The Ruins

Your turn begins at The Ruins.

Roll two dice for what you encounter while exploring the ruins:


2 = These ruins are ravaged by a wicked reaver who wields an ancient sword of power. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a ruins reaver. If the die roll is 4, 5, or 6, fight a Magical Combat with a ruins reaver. The ruins reaver's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 4. At the start of any Melee Combat with the ruins reaver, roll a die. If the die roll is 1, 3, or 5, the value of your Arms becomes equal to the value of your Magic for that Melee Combat only. If the die roll is 2, 4, or 6, increase the ruins reaver's Arms by 1 for that Melee Combat only. At the start of any Magical Combat with the ruins reaver, roll a die. If the die roll is 1, 3, or 5, the value of your Magic becomes equal to the value of your Arms for that Magical Combat only. If the die roll is 2, 4, or 6, increase the ruins reaver's Magic by 1 for that Magical Combat only. If the ruins reaver has fallen due to Combat with you, gain an arcane blade. An arcane blade is an Item and a weapon. If you have the arcane blade at the start of any Melee Combat, the value of your Arms becomes equal to the value of your Magic for that Melee Combat only. If you have the arcane blade at the start of any Magical Combat, the value of your Magic becomes equal to the value of your Arms for that Magical Combat only.


3 = A clever elf has set up shop in these ruins selling potions to those headed for the dungeon. Pay 1 Gold to gain a diluted green potion. A diluted green potion is an Item. The diluted green potion may be used at any time you have 1 or more Wounds. When used, lose the diluted green potion, then roll a die. If the die roll is 1, 2, or 3, heal 1 Wound. If the die roll is 4, 5, or 6, heal 2 Wounds.


4 = Inscribed upon a broken down wall is an incantation for a ruins magic spell. Roll a die. If the die roll is equal to or less than your Magic, gain mumbo. Mumbo is a Spell. You may use mumbo at the start of any Melee Combat. When used, the value of the monster's Arms in the Melee Combat that you used mumbo at the start of becomes equal to the value of the monster's Magic for that Melee Combat only.


5 = The ruins rubble around you suddenly rises and forms into a monster made of odd magic. Fight a Melee Combat with a rubble monster. The rubble monster's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 3. At the start of any Melee Combat the rubble monster is in, roll a die. If the die roll is 2, 4, or 6, the value of your Arms becomes equal to the value of your Magic for that Melee Combat only.


6 = The rats of these ruins have grown large and vicious by being imbued with a strange magic. Fight a Melee Combat with a ruins rat. The ruins rat's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2. At the start of any Melee Combat the ruins rat is in, roll a die. If the die roll is 1, 3, or 5, the value of your Arms becomes equal to the value of your Magic for that Melee Combat only. 


7 = Beneath these ruins is a legendary dungeon that is said to have an even deadlier dungeon beneath it. If you choose, and you do not have a dark orb, your turn ends and the next turn will begin in The Dungeon; Proceed to that page if so. If you choose, and you have a dark orb, your turn ends and the next turn will begin in The Dark Dungeon; Proceed to that page if so.


8 = The bats of these ruins have become big and vampiric from being to exposed to a strange magic. Fight a Magical Combat with a ruins bat. The ruins bat's attributes are Arms: 2, Magic: 4, Craft: 1, Vitae: 2. At the start of any Magical Combat the ruins bat is in, roll a die. If the die roll is 1, 3, or 5, the value of your Magic becomes equal to the value of your Arms for that Magical Combat only. 


9 = Some of the ruined buildings around here are haunted by red-eyed spirits born of an odd magic. Fight a Magical Combat with a ruins revenant. The ruins revenant's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 3. At the start of any Magical Combat the ruins revenant is in, roll a die. If the die roll is 2, 4, or 6, the value of your Magic becomes equal to the value of your Arms for that Magical Combat only.


10 = You find a tablet lying among the rubble upon which a ruins magic spell is scrawled. Roll a die. If the die roll is equal to or less than your Magic, gain jumbo. Jumbo is a Spell. You may use jumbo at the start of any Magical Combat. When used, the value of the monster's Magic in the Magical Combat that you used jumbo at the start of becomes equal to the value of the monster's Arms for that Magical Combat only.


11 = An explorer of dungeons offers his services to you for a reasonable price. Pay 1 Gold to gain a dungeon delver. A dungeon delver is an Ally. If you have the dungeon delver at the start of any turn on a page with the word 'Dungeon' in it's name, increase your Arms and Magic by 1 for that turn only. If you have the dungeon delver and you receive a Wound due to a Combat on a page with the word 'Dungeon' in it's name, roll a die. If the die roll is 1, you do not receive the Wound, then lose the dungeon delver. You may not use more than 1 dungeon delver at a time.


12 = These ruins are the domain of an ancient warlock of great power. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a ruins warlock. If the die roll is 4, 5, or 6, fight a Melee Combat with a ruins warlock. The ruins warlock's attributes are Arms: 7, Magic: 7, Craft: 5, Vitae: 3. At the start of any Melee Combat with the ruins warlock, the value of your Arms becomes equal to the value of your Magic for that Melee Combat only. At the start of any Magical Combat with the ruins warlock, the value of your Magic becomes equal to the value of your Arms for that Magical Combat only. If the ruins warlock receives a Wound due to Combat with you, roll two dice. If the die roll is 9 or more, the ruins warlock does not receive the Wound. If the ruins warlock has fallen due to Combat with you, gain a spellstore ring, unless you have a spellstore ring. A spellstore ring is an Item. A spellstore ring does not count towards the number of Items you may have. If you have the spellstore ring at the start of any turn, and you have 1 or more Spells, you may choose 1 Spell you have. For that turn only, the chosen Spell will not count towards the number of Spells you may have. At the start of the next turn after that turn, the chosen Spell will count towards the number of Spells you may have unless you choose the same Spell again using the spellstore ring at the start of the turn.


Unless you rolled a 7 and entered The Dungeon or The Dark Dungeon, after your ruins encounter ends, you must choose between staying at The Ruins or going back to The Badlands. If you choose to stay at The Ruins, your turn ends and the next turn will begin at The Ruins; Stay on this page if so. If you choose to go to The Badlands, your turn ends and the next turn will begin in The Badlands; Proceed to that page if so.


The Dungeon


The Dark Dungeon


The Badlands

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