The Throne Room

Your turn begins in The Throne Room.


If you do not have a royal pass, your turn ends and the next turn will begin at The Royal Chambers; Proceed to that page if so.


If you have a royal pass, choose one of the following thrones to approach this turn: QUEEN'S THRONE or KING'S THRONE. To approach a throne, go to the section of this page with the same name.


QUEEN'S THRONE - Roll two dice for what you encounter upon approaching the queen's throne:


2 = The queen of adventuria gives you the honor of partaking in a battle against her royal self. If you choose, roll a die. If the die roll is 1, 2, 3, or 4, fight a Magical Combat with queen adventuria. If the die roll is 5 or 6, fight a Melee Combat with queen adventuria. Queen adventuria's attributes are Arms: 11, Magic: 11, Craft: 7, Vitae: 7. At the start of any Combat with queen adventuria, if you have 1 or more Spells, roll a die. If the die roll is equal to or greater than your Craft, you may not use any Spells for that Combat. If queen adventuria receives a Wound due to Combat with you, roll two dice. If the die roll is 7 or more, queen adventuria does not receive the Wound. If queen adventuria has fallen due to Combat with you, gain a queen's token. A queen's token is an Item. A queen's token does not count towards the number of Items you may have. If you have the queen's token at the start of a turn on a page other than The Throne Room, lose the queen's token. If you have 1 or more queen's tokens at the end of your turn on The Throne Room page, you may choose to roll a die. If the die roll is greater than the number of queen's tokens you have, your turn ends and the next turn will begin in The Royal Chambers; Proceed to that page if so. If the die roll is equal to or less than the number of queen's tokens you have, choose 1 of your attributes to increase by 1, then your turn ends and the next turn will begin in The Royal Chambers; Proceed to that page if so. Once an adventurer's attribute has been increased by 1 due to queen's tokens, that same attribute cannot be increased by 1 again due to queen's tokens for the rest of the game for that adventurer.


3 = The queen of adventuria gives you the honor of partaking in a mystic battle against her royal champion. If you choose, fight a Magical Combat with a queen's champion. The queen's champion's attributes are Arms: 9, Magic: 9, Craft: 5, Vitae: 5. If the queen's champion receives a Wound due to Combat with you, roll two dice. If the die roll is 7 or more, the queen's champion does not receive the Wound. If the queen's champion has fallen due to Combat with you, roll a die. If the die roll is 1, 2, or 3, gain 1 Gold. If the die roll is 4 or 5, gain 2 Gold. If the die roll is 6, gain a queen's token. A queen's token is an Item. A queen's token does not count towards the number of Items you may have. If you have the queen's token at the start of a turn on a page other than The Throne Room, lose the queen's token. If you have 1 or more queen's tokens at the end of your turn on The Throne Room page, you may choose to roll a die. If the die roll is greater than the number of queen's tokens you have, your turn ends and the next turn will begin in The Royal Chambers; Proceed to that page if so. If the die roll is equal to or less than the number of queen's tokens you have, choose 1 of your attributes to increase by 1, then your turn ends and the next turn will begin in The Royal Chambers; Proceed to that page if so. Once an adventurer's attribute has been increased by 1 due to queen's tokens, that same attribute cannot be increased by 1 again due to queen's tokens for the rest of the game for that adventurer.


4 = A female jack wearing a jeweled tiara offers to teach you some royal magic. If you choose, roll two dice, unless you have an Item with the word 'crown' or 'tiara' in it's name, in which case roll one die. If the die roll is equal to or less than your Magic, gain regina. Regina is a Spell. Regina may be used at the start of any Magical Combat if you have an Item that has the word 'crown' or 'tiara' in it's name. When used, roll a die. Increase your Magic by an amount equal to the die roll for that Magical Combat only. Also, if a monster receives a Wound due to a Magical Combat in which regina was used, that monster receives 1 additional Wound. Wounds received by a monster due to a Magical Combat in which regina was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Magical Combat in which regina was used. You may not use more than 1 regina per Combat.


5 = An elite royal rumbler in service of the queen challenges you to a test of grapples. Roll two dice. If the die roll is greater than your Vitae, fight a Melee Combat with a queen's rumbler. The queen's rumbler's attributes are Arms: 8, Magic: 6, Craft: 4, Vitae: 2. If you receive a Wound due to Melee Combat with the queen's rumbler, you do not receive the Wound and instead lose 1 royal pass, then you must choose to end Combat with the queen's rumbler when given the choice.


