The Shady Lane

Your turn begins on The Shady Lane.


Roll two dice for what you encounter while traveling upon the shady lane:


2 = A mystical thief of shadows uses this lane of shade to travel throughout the land. Fight a Magical Combat with a shadow thief. The shadow thief's attributes are Arms: 5, Magic: 6, Craft: 3, Vitae: 4. If the shadow thief receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the shadow thief does not receive the Wound. If you receive a Wound due to Magical Combat with the shadow thief, roll a die. If the die roll is 1, 2, or 3, decrease your Magic by 1. If the die roll is 4 or 5, the shadow thief heals 1 Wound. If the die roll is 6, decrease your Magic by 1, then the shadow thief heals 1 Wound. Any decrease lasts until the shadow thief has fallen or if you choose to end Combat with the shadow thief. If the shadow thief has fallen due to Magical Combat with you, gain a shadow cloak, unless you have a shadow cloak. A shadow cloak is an Item. If you have the shadow cloak, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 9 or more, you do not receive the Wound. If you have the shadow cloak at the start of a turn on a page that does not have the word 'Shady' in it's name, you may choose to roll two dice. If the die roll is less than the total of your Craft plus your Vitae, or if you are a thief and the die roll is equal to or less than the total of your Craft plus your Vitae, go to The Shady Lane page instead of the page you are on, then start your turn there instead. You may not use any other Item with the word 'cloak', 'robe', or 'robes' in it's name if you have the shadow cloak.


3 = You take a wrong turn on this road to nowhere and find yourself knee deep in oblivion. Roll two dice. If the die roll is greater than your Vitae, receive 1 Wound, then lose 1 Item.


4 = A banished shade mage offers to share a dark incantation for using shade magic. Roll a die. If the die roll is less than your Magic, or if you are a thief and the die roll is equal to or less than your Magic, gain shady. Shady is a Spell. You may use shady at the start of any turn. If a monster receives a Wound due to Magical Combat with you during the turn that shady was used at the start of, roll a die. If the die roll is 1, 2, or 3, decrease the monster's Magic by 1. If the die roll is 4 or 5, you heal 1 Wound. If the die roll is 6, decrease the monster's Magic by 1, then you heal 1 Wound. Any decrease lasts until the monster has fallen or if you choose to end Combat with the monster.


5 = Some shades manifest into mages which wield special blades made out of darkness. Fight a Magical Combat with a shade mage. The shade mage's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 3. If you receive a Wound due to Magical Combat with the shade mage, roll a die. If the die roll is 1, 2, or 3, decrease your Magic by 1. If the die roll is 4 or 5, the shade mage heals 1 Wound. If the die roll is 6, decrease your Magic by 1, then the shade mage heals 1 Wound. Any decrease lasts until the shade mage has fallen or if you choose to end Combat with the shade mage. If the shade mage has fallen due to Magical Combat with you, roll a die. If the die roll is 6, gain a shade blade. A shade blade is an Item and a weapon. If you have the shade blade at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If a monster receives a Wound due to a Magical Combat that you used the shade blade at the start of, roll a die. If the die roll is 1, 2, or 3, decrease the monster's Magic by 1. If the die roll is 4 or 5, you heal 1 Wound. If the die roll is 6, decrease the monster's Magic by 1, then you heal 1 Wound. Any decrease lasts until the monster has fallen or if you choose to end Combat with the monster.


6 = The shades are mystical manifestations of the dark forces which surround this shady lane. Fight a Magical Combat with a shade. The shade's attributes are Arms: 3, Magic: 4, Craft: 1, Vitae: 2. If you receive a Wound due to Magical Combat with the shade, roll a die. If the die roll is 1, 2, or 3, decrease your Magic by 1. If the die roll is 4 or 5, the shade heals 1 Wound. If the die roll is 6, decrease your Magic by 1, then the shade heals 1 Wound. Any decrease lasts until the shade has fallen or if you choose to end Combat with the shade.


7 = This lane of shade must be traversed with care, else you risk wandering off into the darkness. Roll two dice. If the die roll is greater than the total of your Craft plus your Vitae, receive 1 Wound.


8 = The shadows are physical manifestations of the dark forces which surround this shadowy lane. Fight a Melee Combat with a shadow. The shadow's attributes are Arms: 4, Magic: 3, Craft: 1, Vitae: 2. If you receive a Wound due to Melee Combat with the shadow, roll a die. If the die roll is 1, 2, or 3, decrease your Arms by 1. If the die roll is 4 or 5, the shadow heals 1 Wound. If the die roll is 6, decrease your Arms by 1, then the shadow heals 1 Wound. Any decrease lasts until the shadow has fallen or if you choose to end Combat with the shadow.


