The Rajah Palace
Your turn begins at The Rajah Palace.
Roll two dice for what you encounter within the rajah palace:
2 = A divine bull of great rarity resides in an illustrious temple within the palace walls. Fight a Magical Combat with a brahma bull. The brahma bull's attributes are Arms: 5, Magic: 7, Craft: 4, Vitae: 3. If you receive a Wound due to Magical Combat with the brahma bull, roll a die. If the die roll is 2 or 3, you receive 1 additional Wound. If the die roll is 4 or 5, decrease your Magic by 2 for the next Combat you are in this turn only. If the die roll is 6, you receive 1 additional Wound, then decrease your Magic by 2 for the next Combat you are in this turn only. If the brahma bull receives a Wound due to Magical Combat, roll two dice. If the die roll is 11 or more, the brahma bull does not receive the Wound. If the brahma bull has fallen due to Combat with you, gain a brahma staff. A brahma staff is an Item and a weapon. If you have the brahma staff at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If you have the brahma staff, and a monster receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 2 or 3, the monster receives 1 additional Wound. If the die roll is 4 or 5, decrease the monster's Magic by 2 for the next Combat it is in that turn only. If the die roll is 6, the monster receives 1 additional Wound, then decrease the monster's Magic by 2 for the next Combat it is in that turn only.
3 = An animate statue of a goddess with many arms guards one of the palace's treasure rooms. Fight a Melee Combat with a many armed idol. The many armed idol's attributes are Arms: 4, Magic: 4, Craft: 1, Vitae: 2. At the start of any Melee Combat the many armed idol is in, roll a die. Increase the many armed idol's Arms by an amount equal to the die roll divided by two (round up) for that Melee Combat only. If the many armed idol receives a Wound due to a Combat, roll two dice. If the die roll is greater than your Arms, the many armed idol does not receive the Wound. If the many armed idol receives a Wound due to a Spell, the many armed idol does not receive the Wound. If the many armed idol has fallen due to Combat with you, roll a die. If the die roll is 1, 2, or 3, gain 2 Gold. If the die roll is 4 or 5, gain a rajah scimitar, unless you have a rajah scimitar. A rajah scimitar is an Item and a weapon. If you have the rajah scimitar at the start of any turn on a page with the word 'Indies' or 'Rajah' in it's name, increase your Arms by 1 for that turn only. If you have the rajah scimitar at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If the die roll is 6, gain a rajah ruby, unless you have a rajah ruby. A rajah ruby is an Item. A rajah ruby does not count towards the number of Items you may have. If you have the rajah ruby at the start of any turn on a page with the word 'City' or 'Castle' in it's name, you may choose to lose the rajah ruby. If so, gain 5 Gold.
4 = A brahman priest can teach you a spell for tapping into the divine magic that protects the sacred. If you choose, roll a die. If the die roll is less than your Vitae, gain hubris. Hubris is a Spell. You may use hubris at the start of any turn. When used, roll a die if you receive a Wound due to a Combat during the turn that you used hubris at the start of. If the die roll is equal to or less than the number of Wounds you have, the monster in the Combat receives 1 Wound.
5 = A herd of cows blessed by the gods of this isle roam unheeded throughout this palace. Fight a Magical Combat with a sacred cow. The sacred cow's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 3. If the sacred cow receives a Wound due to Magical Combat, roll a die. If the die roll is equal to or less than the number of Wounds the sacred cow has, you receive 1 Wound.
6 = This palace is patrolled by turban-helmed warriors wielding sharpened punjabi sticks. Fight a Melee Combat with a palace guard. The palace guard's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 2. If you receive a Wound due to Melee Combat with the palace guard, and it is the first Wound you have received due to Combat with the palace guard, roll a die. If the die roll is 1, 3, or 5, you receive 1 additional Wound, then decrease the palace guard's Arms by 1. If the palace guard receives a Wound due to Melee Combat, roll two dice. If the die roll is 11 or more, the palace guard does not receive the Wound, then decrease your Arms by 1 for the next Combat you are in with the palace guard only this turn.