6 = An elite royal warrior in service of the queen challenges you to a duel of martial might. Roll two dice. If the die roll is greater than your Arms, fight a Melee Combat with a queen's warrior. The queen's warrior's attributes are Arms: 8, Magic: 6, Craft: 4, Vitae: 2. If you receive a Wound due to Melee Combat with the queen's warrior, you do not receive the Wound and instead lose 1 royal pass, then you must choose to end Combat with the queen's warrior when given the choice.


7 = One of the queen's royal advisors questions your credentials for approaching the throne. Choose one of your attributes and roll two dice. If the die roll is greater than your chosen attribute, pay 2 Gold or lose 1 royal pass.


8 = An elite royal warlock in service of the queen challenges you to a duel of mystic might. Roll two dice. If the die roll is greater than your Magic, fight a Magical Combat with a queen's warlock. The queen's warlock's attributes are Arms: 6, Magic: 8, Craft: 4, Vitae: 2. If you receive a Wound due to Magical Combat with the queen's warlock, you do not receive the Wound and instead lose 1 royal pass, then you must choose to end Combat with the queen's warlock when given the choice.


9 = An elite royal riddler in service of the queen challenges you to a test of riddles. Roll two dice. If the die roll is greater than your Craft, fight a Magical Combat with a queen's riddler. The queen's riddler's attributes are Arms: 6, Magic: 8, Craft: 4, Vitae: 2. If you receive a Wound due to Magical Combat with the queen's riddler, you do not receive the Wound and instead lose 1 royal pass, then you must choose to end Combat with the queen's riddler when given the choice.


10 = You may challenge a female jack in the service of the queen to a battle for her jeweled tiara. If you choose, fight a Magical Combat with a queen's jack. The queen's jack's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 3. At the start of any Magical Combat the queen's jack is in, roll a die. Increase the queen's jack's Magic by an amount equal to the die roll for that Magical Combat only.  If the queen's jack receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the queen's jack does not receive the Wound. If the queen's jack has fallen due to Combat with you, gain a queenjack tiara, unless you have a queenjack tiara or your Alignment is Evil. A queenjack tiara is an Item. If you have the queenjack tiara at the start of any Magical combat with a monster with the word 'king', 'queen', or 'jack' in it's name, increase your Magic by 1 for that Magical Combat only. Also, if you have the queenjack tiara and you use the Spell regina, you may choose to roll a die. If the die roll is equal to or less than your Craft, you do not lose the regina Spell after using it. You may not use any other Item with the word 'helmet', 'helm', 'hat', 'tiara', or 'crown' in it's name if you have the queenjack tiara.


11 = The queen of adventuria gives you the honor of partaking in a battle against her royal champion. If you choose, roll a die. If the die roll is 1, 2, 3, or 4, fight a Magical Combat with a queen's champion. If the die roll is 5 or 6, fight a Melee Combat with a queen's champion. The queen's champion's attributes are Arms: 9, Magic: 9, Craft: 5, Vitae: 5. If the queen's champion receives a Wound due to Combat with you, roll two dice. If the die roll is 7 or more, the queen's champion does not receive the Wound. If the queen's champion has fallen due to Combat with you, roll a die. If the die roll is 1, 2, or 3, gain 1 Gold. If the die roll is 4 or 5, gain 2 Gold. If the die roll is 6, gain a queen's token. A queen's token is an Item. A queen's token does not count towards the number of Items you may have. If you have the queen's token at the start of a turn on a page other than The Throne Room, lose the queen's token. If you have 1 or more queen's tokens at the end of your turn on The Throne Room page, you may choose to roll a die. If the die roll is greater than the number of queen's tokens you have, your turn ends and the next turn will begin in The Royal Chambers; Proceed to that page if so. If the die roll is equal to or less than the number of queen's tokens you have, choose 1 of your attributes to increase by 1, then your turn ends and the next turn will begin in The Royal Chambers; Proceed to that page if so. Once an adventurer's attribute has been increased by 1 due to queen's tokens, that same attribute cannot be increased by 1 again due to queen's tokens for the rest of the game for that adventurer.


12 = The queen of adventuria gives you the honor of partaking in a battle against her magical powers. If you choose, fight a Magical Combat with queen adventuria. Queen adventuria's attributes are Arms: 11, Magic: 11, Craft: 7, Vitae: 7. At the start of any Combat with queen adventuria, if you have 1 or more Spells, roll a die. If the die roll is equal to or greater than your Craft, you may not use any Spells for that Combat. If queen adventuria receives a Wound due to Combat with you, roll two dice. If the die roll is 7 or more, queen adventuria does not receive the Wound. If queen adventuria has fallen due to Combat with you, gain a queen's token. A queen's token is an Item. A queen's token does not count towards the number of Items you may have. If you have the queen's token at the start of a turn on a page other than The Throne Room, lose the queen's token. If you have 1 or more queen's tokens at the end of your turn on The Throne Room page, you may choose to roll a die. If the die roll is greater than the number of queen's tokens you have, your turn ends and the next turn will begin in The Royal Chambers; Proceed to that page if so. If the die roll is equal to or less than the number of queen's tokens you have, choose 1 of your attributes to increase by 1, then your turn ends and the next turn will begin in The Royal Chambers; Proceed to that page if so. Once an adventurer's attribute has been increased by 1 due to queen's tokens, that same attribute cannot be increased by 1 again due to queen's tokens for the rest of the game for that adventurer.


