The Tall Tower

Your turn begins in The Tall Tower.


Go to the section of this page with the name 'GROUND LEVEL'.


GROUND LEVEL - Roll a die for what you encounter on the tall tower's ground level:


1 = The large door that opens into the tall tower unlocks, but is hard to open. Roll two dice. If the die roll is greater than the total of your Craft plus your Vitae, your turn ends and your next turn will begin in The Monastery; Proceed to that page if so.


2 = A monk armed with a gauntlet tries to force you out of the tower. Fight a Melee Combat with a gauntlet monk. The gauntlet monk's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. If the gauntlet monk receives a Wound due to a Melee Combat with you, roll two dice. If the die roll is 11 or more, the gauntlet monk does not receive the Wound.


3 = An aged friar has a minor spell that may be useful in this tower. If you choose, roll a die. If the die roll is less than your Craft, or if the die roll is equal to or less than your Craft and you are a priest or wizard, gain friarfry. Friarfry is a Spell. You may use friarfry at the start of any Magical Combat with a monster with the word 'friar' in it's name. When used, roll a die. That monster with the word 'friar' in it's name receives a number of Wounds equal to the die roll divided by two (round up). You may not use more than 1 friarfry per monster per turn.


4 = A friar armed with a magic gauntlet tries to oust you from the tower. Fight a Magical Combat with a gauntlet friar. The gauntlet friar's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. If the gauntlet friar receives a Wound due to a Magical Combat with you, roll two dice. If the die roll is 11 or more, the gauntlet friar does not receive the Wound.


5 = You trigger a tripwire trap that shoots a swift javelin your way. Roll a die. If the die roll is greater than your Arms, receive 1 Wound.


6 = A rare monk that has mastered magic guards over this level of the tower. Fight a Melee Combat with a magi monk. The magi monk's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 2. At the start of any Melee Combat with the magi monk, roll a die. If the die roll is equal to or less than the Craft of the magi monk, fight a Magical Combat with the magi monk instead of that Melee Combat. If the magi monk receives a Wound due to a Magical Combat with you, roll two dice. If the die roll is 11 or more, the magi monk does not receive the Wound. If the magi monk has fallen due to Combat with you, gain a magic gauntlet. A magic gauntlet is an Item and a weapon. If you have the magic gauntlet at the start of any Magical Combat, roll a die. If the die roll is 4, 5, or 6, or if you are a priest or warrior, increase your Magic by 1 for that Magical Combat only. If you have the magic gauntlet, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 11 or more, you do not receive the Wound.


Unless you rolled a 1 and went to The Monastery, after your ground level encounter, go to the section of this page with the name 'SECOND LEVEL'.


SECOND LEVEL - Roll a die for what you encounter on the tall tower's second level:


1 = The set of stairs leading to this level suddenly flatten beneath you. Roll two dice. If the die roll is greater than the total of your Craft plus your Arms, go to the section of this page with the name 'GROUND LEVEL'.


2 = A friar that has taken a vow of silence is surrounded by an aura of silence. Fight a Magical Combat with a silent friar. The silent friar's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. You may not use Spells in a Magical Combat with the silent friar.


3 = A small fireball hurtles your way after you trigger a door trap. Roll a die. If the die roll is greater than your Magic, receive 1 Wound.


4 = An aura of silence surrounds a monk that has taken a vow of silence. Fight a Melee Combat with a silent monk. The silent monk's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. You may not use Spells in a Melee Combat with the silent monk.


5 = An aged monk has some minor magic that may be helpful in this tower. If you choose, roll a die. If the die roll is less than your Craft, or if the die roll is equal to or less than your Craft and you are a priest or wizard, gain monkzap. Monkzap is a Spell. You may use monkzap at the start of any Melee Combat with a monster with the word 'monk' in it's name. When used, roll a die. That monster with the word 'monk' in it's name receives a number of Wounds equal to the die roll divided by two (round up). You may not use more than 1 monkzap per monster per turn.


6 = A stout, bearded monk wearing a gauntlet made of iron watches over this level. Fight a Melee Combat with an iron monk. The iron monk's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 2. If the iron monk receives a Wound due to a Melee Combat with you, roll two dice. If the die roll is 9 or more, the iron monk does not receive the Wound. If the iron monk has fallen due to Combat with you, gain an iron gauntlet. An iron gauntlet is an Item and a weapon. If you have the iron gauntlet at the start of any Melee Combat, roll a die. If the die roll is 4, 5, or 6, or if you are a priest or warrior, increase your Arms by 1 for that Melee Combat only. If you have the iron gauntlet, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 10 or more, you do not receive the Wound.


Unless you rolled a 1 and went to the 'GROUND LEVEL' section, after your second level encounter, go to the section of this page with the name 'THIRD LEVEL'.


THIRD LEVEL - Roll a die for what you encounter on the tall tower's third level:


1 = A confusion spell tries to trick you into walking back down to the lower level. Roll two dice. If the die roll is greater than the total of your Craft plus your Magic, go to the section of this page with the name 'SECOND LEVEL'.


