The Temple

Your turn begins at The Temple.


Go to the section of this page with the same name as your Alignment.


GOOD - You pray to the gods of good. Roll two dice for what you encounter after praying:


2 = Judgment is passed on your service to the gods of good. Roll two dice. If the die roll is greater than the total of your Arms plus your Magic, roll a die. If that die roll is 1, 2, or 3, your Alignment becomes Neutral. If that die roll is 4, 5, or 6, your Alignment becomes Evil.


3 = The gods of good endow you with a spell. 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, gain savior. Savior is a Spell. You may use savior at the start of any Combat if your Vitae minus the number of Wounds you have equals 1. When used, roll a die. Heal a number of Wounds equal to the die roll plus 1. You may not use more than 1 savior per Combat.


4 = The gods of good summon a good warlock to test your magic prowess. Fight a Magical Combat with a holy warlock. The holy warlock's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 3. At the start of any Magical Combat the holy warlock is in, roll a die. If the die roll is 4, 5, or 6, increase the holy warlock's Magic by 1 for that Magical Combat only. If you receive a Wound due to a Magical Combat with the holy warlock, roll a die. If the die roll is 4, 5, or 6, receive 1 additional Wound. If the holy warlock has fallen due to Combat with you, gain a holy symbol. A holy symbol is an Item and a weapon. If your Alignment is Good and you have the holy symbol at the start of a Magical Combat, roll a die. If the die roll is 4, 5, or 6, or if you are a priest, increase your Magic by 1 for that Magical Combat only. If you have the holy symbol and your Alignment is Good, and a monster receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 4, 5, or 6, or if you are a priest, the monster receives 1 additional Wound.


5 = A cleric of your own alignment feels you have shamed the gods with your prayer. Fight a Magical Combat with a holy vicar. The holy vicar's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2.


6 = The gods of good demand a tithing. If you have 1 or more Gold, lose 1 Gold.


7 = The gods of good heal your wounds. If you have 1 or more Wounds, heal 1 Wound.


8 = The gods of good aid their poor followers. If you do not have 1 or more Gold, gain 1 Gold.


9 = A killer from a rival cult attacks you midway through your prayer. Fight a Melee Combat with an enemy cultist. The enemy cultist's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 2.


10 = The gods of good summon a good warrior to test your battle strength. Fight a Melee Combat with a holy warrior. The holy warrior's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 3. At the start of any Melee Combat the holy warrior is in, roll a die. If the die roll is 4, 5, or 6, increase the holy warrior's Arms by 1 for that Melee Combat only. If you receive a Wound due to a Melee Combat with the holy warrior, roll a die. If the die roll is 4, 5, or 6, receive 1 additional Wound. If the holy warrior has fallen due to Combat with you, gain a holy flail. A holy flail is an Item and a weapon. If your Alignment is Good and you have the holy flail at the start of a Melee Combat, roll a die. If the die roll is 4, 5, or 6, or if you are a priest, increase your Arms by 1 for that Melee Combat only. If you have the holy flail and your Alignment is Good, and a monster receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 4, 5, or 6, or if you are a priest, the monster receives 1 additional Wound.


11 = The gods of good send forth an ally to aid you. Roll a die, unless you have a vassal. If the die roll is less than your Arms, or if the die roll is equal to or less than your Arms and you are a priest, gain a vassal. A vassal is an Ally. If you have the vassal and your Alignment is Good, roll a die at the start of any Melee Combat. If the die roll is 4, 5, or 6, or if you are a priest, increase your Arms by 1 for that Melee Combat only.


12 = A servant of the evil gods interrupts your prayer to the gods of good. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a temple devil. The temple devil's attributes are Arms: 6, Magic: 4, Craft: 4, Vitae: 4. If the die roll is 4, 5, or 6, fight a Magical Combat with a temple demon. The temple demon's attributes are Arms: 4, Magic: 6, Craft: 4, Vitae: 4. If the temple devil or temple demon has fallen due to Combat with you, gain a temple ring. A temple ring is an Item. If you have the temple ring at the start of any turn on a page with the word 'Temple', 'Chapel', or 'Shrine' in it's name, increase your Arms and Magic by 1 for that turn only. You may not use more than 1 temple ring at a time.


After your prayer encounter ends, you must choose between staying at The Temple or going back to The Lake. If you choose to stay at The Temple, your turn ends and the next turn will begin at The Temple; Stay on this page if so. If you choose to go to The Lake, your turn ends and the next turn will begin at The Lake; Proceed to that page if so.


