The Sunken City

Your turn begins in The Sunken City. 


Choose one of the following locations to visit: MERCHANT MARINER, SURF SHOP, AQUATIC GUILD, CORAL CHURCH, WET BAR, SEAWEED SQUARE, AQUARIUM, MARINA. To visit a location, go to the section of this page with the same name as the location.


MERCHANT MARINER - 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', 'pass', or 'ticket' in it's name.


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.


      When you are done gaining Gold, your turn ends and the next turn will begin in The Sunken City; Stay on this page.


SURF SHOP - You may choose to do any of the following in any order you choose:


Pay 1 Gold to gain a net. A net is an Item. If you have the net at the start of any Melee Combat, you may choose to lose the net. If so, the Melee Combat will automatically be a standoff without rolling any dice.


Pay 1 Gold to gain a magic net. A magic net is an Item. If you have the magic net at the start of any Magical Combat, you may choose to lose the magic net. If so, the Magical Combat will automatically be a standoff without rolling any dice.


Pay 2 Gold to gain a trident. A trident is an Item and a weapon. If you have the trident at the start of any Melee Combat, roll a die. If the die roll is 3, increase your Arms by 1 for that Combat only. If the die roll is 6, increase your Arms by 2 for that Combat only.


Pay 4 Gold to gain a magic trident. A magic trident is an Item and a weapon. If you have the magic trident at the start of any Melee Combat, increase your Arms by 1 for that Combat only, then roll a die. If the die roll is 3, increase your Arms by an additional 1 for that Combat only. If the die roll is 6, increase your Arms by an additional 2 for that Combat only.


Pay 2 Gold to gain a wave wand. A wave wand is an Item and a weapon. If you have the wave wand at the start of any Magical Combat, roll a die. If the die roll is 3, increase your Magic by 1 for that Combat only. If the die roll is 6, increase your Magic by 2 for that Combat only.


Pay 4 Gold to gain a wave staff. A wave staff is an Item and a weapon. If you have the wave staff at the start of any Magical Combat, increase your Magic by 1 for that Combat only, then roll a die. If the die roll is 3, increase your Magic by an additional 1 for that Combat only. If the die roll is 6, increase your Magic by an additional 2 for that Combat only.


      When you are done gaining Items, your turn ends and the next turn will begin in The Sunken City; Stay on this page.


AQUATIC GUILD - You may choose to do any of the following in any order you choose:


Pay 1 Gold to gain atlantis. Atlantis is a Spell. Atlantis may only be used if you have an Item with the word 'sea' in it's name. You may use atlantis at the start of any turn on a page with the word 'Sunken' or 'Sea' in it's name. When used at the start of a turn on a page with the word 'Sunken' in it's name, your turn ends and your next turn will begin on The Sea; Proceed to that page if so. When used at the start of a turn on a page with the word 'Sea' in it's name, your turn ends and your next turn will begin in The Sunken City; Proceed to that page if so.


Pay 1 Gold to gain trio, unless you are a wizard, in which case you gain trio without paying 1 Gold. Trio is a Spell. Trio may be used at the start of any Melee Combat you are in. When used, roll a die. If the die roll is 1, increase your Arms by 1 for that Melee Combat only. If the die roll is 3, increase your Arms by 2 for that Melee Combat only. If the die roll is 6, increase your Arms by 3 for that Melee Combat only. You may not use more than 1 trio per Combat.


Pay 1 Gold to gain triangle, unless you are a wizard, in which case you gain triangle without paying 1 Gold. Triangle is a Spell. Triangle may be used at the start of any Magical Combat you are in. When used, roll a die. If the die roll is 1, increase your Magic by 1 for that Magical Combat only. If the die roll is 3, increase your Magic by 2 for that Magical Combat only. If the die roll is 6, increase your Magic by 3 for that Magical Combat only. You may not use more than 1 triangle per Combat.


Pay 1 Gold to gain triad, unless you are a wizard, in which case you gain triad without paying 1 Gold. Triad is a Spell. You may only use triad when a monster receives a Wound due to any Combat with you. When used, roll a die. If the die roll is 3 or 6, the monster receives 2 additional Wounds. You may not use more than 1 triad per Wound per Combat.


       When you are done gaining Spells, your turn ends and the next turn will begin in The Sunken City; Stay on this page.


CORAL CHURCH - You may choose to do any of the following in any order you choose:


Pay 1 Gold to heal 1 Wound, unless you are a priest, in which case you can heal 1 Wound without paying 1 Gold.


Pay 1 Gold to gain triage, unless you are a priest or a wizard, in which case you gain triage without paying 1 Gold. Triage is a spell. Triage may be used at the start of any turn if you have 3 or more Wounds. When used, heal 3 Wounds.


Pay 1 Gold to gain hold, unless you are a priest, in which case you gain hold without paying 1 Gold. Hold is a Spell. Hold may be used at the start of any Combat. When used, the Combat that hold was used at the start of will automatically be a standoff without rolling any dice.


If your Alignment is Good, pay 1 Gold to gain holywater, unless your Alignment is Good and you are a priest, in which case you gain holywater without paying 1 Gold. Holywater is a Spell. You may use holywater 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 holywater per Wound per Combat.


