The Temple Luna

Your turn begins at The Temple Luna.

Roll two dice for what you encounter while in the temple luna:


2 = A white-robed man has mastered the psionic power of the good part of the mind known as the light psyche. If your Alignment is Evil, fight a Magical Combat with a lightpsyche master. If your Alignment is Good or neutral, you may choose to fight a Magical Combat with a lightpsyche master. The lightpsyche master's attributes are Arms: 5, Magic: 5, Craft: 5, Vitae: 2. At the start of any Combat with the lightpsyche master, roll a die. If the die roll is equal to or less than the lightpsyche master's Craft, roll another die. If your Alignment is Neutral or Evil, receive a number of Wounds equal to that die roll; If your Alignment is Good, receive a number of Wounds equal to that die roll divided by two (round up). If the lightpsyche master has fallen due to Combat with you, gain lightpsyche. Lightpsyche is a Spell. Lightpsyche may be used at the start of any Combat. When used, roll a die. If the die roll is less than your Craft, or if your Alignment is Good and the die roll is equal to or less than your Craft, roll another die. If your Alignment is Good, the monster in the Combat that lightpsyche was used at the start of receives a number of Wounds equal to that die roll; If your Alignment is Neutral or Evil, the monster in the Combat that lightpsyche was used at the start of receives a number of Wounds equal to the die roll divided by two (round up). You may not use more than 1 lightpsyche per Combat.


3 = The masters and lords of the light psyche are all served by students learning their good ways. If your Alignment is Evil, fight a Magical Combat with a lightpsyche student. If your Alignment is Good or neutral, you may choose to fight a Magical Combat with a lightpsyche student. The lightpsyche student's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2. If the lightpsyche student has fallen due to a Magical Combat with you, and your Alignment is Good, you may choose to roll two dice. If the die roll is less than the total of your Magic plus your Craft, gain a psyling. A psyling is an Ally. If you have the psyling at the start of any Magical Combat, you may choose to have the monster in that Magical Combat with you fight a Magical Combat with the psyling first. The psyling's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 1. If the monster has fallen due to Combat with the psyling, the Combat with you does not occur and you gain the Magical XP as though the monster had fallen due to Combat with you. If the psyling has fallen due to Combat with the monster, lose the psyling, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the psyling. If neither the psyling nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the psyling.


4 = The pure moon air of this lunar temple may damage those who are not good. Roll a die, unless your Alignment is Good. If the die roll is greater than your Vitae and your Alignment is Neutral, or if the die roll is equal to or greater than your Vitae and your Alignment is Evil, receive 1 Wound.


5 = The elite warriors among the null beasts wield specially designed spears. Fight a Melee Combat with a spear nullbeast. The spear nullbeast's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 2. If the spear nullbeast receives a Wound due to a Melee Combat with you, roll two dice. Unless the die roll is 6, 7, or 8, the spear nullbeast does not receive the Wound. If you receive a Wound due to a Melee Combat with the spear nullbeast, roll a die. If that die roll is equal to or less than the spear nullbeast's Craft, receive 1 additional Wound. If the spear nullbeast has fallen due to Combat with you, roll a die. If the die roll is 6, gain nullbeast armor. Nullbeast armor is an Item. If you have the nullbeast armor, roll two dice when you receive a Wound due to a Melee Combat. Unless the die roll is 6, 7, or 8, you do not receive the Wound. You may not use any other Item with the word 'helmet', 'helm', 'shield', or 'armor' in it's name if you have the nullbeast armor.


6 = The temple of luna is guarded by the blubberous null beasts, who are quite intelligent despite their name. Fight a Melee Combat with a null beast. The null beast's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 2. If the null beast receives a Wound due to a Melee Combat with you, roll two dice. Unless the die roll is 6, 7, or 8, the null beast does not receive the Wound.


7 = A psionic force throughout this lunar temple works to keep in good visitors and repel out evil ones. If your Alignment is Good, heal 1 Wound. If your Alignment is Evil, your turn ends and the next turn will begin at The Crater Lake; Proceed to that page if so.


8 = The leaders of the null beast clan are known as void beasts, and can invoke magic. Fight a Magical Combat with a void beast. The void beast's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 2. If the void beast receives a Wound due to a Magical Combat with you, roll two dice. Unless the die roll is 6, 7, or 8, the void beast does not receive the Wound.


