The Stone Tower

Your turn begins at The Stone Tower.

If you do not have a stone key, your turn ends and the next turn will begin in The Misty Meadow; Proceed to that page if so.

If you have a stone key and your Alignment is Neutral, Go to the section of this page with the name 'NEUTRAL'.

If you have a stone key and your Alignment is Good or Evil, Go to the section of this page with the name 'NOT NEUTRAL'.

NEUTRAL - Roll two dice for what you encounter while exploring the tower of stone:

2 = The lord of this grey tower of stone is a powerful servant of the gods of neutrality. Fight a Melee Combat with a stone tower lord. The stone tower lord's attributes are Arms: 9, Magic: 8, Craft: 5, Vitae: 5. If the stone tower lord receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the stone tower lord does not receive the Wound. If the stone tower lord is in a Melee Combat that is a standoff, roll two dice. If the die roll is equal to or less than the stone tower lord's Arms, roll another die. If that die roll is 1, 2, or 3, you receive 1 Wound. If the die roll is 4, 5, or 6, the stone tower lord heals 1 Wound. If the stone tower lord has fallen due to Melee Combat with you, gain stonegrey armor, unless you have stonegrey armor. Stonegrey armor is an Item. If your Alignment is Neutral and you have the stonegrey armor, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 7 or more, you do not receive the Wound. If you use the stonegrey armor in a Melee Combat with a monster, and that Melee Combat is a standoff, roll two dice if your Alignment is Neutral. If the die roll is equal to or less than your Arms, roll another die. If that die roll is 1, 2, or 3, the monster in that Combat receives 1 Wound. If the die roll is 4, 5, or 6, you heal 1 Wound. You may not use any other Item with the word 'helm', 'helmet', 'shield', or 'armor' in it's name if you have the stonegrey armor.

3 = A sword-wielding warrior serves as the champion of the lord of this grey stone tower. Fight a Melee Combat with a stone sworder. The stone sworder's attributes are Arms: 8, Magic: 6, Craft: 4, Vitae: 4. If the stone sworder receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the stone sworder does not receive the Wound. If the stone sworder is in a Melee Combat that is a standoff, roll two dice. If the die roll is equal to or less than the stone sworder's Arms, roll another die. If that die roll is 1, 2, or 3, you receive 1 Wound. If the die roll is 4, 5, or 6, the stone sworder heals 1 Wound. If the stone sworder has fallen due to Melee Combat with you, gain a stonegrey sword, unless you have a stonegrey sword. A stonegrey sword is an Item and a weapon. If you have the stonegrey sword at the start of any Melee Combat, and your Alignment is Neutral, increase your Arms by 1 for that Melee Combat only. If you use the stonegrey sword in a Melee Combat with a monster, and that Melee Combat is a standoff, roll two dice if your Alignment is Neutral. If the die roll is equal to or less than your Arms, roll another die. If that die roll is 1, 2, or 3, the monster in that Combat receives 1 Wound. If the die roll is 4, 5, or 6, you heal 1 Wound.

4 = A gang of grey-capped soldiers tries to capture you and throw you into this tower's donjon. Roll two dice. If the die roll is greater than the total of your Arms plus your Craft, go to the section of this page with the name 'STONE DONJON'.

5 = The fiercest and most fanatical among the grey caps are promoted to the rank of captain. Fight a Melee Combat with a grey captain. The grey captain's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 3. If the grey captain receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 10 or more, the grey captain does not receive the Wound. If the grey captain has fallen due to Melee Combat with you, you may choose to roll a die. If the die roll is less than your Arms, gain a grey capper. A grey capper is an Ally. If you have the grey capper and you are in a Combat that is a standoff, you may choose to lose the grey capper. If so, you heal 1 Wound, then the monster in the Combat that was a standoff receives 1 Wound. You may not use more than 1 grey capper per monster per turn.

6 = This stone tower is guarded by a large number of fanatical soldiers wearing grey caps. Fight a Melee Combat with a grey cap. The grey cap's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 2. If the grey cap receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the grey cap does not receive the Wound. If the grey cap has fallen due to Melee Combat with you, you may choose to roll a die. If the die roll is 1, receive 1 Wound. If the die roll is 6, gain 1 Gold.

7 = This mystical stone tower emits a magical aura that tests the worthiness of all intruders. Roll two dice. If the die roll is greater than the total of your Arms plus your Magic, lose a stone key. If the die roll is equal to or less than the total of your Arms plus your Magic, roll another two dice if you have 1 or more Wounds. If that die roll 2, 7, or 12, heal 1 Wound.

