The Rock Garden
Your turn begins in The Rock Garden.
If you are an elf, increase your Arms by 1 for this turn only.
Roll two dice for what you encounter while exploring the rock garden:
2 = You wander into a group of rocks who have banded together for more power in sheer volume. Fight a Melee Combat with a rock band. The rock band's attributes are Arms: 2, Magic: 2, Craft: 2, Vitae: 2. Roll a die at the start of any Combat the rock band is in if it is the first Combat the rock band has been in this turn. Increase the rock band's Vitae by an amount equal to the die roll, then increase the rock band's Arms by an amount equal to the die roll divided by two (round up). If the rock band receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the rock band does not receive the Wound, then roll a die. If that die roll is 1 or 6, you receive 1 Wound. If the rock band has fallen due to Melee Combat with you, roll a die. If that die roll is less than the rock band's Vitae, gain a rock star. A rock star is an Item. A rock star is an Item. If you have the rock star at the start of any turn, you may choose to lose the rock star. If so, increase your Arms by 1 for that turn only. Also, roll two dice if you receive a Wound due to a Melee Combat during a turn that you used the rock star at the start of. If the die roll is 8 or more, you do not receive the Wound, then roll a die. If that die roll is 1 or 6, the monster in that Melee Combat with you receives 1 Wound. You may not use any Item that is a weapon or any Item with the word 'skin', 'fur', 'helmet', 'helm', 'shield', 'armor', or 'plate' in it's name during the turn that you used the rock star at the start of. You may not use more than 1 rock star per turn.
3 = Some of the rocks strewn about this garden are quite valuable. Roll a die. If the die roll is 6, gain 1 Gold.
4 = A geomancer living in this garden offers to teach you a spell for turning into a bumpy rock. If you choose, roll a die. If the die roll is equal to or less than your Vitae, gain rockskin. Rockskin is a Spell. Rockskin may be used at the start of any Melee Combat. When used, gain rock skin. Rock skin is an Item. Rock skin does not count towards the number of Items you may have. If you have rock skin, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 8 or more, you do not receive the Wound, then roll a die. If that die roll is 1 or 6, the monster in the Melee Combat with you receives 1 Wound. You may not use any other Item with the word 'skin', 'fur', 'helmet', 'helm', 'shield', 'armor', or 'plate' in it's name if you have rock skin. Also, if the monster in the Melee Combat that you used rockskin at the start of has fallen or if you choose to end Combat with that monster, lose rock skin.
5 = This garden is maintained by a corps of strange gardeners skilled in using rock magic. Fight a Melee Combat with a rock gardener. The rock gardener's attributes are Arms: 4, Magic: 3, Craft: 3, Vitae: 3. If the rock gardener receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the rock gardener does not receive the Wound, then roll a die. If that die roll is 1 or 6, you receive 1 Wound. If the rock gardener has fallen due to Melee Combat with you, roll a die. If the die roll is 2, 4, or 6, gain a garden grow. A garden grow is an Item. If you have the garden grow at the start of a turn on a page with the word 'Garden', 'Grove', or 'Hedge' in it's name, you may choose to lose the garden grow. If so, roll a die and heal a number of Wounds equal to the die roll divided by two (round up), then increase your Arms and Magic by 1 for that turn only. You may not use more than 1 garden grow per turn.
6 = An animate rock comes rolling downhill headed straight for you. Fight a Melee Combat with a rolling rock. The rolling rock's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 1. If the rolling rock receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the rolling rock does not receive the Wound, then roll a die. If that die roll is 1 or 6, you receive 1 Wound.
7 = The rough and rocky terrain here can be very wearing on those exploring this rock garden. Roll two dice. If the die roll is greater than the total of your Arms plus your Vitae, receive 1 Wound.
