The River
Your turn begins at The River.
If you have a river ticket at the start of this turn, lose the river ticket at the end of this turn.
If you have a river boat, a river ring, or a river ticket, choose one of the following destinations to travel to: BADLANDS, BORDERLANDS, BRIDGE, CASTLE, CITY, COAST, COLD WASTES, CROSSROADS, DESERT, FIELDS, FOREST, HILLS, LAKE, MOUNTAINS, PLAINS, RIVER, RIVER BANK, SWAMP, WILDLANDS, or WOODS. If you do not have a river boat, a river ring, or a river ticket, you must choose RIVER BANK as your destination. To travel to a destination, go to the section of this page with the same name, but only after you first roll two dice for what you encounter on the river, unless your destination is RIVER BANK, in which case you go to that destination without rolling:
2 = You somehow come upon a tributary leading to The Lost Lake. If you choose, your turn ends and the next turn will begin at The Lost Lake; Proceed to that page if so.
3 = A member of the royal court needs an escort to The Castle. Roll a die, unless you have a royal courtier. If the die roll is equal to or less than your Craft, gain a royal courtier. A royal courtier is an Ally. If you have the royal courtier and your turn ends on The Castle page, lose the royal courtier and gain 1 Gold.
4 = A swimming nymph offers to teach you some water magic. Pay 2 Gold to gain recall. Recall is a spell. You may use recall at the start of any turn. When used, go to The River page instead of the page you are on, then start your turn there instead.
5 = A scaly fishman comes leaping out of the river. Fight a Melee Combat with a fishman. The fishman's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. At the start of any Melee Combat the fishman is in, if it is the first Combat the fishman has been in this turn, roll a die. If the die roll is greater than your Arms, receive 1 Wound. If the fishman receives a Wound due to Combat with you, or if you receive a Wound due to Combat with the fishman, you must choose to end Combat if given the choice.
6 = A water wizard threatens to capsize the boat you are on. Pay 1 Gold or fight a Magical Combat with a water wizard. The water wizard's attributes are Arms: 1, Magic: 3, Craft: 3, Vitae: 2.
7 = You have a safe journey to your destination.
8 = A pirate on a raft claims this is his river you are traveling on. Pay 1 Gold or fight a Melee Combat with a river pirate. The river pirate's attributes are Arms: 3, Magic: 1, Craft: 2, Vitae: 2.
9 = A river sprite casts a spell that misdirects your boat. Roll a die. If the die roll is greater than your Craft, change your destination to RIVER BANK for this turn.
10 = A riverboat gambler has something special to sell to you. Pay 1 Gold to gain a fortune ring. A fortune ring is an Item. If you have the fortune ring at the start of any Magical Combat, you may choose to roll a die. If the die roll is 1, 2, or 3, lose the fortune ring and increase your Magic by 1 for that Magical Combat only. If the die roll is 4, 5, or 6, increase your Magic by 1 for that Magical Combat only. You may not use more than 1 fortune ring at a time.
11 = A member of the city council needs a guard for his return trip to The City. Roll a die, unless you have a council member. If the die roll is equal to or less than your Craft, gain a council member. A council member is an Ally. If you have the council member and your turn ends on The City page, lose the council member and gain 1 Gold.
12 = A mysterious boatman gives you directions to The Lost Lake. If you choose, your turn ends and the next turn will begin at The Lost Lake; Proceed to that page if so.
Unless you rolled a 2 or 12 and decided to go to The Lost Lake, after your encounter on the river ends, go to the section of this page with the same name as the destination you chose to travel to.
RIVER BANK - Roll a die for what you encounter on the river bank:
1 = Roll a die. If the die roll is 1, 2, or 3, a brutish bullywug hops out of the river. Fight a Melee Combat with a bullywug. The bullywug's attributes are Arms 3, Magic: 2, Craft: 1, Vitae: 2. If the die roll is 4, 5, or 6, a water witch is walking on water towards you. Fight a Magical Combat with a water witch. The water witch's attributes are Arms: 2, Magic: 3, Craft: 3, Vitae: 2.