After your queen's throne encounter ends, you must choose between staying in The Throne Room or going back to The Royal Chambers. If you choose to stay in The Throne Room, your turn ends and the next turn will begin in The Throne Room; Stay on this page if so. If you choose to go to The Royal Chambers, your turn ends and the next turn will begin at The Royal Chambers; Proceed to that page if so.


KING'S THRONE - Roll two dice for what you encounter upon approaching the king's throne:


2 = The king of adventuria gives you the honor of partaking in a battle against his royal self. If you choose, roll a die. If the die roll is 1, 2, 3, or 4, fight a Melee Combat with king adventuria. If the die roll is 5 or 6, fight a Magical Combat with king adventuria. King adventuria's attributes are Arms: 11, Magic: 11, Craft: 7, Vitae: 7. At the start of any Combat with king adventuria, if you have 1 or more Spells, roll a die. If the die roll is equal to or greater than your Craft, you may not use any Spells for that Combat. If king adventuria receives a Wound due to Combat with you, roll two dice. If the die roll is 7 or more, king adventuria does not receive the Wound. If king adventuria has fallen due to Combat with you, gain a king's token. A king's token is an Item. A king's token does not count towards the number of Items you may have. If you have the king's token at the start of a turn on a page other than The Throne Room, lose the king's token. If you have 1 or more king's tokens at the end of your turn on The Throne Room page, you may choose to roll a die. If the die roll is greater than the number of king's tokens you have, your turn ends and the next turn will begin in The Royal Chambers; Proceed to that page if so. If the die roll is equal to or less than the number of king's tokens you have, choose 1 of your attributes to increase by 1, then your turn ends and the next turn will begin in The Royal Chambers; Proceed to that page if so. Once an adventurer's attribute has been increased by 1 due to king's tokens, that same attribute cannot be increased by 1 again due to king's tokens for the rest of the game for that adventurer.


3 = The king of adventuria gives you the honor of partaking in a melee battle against his royal champion. If you choose, fight a Melee Combat with a king's champion. The king's champion's attributes are Arms: 9, Magic: 9, Craft: 5, Vitae: 5. If the king's champion receives a Wound due to Combat with you, roll two dice. If the die roll is 7 or more, the king's champion does not receive the Wound. If the king's champion has fallen due to Combat with you, roll a die. If the die roll is 1, 2, or 3, gain 1 Gold. If the die roll is 4 or 5, gain 2 Gold. If the die roll is 6, gain a king's token. A king's token is an Item. A king's token does not count towards the number of Items you may have. If you have the king's token at the start of a turn on a page other than The Throne Room, lose the king's token. If you have 1 or more king's tokens at the end of your turn on The Throne Room page, you may choose to roll a die. If the die roll is greater than the number of king's tokens you have, your turn ends and the next turn will begin in The Royal Chambers; Proceed to that page if so. If the die roll is equal to or less than the number of king's tokens you have, choose 1 of your attributes to increase by 1, then your turn ends and the next turn will begin in The Royal Chambers; Proceed to that page if so. Once an adventurer's attribute has been increased by 1 due to king's tokens, that same attribute cannot be increased by 1 again due to king's tokens for the rest of the game for that adventurer.


4 = A male jack wearing a bejeweled crown offers to teach you some royal magic. If you choose, roll two dice, unless you have an Item with the word 'crown' or 'tiara' in it's name, in which case roll one die. If the die roll is equal to or less than your Arms, gain corona. Corona is a Spell. Corona may be used at the start of any Melee Combat if you have an Item that has the word 'crown' or 'tiara' 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. Also, if a monster receives a Wound due to a Melee Combat in which corona was used, that monster receives 1 additional Wound. Wounds received by a monster due to a Melee Combat in which corona was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Melee Combat in which corona was used. You may not use more than 1 corona per Combat.