8 = A rock-skinned dwarf rolls a rock your way intent on causing you harm. Fight a Melee Combat with a rock roller. The rocking roller's attributes are Arms: 3, Magic: 2, Craft: 1, Vitae: 2. If the rock roller receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the rock roller does not receive the Wound, then roll a die. If that die roll is 1 or 6, you receive 1 Wound.
9 = A small retinue of rock-skinned warlords are guards the royalty of this garden. Fight a Melee Combat with a rock warlord. The rock warlord's attributes are Arms: 5, Magic: 4, Craft: 3, Vitae: 4. If the rock warlord receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the rock warlord does not receive the Wound, then roll a die. If that die roll is 1 or 6, you receive 1 Wound. If the rock warlord has fallen due to a Melee Combat with you, roll a die. If the die roll is 2, 4, or 6, gain a garden pass. A garden pass is an Item. A garden pass does not count towards the number of Items you may have. If you have the garden pass at the start of a turn on The Lake Island page, you may choose to end your turn. If so, you may then choose between starting your next turn in The Rock Garden or starting your next turn in The Rose garden; Proceed to the appropriate page.
10 = It seems that you have found a friend among the sentient rocks around here. If you choose, roll a die. If the die roll is less than your Arms, or if you pay 1 Gold, gain a pet rock. A pet rock is an Ally. If you have the pet rock at the start of a Melee Combat, you may choose to have the monster in that Melee Combat with you fight a Melee Combat with the pet rock first. The pet rock's attributes are Arms: 3, Magic: 2, Craft: 1, Vitae: 1. If the pet rock receives a Wound due to Melee Combat with the monster, roll two dice. If the die roll is 8 or more, the pet rock does not receive the Wound, then roll a die. If that die roll is 1 or 6, the monster in the Melee Combat with the pet rock receives 1 Wound. If the monster has fallen due to Combat with the pet rock, the Combat with you does not occur and you gain the Melee XP as though the monster had fallen due to Combat with you. If the pet rock has fallen due to Combat with the monster, lose the pet rock, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the pet rock. If neither the pet rock 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 the pet rock.
11 = The rock rogues hidden amongst this garden are known to quietly steal valuables. Roll a die. If the die roll is 1, lose 1 Gold.
12 = This garden is ruled by a brutal rock king wearing a mystical crown of glimmering gems. Fight a Melee Combat with a rock king. The rock king's attributes are Arms: 6, Magic: 5, Craft: 4, Vitae: 5. If the rock king receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the rock king does not receive the Wound, then roll a die. If that die roll is 1 or 6, you receive 1 Wound. If the rock king has fallen due to a Melee Combat with you, gain a rock crown, unless you have a rock crown. A rock crown is an Item. If you have the rock crown at the start of a turn on a page with the word 'Rock' in it's name, increase your Arms by 1 for that turn only. Also, if you have the rock crown and a monster with the word 'rock' 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 rock soldier. A rock soldier is an Ally. If you have the rock soldier at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the rock soldier first. The kind of Combat the rock soldier fights with the monster will be of the same kind you would have fought with the monster. The rock soldier's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 2. If the rock soldier receives a Wound due to Melee Combat with the monster, roll two dice. If the die roll is 8 or more, the rock soldier does not receive the Wound, then roll a die. If that die roll is 1 or 6, the monster in the Melee Combat with the rock soldier receives 1 Wound. If the monster has fallen due to Combat with the rock soldier, 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 the rock soldier has fallen due to Combat with the monster, lose the rock soldier, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the rock soldier. If neither the rock soldier nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with rock soldier and the monster retaining any Wounds it received due to Combat with the rock soldier. You may not use any other Item with the word 'helmet', 'helm', 'hat', 'tiara', or 'crown' in it's name if you have the rock crown.
After your rock garden encounter, you must choose between staying in The Rock Garden or going back to The Lake Island. If you choose to stay in The Rock Garden, your turn ends and the next turn will begin in The Rock Garden; Stay on this page if so. If you choose to go to The Lake Island, your turn ends and the next turn will begin on The Lake Island; Proceed to that page if so.
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