The Sleepy Hollow

Your turn begins in The Sleepy Hollow.

If you are an elf, increase your Arms and Magic by 1 for this turn only.


Roll two dice for what you encounter while exploring the sleepy hollow:


2 = An aged wizard who slept many years in this hollow has a very long beard and a bag of candy. Fight a Magical Combat with rips van winkle. Rips van winkle's attributes are Arms: 4, Magic: 6, Craft: 4, Vitae: 2. At the start of any Magical Combat with rips van winkle, roll a die. If the die roll is equal to or less than rips van winkle's Craft, fight a Melee Combat with rips van winkle instead of a Magical Combat. At the start of any Melee Combat with rips van winkle, roll a die. If the die roll is greater than your Vitae, the Melee Combat will automatically be a standoff without rolling any dice, then you must choose to end Combat with rips van winkle when given the choice. If rips van winkle has fallen due to Combat with you, gain a sleep staff. A sleep staff is an Item and a weapon. If you have the sleep staff at the start of any Melee Combat, you may choose to roll a die. If the die roll is greater than the Vitae of the monster in the Melee Combat, that Melee Combat will automatically be a standoff without rolling any dice. Also, if you have the sleep staff and you use the Spell snooze, you may choose to roll a die. If the die roll is less than your Craft, or if you are a thief and the die roll is equal to or less than your Craft, you do not lose the snooze Spell after using it.


3 = A grumpy, sleepy dwarf mumbles in his sleep about an incantation for a drowsy spell. If you choose, roll a die. If the die roll is less than your Craft, or if you are a thief and the die roll is equal to or less than your Craft, gain snooze. Snooze is a Spell. Snooze may be used at the start of any Combat. When used, the Combat that snooze was used at the start of will automatically be a standoff without rolling any dice, then you may choose to roll a die. If the die roll is less than your Craft, the monster in the Combat that snooze was used at the start of receives 1 Wound. You may not use more than 1 snooze per Combat.


4 = You are overwhelmed with sleep and soon find yourself dreaming of a strange land. Roll a die. If the die roll is equal to or greater than your Craft, your turn ends and the next turn will begin in The Dreamlands; Proceed to that page if so.


5 = From out of a hollow tree stump comes a small, furry bear wearing a night cap and gown. Fight a Magical Combat with a teddy bear. The teddy bear's attributes are Arms: 2, Magic: 5, Craft: 1, Vitae: 1. If you receive a Wound due to a Combat with the teddy bear, do not receive the Wound, then roll a die. If the die roll is equal to or greater than your Craft, you must choose to end Combat with the teddy bear when given the choice. If the die roll is less than your Craft, your turn ends and the next turn will begin in The Dreamlands; Proceed to that page if so.


6 = You wonder whether you should awaken a sleeping wizard that is walking about in a trance. Roll a die. Unless the die roll is 1, fight a Magical Combat with a sleep walker. The sleep walker's attributes are Arms: 1, Magic: 4, Craft: 3, Vitae: 2. At the start of any Magical Combat the sleep walker is in, roll a die if it is the first Combat the sleep walker has been in this turn. If the die roll is greater than your Craft, increase the sleep walker's Magic by 1 for that Magical Combat only. If the die roll is less than your Craft, decrease the sleep walker's Magic by 1 for that Magical Combat only. If the sleep walker receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the sleep walker does not receive the Wound.


7 = Those entering this hollow soon find themselves having a restful nap under a shady tree. If you have 1 or more Wounds, roll a die. if the die roll is less than your Vitae, heal 1 Wound.


8 = You ponder whether you should wake up a guard sleeping in a hammock between two trees. Roll a die. Unless the die roll is 1, fight a Melee Combat with a hammock guard. The hammock guard's attributes are Arms: 4, Magic: 1, Craft: 2, Vitae: 2. At the start of any Melee Combat the hammock guard is in, roll a die if it is the first Combat the hammock guard has been in this turn. If the die roll is greater than your Craft, increase the hammock guard's Arms by 1 for that Melee Combat only. If the die roll is less than your Craft, decrease the hammock guard's Arms by 1 for that Melee Combat only. If the hammock guard receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the hammock guard does not receive the Wound.


9 = Amid a bed of fallen leaves is a small bug with a poisonous bite which causes deep sleep. Fight a Melee Combat with a bed bug. The bed bug's attributes are Arms: 5, Magic: 2, Craft: 1, Vitae: 1. If you receive a Wound due to a Combat with the bed bug, do not receive the Wound, then roll a die. If the die roll is equal to or greater than your Craft, you must choose to end Combat with the bed bug when given the choice. If the die roll is less than your Craft, your turn ends and the next turn will begin in The Dreamlands; Proceed to that page if so.


10 = You discover a legendary tree that is said to be a gateway to a world of dreams if you sleep under it. If you choose, roll a die. If the die roll is equal to or less than your Craft, your turn ends and the next turn will begin in The Dreamlands; Proceed to that page if so.


11 = You come across a strange person having a strange dream in a strange place. If you choose, roll a die. If the die roll is less than your Craft, or if you are a thief and the die roll is equal to or less than your Craft, gain a strange dreamer. A strange dreamer is an Ally. If you have the strange dreamer at the start of any turn on a page with the word 'Sleepy' or 'Dreamlands' in it's name, increase your Arms and Magic by 1 for that turn only. If you have the strange dreamer at the start of any turn on a page that does not have the word 'Sleepy' or 'Dreamlands' in it's name, lose the strange dreamer, then heal 1 Wound. You may not use more than 1 strange dreamer at a time.


12 = This shadowy hollow is terrorized by a horseman who wields a sharp sword and has no head. Fight a Melee Combat with a headless horseman. The headless horseman's attributes are Arms: 7, Magic: 4, Craft: 4, Vitae: 3. If you receive a Wound due to a Melee Combat with the headless horseman, and the total of your Vitae minus your Wounds equals 1 after receiving the Wound, receive 1 additional Wound. If the headless horseman has fallen due to Combat with you, gain a vorpal blade. A vorpal blade is an Item and a weapon. If you have the vorpal blade at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If you have the vorpal blade, and a monster receives a Wound due to a Melee Combat with you, if the total of the monster's Vitae minus it's Wounds equals 1 after receiving the Wound, the monster receives 1 additional Wound.


Unless you rolled a 4, 5, 9, or 10 and went to The Dreamlands, after your sleepy hollow encounter ends, you must choose between staying in The Sleepy Hollow or going back to The Woods. If you choose to stay in The Sleepy Hollow, your turn ends and the next turn will begin in The Sleepy Hollow; Stay on this page if so. If you choose to go to The Woods, your turn ends and the next turn will begin in The Woods; Proceed to that page if so.


The Dreamlands


The Woods

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