The Shogun Palace
Your turn begins at The Shogun Palace.
Roll two dice for what you encounter within the shogun palace:
2 = A lone samurai has gone rogue in order to magically empower himself. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a ronin samurai. If the die roll is 4, 5, or 6, fight a Melee Combat with a ronin samurai. The ronin samurai's attributes are Arms: 2, Magic: 2, Craft: 2, Vitae: 4. At the start of any Combat the ronin samurai is in, roll a die. If the die roll is less than the ronin samurai's Vitae, increase the ronin samurai's Arms and Magic by an amount equal to the ronin samurai's Vitae for that Combat only. If the die roll is equal to or greater than the ronin samurai's Vitae, increase the ronin samurai's Arms and Magic by an amount equal to the ronin samurai's Vitae divided by two (round up) for that Combat only. If the ronin samurai receives a Wound due to Melee Combat, roll two dice. If the die roll is 8 or more, the ronin samurai does not receive the Wound. If the ronin samurai receives a Wound due to Magical Combat, roll two dice. If the die roll is 10 or more, the ronin samurai does not receive the Wound. If the ronin samurai has fallen due to Combat with you, gain kaistrike. Kaistrike is a Spell. You may use kaistrike at the start of any Combat. When used, increase your Arms and Magic by an amount equal to your Vitae for that Combat only. You may not use more than 1 kaistrike per Combat.
3 = An aged samurai shows you some samurai magic for manipulating your kai energy. Roll two dice. If the die roll is less than the total of your Arms plus your Vitae, gain kaisurge. Kaisurge is a Spell. You may use kaisurge at the start of any Melee Combat. When used, increase your Arms by an amount equal to your Vitae for that Melee Combat only. You may not use more than 1 kaisurge per Combat.
4 = A samurai guarding some of this palace's treasure shoots an arrow at you with his bow. Fight a Melee Combat with a samurai archer. If the samurai archer has fallen due to Combat with you, gain 1 Gold. The samurai archer's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 3. At the start of any Melee Combat the samurai archer is in, if it is the first Combat the samurai archer has been in this turn, roll a die. If the die roll is equal to or less than the samurai archer's Vitae, you receive 1 Wound. At the start of any Melee Combat the samurai archer is in, if it is not the first Combat the samurai archer has been in this turn, roll a die. If the die roll is equal to or less than the samurai archer's Vitae, increase the samurai archer's Arms by an amount equal to the die roll for that Melee Combat only. If the samurai archer receives a Wound due to Melee Combat, roll two dice. If the die roll is 8 or more, the samurai archer does not receive the Wound. If the samurai archer has fallen due to Combat with you, gain 1 Gold.
5 = The elite among the samurai soldiers become formidable samurai warriors. Fight a Melee Combat with a samurai warrior. The samurai warrior's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 3. At the start of any Melee Combat the samurai warrior is in, roll a die. If the die roll is equal to or less than the samurai warrior's Vitae, increase the samurai warrior's Arms by an amount equal to the die roll for that Melee Combat only. If the samurai warrior receives a Wound due to Melee Combat, roll two dice. If the die roll is 8 or more, the samurai warrior does not receive the Wound.
6 = The samurai clan are known to be courageous soldiers of great prowess. Fight a Melee Combat with a samurai soldier. The samurai soldier's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 3. At the start of any Melee Combat the samurai soldier is in, roll a die. If the die roll is equal to or less than the samurai soldier's Vitae, increase the samurai soldier's Arms by an amount equal to the die roll for that Melee Combat only. If the samurai soldier receives a Wound due to Melee Combat, roll two dice. If the die roll is 8 or more, the samurai soldier does not receive the Wound.
7 = The samurais of this palace will forcefully expel anybody perceived to be from the ninja clan. If you have an Item with the word 'ninja', 'ninjato', or 'shuriken' in it's name, roll two dice. If the die roll is equal to or greater than the total of your Arms plus your Magic, your turn ends and the next turn will begin on The Orient Isle; Proceed to that page if so.
8 = Some of the samurais know how to use their inner kai energy in battle. Fight a Magical Combat with a kai samurai. The kai samurai's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 3. At the start of any Magical Combat the kai samurai is in, roll a die. If the die roll is equal to or less than the kai samurai's Vitae, increase the kai samurai's Magic by an amount equal to the die roll for that Magical Combat only. If the kai samurai receives a Wound due to Magical Combat, roll two dice. If the die roll is 10 or more, the kai samurai does not receive the Wound.
9 = You are challenged by a shrunken samurai who has used his inner kai energy to alter his size. Fight a Magical Combat with a bonsai samurai. The bonsai samurai's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 3. At the start of any Magical Combat the bonsai samurai is in, roll a die. If the die roll is equal to or less than the bonsai samurai's Vitae, increase the bonsai samurai's Magic by an amount equal to the die roll for that Magical Combat only. If the bonsai samurai receives a Wound due to Magical Combat, roll two dice. If the die roll is 10 or more, the bonsai samurai does not receive the Wound.