If your Alignment is Neutral, pay 1 Gold to gain greywater, unless your Alignment is Neutral and you are a priest, in which case you gain greywater without paying 1 Gold. Greywater is a Spell. You may only 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.


If your Alignment is Evil, pay 1 Gold to gain darkwater, unless your Alignment is Evil and you are a priest, in which case you gain darkwater without paying 1 Gold. Darkwater is a Spell. You may only use darkwater 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 darkwater per Wound per Combat.


       When you are done gaining Spells and/or healing Wounds, your turn ends and the next turn will begin in The Sunken City; Stay on this page.


WET BAR - Roll a die for what you encounter at the wet bar:


      1 = You've never been in a bar brawl underwater before. Fight a Melee Combat with a drunken fish. The drunken fish's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. If the drunken fish has fallen due to Combat with you, you do not gain any XP.

 

      2 = You hear a rumor that a gigantic sea monster lives in a keep near this city. It is said that the kraken swallows it's prey whole, and that there is still much treasure in it's belly.


      3 = You hear a rumor that there is a city in the clouds above the frozen wastes of Adventuria. It is said that the cloud city can only be reached by a mythical rainbow bridge.


      4 = You hear a rumor that there is a grotto deep within one of the caverns of the coast. At the center of the grotto is said to be a magical sea ship that can freely travel to and from The Sunken City.

 .

      5 = You hear a rumor that there is a maze on one of the isles of the distant lands. A deadly minotaur guarding valuable treasure is said to be at the center of the maze.


      6 = A mermaid barmaid tells you that those in need of gold should brave the dangers of the underwater keep nearby. If you choose, your turn ends and the next turn will begin at The Kraken Keep; Proceed to that page if so.


Unless you rolled a 6 and went to The Kraken Keep, your turn ends after your wet bar encounter ends, and your next turn will begin in The Sunken City; Stay on this page if so.


SEAWEED SQUARE - Roll a die for what you encounter at the sunken city square:


      1 = The urchins of this city make excellent pickpockets. Roll a die. If the die roll is greater than your Craft, lose 1 Gold.


      2 = A bottom feeder mistakes you for algae. Fight a Melee Combat with a sucker fish. The sucker fish's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 1.


      3 = A gambling mollusk has set up a shell game. Pay 1 Gold to roll a die. If the die roll is 3 or 4, you gain 2 Gold. If the die roll is 1 or 6, you gain 1 Gold.


      4 = You are stalked by the sentient seaweed of deceit. Fight a Magical Combat with a sargasm. The sargasm's attributes are Arms: 1, Magic: 3, Craft: 1, Vitae: 2.


      5 = An inexperienced aqua acolyte attempts to heal those that pass by. Roll a die. If the die roll is 6, heal 1 Wound.


      6 = Through rows of kelp, you spot an underwater keep of tremendous size off in the distance. If you choose, your turn ends and the next turn will begin at The Kraken Keep; Proceed to that page if so.


      Unless you rolled a 6 and went to The Kraken Keep, your turn ends after your seaweed square encounter ends, and your next turn will begin in The Sunken City; Stay on this page if so.


AQUARIUM - Roll a die for what you encounter at the city's giant open water aquarium:


      1 = You meet the business end of a blowfish. Roll a die. If the die roll is greater than your Vitae, lose 1 Wound.


      2 = You frighten a magical fish made of glass. Fight a Magical Combat with a glass fish. The glass fish's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 1.


      3 = You find a sand dollar and wonder if it is worth anything. Roll a die. If the die roll is 1, gain 1 Gold.


      4 = Somebody paid a grouper to whack you. Fight a Melee Combat with a grouper. The grouper's attributes are Arms: 3, Magic: 1, Craft: 1, Vitae: 2.


      5 = A school of goldfish engulf you in a cloud of glittering gold scales. If you have 1 or more Gold, roll a die. If the die roll is equal to or less than the amount of Gold you have, lose 1 Gold.


      6 = You may ride a giant seahorse to an enormous underwater keep not too far from the sunken city. If you choose, your turn ends and the next turn will begin at The Kraken Keep; Proceed to that page if so.


      Unless you rolled a 6 and went to The Kraken Keep, your turn ends after your aquarium encounter ends, and your next turn will begin in The Sunken City; Stay on this page if so.


MARINA - You may choose to do any of the following in any order you choose:


Pay 2 Gold to gain a sea ticket. A sea ticket is an Item. A sea ticket does not count towards the number of Items you may have. 


Pay 4 Gold to gain a sea ship. A sea ship is an Item. A sea ship does not count towards the number of Items you may have. Except for this turn, if you have a sea ship and are on a page other than The City, The Sea, The Coast, or The Port City, lose the sea ship unless the page says otherwise.


If you have a sea ticket, a sea ship, or a sea ring, you may choose to leave The Sunken City by going to The Sea. If so, your turn ends and the next turn will begin on The Sea; Proceed to that page.


       Unless you used an Item to go to The Sea, when you are done gaining Items, your turn ends and the next turn will begin in The Sunken City; Stay on this page.


The Kraken Keep


The Sea

Comments

Popular posts from this blog

The Crossroads

The Land Of Adventuria

Rules Of The Game