8 = A large number of zealous magicians wearing grey hats guard this stone tower. Fight a Magical Combat with a grey hat. The grey hat's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 2. If the grey hat receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the grey hat does not receive the Wound. If the grey hat has fallen due to Magical Combat with you, you may choose to roll a die. If the die roll is 1, lose 1 Gold. If the die roll is 6, heal 1 Wound.

9 = The wiliest and most zealous among the grey hats are given the title of hatter. Fight a Magical Combat with a grey hatter. The grey hatter's attributes are Arms: 5, Magic: 6, Craft: 3, Vitae: 3. If the grey hatter receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 10 or more, the grey hatter does not receive the Wound. If the grey hatter has fallen due to Magical Combat with you, you may choose to roll a die. If the die roll is less than your Magic, gain stony. Stony is a Spell. You may use stony whenever you are in a Combat that is a standoff. When used, you heal 1 Wound, then the monster in the Combat that was a standoff receives 1 Wound. You may not use more than 1 stony per monster per turn.

10 = A group of grey-hatted magicians tries to overpower you and send you to this tower's donjon. Roll two dice. If the die roll is greater than the total of your Magic plus your Craft, go to the section of this page with the name 'STONE DONJON'.

11 = A staff-wielding wizard serves as the champion of the lady of this grey stone tower. Fight a Magical Combat with a stone staffer. The stone staffer's attributes are Arms: 6, Magic: 8, Craft: 4, Vitae: 4. If the stone staffer receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the stone staffer does not receive the Wound. If the stone staffer is in a Magical Combat that is a standoff, roll two dice. If the die roll is equal to or less than the stone staffer's Magic, roll another die. If that die roll is 1, 2, or 3, you receive 1 Wound. If the die roll is 4, 5, or 6, the stone staffer heals 1 Wound. If the stone staffer has fallen due to Magical Combat with you, gain a stonegrey staff, unless you have a stonegrey staff. A stonegrey staff is an Item and a weapon. If you have the stonegrey staff at the start of any Magical Combat, and your Alignment is Neutral, increase your Magic by 1 for that Magical Combat only. If you use the stonegrey staff in a Magical Combat with a monster, and that Magical Combat is a standoff, roll two dice if your Alignment is Neutral. If the die roll is equal to or less than your Magic, roll another die. If that die roll is 1, 2, or 3, the monster in that Combat receives 1 Wound. If the die roll is 4, 5, or 6, you heal 1 Wound.

12 = The lady of this grey tower of stone is a powerful servant of the goddesses of neutrality. Fight a Magical Combat with a stone tower lady. The stone tower lady's attributes are Arms: 8, Magic: 9, Craft: 5, Vitae: 5. If the stone tower lady receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the stone tower lady does not receive the Wound. If the stone tower lady is in a Magical Combat that is a standoff, roll two dice. If the die roll is equal to or less than the stone tower lady's Magic, roll another die. If that die roll is 1, 2, or 3, you receive 1 Wound. If the die roll is 4, 5, or 6, the stone tower lady heals 1 Wound. If the stone tower lady has fallen due to Magical Combat with you, gain stonegrey robes, unless you have stonegrey robes. Stonegrey robes is an Item. If your Alignment is Neutral and you have the stonegrey robes, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 7 or more, you do not receive the Wound. If you use the stonegrey robes in a Magical Combat with a monster, and that Magical Combat is a standoff, roll two dice if your Alignment is Neutral. If the die roll is equal to or less than your Magic, roll another die. If that die roll is 1, 2, or 3, the monster in that Combat receives 1 Wound. If the die roll is 4, 5, or 6, you heal 1 Wound. You may not use any other Item with the word 'hat', 'cloak', 'robe', or 'robes' in it's name if you have the stonegrey robes.

After your stone tower encounter, you must choose between staying at The Stone Tower or going back to The Misty Meadow. If you choose to stay at The Stone Tower, your turn ends and the next turn will begin at The Stone Tower; Stay on this page if so. If you choose to go to The Misty Meadow, your turn ends and the next turn will begin in The Misty Meadow; Proceed to that page if so.

NOT NEUTRAL - Roll two dice for what you encounter while exploring the tower of stone:

2 = The lord of this stone tower of grey is a powerful servant of the gods of neutrality. Fight a Melee Combat with a grey tower lord. The grey tower lord's attributes are Arms: 9, Magic: 8, Craft: 5, Vitae: 5. If the grey tower lord receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the grey tower lord does not receive the Wound. If the grey tower lord is in a Melee Combat that is a standoff, roll two dice. If the die roll is equal to or less than the grey tower lord's Arms, roll another die. If that die roll is 1, 2, or 3, you receive 1 Wound. If the die roll is 4, 5, or 6, the grey tower lord heals 1 Wound. If the grey tower lord has fallen due to Melee Combat with you, gain a stonegrey relic. A stonegrey relic is an Item. If you have the stonegrey relic at the start of any turn on a page with the word 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the stonegrey relic to gain 4 Gold. If you have the stonegrey relic at the start of any turn on a page with the word 'Tower' in it's name, you may choose to lose the stonegrey relic. If so, your Alignment becomes Neutral, then you heal all Wounds.

