The Sea
Your turn begins on The Sea.
If you have a sea ticket at the start of this turn, lose the sea ticket at the end of this turn, unless your turn ends in the section of this page with the name 'DISTANT LANDS'.
If you have a sea ticket, choose one of the following destinations to travel to: CITY, PORT CITY, COAST, ISLAND, JUNGLE ISLAND, or DISTANT LANDS. If you have a sea ship or a sea ring, choose one of the following destinations to travel to: CITY, PORT CITY, COAST, SEA, ISLAND, JUNGLE ISLAND, or DISTANT LANDS. 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 your sea voyage:
2 = Your ship is swallowed whole by a giant whirlpool. If you have a sea ship, lose the sea ship. Your turn ends and the next turn will begin in The Sunken City; Proceed to that page.
3 = A rich lady on vacation requires assistance reaching her destination. Roll a die, unless you have a vacationer. If the die roll is equal to or less than your Craft, gain a vacationer. A vacationer is an ally. If you have the vacationer and your turn ends on The Distant Lands page, lose the vacationer and gain 1 Gold.
4 = An aquatic elf rises from the waves and asks if you'd like to learn some aqua magic. Pay 1 Gold to gain splash, unless you are an elf, in which case you gain splash without having to pay 1 Gold. Splash is a Spell. Splash may be used at the start of any Combat you are in. When used, you heal 1 wound if you have 1 or more Wounds, and the monster in Combat with you receives 1 Wound if it does not have 1 or more Wounds.
5 = A sea lion comes roaring out of the ocean. Fight a Melee Combat with a sea lion. The sea lion's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 3. At the start of any Melee Combat the sea lion is in, if it is the first Combat the sea lion has been in this turn, roll a die. If the die roll is greater than your Arms, receive 1 Wound.
6 = A winged seahorse assails your boat with lethal water spouts. Fight a Magical Combat with a winged seahorse. The winged seahorse's attributes are Arms: 2, Magic: 2, Craft: 1, Vitae: 2. You cannot end Combat with the winged seahorse unless it has fallen.
7 = You have a safe voyage to your destination.
8 = Your ship is under attack by sentient seaweed. Fight a Melee Combat with a kelpie. The kelpie's attributes are Arms: 2, Magic: 2, Craft: 1, Vitae: 2.
9 = A sea sprite splashes you with a strange, sparkling water. If you have 1 or more Wounds, heal 1 Wound. If you do not have 1 or more Wounds, receive 1 Wound.
10 = A merchant marine has a unique object for sale. Pay 1 Gold to gain a mermaid tear. A mermaid tear is an Item. If you have the mermaid tear at the start of any Combat you are in with a monster that has less Wounds than you, you may choose to lose the mermaid tear. If so, heal 1 Wound.
11 = A foreign traveler seeks a guide to help him reach Adventuria. Roll a die, unless you have a tourist. If the die roll is equal to or less than your Craft, gain a tourist. A tourist is an ally. If you have the tourist and your turn ends on The Port City page, lose the tourist and gain 1 Gold.
12 = Your ship is smashed to bits by a violent storm. If you have a sea ship, lose the sea ship. Your turn ends and the next turn will begin in The Sunken City; Proceed to that page.
Unless you rolled a 2 or 12 and ended up in The Sunken City, after your sea encounter ends, go to the section of this page with the same name as the destination you chose to travel to.
CITY - Your turn ends and the next turn will begin in The City; Proceed to that page.
PORT CITY - Your turn ends and the next turn will begin in The Port City; Proceed to that page.
COAST - Your turn ends and the next turn will begin at The Coast; Proceed to that page.
SEA - Your turn ends and the next turn will begin on The Sea; Stay on this page.
ISLAND - Your turn ends and the next turn will begin on The Island; Proceed to that page.
JUNGLE ISLAND - Your turn ends and your next turn will begin on The Jungle Island; Proceed to that page.
DISTANT LANDS - Your turn ends and the next turn will begin in The Distant Lands; Proceed to that page.
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