The Secret Shrine
Your turn begins at The Secret Shrine.
Go to the section of this page with the same name as your Alignment.
NEUTRAL - If your Alignment is Neutral, you may choose to do any of the following in any order you choose:
Heal 1 Wound.
Roll a die, unless you have an ovate. If the die roll is less than your Magic, gain an ovate. An ovate is an Ally. If you have the ovate at the start of any Magical Combat, and your Alignment is Neutral, roll a die. If the die roll is 4, 5, or 6, or if you are a priest, increase your Magic by 1 for that Magical Combat only.
Pay 3 Gold to gain a scythe, unless you are a priest, in which case pay 2 Gold to gain a scythe. A scythe is an Item and a weapon. If you have the scythe at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only, then roll a die. If the die roll is 4, 5, or 6, or if your Alignment is Neutral and you are a priest, increase your Arms by an additional 1 for that Melee Combat only.
Pay 3 Gold to gain a grey staff, unless you are a priest, in which case pay 2 Gold to gain a grey staff. A grey staff is an Item and a weapon. If you have the grey staff at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only, then roll a die. If the die roll is 4, 5, or 6, or if your Alignment is Neutral and you are a priest, increase your Magic by an additional 1 for that Magical Combat only.
Pay 1 Gold to gain virgo, unless you are a priest, in which case you gain virgo without paying 1 Gold. Virgo is a Spell. Virgo may be used at the start of any turn if your Alignment is Neutral. When used, your Alignment becomes Good for that turn only. At the end of the turn that virgo was used at the start of, your Alignment becomes Neutral again.
Pay 1 Gold to gain libra, unless you are a priest, in which case you gain libra without paying 1 Gold. Libra is a Spell. Libra may be used at the start of any turn if your Alignment is Neutral. When used, your Alignment becomes Evil for that turn only. At the end of the turn that libra was used at the start of, your Alignment becomes Neutral again.
Pay 1 Gold to gain crescent, unless you are a priest, in which case you gain crescent without paying 1 Gold. Crescent is a Spell. Crescent may be used at the start of any Melee Combat if you have an Item that is a weapon with the word 'sickle' or 'scythe' in it's name. When used, roll a die. Increase your Arms by an amount equal to the die roll for that Melee Combat only. If a monster receives a Wound due to a Melee Combat in which crescent was used, that monster receives 1 additional Wound. Wounds received by a monster due to a Melee Combat in which crescent was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Melee Combat in which crescent was used. You may not use more than 1 crescent per Combat.
Pay 1 Gold to gain secret, unless you are a priest, in which case you gain secret without paying 1 Gold. Secret is a Spell. You may use secret at the start of any turn on a page with the word 'Steppes' in it's name. When used, your turn ends and your next turn will begin in The Secret Shrine; Proceed to that page if so.
When you are done gaining Spells, gaining Items, gaining Allies, and/or healing Wounds, you must choose between staying in The Secret Shrine or going back to The Steppes. If you choose to stay at The Secret Shrine, your turn ends and the next turn will begin at The Secret Shrine; Stay on this page if so. If you choose to go to The Steppes, your turn ends and the next turn will begin in The Steppes; Proceed to that page if so.
GOOD - If your Alignment is Good, roll two dice for what you encounter in the secret shrine:
2 = You have incurred the wrath of the gods of neutrality. Roll two dice. If the die roll is greater than your Vitae, receive a number of Wounds equal to the die roll minus your Vitae.
3 = The priests of this secret shrine convert one of your followers. Roll two dice. If the die roll is greater than your Craft, lose 1 Ally.
4 = The priests of this secret shrine have a special spell for neutralizing magic. Roll two dice. If the die roll is greater than your Magic, lose 1 Spell.
5 = A grey priest attempts to exorcise you from the secret shrine. Fight a Magical Combat with a grey priest. The grey priest's attributes are Arms: 3, Magic: 5, Craft: 4, Vitae: 3. If the grey priest receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the grey priest does not receive the Wound.
6 = A grey mage assails you with grey magic spells. Fight a Magical Combat with a grey mage. The grey mage's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2. If the grey mage receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the grey mage does not receive the Wound.
7 = The gods of neutrality punish you for entering their secret shrine in a disrespectful manner. Receive 1 Wound.
8 = A grey knight assaults you with a grey mace. Fight a Melee Combat with a grey knight. The grey knight's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 2. If the grey knight receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the grey knight does not receive the Wound.