10 = A samurai guarding some of this palace's treasure shoots an arrow at you with his magic bow. Fight a Magical Combat with a bushido archer. The bushido archer's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 3. At the start of any Magical Combat the bushido archer is in, if it is the first Combat the bushido archer has been in this turn, roll a die. If the die roll is equal to or less than the bushido archer's Vitae, you receive 1 Wound. At the start of any Magical Combat the bushido archer is in, if it is not the first Combat the bushido archer has been in this turn, roll a die. If the die roll is equal to or less than the bushido archer's Vitae, increase the bushido archer's Magic by an amount equal to the die roll for that Magical Combat only. If the bushido archer receives a Wound due to Magical Combat, roll two dice. If the die roll is 10 or more, the bushido archer does not receive the Wound. If the bushido archer has fallen due to Combat with you, gain 1 Gold.
11 = An ancient samurai shows you a samurai magic spell for tapping into your inner kai energy. Roll two dice. If the die roll is less than the total of your Magic plus your Vitae, gain kaiblast. Kaiblast is a Spell. You may use kaiblast at the start of any Magical Combat. When used, increase your Magic by an amount equal to your Vitae for that Magical Combat only. You may not use more than 1 kaiblast per Combat.
12 = The ruler of this palace is a smart samurai armed with a legendary sword of the samurai clan. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a shogun samurai. If the die roll is 4, 5, or 6, fight a Magical Combat with a shogun samurai. The shogun samurai's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 4. At the start of any Combat the shogun samurai is in, roll a die. If the die roll is equal to or less than the shogun samurai's Vitae, increase the shogun samurai's Arms and Magic by an amount equal to the die roll for that Combat only. If you receive a Wound due to Combat with the shogun samurai, roll a die. If the die roll is equal to or less than the shogun samurai's Vitae, receive 1 additional Wound. If the shogun samurai receives a Wound due to Melee Combat, roll two dice. If the die roll is 8 or more, the shogun samurai does not receive the Wound. If the shogun samurai receives a Wound due to Magical Combat, roll two dice. If the die roll is 10 or more, the shogun samurai does not receive the Wound. If the shogun samurai has fallen due to Combat with you, gain a katana sword. A katana sword is an Item and a weapon. If you have the katana sword at the start of any Combat, roll a die. If the die roll is less than your Vitae, increase your Arms and Magic by an amount equal to the die roll for that Combat only. If you have the katana sword, and a monster receives a Wound due to a Combat with you, roll a die. If the die roll is less than your Vitae, the monster receives 1 additional Wound.
Unless you rolled a 7 and returned to The Orient Isle, after your shogun palace encounter, you may choose to do any of the following in any order you choose:
Pay 1 Item to gain 1 Gold. Any Item may be used as payment except for an Item with the word 'potion', 'ticket', or 'pass' in it's name.
Pay 1 Gold to heal 1 Wound, unless you are a warrior, in which case pay 1 Gold to heal 2 Wounds.
Pay 4 Gold to gain a samurai sword, unless you are a warrior, in which case pay 3 Gold to gain a samurai sword. A samurai sword is an Item and a weapon. If you have the samurai sword at the start of any Melee Combat, roll a die. If the die roll is less than your Vitae, increase your Arms by an amount equal to the die roll for that Melee Combat only.
Pay 4 Gold to gain a samurai staff, unless you are a warrior, in which case pay 3 Gold to gain a samurai staff. A samurai staff is an Item and a weapon. If you have the samurai staff at the start of any Magical Combat, roll a die. If the die roll is less than your Vitae, increase your Magic by an amount equal to the die roll for that Magical Combat only.
Pay 1 Gold to gain a samurai bow. A samurai bow is an Item and a weapon. If you have the samurai bow at the start of any Melee Combat, you may choose to lose the samurai bow. If so, roll a die. If the die roll is less than your Vitae, the monster in the Melee Combat receives 1 Wound.
Pay 1 Gold to gain a bushido bow. A bushido bow is an Item and a weapon. If you have the bushido bow at the start of any Magical Combat, you may choose to lose the bushido bow. If so, roll a die. If the die roll is less than your Vitae, the monster in the Magical Combat receives 1 Wound.
Pay 4 Gold to gain samurai armor, unless you are a warrior, in which case pay 3 Gold to gain samurai armor. Samurai armor is an Item. If you have the samurai armor, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 8 or more, you do not receive the Wound. If you have the samurai armor, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 10 or more, you do not receive the Wound. You may not use any other Item with the word 'helmet', 'helm', 'shield', 'armor', 'hat', 'cloak', 'robe', or 'robes' in it's name if you have the samurai armor.
When you are done gaining Gold, gaining Items, and/or healing Wounds, you must choose between staying at The Shogun Palace or going back to The Orient Isle. If you choose to stay at The Shogun Palace, your turn ends and the next turn will begin at The Shogun Palace; Stay on this page if so. If you choose to go to The Orient Isle, your turn ends and the next turn will begin on The Orient Isle; Proceed to that page if so.
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