2 = Roll a die. If the die roll is 1, 2, or 3, you find a gold nugget on the shore. gain 1 Gold. If the die roll is 4, 5, or 6, a swarm of giant mosquitos surrounds you. Receive 1 Wound.
3 = Roll a die. If the die roll is 1, 2, or 3, you find where the road meets the river. if you choose, your turn ends and the next turn will begin at The Crossroads; Proceed to that page if so. If the die roll is 4, 5, or 6, you are startled by a giant catfish walking your way. Fight a Melee Combat with a walking catfish. The walking catfish's attributes are Arms: 4, Magic: 1, Craft: 1, Vitae: 2.
4 = Roll a die. If the die roll is 1, 2, or 3, a being made of water arises from the river. Fight a Magical Combat with a water spirit. The water spirit's attributes are Arms: 1, Magic: 4, Craft: 3, Vitae: 2. If the die roll is 4, 5, or 6, you see a road off in the distance. If you choose, your turn ends and the next turn will begin at The Crossroads; Proceed to that page if so.
5 = Roll a die. If the die roll is 1, 2, or 3, you are robbed by a gang of river pirates. Lose 1 Gold. If the die roll is 4, 5, or 6, you discover a river ticket floating by. A river ticket is an Item. A river ticket does not count towards the number of Items you may have.
6 = Roll a die. If the die roll is 1, 2, or 3, you are assaulted by a sentient ball of light hovering near a willow tree. Fight a Magical Combat with a willow wisp. The willow wisp's attributes are Arms 1, Magic: 5, Craft: 2, Vitae: 2. If the die roll is 4, 5, or 6, a large crustacean emerges from the river and attacks you with it's claws. Fight a Melee Combat with a giant crawdad. The giant crawdad's attributes are Arms: 5, Magic: 1, Craft: 1, Vitae: 2.
Unless you rolled a 3 or 4 and decided to go to The Crossroads, your turn ends after your river bank encounter ends, and your next turn will begin at The River; Stay on this page if so.
BADLANDS - Your turn ends and the next turn will begin in The Badlands; Proceed to that page.
BORDERLANDS - Your turn ends and the next turn will begin in The Borderlands; Proceed to that page.
BRIDGE - Your turn ends and the next turn will begin at The Bridge; Proceed to that page.
CASTLE - Your turn ends and the next turn will begin at The Castle; Proceed to that page.
CITY - Your turn ends and the next turn will begin in The City; Proceed to that page.
COAST - Your turn ends and the next turn will begin at The Coast; Proceed to that page.
COLD WASTES - Your turn ends and the next turn will begin in The Cold Wastes; Proceed to that page.
CROSSROADS - Your turn ends and your next turn will begin at The Crossroads; Proceed to that page.
DESERT - Your turn ends and the next turn will begin in The Desert; Proceed to that page.
FIELDS - Your turn ends and the next turn will begin in The Fields; Proceed to that page.
FOREST - Your turn ends and the next turn will begin in The Forest; Proceed to that page.
HILLS - Your turn ends and the next turn will begin in The Hills; Proceed to that page.
LAKE - Your turn ends and the next turn will begin at The Lake; Proceed to that page.
MOUNTAINS - Your turn ends and the next turn will begin in The Mountains; Proceed to that page.
PLAINS - Your turn ends and the next turn will begin in The Plains; Proceed to that page.
RIVER - Your turn ends and the next turn will begin at The River; Stay on this page.
SWAMP - Your turn ends and the next turn will begin in The Swamp; Proceed to that page.
WILDLANDS - Your turn ends and the next turn will begin in The Wildlands; Proceed to that page.
WOODS - Your turn ends and the next turn will begin in The Woods; Proceed to that page.
Comments
Post a Comment