9 = The elite warlocks among the void beasts wield specially designed lances. Fight a Magical Combat with a lance voidbeast. The lance voidbeast's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 2. If the lance voidbeast receives a Wound due to a Magical Combat with you, roll two dice. Unless the die roll is 6, 7, or 8, the lance voidbeast does not receive the Wound. If you receive a Wound due to a Magical Combat with the lance voidbeast, roll a die. If that die roll is equal to or less than the lance voidbeast's Craft, receive 1 additional Wound. If the lance voidbeast has fallen due to Combat with you, roll a die. If the die roll is 6, gain voidbeast robes. Voidbeast robes is an Item. If you have the voidbeast robes, roll two dice when you receive a Wound due to a Magical Combat. Unless the die roll is 6, 7, or 8, you do not receive the Wound. You may not use any other Item with the word 'hat', 'cloak', 'robe', or 'robes' in it's name if you have the voidbeast robes.


10 = The wholesome radiation of the temple of luna may convert those who are not good. Roll a die, unless your Alignment is Good. If the die roll greater than your Craft and your Alignment is Neutral, or if the die roll is equal to or greater than your Craft and your Alignment is Evil, your Alignment becomes Good.


11 = The race of good beings that dwell in this moon temple have used psionic powers to create synthetic soldiers. If your Alignment is Evil, fight a Melee Combat with a lightpsyche synthsoldier. If your Alignment is Good or neutral, you may choose to fight a Melee Combat with a lightpsyche synthsoldier. The lightpsyche synthsoldier's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. If the lightpsyche synthsoldier has fallen due to a Melee Combat with you, and your Alignment is Good, you may choose to roll two dice. If the die roll is less than the total of your Arms plus your Craft, gain a synth soldier. A synth soldier is an Ally. If you have the synth soldier at the start of any Melee Combat, you may choose to have the monster in that Melee Combat with you fight a Melee Combat with the synth soldier first. The synth soldier's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 1. If the monster has fallen due to Combat with the synth soldier, the Combat with you does not occur and you gain the Melee XP as though the monster had fallen due to Combat with you. If the synth soldier has fallen due to Combat with the monster, lose the synth soldier, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the synth soldier. If neither the synth soldier nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the synth soldier.


12 = The good lords of the light psyche are kindly warriors wielding bright sabers made of white psionic energy. If your Alignment is Evil, fight a Melee Combat with a lightpsyche lord. If your Alignment is Good or neutral, you may choose to fight a Melee Combat with a lightpsyche lord. The lightpsyche lord's attributes are Arms: 7, Magic: 7, Craft: 4, Vitae: 4. At the start of any Melee Combat with the lightpsyche lord, roll a die. If the die roll is 1 or 6, fight a Magical Combat with the lightpsyche lord instead of that Melee Combat. If you receive a Wound due to a Combat with the lightpsyche lord, receive 1 additional Wound. Wounds received due to a Combat with the lightpsyche lord must be received; Ignore any instructions denoting not receiving a Wound due to a Combat with the lightpsyche lord. If the lightpsyche lord has fallen due to Combat with you, and your Alignment is Evil, gain a whitepsyche saber. A whitepsyche saber is an Item and a weapon. If you have the whitepsyche saber at the start of any Combat, increase your Arms and Magic by 1 for that Combat only. If you have the whitepsyche saber and a monster receives a Wound due to a Combat with you, the monster receives 1 additional Wound. Wounds received by a monster due to a Combat in which the whitepsyche saber was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Combat in which the whitepsyche saber was used.


Unless you rolled a 7 and went to The Crater Lake, after your temple luna encounter, you may choose to do any of the following in any order you choose:


Pay 1 Gold to heal 1 Wound, unless your Alignment is Good, in which case you can heal 1 Wound without paying 1 Gold.


Pay 1 Gold to gain a moon potion, unless your Alignment is Good, in which case you can gain a moon potion without paying 1 Gold. A moon potion is an Item. The moon potion may be used at any time you have 1 or more Wounds. When used, heal 1 Wound, then lose the moon potion. If the page you are on has the word 'Moon' or 'Luna' in it's name when the moon potion is used, heal 1 additional Wound.


Pay 1 Gold to gain luna. Luna is a Spell. You may use luna at the start of any turn on a page with the word 'Moon' in it's name. When used, your turn ends and your next turn will begin on The Astral Path; Proceed to that page if so.


Pay 2 Gold to gain saberstrike, unless your Alignment is Good, in which case pay 1 gold to gain saberstrike. Saberstrike is a Spell. Saberstrike may be used at the start of any Combat if you have an Item that is a weapon and has the word 'saber' in it's name. When used, roll a die. Increase your Arms and Magic by an amount equal to the die roll for that Combat only. You may not use more than 1 saberstrike per Combat.


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


The Crater Lake

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