The Royal Chambers

Your turn begins in The Royal Chambers.

If you do not have a royal pass, your turn ends and the next turn will begin at The Castle; Proceed to that page if so.


If you have a royal pass, roll two dice to explore the royal chambers:


2 = You enter the regal chambers of the royal princess of adventuria. If you choose, roll a die. If the die roll is 1, 2, 3, or 4, fight a Magical Combat with princess adventuria. If the die roll is 5 or 6, fight a Melee Combat with princess adventuria. Princess adventuria's attributes are Arms: 9, Magic: 9, Craft: 5, Vitae: 5. At the start of any Combat with princess adventuria, if you have 1 or more Spells, roll a die. If the die roll is equal to or greater than your Craft, you may not use any Spells for that Combat. If princess adventuria receives a Wound due to Combat with you, roll two dice. If the die roll is 7 or more, princess adventuria does not receive the Wound. If princess adventuria has fallen due to Combat with you, gain royale, unless you have royale. Royale is a Spell. You may use royale at the start of any Combat you are in with a monster with the word 'jack', 'queen', or 'king' in it's name. When used, roll a die. The monster with the word 'jack', 'queen', or 'king' in it's name that is in Combat with you receives a number of Wounds equal to the die roll. You may not use more than 1 royale per turn.


3 = You trigger a special trap for ridding these chambers of unworthy adventurers. Roll two dice. If the die roll is equal to or greater than your Arms, lose 1 royal pass.


4 = The royal chamberlain wanders these chambers imparting a rare royal magic spell on those he deems noble. If you choose, roll two dice. If the die roll is equal to or less than your Magic, gain nobility. Nobility is a Spell. You may only use nobility at the start of a turn on a page with the word 'Castle', 'Palace', 'Royal', or 'Throne' in it's name. When used, increase your Arms and Magic by 1 for that turn only.


5 = A wrestler loyal to the throne challenges you to a grappling match to test your endurance. Roll a die. If the die roll is greater than or equal to your Vitae, fight a Melee Combat with a royal rumbler. The royal rumbler's attributes are Arms: 7, Magic: 5, Craft: 3, Vitae: 1. If you receive a Wound due to Melee Combat with the royal rumbler, you do not receive the Wound and instead lose 1 royal pass, then you must choose to end Combat with the royal rumbler when given the choice.


6 = A warrior loyal to the throne blocks your way forth and challenges you to a test of arms. Roll a die. If the die roll is greater than or equal to your Arms, fight a Melee Combat with a royal warrior. The royal warrior's attributes are Arms: 7, Magic: 5, Craft: 3, Vitae: 1. If you receive a Wound due to Melee Combat with the royal warrior, you do not receive the Wound and instead lose 1 royal pass, then you must choose to end Combat with the royal warrior when given the choice.


7 = You make your way through various royal passages until you come upon the entrance to an illustrious throne room. If you choose, your turn ends and the next turn will begin in The Throne Room; Proceed to that page if so.


8 = A warlock loyal to the throne blocks your way forth and challenges you to a test of magic. Roll a die. If the die roll is greater than or equal to your Magic, fight a Magical Combat with a royal warlock. The royal warlock's attributes are Arms: 5, Magic: 7, Craft: 3, Vitae: 1. If you receive a Wound due to Magical Combat with the royal warlock, you do not receive the Wound and instead lose 1 royal pass, then you must choose to end Combat with the royal warlock when given the choice.


9 = A harlequin loyal to the throne challenges you to a riddle contest to test your intelligence. Roll a die. If the die roll is greater than or equal to your Craft, fight a Magical Combat with a royal riddler. The royal riddler's attributes are Arms: 5, Magic: 7, Craft: 3, Vitae: 1. If you receive a Wound due to Magical Combat with the royal riddler, you do not receive the Wound and instead lose 1 royal pass, then you must choose to end Combat with the royal riddler when given the choice.


10 = You enter into an illustrious guest chamber in which dwells a noble of royal lineage. If you choose, roll two dice. If the die roll is equal to or less than your Arms, gain a royal noble. A royal noble is an Ally. If you have a royal noble at the start of a turn on a page with the word 'Castle', 'Palace', 'Royal', or 'Throne' in it's name, you may choose to lose the royal noble. If so, increase your Arms and Magic by 1 for that turn only.


11 = You trigger a special hex for ridding these chambers of unworthy adventurers. Roll two dice. If the die roll is equal to or greater than your Magic, lose 1 royal pass.


12 = You enter the regal chambers of the royal prince of adventuria. If you choose, roll a die. If the die roll is 1, 2, 3, or 4, fight a Melee Combat with prince adventuria. If the die roll is 5 or 6, fight a Magical Combat with prince adventuria. Prince adventuria's attributes are Arms: 9, Magic: 9, Craft: 5, Vitae: 5. At the start of any Combat with prince adventuria, if you have 1 or more Spells, roll a die. If the die roll is equal to or greater than your Craft, you may not use any Spells for that Combat. If prince adventuria receives a Wound due to Combat with you, roll two dice. If the die roll is 7 or more, prince adventuria does not receive the Wound. If prince adventuria has fallen due to Combat with you, gain a royale ring, unless you have a royale ring. A royale ring is an Item. If you have the royale ring at the start of any Combat with a monster with the word 'jack', 'queen', or 'king' in it's name, and it is the first Combat you have been in with that monster that turn, roll a die. The monster with the word 'jack', 'queen', or 'king' in it's name that is in Combat with you receives a number of Wounds equal to the die roll divided by two (round up). You may not use the royale ring more than once per turn.


Unless you rolled a 7 and went to The Throne Room, after your royal chambers encounter ends,  you must choose between staying in The Royal Chambers or going back to The Castle. If you choose to stay in The Royal Chambers, your turn ends and the next turn will begin in The Royal Chambers; Stay on this page if so. If you choose to go to The Castle, your turn ends and the next turn will begin at The Castle; Proceed to that page if so.


The Throne Room


The Castle

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