The Sky Fortress
Your turn begins at The Sky Fortress.
If you do not have an Item with the word 'canteen' in it's name, roll a die. If the die roll is greater than your Vitae, receive 1 Wound.
Roll two dice for what you encounter at the fortress in the sky:
2 = A fiery avatar of the sun rises forth as a giant blinding white hot bird made entirely of flame. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a sun phoenix. If the die roll is 4, 5, or 6, fight a Melee Combat with a sun phoenix. The sun phoenix's attributes are Arms: 7, Magic: 7, Craft: 4, Vitae: 5. At the start of any Combat the sun phoenix is in, roll two dice. If the die roll is greater than your Craft, decrease your Arms and Magic by 1 for that Combat only. If you receive a Wound due to Combat with the sun phoenix, roll two dice. If the die roll is greater than your Vitae, receive 1 additional Wound. If the sun phoenix receives a Wound due to a Melee Combat with you, and you used an Item that is a weapon in that Melee Combat, roll two dice. If the die roll is greater than your Arms, lose that Item. If the sun phoenix receives a Wound due to a Magical Combat with you, and you used an Item that is a weapon in that Magical Combat, roll two dice. If the die roll is greater than your Magic, lose that Item. If the sun phoenix has fallen due to Combat with you, gain a life ankh, unless you have a life ankh. A life ankh is an Item. If you have the life ankh at the start of any turn, and you have 1 or more Wounds, you may choose to roll two dice. If the die roll is 7, heal 1 Wound. If the die roll is 2 or 12, lose the life ankh.
3 = A wise vizier teaches you the words to a spell for empowering any rod with golden energy. Roll a die. If the die roll is equal to or less than your Arms, or if you are a wizard, gain goldenrod. Goldenrod is a Spell. Goldenrod may be used at the start of any Combat if you have an Item with the word 'staff' or 'wand' in it's name. When used, roll a die. Increase your Arms and Magic by an amount equal to the die roll for that Combat only. If a monster receives a Wound due to a Combat in which goldenrod was used, that monster receives 1 additional Wound. Wounds received by a monster due to a Combat in which goldenrod was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Combat in which goldenrod was used. You may not use more than 1 goldenrod per Combat.
4 = A magical portal that will teleport you back to the pyramid is guarded by a watchful sentry. If you choose, roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a sky sentry. If the die roll is 4, 5, or 6, fight a Magical Combat with a sky sentry. The sky sentry's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 3. At the start of any Combat the sky sentry is in, if it is the first Combat the sky sentry has been in this turn, roll a die. If the die roll is greater than your Craft, your Arms becomes equal to your Arms divided by two (round up) for that Combat only and your Magic becomes equal to your Magic divided by two (round up) for that Combat only. If the sky sentry has fallen due to Combat with you, your turn ends and the next turn will begin at The Pyramid; Proceed to that page if so.
5 = You are confronted by a skilled warrior wielding a bright sword made out of solar energy. Fight a Melee Combat with a solar warrior. The solar warrior's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 3. At the start of any Melee Combat the solar warrior is in, if it is the first Combat the solar warrior has been in this turn, roll a die. If the die roll is greater than your Craft, your Arms becomes equal to your Arms divided by two (round up) for that Melee Combat only. If the solar warrior receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the solar warrior does not receive the Wound. If the solar warrior has fallen due to Combat with you, roll two dice. If the die roll is 3, 6, or 9, gain 1 Gold.
6 = The soldiers of this sky fortress wear special helmets that blind foes by reflecting the sun. Fight a Melee Combat with a sky soldier. The sky soldier's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 2. At the start of any Melee Combat the sky soldier is in, roll a die. If the die roll is greater than your Craft, decrease your Arms by 1 for that Melee Combat only. If the sky soldier receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the sky soldier does not receive the Wound. If the sky soldier has fallen due to Combat with you, roll two dice. If the die roll is 3, gain 1 Gold.
7 = This fortress is so high in the sky above Adventuria that you can feel the sun's scorching rays. If you do not have an Item with the word 'canteen' in it's name, roll two dice. If the die roll is greater than your Vitae, receive 1 Wound.
8 = The priests of this sky fortress wear specialized hats that reflect the sun into blinding foes. Fight a Magical Combat with a sun priest. The sun priest's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 2. At the start of any Magical Combat the sun priest is in, roll a die. If the die roll is greater than your Craft, decrease your Magic by 1 for that Magical Combat only. If the sun priest receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the sun priest does not receive the Wound. If the sun priest has fallen due to Combat with you, roll two dice. If the die roll is 3, gain 1 Gold.
9 = A vizier adept in solar magic overlooks a mystic brazier absorbing heat and power from the sun. Fight a Magical Combat with a brazier vizier. The brazier vizier's attributes are Arms: 4, Magic: 5, Craft: 3, Vitae: 3. At the start of any Magical Combat the brazier vizier is in, if it is the first Combat the brazier vizier has been in this turn, roll a die. If the die roll is greater than your Craft, your Magic becomes equal to your Magic divided by two (round up) for that Magical Combat only. If the brazier vizier receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the brazier vizier does not receive the Wound. If the brazier vizier has fallen due to Combat with you, roll two dice. If the die roll is 3, 6, or 9, gain 1 Gold.
10 = You discover an unguarded portal that will magically transport you back to the ground below. If you choose, your turn ends and the next turn will begin at The Pyramid; Proceed to that page if so.
