The Tavern
Your turn begins in The Tavern.
Roll two dice for what you encounter while visiting the tavern:
2 = Tex the farmer gets drunk and takes a swing at you. Fight a Melee Combat with tex. Tex's attributes are Arms: 2, Magic: 1, Craft: 2, Vitae: 1. If Tex has fallen due to Combat with you, gain a tex token. A tex token is an Item. A tex token does not count towards the number of Items you may have.
3 = An annoying jester offers his services to you. Unless you have a jester, pay 1 Gold or gain a jester. A jester is an Ally. If you have the jester at the start of any Combat, roll a die. If the die roll is 1, decrease your Arms and Magic by 1 for that Combat only. If the die roll is 6, decrease by 1 the Arms and Magic of the monster in that Combat with you for that Combat only. If you have the jester at the start of a turn on a page with the word 'Palace' or 'Castle' in it's name, you may choose to lose the jester; Otherwise, you may not choose to lose the jester.
4 = A barmaid tells you of the magical well behind the tavern. If you choose, your turn ends and the next turn will begin in The Wishing Well; Proceed to that page if so.
5 = You end up playing a game of chance with some tavern rogues. Roll a die. If the die roll is 1, 3, or 5, lose 1 Gold if you have 1 or more Gold, or receive 1 Wound if you do not have 1 or more Gold.
6 = A barbarian you bumped into demands that you buy him a drink. Pay 1 Gold or fight a Melee Combat with a bar barbarian. The bar barbarian's attributes are Arms: 4, Magic: 1, Craft: 2, Vitae: 2.
7 = A drunk of some sorts starts yet another bar brawl. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a drunk mage. The drunk mage's attributes are Arms 1, Magic: 1, Craft: 1, Vitae: 1. If the die roll is 4, 5, or 6, fight a Melee Combat with a drunk man. The drunk man's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. If the drunk mage or drunk man has fallen due to Combat with you, you do not gain any XP.
8 = You cause a sorcerer to spill his drink. Pay 1 Gold or fight a Magical Combat with a sore sorcerer. The sore sorcerer's attributes are Arms: 1, Magic: 4, Craft: 3, Vitae: 2.
9 = You end up playing a game of cards with some tavern gamblers. Roll a die. If the die roll is 2, 4, or 6, gain 1 Gold.
10 = A rich merchant is looking for adventurers to help guard his caravan. If you choose, your turn ends and the next turn will begin on The Merchant Caravan; Proceed to that page if so.
11 = A bard sings you a tale of adventure. Roll a die, unless you have a bard. If the die roll is less than your Craft, pay 1 Gold to gain a bard. A bard is an Ally. If you have a bard, the limit of Allies you can have becomes equal to the value of your Craft multiplied by two; While you have the bard, you may not have a number of Allies with you greater than the value of your Craft multiplied by two. If you lose the bard, your limit for Allies becomes equal to the value of your Craft, as normal.
12 = A friendly boatman says he knows the way to a lost lake. Roll a die, unless you have a boatman. If the die roll is equal to or less than your Craft, gain a boatman. A boatman is an Ally. If you have the boatman at the start of a turn on a page with the word 'River' in it's name, you may choose to lose the boatman. If so, your turn ends and your next turn will begin at The Lost Lake; Proceed to that page.
Unless you rolled a 4 and went to The Wishing Well, or you rolled a 10 and decided to join The Merchant Caravan, after your tavern encounter ends, you may choose to do any of the following in any order you choose:
Pay 1 Gold or pay 1 Item that has the word 'tex' in it's name to gain an ale bottle. An ale bottle is an Item. If you have the ale bottle at the start of any turn, you may choose to lose the ale bottle. If so, increase your Arms by 1 at the start of the first Melee Combat you are in during the turn the ale bottle was used at the start of. The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster. You may not use more than 1 ale bottle per turn.
Pay 1 Gold or pay 1 Item that has the word 'tex' in it's name to gain a mead bottle. A mead bottle is an Item. If you have the mead bottle at the start of any turn, you may choose to lose the mead bottle. If so, increase your Magic by 1 at the start of the first Magical Combat you are in during the turn the mead bottle was used at the start of. The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster. You may not use more than 1 mead bottle per turn.
When you are done gaining Items, you must choose between staying in The Tavern or going back to The Plains. If you choose to stay in The Tavern, your turn ends and the next turn will begin in The Tavern; Stay on this page if so. If you choose to go to The Plains, your turn ends and the next turn will begin in The Plains; Proceed to that page if so.
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