3 = A sword-wielding warrior serves as the champion of the lord of this stone grey tower. Fight a Melee Combat with a grey sworder. The grey sworder's attributes are Arms: 8, Magic: 6, Craft: 4, Vitae: 4. If the grey sworder receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the grey sworder does not receive the Wound. If the grey sworder is in a Melee Combat that is a standoff, roll two dice. If the die roll is equal to or less than the grey sworder's Arms, roll another die. If that die roll is 1, 2, or 3, you receive 1 Wound. If the die roll is 4, 5, or 6, the grey sworder heals 1 Wound. If the grey sworder has fallen due to Melee Combat with you, gain a stonegrey statue. A stonegrey statue is an Item. If you have the stonegrey statue at the start of any turn on a page with the word 'City', 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the stonegrey statue to gain 2 Gold. If you have the stonegrey statue at the start of any turn on a page with the word 'Tower' in it's name, you may choose to lose the stonegrey statue. If so, your Alignment becomes Neutral, then you heal 2 Wounds.

4 = A gang of stone-capped soldiers tries to capture you and throw you into this tower's donjon. Roll two dice. If the die roll is greater than your Arms, go to the section of this page with the name 'STONE DONJON'.

5 = The fiercest and most fanatical among the stone caps are promoted to the rank of captain. Fight a Melee Combat with a stone captain. The stone captain's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 3. If the stone captain receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 10 or more, the stone captain does not receive the Wound. If the stone captain has fallen due to Melee Combat with you, you may choose to roll a die. If the die roll is 6, gain a stone capper. A stone capper is an Ally. If you have the stone capper and you are in a Combat that is a standoff, you may choose to lose the stone capper. If so, you heal 1 Wound, then the monster in the Combat that was a standoff receives 1 Wound. You may not use more than 1 stone capper per monster per turn.

6 = This grey tower is guarded by a large number of fanatical soldiers wearing stone caps. Fight a Melee Combat with a stone cap. The stone cap's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 2. If the stone cap receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the stone cap does not receive the Wound. If the stone cap has fallen due to Melee Combat with you, you may choose to roll a die. If the die roll is 1 or 2, receive 1 Wound. If the die roll is 6, gain 1 Gold.

7 = This magical stone tower emits a mystical aura that tests the worthiness of all intruders. Roll two dice. If the die roll is equal to or greater than the total of your Arms plus your Magic, lose a stone key. If the die roll is less than the total of your Arms plus your Magic, roll another two dice. If that die roll 2 or 12, your Alignment becomes Neutral.

8 = A large number of zealous magicians wearing stone hats guard this grey tower. Fight a Magical Combat with a stone hat. The stone hat's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 2. If the stone hat receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the stone hat does not receive the Wound. If the stone hat has fallen due to Magical Combat with you, you may choose to roll a die. If the die roll is 1 or 2, lose 1 Gold. If the die roll is 6, heal 1 Wound.

9 = The wiliest and most zealous among the stone hats are given the title of hatter. Fight a Magical Combat with a stone hatter. The stone hatter's attributes are Arms: 5, Magic: 6, Craft: 3, Vitae: 3. If the stone hatter receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 10 or more, the stone hatter does not receive the Wound. If the stone hatter has fallen due to Magical Combat with you, you may choose to roll a die. If the die roll is 6, gain stony. Stony is a Spell. You may use stony whenever you are in a Combat that is a standoff. When used, you heal 1 Wound, then the monster in the Combat that was a standoff receives 1 Wound. You may not use more than 1 stony per monster per turn.

10 = A group of stone-hatted magicians tries to overpower you and send you to this tower's donjon. Roll two dice. If the die roll is greater than your Magic, go to the section of this page with the name 'STONE DONJON'.