NEUTRAL - You pray to the gods of neutrality. Roll two dice for what you encounter after praying:


2 = Judgment is passed on your service to the gods of neutrality. Roll two dice. If the die roll is greater than the total of your Arms plus your Magic, roll a die. If that die roll is 1, 2, or 3, your Alignment becomes Good. If that die roll is 4, 5, or 6, your Alignment becomes Evil.


3 = The gods of neutrality endow you with a spell. 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, gain balance. Balance is a Spell. You may use balance at the start of any Combat if your Vitae minus the number of Wounds you have equals 1. When used, the monster in the Combat that balance was used at the start of receives a number of Wounds equal to the number of Wounds you have divided by two (round up), then you heal a number of Wounds equal to the number of Wounds you have divided by two (round up). You may not use more than 1 balance per Combat.


4 = The gods of neutrality summon a neutral warlock to test your magic prowess. Fight a Magical Combat with a grey warlock. The grey warlock's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 3. At the start of any Magical Combat the grey warlock is in, roll a die. If the die roll is 4, 5, or 6, increase the grey warlock's Magic by 1 for that Magical Combat only. If you receive a Wound due to a Magical Combat with the grey warlock, roll a die. If the die roll is 4, 5, or 6, receive 1 additional Wound. If the grey warlock has fallen due to Combat with you, gain a grey symbol. A grey symbol is an Item and a weapon. If your Alignment is Neutral and you have the grey symbol at the start of a Magical Combat, roll a die. If the die roll is 4, 5, or 6, or if you are a priest, increase your Magic by 1 for that Magical Combat only. If you have the grey symbol and your Alignment is Neutral, and a monster receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 4, 5, or 6, or if you are a priest, the monster receives 1 additional Wound.


5 = A cleric of your own alignment feels you have shamed the gods with your prayer. Fight a Magical Combat with a grey vicar. The grey vicar's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2.


6 = The gods of neutrality demand a tithing. If you have 1 or more Gold, lose 1 Gold.


7 = The gods of neutrality heal your wounds. If you have 1 or more Wounds, heal 1 Wound.


8 = The gods of neutrality aid their poor followers. If you do not have 1 or more Gold, gain 1 Gold.


9 = A killer from a rival cult attacks you midway through your prayer. Fight a Melee Combat with an enemy cultist. The enemy cultist's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 2.


10 = The gods of neutrality summon a neutral warrior to test your battle strength. Fight a Melee Combat with a grey warrior. The grey warrior's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 3. At the start of any Melee Combat the grey warrior is in, roll a die. If the die roll is 4, 5, or 6, increase the grey warrior's Arms by 1 for that Melee Combat only. If you receive a Wound due to a Melee Combat with the grey warrior, roll a die. If the die roll is 4, 5, or 6, receive 1 additional Wound. If the grey warrior has fallen due to Combat with you, gain a grey flail. A grey flail is an Item and a weapon. If your Alignment is Neutral and you have the grey flail at the start of a Melee Combat, roll a die. If the die roll is 4, 5, or 6, or if you are a priest, increase your Arms by 1 for that Melee Combat only. If you have the grey flail and your Alignment is Neutral, and a monster receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 4, 5, or 6, or if you are a priest, the monster receives 1 additional Wound.


11 = The gods of neutrality send forth an ally to aid you. Roll a die, unless you have a templar. If the die roll is less than your Arms, or if the die roll is equal to or less than your Arms and you are a priest, gain a templar. A templar is an Ally. If you have the templar and your Alignment is Neutral, roll a die at the start of any Melee Combat. If the die roll is 4, 5, or 6, or if you are a priest, increase your Arms by 1 for that Melee Combat only.


12 = A servant of the other gods interrupts your prayer to the gods of neutrality. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a temple devil. The temple devil's attributes are Arms: 6, Magic: 4, Craft: 4, Vitae: 4. If the die roll is 4, 5, or 6, fight a Magical Combat with a temple angel. The temple angel's attributes are Arms: 4, Magic: 6, Craft: 4, Vitae: 4. If the temple devil or temple angel has fallen due to Combat with you, gain a temple ring. A temple ring is an Item. If you have the temple ring at the start of any turn on a page with the word 'Temple', 'Chapel', or 'Shrine' in it's name, increase your Arms and Magic by 1 for that turn only. You may not use more than 1 temple ring at a time.


After your prayer encounter ends, you must choose between staying at The Temple or going back to The Lake. If you choose to stay at The Temple, your turn ends and the next turn will begin at The Temple; Stay on this page if so. If you choose to go to The Lake, your turn ends and the next turn will begin at The Lake; Proceed to that page if so.