2 = A monk in green robes has an amazing leaping ability used to dodge weapons in battle. Fight a Melee Combat with a mantis monk. The mantis monk's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. You may not use Items that are weapons in a Melee Combat with the mantis monk.


3 = A well-hidden pressure plate triggers a pit trap. Roll a die. If the die roll is greater than your Craft, receive 1 Wound.


4 = A friar in green robes bearing an insect insignia has tremendous leaping power. Fight a Magical Combat with a mantis friar. The mantis friar's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. You may not use Items that are weapons in a Magical Combat with the mantis friar.


5 = You attempt to set free an imprisoned enemy of the friars of this tower. Roll a die, unless you have a friar slayer. If the die roll is equal to or less than your Craft, roll another die. If that die roll is equal to or less than your Magic, gain a friar slayer. A friar slayer is an Ally. If you have the friar slayer at the start of a Magical Combat with a monster with the word 'friar' in it's name, increase your Magic by 1 for that Magical Combat. If you have the friar slayer, and a monster with the word 'friar' in it's name receives a Wound due to a Magical Combat with you, that monster receives 1 additional Wound. If you have the friar slayer, and you receive a Wound due to a Magical Combat with a monster with the word 'friar' in it's name, roll a die. If the die roll is 1, 3, or 5, lose the friar slayer, then you do not receive the Wound.


6 = A very tall and quite lanky monk is in command of this level of the tower. Fight a Melee Combat with a tall monk. The tall monk's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 3. At the start of any Combat the tall monk is in, if it is the first Combat the tall monk has been in this turn, roll a die. Increase the tall monk's Vitae by an amount equal to the die roll divided by two (round up). The increase lasts until the tall monk has fallen or if you choose to end Combat with the tall monk. If the tall monk has fallen due to Combat with you, gain tall. Tall is a Spell. Tall may be used at the start of any Combat. When used, roll a die. Increase your Vitae by an amount equal to the die roll divided by two (round up). The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster; Before any Vitae increase ends, heal an amount of Wounds equal to the amount you increased your Vitae by when tall was used. You may not use more than 1 tall per turn.


Unless you rolled a 1 and went to the 'SECOND LEVEL' section, after your third level encounter, go to the section of this page with the name 'FOURTH LEVEL'.


FOURTH LEVEL - Roll a die for what you encounter on the tall tower's fourth level:


1 = A rather large boulder tries bowling you down the stairs to the lower level. Roll two dice. If the die roll is equal to or greater than the total of your Craft plus your Vitae, go to the section of this page with the name 'THIRD LEVEL'.


2 = A friar in scarlet robes refuses to let you pass and will fight to the death. Fight a Magical Combat with a scarlet friar. The scarlet friar's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 2. At the start of any Combat the scarlet friar is in, if it is the first Combat the scarlet friar has been in this turn, roll a die. If the die roll is 1 or 2, increase the scarlet friar's Magic by 1. If the die roll is 5 or 6, increase the scarlet friar's Vitae by 1.


3 = You attempt to free one of the jailed enemies of the monks of this tower. Roll a die, unless you have a monk killer. If the die roll is equal to or less than your Craft, roll another die. If that die roll is equal to or less than your Arms, gain a monk killer. A monk killer is an Ally. If you have the monk killer at the start of a Melee Combat with a monster with the word 'monk' in it's name, increase your Arms by 1 for that Melee Combat. If you have the monk killer, and a monster with the word 'monk' in it's name receives a Wound due to a Melee Combat with you, that monster receives 1 additional Wound. If you have the monk killer, and you receive a Wound due to a Melee Combat with a monster with the word 'monk' in it's name, roll a die. If the die roll is 2, 4, or 6, lose the monk killer, then you do not receive the Wound.


4 = A monk in scarlet robes blocks your path and will not leave until dead. Fight a Melee Combat with a scarlet monk. The scarlet monk's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 2. At the start of any Combat the scarlet monk is in, if it is the first Combat the scarlet monk has been in this turn, roll a die. If the die roll is 1 or 2, increase the scarlet monk's Arms by 1. If the die roll is 5 or 6, increase the scarlet monk's Vitae by 1.


5 = A false stone trap breaks underfoot, splashing you into a puddle of poison. Roll a die. If the die roll is greater than your Vitae, receive 1 Wound.


6 = A muscular monk armed with a powerful gauntlet is in charge of this level of the tower. Fight a Melee Combat with a mighty monk. The mighty monk's attributes are Arms: 6, Magic: 3, Craft: 2, Vitae: 2. If you receive a Wound due to a Melee Combat with the mighty monk, receive 1 additional Wound. If the mighty monk receives a Wound due to a Melee Combat with you, roll two dice. If the die roll is 11 or more, the mighty monk does not receive the Wound. If the mighty monk has fallen due to Combat with you, gain a might gauntlet. A might gauntlet is an Item and a weapon. If you have the might gauntlet at the start of any Melee Combat, roll a die. If the die roll is 4, 5, or 6, or if you are a priest or warrior, increase your Arms by 1 for that Melee Combat only. If a monster receives a Wound due to a Melee Combat that you used the might gauntlet at the start of, roll a die. If the die roll is 4, 5, or 6, or if you are a priest or warrior, that monster receives 1 additional Wound. If you have the might gauntlet, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 11 or more, you do not receive the Wound.