7 = The guards of this rajah palace will force out all those they feel are not fated to be here. Roll two dice, unless you have an Item with the word 'rajah' or 'ruby' in it's name. Unless the die roll is 3 or 7, roll two dice. If that die roll is greater than the total of your Arms plus your Magic, your turn ends and the next turn will begin on The Indies Isle; Proceed to that page if so.
8 = This palace is protected by turban-hatted priests wielding sharpened punjabi staves. Fight a Magical Combat with a palace priest. The palace priest's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 2. If you receive a Wound due to Magical Combat with the palace priest, and it is the first Wound you have received due to Combat with the palace priest, roll a die. If the die roll is 1, 3, or 5, you receive 1 additional Wound, then decrease the palace priest's Magic by 1. If the palace priest receives a Wound due to Magical Combat, roll two dice. If the die roll is 11 or more, the palace priest does not receive the Wound, then decrease your Magic by 1 for the next Combat you are in with the palace priest only this turn.
9 = A priest riding a blessed elephant prods his steed to charge you down in the courtyard. Fight a Melee Combat with an elephant rider. The elephant rider's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 3. If the elephant rider receives a Wound due to Melee Combat, roll a die. If the die roll is equal to or less than the number of Wounds the elephant rider has, you receive 1 Wound.
10 = A young indian boy riding a small cow may deem to join you if it is fated so. If you choose, roll a die. If the die roll is less than your Vitae, gain a cow boy. A cow boy is an Ally. If you have the cow boy, and you receive a Wound due to a Combat, you may choose to roll a die. If the die roll is equal to or less than the number of Wounds you have, the monster in the Combat receives 1 Wound, then lose the cow boy. You may not use more than 1 cow boy per Wound per Combat.
11 = A large magical snake with a powerful gaze guards one of this palace's treasure rooms. Fight a Melee Combat with a naga serpent. The naga serpent's attributes are Arms: 4, Magic: 4, Craft: 3, Vitae: 2. At the start of any Melee Combat the naga serpent is in, roll a die. Decrease your Arms by an amount equal to the die roll divided by two (round up) for that Melee Combat only. If the naga serpent receives a Wound due to a Combat, roll two dice. If the die roll is greater than your Magic, the naga serpent does not receive the Wound. If the naga serpent receives a Wound due to a Spell, the naga serpent does not receive the Wound. If the naga serpent has fallen due to Combat with you, roll a die. If the die roll is 1, 2, or 3, gain 2 Gold. If the die roll is 4 or 5, gain a rajah scepter, unless you have a rajah scepter. A rajah scepter is an Item and a weapon. If you have the rajah scepter at the start of any turn on a page with the word 'Indies' or 'Rajah' in it's name, increase your Magic by 1 for that turn only. If you have the rajah scepter at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If the die roll is 6, gain a rajah ruby, unless you have a rajah ruby. A rajah ruby is an Item. A rajah ruby does not count towards the number of Items you may have. If you have the rajah ruby at the start of any turn on a page with the word 'City' or 'Castle' in it's name, you may choose to lose the rajah ruby. If so, gain 5 Gold.
12 = This palace is ruled by a rajah in a splendid robe lined with many rubies. Fight a Magical Combat with a ruby rajah. The ruby rajah's attributes are Arms: 5, Magic: 6, Craft: 4, Vitae: 3. At the start of any Combat the ruby rajah is in, roll two dice. If the die roll is 3 or 7, increase the ruby rajah's Arms and Magic by 1 for that Combat only. If the ruby rajah receives a Wound due to Magical Combat, roll two dice. Unless the die roll is 3 or 7, the ruby rajah does not receive the Wound. If the ruby rajah receives a Wound due to Spell, roll two dice. If the die roll is 3 or 7, the ruby rajah does not receive the Wound. If the ruby rajah has fallen due to Magical Combat with you, gain ruby robes. Ruby robes is an Item and a weapon. If you have the ruby robes, roll two dice when you receive a Wound due to a Magical Combat. Unless the die roll is 3 or 7, you do not receive the Wound. If the die roll is 3, roll two dice. Unless that die roll is 3 or 7, lose the ruby robes. You may not use any other Item with the word 'hat', 'cloak', 'robe', or 'robes' in it's name if you have the ruby robes.