11 = A high priestess of the sky fortress deems to teach you some destructive sun magic. Roll a die. If the die roll is equal to or less than your Magic, gain solar. Solar is a Spell. Solar may be used when a monster receives a Wound due to Combat with you. When used, the monster does not receive the Wound, then roll a die. If the die roll is 1, 2, or 3, the monster receives a number of Wounds equal to the die roll. If the die roll is 4, 5, or 6, the monster receives a number of Wounds equal to the die roll divided by two (round up). You may not use more than 1 solar per monster per turn.
12 = A pharaoh dedicated to the great god ra rules over this floating fortress in the sky. Fight a Melee Combat with a ra pharaoh. The ra pharaoh's attributes are Arms: 7, Magic: 5, Craft: 5, Vitae: 4. If you receive a Wound due to Melee Combat with the ra pharaoh, and it is the first Wound you have received due to Combat with the ra pharaoh this turn, you do not receive the Wound, then roll a die. If the die roll is 1, 2, or 3, you receive a number of Wounds equal to the die roll. If the die roll is 4, 5, or 6, you receive a number of Wounds equal to the die roll divided by two (round up). If the ra pharaoh has fallen due to Combat with you, gain a ra staff, unless you have a ra staff. A ra staff is an Item and a weapon. If you have the ra staff 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 the ra staff was used in, and it is the first Wound the monster has received due to a Melee Combat the ra staff was used in that turn, the monster does not receive the Wound, then roll a die. If the die roll is 1, 2, or 3, the monster receives a number of Wounds equal to the die roll. If the die roll is 4, 5, or 6, the monster receives a number of Wounds equal to the die roll divided by two (round up).
Unless you rolled a 4 or 10 and went to The Pyramid, after your sky fortress encounter ends, you may choose to do any of the following in any order you choose:
Pay 1 Spell to gain 1 Gold. Any Spell may be used as payment except for a Spell that was gained without payment or die roll due to your type and/or Alignment.
Pay 1 Ally to gain 1 Gold. Any Ally may be used as payment.
Pay 2 Gold to gain a pyramid potion. A pyramid potion is an Item. The pyramid potion may be used at any time you have 1 or more Wounds. When used, lose the pyramid potion, then roll a die. If the die roll is 1, 2, or 3, heal a number of Wounds equal to the die roll. If the die roll is 4, 5, or 6, heal a number of Wounds equal to the die roll divided by two (round up).
Pay 4 Gold to gain a sun sword. A sun sword is an Item and a weapon. If you have the sun sword at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If you have the sun sword at the start of any Melee Combat with a monster, and it is the first Combat you have been in with that monster that turn, roll a die. If the die roll is greater than the monster's Craft, the monster's Arms becomes equal to it's Arms divided by two (round up) for that Melee Combat only.
Pay 4 Gold to gain a sun staff. A sun staff is an Item and a weapon. If you have the sun staff at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If you have the sun staff at the start of any Magical Combat with a monster, and it is the first Combat you have been in with that monster that turn, roll a die. If the die roll is greater than the monster's Craft, the monster's Magic becomes equal to it's Magic divided by two (round up) for that Magical Combat only.
Pay 1 Gold to gain a flash grenade. A flash grenade is an Item. If you have the flash grenade at the start of any Melee Combat, you may choose to lose the flash grenade. If so, roll a die. If the die roll is greater than the Craft of the monster in the Melee Combat, the monster's Arms becomes equal to it's Arms divided by two (round up) for that Melee Combat only. You may not use more than 1 flash grenade per Combat.
Pay 1 Gold to gain a flare grenade. A flare grenade is an Item. If you have the flare grenade at the start of any Magical Combat, you may choose to lose the flare grenade. If so, roll a die. If the die roll is greater than the Craft of the monster in the Magical Combat, the monster's Magic becomes equal to it's Magic divided by two (round up) for that Magical Combat only. You may not use more than 1 flare grenade per Combat.
Pay 1 Gold to gain pyrapoint. Pyrapoint is a Spell. Pyrapoint may be used at the start of any Melee Combat. When used, roll a die. If the die roll is 1, 2, or 3, increase your Arms by an amount equal to the die roll for that Melee Combat only. If the die roll is 4, 5, or 6, increase your Arms by an amount equal to the die roll divided by two (round up) for that Melee Combat only. You may not use more than 1 pyrapoint per Combat and may not use pyrapoint and the Spell pyrapower during the same Combat.
Pay 1 Gold to gain midpoint. Midpoint is a Spell. Midpoint may be used at the start of any Magical Combat. When used, roll a die. If the die roll is 1, 2, or 3, increase your Magic by an amount equal to the die roll for that Magical Combat only. If the die roll is 4, 5, or 6, increase your Magic by an amount equal to the die roll divided by two (round up) for that Magical Combat only. You may not use more than 1 midpoint per Combat and may not use midpoint and the Spell pyrapower during the same Combat.
Pay 1 Gold to gain flash. Flash is a Spell. Flash may be used at the start of any Melee Combat. When used, roll a die. If the die roll is greater than the Craft of the monster in the Melee Combat, the monster's Arms becomes equal to it's Arms divided by two (round up) for that Melee Combat only. You may not use more than 1 flash per Combat.
Pay 1 Gold to gain flare. Flare is a Spell. Flare may be used at the start of any Magical Combat. When used, roll a die. If the die roll is greater than the Craft of the monster in the Magical Combat, the monster's Magic becomes equal to it's Magic divided by two (round up) for that Magical Combat only. You may not use more than 1 flare per Combat.
When you are done gaining Gold, gaining Items, and/or gaining Spells, your turn ends and the next turn will begin at The Sky Fortress; Stay on this page if so.
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