Unless you rolled a 1 and went to the 'THIRD LEVEL' section, after your fourth level encounter, go to the section of this page with the name 'FIFTH LEVEL'.


FIFTH LEVEL - Roll a die for what you encounter on the tall tower's fifth level:


1 = A trap door opens up beneath you, revealing a straight drop to the lower level. Roll two dice. If the die roll is equal to or greater than the total of your Craft plus your Arms, go to the section of this page with the name 'FOURTH LEVEL'.


2 = Beware of the deadly blows of the monks that wear black robes. Fight a Melee Combat with a death monk. The death monk's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 2. If you receive a Wound due to a Melee Combat with the death monk, roll a die. If the die roll is 1, roll another die. If that die roll is greater than your Vitae, receive 2 additional Wounds.


3 = Thanks to a tripwire trap, a volley of javelins is headed your way. Roll a die. If the die roll is equal to or greater than your Arms, receive 1 Wound.


4 = Be wary of the death touch of the friars in black robes. Fight a Magical Combat with a death friar. The death friar's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 2. If you receive a Wound due to a Magical Combat with the death friar, roll a die. If the die roll is 1, roll another die. If that die roll is greater than your Vitae, receive 2 additional Wounds.


5 = A door trap triggers a large fireball aimed directly at you. Roll a die. If the die roll is equal to or greater than your Magic, receive 1 Wound.


6 = A brutish ogre with one oversized fist is boss of this level of the tower. Fight a Melee Combat with a bigfist ogre. The bigfist ogre's attributes are Arms: 6, Magic: 3, Craft: 1, Vitae: 4. At the start of any Melee Combat the bigfist ogre is in, roll a die. If the die roll is 1, 3, or 5, increase the bigfist ogre's Arms by 1 for that Melee Combat only. If you receive a Wound due to a Melee Combat with the bigfist ogre, roll a die. If the die roll is 1, 3, or 5, receive 1 additional Wound. If the bigfist ogre has fallen due to Combat with you, gain furyfist. Furyfist is a Spell. Furyfist may be used at the start of any Melee Combat if you have an Item that is a weapon with the word 'gauntlet' or 'bracer' in it's name. When used, roll a die. Increase your Arms by an amount equal to the die roll for that Melee Combat only. If a monster receives a Wound due to a Melee Combat in which fury was used, that monster receives 1 additional Wound. Wounds received by a monster due to a Melee Combat in which furyfist was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Melee Combat in which furyfist was used. You may not use more than 1 furyfist per Combat.


Unless you rolled a 1 and went to the 'FOURTH LEVEL' section, after your fifth level encounter, go to the section of this page with the name 'TOP LEVEL'.


TOP LEVEL - Roll a die for what you encounter on the tall tower's top level:


1 = A more powerful confusion spell protects this level of the tall tower. Roll two dice. If the die roll is equal to or greater than the total of your Craft plus your Magic, go to the section of this page with the name 'FIFTH LEVEL'.


2 = The friars of the tower's top level are able to breathe flames. Fight a Magical Combat with a dragon friar. The dragon friar's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 2. At the start of any Magical Combat the dragon friar is in, roll a die. If the die roll is greater than your Vitae, receive a number of Wounds equal to the die roll minus your Vitae.


3 = This time, a pressure plate trap opens up to a spiked pit right underneath you. Roll a die. If the die roll is equal to or greater than your Craft, receive 1 Wound.


4 = Besides being masters of martial arts, the monks of this level have breath of fire. Fight a Melee Combat with a dragon monk. The dragon monk's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 2. At the start of any Melee Combat the dragon monk is in, roll a die. If the die roll is greater than your Vitae, receive a number of Wounds equal to the die roll minus your Vitae.


5 = A false stone trap fires a cluster of poison darts, several of which strike you. Roll a die. If the die roll is equal to or greater than your Vitae, receive 1 Wound.


6 = A tall, fistfighting giant with a large horn on it's forehead is boss of this tower's top level. Fight a Melee Combat with a horned giant. The horned giant's attributes are Arms: 7, Magic: 4, Craft: 2, Vitae: 4. At the start of any Combat the horned giant is in, if it is the first Combat the horned giant has been in this turn, roll a die. Increase the horned giant's Vitae by an amount equal to the die roll. If the horned giant has fallen due to Combat with you, gain tootall. Tootall is a Spell. Tootall may be used at the start of any Combat. When used, roll a die. Increase your Vitae by an amount equal to the die roll. The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster; Before any Vitae increase ends, heal an amount of Wounds equal to the amount you increased your Vitae by when tootall was used.You may not use more than 1 tootall per turn and may not use tootall and the Spell tall during the same turn.


Unless you rolled a 1 and went to the 'FIFTH LEVEL' section, after your top level encounter, you must choose between staying in The Tall Tower or going back to The Monastery. If you choose to stay in The Tall Tower, your turn ends and the next turn will begin in The Tall Tower; Stay on this page if so. If you choose to go to The Monastery, your turn ends and the next turn will begin in The Monastery; Proceed to that page if so.


The Monastery

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