11 = A staff-wielding wizard serves as the champion of the lady of this stone grey tower. Fight a Magical Combat with a grey staffer. The grey staffer's attributes are Arms: 6, Magic: 8, Craft: 4, Vitae: 4. If the grey staffer receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the grey staffer does not receive the Wound. If the grey staffer is in a Magical Combat that is a standoff, roll two dice. If the die roll is equal to or less than the grey staffer's Magic, roll another die. If that die roll is 1, 2, or 3, you receive 1 Wound. If the die roll is 4, 5, or 6, the grey staffer heals 1 Wound. If the grey staffer has fallen due to Magical Combat with you, gain a stonegrey statue. A stonegrey statue is an Item. If you have the stonegrey statue at the start of any turn on a page with the word 'City', 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the stonegrey statue to gain 2 Gold. If you have the stonegrey statue at the start of any turn on a page with the word 'Tower' in it's name, you may choose to lose the stonegrey statue. If so, your Alignment becomes Neutral, then you heal 2 Wounds.

12 = The lady of this stone tower of grey is a powerful servant of the goddesses of neutrality. Fight a Magical Combat with a grey tower lady. The grey tower lady's attributes are Arms: 8, Magic: 9, Craft: 5, Vitae: 5. If the grey tower lady receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the grey tower lady does not receive the Wound. If the grey tower lady is in a Magical Combat that is a standoff, roll two dice. If the die roll is equal to or less than the grey tower lady's Magic, roll another die. If that die roll is 1, 2, or 3, you receive 1 Wound. If the die roll is 4, 5, or 6, the grey tower lady heals 1 Wound. If the grey tower lady has fallen due to Magical Combat with you, gain a stonegrey relic. A stonegrey relic is an Item. If you have the stonegrey relic at the start of any turn on a page with the word 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the stonegrey relic to gain 4 Gold. If you have the stonegrey relic at the start of any turn on a page with the word 'Tower' in it's name, you may choose to lose the stonegrey relic. If so, your Alignment becomes Neutral, then you heal all Wounds.

After your stone tower encounter, you must choose between staying at The Stone Tower or going back to The Misty Meadow. If you choose to stay at The Stone Tower, your turn ends and the next turn will begin at The Stone Tower; Stay on this page if so. If you choose to go to The Misty Meadow, your turn ends and the next turn will begin in The Misty Meadow; Proceed to that page if so.

STONE DONJON - You may not use any Items, Allies, or Spells while in this section.

If you have 1 or more stone tokens, roll a die. If the die roll is equal to or less than the number of stone tokens you have, lose all stone tokens, then your turn ends and the next turn will begin at The Stone Tower; Stay on this page if so.

Roll a die for what you encounter while trapped in the donjon of stone:

1 = You must struggle against the other prisoners here in order to find a way out of the donjon. Roll two dice. If the die roll is equal to your Arms, lose 1 stone token or receive 1 Wound. If the die roll is less than your Arms, gain a stone token. A stone token is an Item. A stone token does not count towards the number of Items you may have.

2 = Many magical enchantments conceal the true exits from this dangerous donjon. Roll two dice. If the die roll is equal to your Magic, lose 1 stone token or receive 1 Wound. If the die roll is less than your Magic, gain a stone token. A stone token is an Item. A stone token does not count towards the number of Items you may have.

3 = Perhaps if you study the design of this donjon long enough you will find a way out. Roll two dice. If the die roll is equal to your Craft, lose 1 stone token or receive 1 Wound. If the die roll is less than your Craft, gain a stone token. A stone token is an Item. A stone token does not count towards the number of Items you may have.

4 = Maybe the best way out of this donjon is to simply survive it's harshness and cruelty. Roll two dice. If the die roll is equal to your Vitae, lose 1 stone token or receive 1 Wound. If the die roll is less than your Vitae, gain a stone token. A stone token is an Item. A stone token does not count towards the number of Items you may have.

5 = This donjon is maintained by a group of wardens who have set up guard posts all around. Fight a Melee Combat with a stone warden. The stone warden's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 1. If the stone warden receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the stone warden does not receive the Wound. If the stone warden is in a Melee Combat that is a standoff, and you have 1 or more stone tokens, roll a die. If the die roll is 1 or 6, lose 1 stone token. If the stone warden has fallen due to Melee Combat with you, roll a die. If the die roll is 1 or 6, gain a stone token. A stone token is an Item. A stone token does not count towards the number of Items you may have.

6 = This donjon is monitored by a group of warders who have placed magical wards all about. Fight a Magical Combat with a stone warder. The stone warder's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 1. If the stone warder receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the stone warder does not receive the Wound. If the stone warder is in a Magical Combat that is a standoff, and you have 1 or more stone tokens, roll a die. If the die roll is 1 or 6, lose 1 stone token. If the stone warder has fallen due to Magical Combat with you, roll a die. If the die roll is 1 or 6, gain a stone token. A stone token is an Item. A stone token does not count towards the number of Items you may have.

After your stone donjon encounter, go to the section of this page with the name 'STONE DONJON'.

The Misty Meadow

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