Unless you rolled a 7 and returned to The Indies Isle, after your rajah palace encounter, you may choose to do any of the following in any order you choose:
Pay 1 Ally to gain 1 Gold. Any Ally may be used as payment except for an Ally that was gained at The Rajah Palace.
Pay 1 Gold to heal 1 Wound, unless you are a priest, in which case pay 1 Gold to heal 2 Wounds.
Pay 3 Gold to gain a punjabi spear. A punjabi spear is an Item and a weapon. If you have the punjabi spear at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If you have the punjabi spear, and a monster receives a Wound due to a Melee Combat with you, you may choose to lose the punjabi spear. If so, the monster receives 1 additional Wound.
Pay 3 Gold to gain a punjabi staff. A punjabi staff is an Item and a weapon. If you have the punjabi staff at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If you have the punjabi staff, and a monster receives a Wound due to a Magical Combat with you, you may choose to lose the punjabi staff. If so, the monster receives 1 additional Wound.
Pay 2 Gold to gain a turban helm. A turban helm is an Item. If you have the turban 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, then decrease the Arms of the monster in the Melee Combat by 1 for the next Combat the monster is in only that turn. You may not use any other Item with the word 'helm', 'helmet', or 'armor' in it's name if you have the turban helm.
Pay 2 Gold to gain a turban hat. A turban hat is an Item. If you have the turban 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, then decrease the Magic of the monster in the Magical Combat by 1 for the next Combat the monster is in only that turn. You may not use any other Item with the word 'hat', 'robe', or 'robes' in it's name if you have the turban hat.
Pay 1 Gold to gain a water boy. A water boy is an Ally. If you have the water boy at the start of any turn, and you have 1 or more Items with the word 'potion', 'bottle', or 'vial' in it's name, you may choose 1 Item you have with the word 'potion', 'bottle', or 'vial' in it's name. For that turn only, the chosen Item will not count towards the number of Items you may have. At the start of the next turn after that turn, the chosen Item will count towards the number of Items you may have unless you choose the same Item again using the water boy at the start of the turn. If you lose the water boy, lose the chosen Item. You may not use more than 1 water boy at a time.
Pay 1 Gold to gain thuggee, unless you are a thief, in which case you can gain thuggee without paying 1 Gold. Thuggee is a Spell. You may use thuggee at the start of any Combat. When used, roll a die. If the die roll is equal to or greater than your Vitae, increase your Arms and Magic by 1 for that Combat only. If the die roll is less than your Vitae, increase your Arms and Magic by 2 for that Combat only. You may not use more than 1 thuggee per Combat.
Pay 1 Gold to gain vishnu, unless you are a priest, in which case you can gain vishnu without paying 1 Gold. Vishnu is a Spell. You may only use vishnu when you receive a Wound due to a Melee Combat. When used, roll a die. If the die roll is equal to or less than the number of Wounds you have, the monster in the Combat receives 1 Wound. If the die roll is greater than the number of Wounds you have, heal 1 Wound. You may not use more than 1 vishnu per Wound per Combat.
Pay 1 Gold to gain krishna, unless you are a priest, in which case you can gain krishna without paying 1 Gold. Krishna is a Spell. You may only use krishna when you receive a Wound due to a Magical Combat. When used, roll a die. If the die roll is equal to or less than the number of Wounds you have, the monster in the Combat receives 1 Wound. If the die roll is greater than the number of Wounds you have, heal 1 Wound. You may not use more than 1 krishna per Wound per Combat.
When you are done gaining Gold, gaining Items, gaining Allies, gaining Spells, and/or healing Wounds, you must choose between staying at The Rajah Palace or going back to The Indies Isle. If you choose to stay at The Rajah Palace, your turn ends and the next turn will begin at The Rajah Palace; Stay on this page if so. If you choose to go to The Indies Isle, your turn ends and the next turn will begin on The Indies Isle; Proceed to that page if so.
Comments
Post a Comment