The Shrine
Your turn begins at The 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.
Gain a white potion. A white potion is an Item. The white potion may be used at any time you have 1 or more Wounds. When used, heal 1 Wound, then lose the white potion.
Pay 1 Gold to gain a green potion, unless you are a priest, in which case you gain a green potion without paying 1 Gold. A green potion is an Item. The green potion may be used at any time you have 1 or more Wounds. When used, heal 2 Wounds, then lose the green potion.
Pay 3 Gold to gain a grey mace, unless you are a priest, in which case pay 2 Gold to gain a grey mace. A grey mace is an Item and a weapon. If your Alignment is Neutral and you have the grey mace 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 you are a priest, increase your Arms by an additional 1 for that Melee Combat only.
Pay 3 Gold to gain a grey book, unless you are a priest, in which case pay 2 Gold to gain a grey book. A grey book is an Item and a weapon. If your Alignment is Neutral and you have the grey book 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 you are a priest, increase your Magic by an additional 1 for that Magical Combat only.
Pay 3 Gold to gain grey armor, unless you are a priest, in which case pay 2 Gold to gain grey armor. Grey armor is an Item. If your Alignment is Neutral and you have the grey armor, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 8 or more, or if you are a priest and the die roll is 7 or more, you do not receive the Wound. You may not use any other Item with the word 'helmet', 'shield', or 'armor' in it's name if you have the grey armor.
Pay 3 Gold to gain grey robes, unless you are a priest, in which case pay 2 Gold to gain grey robes. Grey robes is an Item. If your Alignment is Neutral and you have the grey robes, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 8 or more, or if you are a priest and the die roll is 7 or more, you do not receive the Wound. You may not use any other Item with the word 'hat', 'cloak', or 'robe' in it's name if you have the grey robes.
Pay 1 Gold to gain cure, unless you are a priest, in which case you gain cure without paying 1 Gold. Cure is a Spell. Cure may be used at any time you have 1 or more Wounds. When used, roll a die. Heal a number of Wounds equal to the die roll.
Pay 1 Gold to gain bless, unless you are a priest, in which case you gain bless without paying 1 Gold. Bless is a Spell. Bless may be used at the start of any Combat. When used, increase your Arms by 1 if the Combat is a Melee Combat or increase your Magic by 1 if the Combat is a Magical Combat. The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster. You may not use more than 1 bless per Combat.
Pay 1 Gold to gain curing, unless you are a priest, in which case you gain curing without paying 1 Gold. Curing is a Spell. Curing may be used at any time you have 1 or more Wounds. When used, roll a die. Heal a number of Wounds equal to 1 plus the die roll divided by two (round up).
Pay 1 Gold to gain blessing, unless you are a priest, in which case you gain blessing without paying 1 Gold. Blessing is a Spell. Blessing may be used at the start of any Combat. when used, decrease the Arms of the monster in Combat with you by 1 if the Combat is a Melee Combat or decrease the Magic of the monster in Combat with you by 1 if the Combat is a Magical Combat. The decrease lasts until that monster has fallen or if you choose to end Combat with that monster. You may not use more than 1 blessing per Combat.
Pay 1 Gold to gain greywater, unless you are a priest, in which case you gain greywater without paying 1 Gold. Greywater is a Spell. You may use greywater when a monster receives a Wound due to any Combat with you. When used, the monster receives 1 additional Wound. You may not use more than 1 greywater per Wound per Combat.
Pay 1 Gold to gain halftouch, unless you are a priest, in which case you gain halftouch without paying 1 Gold. Halftouch is a Spell. You may only use halftouch when a monster receives a Wound due to any Combat with you. When used, the monster does not receive the Wound, then roll a die. The monster receives a number of Wounds equal to the die roll divided by two (round up), and you heal a number of Wounds equal to the die roll divided by two (round up). You may not use more than 1 halftouch per Wound per Combat.
When you are done gaining Spells, gaining Items, and/or healing Wounds, you must choose between staying in The Shrine or going back to The Fields. If you choose to stay at The Shrine, your turn ends and the next turn will begin at The Shrine; Stay on this page if so. If you choose to go to The Fields, your turn ends and the next turn will begin in The Fields; Proceed to that page if so.
GOOD - If your Alignment is Good, roll a die. If the die roll is greater than your Craft, your turn ends and your next turn will begin in The Fields; Proceed to that page if so. If the die roll is equal to or less than your Craft, you may choose to do any of the following in any order you choose:
Pay 1 Gold to heal 1 Wound.
Pay 1 Gold to gain a white potion. A white potion is an Item. The white potion may be used at any time you have 1 or more Wounds. When used, heal 1 Wound, then lose the white potion.
When you are done gaining Items and/or healing Wounds, your turn ends and the next turn will begin in The Fields; Proceed to that page.
EVIL - If your Alignment is Evil, roll a die. If the die roll is greater than your Craft, your turn ends and your next turn will begin in The Fields; Proceed to that page if so. If the die roll is equal to or less than your Craft, you may choose to do any of the following in any order you choose:
Pay 1 Gold to heal 1 Wound.
Pay 1 Gold to gain a white potion. A white potion is an Item. The white potion may be used at any time you have 1 or more Wounds. When used, heal 1 Wound, then lose the white potion.
When you are done gaining Items and/or healing Wounds, your turn ends and the next turn will begin in The Fields; Proceed to that page.
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