9 = A grey paladin tries to excommunicate you from the secret shrine. Fight a Melee Combat with a grey paladin. The grey paladin's attributes are Arms: 5, Magic: 3, Craft: 4, Vitae: 3. If the grey paladin receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the grey paladin does not receive the Wound.
10 = The priests of this secret shrine have a special spell for disarming their foes. Roll two dice. If the die roll is greater than your Arms, Lose 1 Item.
11 = The gods of neutrality play a cruel trick on you as payment for defiling their shrine. Your Alignment becomes Evil.
12 = You come face to face with the grey leader of this secret shrine of neutrality. Fight a Magical Combat with a grey bishop. The grey bishop's attributes are Arms: 4, Magic: 6, Craft: 5, Vitae: 4. If the grey bishop receives a Wound due to Combat with you, roll two dice. If the die roll is 7 or more, the grey bishop does not receive the Wound. If you receive a Wound due to Combat with the grey bishop, and the grey bishop has 3 Wounds, roll a die. If that die roll is less than the grey bishop's Craft, the grey bishop heals a number of Wounds equal to the die roll divided by two (round up), and you receive a number of Wounds equal to the die roll divided by two (round up). If the grey bishop has fallen due to Combat with you, gain a grey relic. A grey relic is an Item. If you have the grey relic at the start of any turn on a page with the word 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the grey relic to gain 4 Gold.
After your secret shrine encounter, you must choose between staying at The Secret Shrine or going back to The Steppes. If you choose to stay at The Secret Shrine, your turn ends and the next turn will begin at The Secret Shrine; Stay on this page if so. If you choose to go to The Steppes, your turn ends and the next turn will begin in The Steppes; Proceed to that page if so.
EVIL - If your Alignment is Evil, roll two dice for what you encounter in the secret shrine:
2 = You have incurred the wrath of the gods of neutrality. Roll two dice. If the die roll is greater than your Vitae, receive a number of Wounds equal to the die roll minus your Vitae.
3 = The priests of this secret shrine convert one of your followers. Roll two dice. If the die roll is greater than your Craft, lose 1 Ally.
4 = The priests of this secret shrine have a special spell for neutralizing magic. Roll two dice. If the die roll is greater than your Magic, lose 1 Spell.
5 = A grey priest attempts to exorcise you from the secret shrine. Fight a Magical Combat with a grey priest. The grey priest's attributes are Arms: 3, Magic: 5, Craft: 4, Vitae: 3. If the grey priest receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the grey priest does not receive the Wound.
6 = A grey mage assails you with grey magic spells. Fight a Magical Combat with a grey mage. The grey mage's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2. If the grey mage receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the grey mage does not receive the Wound.
7 = The gods of neutrality punish you for entering their secret shrine in a dishonorable manner. Receive 1 Wound.
8 = A grey knight assaults you with a grey mace. Fight a Melee Combat with a grey knight. The grey knight's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 2. If the grey knight receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the grey knight does not receive the Wound.
9 = A grey paladin tries to excommunicate you from the secret shrine. Fight a Melee Combat with a grey paladin. The grey paladin's attributes are Arms: 5, Magic: 3, Craft: 4, Vitae: 3. If the grey paladin receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the grey paladin does not receive the Wound.
10 = The priests of this secret shrine have a special spell for disarming their foes. Roll two dice. If the die roll is greater than your Arms, Lose 1 Item.
11 = The gods of neutrality play a cruel trick on you as payment for defiling their shrine. Your Alignment becomes Good.
12 = You come face to face with the grey leader of this secret shrine of neutrality. Fight a Magical Combat with a grey bishop. The grey bishop's attributes are Arms: 4, Magic: 6, Craft: 5, Vitae: 4. If the grey bishop receives a Wound due to Combat with you, roll two dice. If the die roll is 7 or more, the grey bishop does not receive the Wound. If you receive a Wound due to Combat with the grey bishop, and the grey bishop has 3 Wounds, roll a die. If that die roll is less than the grey bishop's Craft, the grey bishop heals a number of Wounds equal to the die roll divided by two (round up), and you receive a number of Wounds equal to the die roll divided by two (round up). If the grey bishop has fallen due to Combat with you, gain a grey relic. A grey relic is an Item. If you have the grey relic at the start of any turn on a page with the word 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the grey relic to gain 4 Gold.
After your secret shrine encounter, you must choose between staying at The Secret Shrine or going back to The Steppes. If you choose to stay at The Secret Shrine, your turn ends and the next turn will begin at The Secret Shrine; Stay on this page if so. If you choose to go to The Steppes, your turn ends and the next turn will begin in The Steppes; Proceed to that page if so.
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