The Rose Garden

Your turn begins in The Rose Garden.

If you are an elf, increase your Magic by 1 for this turn only.


Roll two dice for what you encounter while exploring the rose garden:


2 = You walk into a cluster of rose bushes who have bunched together for strength in numbers. Fight a Magical Combat with a rose bunch. The rose bunch's attributes are Arms: 2, Magic: 2, Craft: 2, Vitae: 2. Roll a die at the start of any Combat the rose bunch is in if it is the first Combat the rose bunch has been in this turn. Increase the rose bunch's Vitae by an amount equal to the die roll, then increase the rose bunch's Magic by an amount equal to the die roll divided by two (round up). If the rose bunch receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the rose bunch does not receive the Wound, then roll a die. If that die roll is 1 or 6, you receive 1 Wound. If the rose bunch has fallen due to Magical Combat with you, roll a die. If that die roll is less than the rose bunch's Vitae, gain a ruby rose. A ruby rose is an Item. If you have the ruby rose at the start of any turn, you may choose to lose the ruby rose. If so, increase your Magic by 1 for that turn only. Also, roll two dice if you receive a Wound due to a Magical Combat during a turn that you used the ruby rose 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 Magical Combat with you receives 1 Wound. You may not use any Item that is a weapon or any Item with the word 'skin', 'fur', 'hat', 'cloak', 'robe', or 'robes' in it's name during the turn that you used the ruby rose at the start of. You may not use more than 1 ruby rose per turn.


3 = A prim and proper trail of rose petals leads off to a special path independent of time and space. If you choose, your turn ends and the next turn will begin on The Primrose Path; Proceed to that page if so.


4 = A druid living in this garden offers to teach you a spell for turning into a thorny rose. If you choose, roll a die. If the die roll is equal to or less than your Vitae, gain thornskin. Thornskin is a Spell. thornskin may be used at the start of any Magical Combat. When used, gain thorn skin. Thorn skin is an Item. Thorn skin does not count towards the number of Items you may have. If you have thorn skin, roll two dice when you receive a Wound due to a Magical 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 that Magical Combat with you receives 1 Wound. You may not use any other Item with the word 'skin', 'fur', 'hat', 'cloak', 'robe', or 'robes' in it's name if you have thorn skin. Also, if the monster in the Magical Combat that you used thornskin at the start of has fallen or if you choose to end Combat with that monster, lose thorn skin.


5 = This garden is maintained by a corps of strange gardeners skilled in using rose magic. Fight a Magical Combat with a rose gardener. The rose gardener's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 3. If the rose gardener receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the rose gardener does not receive the Wound, then roll a die. If that die roll is 1 or 6, you receive 1 Wound. If the rose gardener has fallen due to Magical 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 = A warrior of the white rose clan lashes out at you with it's thorny vines. Fight a Magical Combat with a white rose. The white rose's attributes are Arms: 1, Magic: 2, Craft: 1, Vitae: 1. If the white rose receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the white rose does not receive the Wound, then roll a die. If that die roll is 1 or 6, you receive 1 Wound.


7 = The bushy and thorny terrain here can be wear down those who explore this rose garden. Roll two dice. If the die roll is greater than the total of your Magic plus your Vitae, receive 1 Wound.


8 = A warrior of the red rose clan thrashes towards you with numerous thorny vines. Fight a Magical Combat with a red rose. The red rose's attributes are Arms: 2, Magic: 3, Craft: 1, Vitae: 2. If the red rose receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the red rose does not receive the Wound, then roll a die. If that die roll is 1 or 6, you receive 1 Wound.


9 = An elite enclave of rose-skinned warlocks are guardians to the royalty of this garden. Fight a Magical Combat with a rose warlock. The rose warlock's attributes are Arms: 4, Magic: 5, Craft: 3, Vitae: 4. If the rose warlock receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the rose warlock does not receive the Wound, then roll a die. If that die roll is 1 or 6, you receive 1 Wound. If the rose warlock has fallen due to a Magical 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 Rose 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 roses around here. If you choose, roll a die. If the die roll is less than your Magic, or if you pay 1 Gold, gain a pet rose. A pet rose is an Ally. If you have the pet rose at the start of a Magical Combat, you may choose to have the monster in that Magical Combat with you fight a Magical Combat with the pet rose first. The pet rose's attributes are Arms: 2, Magic: 3, Craft: 1, Vitae: 1. If the pet rose receives a Wound due to Magical Combat with the monster, roll two dice. If the die roll is 8 or more, the pet rose does not receive the Wound, then roll a die. If that die roll is 1 or 6, the monster in the Magical Combat with the pet rose receives 1 Wound. If the monster has fallen due to Combat with the pet rose, the Combat with you does not occur and you gain the Magical XP as though the monster had fallen due to Combat with you. If the pet rose has fallen due to Combat with the monster, lose the pet rose, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the pet rose. If neither the pet rose 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 rose.


11 = A path of primrose petals magically winds it's way throughout the entire land of Adventuria. If you choose, your turn ends and the next turn will begin on The Primrose Path; Proceed to that page if so.


12 = This garden is ruled by a beautiful rose queen wearing a mystic tiara of porcelain petals. Fight a Magical Combat with a rose queen. The rose queen's attributes are Arms: 5, Magic: 6, Craft: 4, Vitae: 5. If the rose queen receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the rose queen does not receive the Wound, then roll a die. If that die roll is 1 or 6, you receive 1 Wound. If the rose queen has fallen due to a Magical Combat with you, gain a rose tiara, unless you have a rose tiara. A rose tiara is an Item. If you have the rose tiara at the start of a turn on a page with the word 'Rose' in it's name, increase your Magic by 1 for that turn only. Also, if you have the rose tiara and a monster with the word 'rose' 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 rose soldier. A rose soldier is an Ally. If you have the rose soldier at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the rose soldier first. The kind of Combat the rose soldier fights with the monster will be of the same kind you would have fought with the monster. The rose soldier's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 2. If the rose soldier receives a Wound due to Magical Combat with the monster, roll two dice. If the die roll is 8 or more, the rose soldier does not receive the Wound, then roll a die. If that die roll is 1 or 6, the monster in the Magical Combat with the rose soldier receives 1 Wound. If the monster has fallen due to Combat with the rose 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 rose soldier has fallen due to Combat with the monster, lose the rose soldier, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the rose soldier. If neither the rose soldier nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with rose soldier and the monster retaining any Wounds it received due to Combat with the rose 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 rose tiara.


Unless you rolled a 3 or 11 and walked The Primrose Path, after your rose garden encounter, you must choose between staying in The Rose Garden or going back to The Lake Island. If you choose to stay in The Rose Garden, your turn ends and the next turn will begin in The Rose 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.


The Primrose Path


The Lake Island

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