EVIL - You pray to the gods of evil. Roll two dice for what you encounter after praying:


2 = Judgment is passed on your service to the gods of evil. Roll two dice. If the die roll is greater than the total of your Arms plus your Magic, roll a die. If that die roll is 1, 2, or 3, your Alignment becomes Neutral. If that die roll is 4, 5, or 6, your Alignment becomes Good.


3 = The gods of evil endow you with a spell. 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, gain nemesis. Nemesis is a Spell. You may use nemesis at the start of any Combat if your Vitae minus the number of Wounds you have equals 1. When used, roll a die. The monster in the Combat that nemesis was used at the start of receives a number of Wounds equal to the die roll plus 1. You may not use more than 1 nemesis per Combat.


4 = The gods of evil summon an evil warlock to test your magic prowess. Fight a Magical Combat with a dark warlock. The dark warlock's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 3. At the start of any Magical Combat the dark warlock is in, roll a die. If the die roll is 4, 5, or 6, increase the dark warlock's Magic by 1 for that Magical Combat only. If you receive a Wound due to a Magical Combat with the dark warlock, roll a die. If the die roll is 4, 5, or 6, receive 1 additional Wound. If the dark warlock has fallen due to Combat with you, gain a dark symbol. A dark symbol is an Item and a weapon. If your Alignment is Evil and you have the dark symbol at the start of a Magical Combat, roll a die. If the die roll is 4, 5, or 6, or if you are a priest, increase your Magic by 1 for that Magical Combat only. If you have the dark symbol and your Alignment is Evil, and a monster receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 4, 5, or 6, or if you are a priest, the monster receives 1 additional Wound.


5 = A cleric of your own alignment feels you have shamed the gods with your prayer. Fight a Magical Combat with a dark vicar. The dark vicar's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2.


6 = The gods of evil demand a tithing. If you have 1 or more Gold, lose 1 Gold.


7 = The gods of evil heal your wounds. If you have 1 or more Wounds, heal 1 Wound.


8 = The gods of evil aid their poor followers. If you do not have 1 or more Gold, gain 1 Gold.


9 = A killer from a rival cult attacks you midway through your prayer. Fight a Melee Combat with an enemy cultist. The enemy cultist's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 2.


10 = The gods of evil summon an evil warrior to test your battle strength. Fight a Melee Combat with a dark warrior. The dark warrior's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 3. At the start of any Melee Combat the dark warrior is in, roll a die. If the die roll is 4, 5, or 6, increase the dark warrior's Arms by 1 for that Melee Combat only. If you receive a Wound due to a Melee Combat with the dark warrior, roll a die. If the die roll is 4, 5, or 6, receive 1 additional Wound. If the dark warrior has fallen due to Combat with you, gain a dark flail. A dark flail is an Item and a weapon. If your Alignment is Evil and you have the dark flail at the start of a Melee Combat, roll a die. If the die roll is 4, 5, or 6, or if you are a priest, increase your Arms by 1 for that Melee Combat only. If you have the dark flail and your Alignment is Evil, and a monster receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 4, 5, or 6, or if you are a priest, the monster receives 1 additional Wound.


11 = The gods of evil send forth an ally to aid you. Roll a die, unless you have a rutterkin. If the die roll is less than your Arms, or if the die roll is equal to or less than your Arms and you are a priest, gain a rutterkin. A rutterkin is an Ally. If you have the rutterkin and your Alignment is Evil, roll a die at the start of any Melee Combat. If the die roll is 4, 5, or 6, or if you are a priest, increase your Arms by 1 for that Melee Combat only.


12 = A servant of the good gods interrupts your prayer to the gods of evil. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a temple avatar. The temple avatar's attributes are Arms: 6, Magic: 4, Craft: 4, Vitae: 4. If the die roll is 4, 5, or 6, fight a Magical Combat with a temple angel. The temple angel's attributes are Arms: 4, Magic: 6, Craft: 4, Vitae: 4.If the temple avatar or temple angel has fallen due to Combat with you, gain a temple ring. A temple ring is an Item. If you have the temple ring at the start of any turn on a page with the word 'Temple', 'Chapel', or 'Shrine' in it's name, increase your Arms and Magic by 1 for that turn only. You may not use more than 1 temple ring at a time.


After your prayer encounter ends, you must choose between staying at The Temple or going back to The Lake. If you choose to stay at The Temple, your turn ends and the next turn will begin at The Temple; Stay on this page if so. If you choose to go to The Lake, your turn ends and the next turn will begin at The Lake; Proceed to that page if so.


The Lake

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