The Sylvan Glen

Your turn begins in The Sylvan Glen.


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 sylvan glen:


2 = A beautiful elven song of light fills the air around you. If you are an elf and your Alignment is Evil, receive 1 Wound. If you are an elf and your Alignment is Neutral, heal 1 Wound. If you are an elf and your Alignment is Good, heal 2 Wounds. If you are not an elf, roll a die. If the die roll is equal to or less than the number of Wounds you have, heal 1 Wound.


3 = A high elven mage offers to teach you some high elf magic. Pay 1 Gold to gain imbed, unless your Alignment is Good and you are an elf, in which case you can gain imbed without paying 1 Gold. Imbed is a spell. Imbed may be used at the start of any turn if you have an item that has the word 'elven' in it's name. When used, increase your Arms and Magic by 1 for that turn only. You may not use more than 1 imbed per turn.


4 = An evil enemy of the high elves stalks this glen. Fight a Magical Combat with an elf eater. The elf eater's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 2. If you are an Elf, increase the elf eater's Vitae by 1. If your Alignment is Good, increase the elf eater's Magic by 1.


5 = A high elven maiden casts a spell on you then vanishes into thin air. Unless you are an elf and your Alignment is Good, roll a die. If the die roll is greater than your Magic, receive 1 Wound.


6 = A high elf with a sword commands you to go elsewhere. Unless you are an elf and your Alignment is Good, fight a Melee Combat with a high elf warrior. The high elf warrior's attributes are Arms: 4, Magic: 3, Craft: 3, Vitae: 2. If your Alignment is Evil, increase the high elf warrior's Arms by 1.


7 = The high elves in this glen try to direct non-elves out of this glen. Unless you are an elf, roll two dice. If the die roll is greater than the total of your Arms plus your Magic, your turn ends and the next turn will begin in The Mystic Woods; Proceed to that page if so.


8 = A high elf with a wand demands you leave the glen. Unless you are an elf and your Alignment is Good, fight a Magical Combat with a high elf wizard. The high elf wizard's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 2. If your Alignment is Evil, increase the high elf wizard's Magic by 1.


9 = A high elven bowman takes a shot at you then disappears into the glen. Unless you are an elf and your Alignment is Good, roll a die. If the die roll is greater than your Arms, receive 1 Wound.


10 = A human hunter of high elves mistakes you for one of this glen's denizens. Fight a Melee Combat with an elf hunter. The elf hunter's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 2. If you are an Elf, increase the elf hunter's Vitae by 1. If your Alignment is Good, increase the elf hunter's Arms by 1.


11 = A very unique type of fairy calls this glen home. Roll a die, unless you have a sylph. If the die roll is less than your Craft, or if you are an Elf and the die roll is less than or equal to your Craft, gain a sylph. A sylph is an Ally. If you have the sylph at the start of any Magical Combat, roll a die. If the die roll is 5 or 6, or if you are an elf and the die roll is 4, 5, or 6, increase your Magic by 1 for that Magical Combat only. If you have the sylph and you receive a Wound due to a Melee Combat, roll a die. If the die roll is 6, or if you are an elf and the die roll is 5 or 6, heal 1 Wound.


12 = The queen of the high elves demands to know what you are doing in her glen. Roll two dice, unless your Alignment is Good and you are an elf, in which case roll a die. If the die roll is greater than your Craft, pay 1 Spell or fight a Magical Combat with a high elf queen. The high elf queen's attributes are Arms: 3, Magic: 5, Craft: 5, Vitae: 3. At the start of any Magical Combat with the high elf queen, roll a die. If the die roll is 1, 2, or 3, increase the high elf queen's Magic by 1 for that Magical Combat only. If the die roll is 4 or 5, increase the high elf queen's Craft by 1 for that Magical Combat only. If the die roll is 6, increase the high elf queen's Magic and Craft by 1 for that Magical Combat only. If the high elf queen has fallen due to Combat with you, or if Combat with the high elf queen did not occur this turn and you pay 1 Gold, gain highlight. Highlight is a spell. Highlight 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 1. If the die roll is 4 or 5, increase your Craft by 1. If the die roll is 6, increase your Magic and Craft by 1. The increase lasts until the monster in the Magical Combat you used highlight at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 highlight per Combat.


Unless you rolled a 7 and returned to The Mystic Woods, after your glen encounter ends, you may choose to do any of the following in any order you choose:


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


      Pay 2 Gold to gain a green potion, unless you are an elf, in which case pay 1 Gold to gain a green potion. 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 an elven bow, unless you are an elf, in which case pay 2 Gold to gain an elven bow. An elven bow is an Item and a weapon. If you have the elven bow at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If you use an elven bow in a Melee Combat that is a standoff, roll a die. If the die roll is 5 or 6, or if you are an elf, the monster in that Melee Combat receives 1 Wound.


      Pay 3 Gold to gain an elven rope, unless you are an elf, in which case pay 2 Gold to gain an elven rope. An elven rope is an Item and a weapon. If you have the elven rope at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If you use an elven rope in a Magical Combat that is a standoff, roll a die. If the die roll is 5 or 6, or if you are an elf, the monster in that Magical Combat receives 1 Wound.


       Pay 1 Gold to gain imbue, unless you are an elf, in which case you can gain imbue without paying 1 Gold. Imbue is a Spell. Imbue may be used at the start of any Combat if you have an item that is a weapon and has the word 'elven' in it's name. When used, increase your Arms and Magic by 1. The increase lasts until the monster in the Combat you used imbue at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 imbue per monster per turn.


       Pay 1 Gold to gain imbibe, unless you are an elf, in which case you can gain imbibe without paying 1 Gold. Imbibe is a spell. Imbibe may be used at the start of any Combat if you have an item that has the word 'potion' in it's name. when used, increase your Arms and Magic by 1. The increase lasts until the monster in the Combat you used imbibe at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 imbibe per monster per turn.


When you are done gaining Spells, gaining Items, and/or healing Wounds, you must choose between staying in The Sylvan Glen or going back to The Mystic Woods. If you choose to stay in The Sylvan Glen, your turn ends and the next turn will begin in The Sylvan Glen; Stay on this page if so. If you choose to go to The Mystic Woods, your turn ends and the next turn will begin in The Mystic Woods; Proceed to that page if so.


The Mystic Woods 

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