, Vitae: 1. At the start of any Melee Combat with the scary scarecrow, roll a die. If the die roll is greater than your Arms, decrease your Arms by 1 for that Melee Combat only.


9 = You are chased by a scarecrow with a horrifying face carved into it's pumpkin head. Fight a Melee Combat with a terror scarecrow. The terror scarecrow's attributes are Arms: 5, Magic: 1, Craft: 1, Vitae: 1. At the start of any Melee Combat with the terror scarecrow, roll two dice. If the die roll is greater than your Arms, decrease your Arms by 1 for that Melee Combat only.


10 = It is easy for those accompanying you to get lost in this pumpkin patch. Roll a die if you have 1 or more Allies. If the die roll is greater than your Craft, lose 1 Ally of your choice.


11 = In the middle of this patch is a palace made of orange stone that has been shaped into the form of a giant pumpkin. If you choose, your turn ends and the next turn will begin at The Pumpkin Palace; Proceed to that page if so.


12 = A warrior wearing a pumpkin-shaped, glowing helmet and wielding explosive pumpkins guards over this patch. Fight a Melee Combat with jack o'lantern. Jack o'lantern's attributes are Arms: 5, Magic: 4, Craft: 3, Vitae: 2. At the start of any Combat with jack o'lantern, roll a die. If the die roll is equal to or less than jack o'lantern's Magic, you receive a Wound. If jack o'lantern receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, jack o'lantern does not receive the wound. If jack o'lantern has fallen due to Combat with you, gain a pumpkin helm. A pumpkin helm is an Item. If you have the pumpkin helm at the start of any Combat with a monster with the word 'pumpkin' or 'scarecrow' in it's name, increase your Arms and Magic by 1 for that Combat only. Also, if you have the pumpkin helm, 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. You may not use any other Item with the word 'helmet', 'helm', or 'armor' in it's name if you have the pumpkin helm.


Unless you rolled an 11 and went to The Pumpkin Palace, after your encounter in the pumpkin patch, you must choose between staying in The Pumpkin Patch or going back to The Fields. If you choose to stay in The Pumpkin Patch, your turn ends and the next turn will begin in The Pumpkin Patch; Stay on this page if so. If you choose to go to The Fields, your turn ends and the next turn will begin in The Fields; Proceed to that page if so.


The Pumpkin Palace


The Fields

Comments

Popular posts from this blog

The Crossroads

The Land Of Adventuria

Rules Of The Game