9 = Some shadows manifest into knights which wield special lances made out of darkness. Fight a Melee Combat with a shadow knight. The shadow knight's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 3. If you receive a Wound due to Melee Combat with the shadow knight, roll a die. If the die roll is 1, 2, or 3, decrease your Arms by 1. If the die roll is 4 or 5, the shadow knight heals 1 Wound. If the die roll is 6, decrease your Arms by 1, then the shadow knight heals 1 Wound. Any decrease lasts until the shadow knight has fallen or if you choose to end Combat with the shadow knight. If the shadow knight has fallen due to Melee Combat with you, roll a die. If the die roll is 6, gain a shadow lance. A shadow lance is an Item and a weapon. If you have the shadow lance at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If a monster receives a Wound due to a Melee Combat that you used the shadow lance at the start of, roll a die. If the die roll is 1, 2, or 3, decrease the monster's Arms by 1. If the die roll is 4 or 5, you heal 1 Wound. If the die roll is 6, decrease the monster's Arms by 1, then you heal 1 Wound. Any decrease lasts until the monster has fallen or if you choose to end Combat with the monster.


10 = A vanquished shadow knight offers to teach you a useful shadow magic spell. Roll a die. If the die roll is less than your Arms, or if you are a thief and the die roll is equal to or less than your Arms, gain shadowy. Shadowy is a Spell. You may use shadowy at the start of any turn. If a monster receives a Wound due to Melee Combat with you during the turn that shadowy was used at the start of, roll a die. If the die roll is 1, 2, or 3, decrease the monster's Arms by 1. If the die roll is 4 or 5, you heal 1 Wound. If the die roll is 6, decrease the monster's Arms by 1, then you heal 1 Wound. Any decrease lasts until the monster has fallen or if you choose to end Combat with the monster.


11 = You take a turn for the worse on this path of shadows and end up mired in nothingness. Roll two dice. If the die roll is greater than your Craft, receive 1 Wound, then lose 1 Ally.


12 = The long lane of shade ends in a shadowy courtyard wherein dwells the crowned king of shadows. Fight a Melee Combat with a shadow king. The shadow king's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 4. If you receive a Wound due to Melee Combat with the shadow king, roll a die. If the die roll is 1, 2, or 3, decrease your Arms by 1. If the die roll is 4 or 5, the shadow king heals 1 Wound. If the die roll is 6, decrease your Arms by 1, then the shadow king heals 1 Wound. Any decrease lasts until the shadow king has fallen or if you choose to end Combat with the shadow king. If the shadow king has fallen due to Combat with you, gain a shadow crown, unless you have a shadow crown. A shadow crown is an Item. If you have the shadow crown and a monster with the word 'shade' or 'shadow' 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 shadow servant. A shadow servant is an Ally. If you have the shadow servant at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the shadow servant first. The kind of Combat the shadow servant fights with the monster will be of the same kind you would have fought with the monster. The shadow servant's attributes are Arms: 4, Magic: 4, Craft: 1, Vitae: 1. If a monster receives a Wound due to Combat with the shadow servant, roll a die. If the die roll is 1, 2, or 3, decrease the monster's Arms and Magic by 1. If the die roll is 4 or 5, you heal 1 Wound. If the die roll is 6, decrease the monster's Arms and Magic by 1, then you heal 1 Wound. The decrease lasts until the monster has fallen or if you choose to end Combat with the monster. If the monster has fallen due to Combat with the shadow servant, 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 shadow servant has fallen due to Combat with the monster, lose the shadow servant, then the Combat with you and the monster occurs, with the monster retaining any Wounds and decreases it received due to Combat with the shadow servant. If neither the shadow servant 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 and decreases it received due to Combat with the shadow servant. You may not use any other Item with the word 'helmet', 'helm', 'hat', 'tiara', or 'crown' in it's name if you have the shadow crown.

After your shady lane encounter, you must choose between staying on The Shady Lane or going back to The Hidden Vale. If you choose to stay on The Shady Lane, your turn ends and the next turn will begin on The Shady Lane; Stay on this page if so. If you choose to go to The Hidden Vale, your turn ends and the next turn will begin in The Hidden Vale; Proceed to that page if so.

The Hidden Vale

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