5 = An elite royal rumbler in service of the king challenges you to a test of grapples. Roll two dice. If the die roll is greater than your Vitae, fight a Melee Combat with a king's rumbler. The king's rumbler's attributes are Arms: 8, Magic: 6, Craft: 4, Vitae: 2. If you receive a Wound due to Melee Combat with the king's rumbler, you do not receive the Wound and instead lose 1 royal pass, then you must choose to end Combat with the king's rumbler when given the choice.


6 = An elite royal warrior in service of the king challenges you to a duel of martial might. Roll two dice. If the die roll is greater than your Arms, fight a Melee Combat with a king's warrior. The king's warrior's attributes are Arms: 8, Magic: 6, Craft: 4, Vitae: 2. If you receive a Wound due to Melee Combat with the king's warrior, you do not receive the Wound and instead lose 1 royal pass, then you must choose to end Combat with the king's warrior when given the choice.


7 = One of the king's royal advisors questions your credentials for approaching the throne. Choose one of your attributes and roll two dice. If the die roll is greater than your chosen attribute, pay 2 Gold or lose 1 royal pass.


8 = An elite royal warlock in service of the king challenges you to a duel of mystic might. Roll two dice. If the die roll is greater than your Magic, fight a Magical Combat with a king's warlock. The king's warlock's attributes are Arms: 6, Magic: 8, Craft: 4, Vitae: 2. If you receive a Wound due to Magical Combat with the king's warlock, you do not receive the Wound and instead lose 1 royal pass, then you must choose to end Combat with the king's warlock when given the choice.


9 = An elite royal riddler in service of the king challenges you to a test of riddles. Roll two dice. If the die roll is greater than your Craft, fight a Magical Combat with a king's riddler. The king's riddler's attributes are Arms: 6, Magic: 8, Craft: 4, Vitae: 2. If you receive a Wound due to Magical Combat with the king's riddler, you do not receive the Wound and instead lose 1 royal pass, then you must choose to end Combat with the king's riddler when given the choice.


10 = You may challenge a male jack in the service of the king to a battle for his bejeweled crown. If you choose, fight a Melee Combat with a king's jack. The king's jack's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 3. At the start of any Melee Combat the king's jack is in, roll a die. Increase the king's jack's Arms by an amount equal to the die roll for that Melee Combat only. If the king's jack receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the king's jack does not receive the Wound. If the king's jack has fallen due to Combat with you, gain a kingjack crown, unless you have a kingjack crown or your Alignment is Evil. A kingjack crown is an Item. If you have the kingjack crown at the start of any Melee combat with a monster with the word 'king', 'queen', or 'jack' in it's name, increase your Arms by 1 for that Melee Combat only. Also, if you have the kingjack crown and you use the Spell corona, you may choose to roll a die. If the die roll is equal to or less than your Craft, you do not lose the corona Spell after using it. You may not use any other Item with the word 'helmet', 'helm', 'hat', 'tiara', or 'crown' in it's name if you have the kingjack crown.


11 = The king of adventuria gives you the honor of partaking in a battle against his royal champion. If you choose, roll a die. If the die roll is 1, 2, 3, or 4, fight a Melee Combat with a king's champion. If the die roll is 5 or 6, fight a Magical Combat with a king's champion. The king's champion's attributes are Arms: 9, Magic: 9, Craft: 5, Vitae: 5. If the king's champion receives a Wound due to Combat with you, roll two dice. If the die roll is 7 or more, the king's champion does not receive the Wound. If the king's champion has fallen due to Combat with you, roll a die. If the die roll is 1, 2, or 3, gain 1 Gold. If the die roll is 4 or 5, gain 2 Gold. If the die roll is 6, gain a king's token. A king's token is an Item. A king's token does not count towards the number of Items you may have. If you have the king's token at the start of a turn on a page other than The Throne Room, lose the king's token. If you have 1 or more king's tokens at the end of your turn on The Throne Room page, you may choose to roll a die. If the die roll is greater than the number of king's tokens you have, your turn ends and the next turn will begin in The Royal Chambers; Proceed to that page if so. If the die roll is equal to or less than the number of king's tokens you have, choose 1 of your attributes to increase by 1, then your turn ends and the next turn will begin in The Royal Chambers; Proceed to that page if so. Once an adventurer's attribute has been increased by 1 due to king's tokens, that same attribute cannot be increased by 1 again due to king's tokens for the rest of the game for that adventurer.


12 = The king of adventuria gives you the honor of partaking in a battle against his melee skills. If you choose, fight a Melee Combat with king adventuria. King adventuria's attributes are Arms: 11, Magic: 11, Craft: 7, Vitae: 7. At the start of any Combat with king adventuria, if you have 1 or more Spells, roll a die. If the die roll is equal to or greater than your Craft, you may not use any Spells for that Combat. If king adventuria receives a Wound due to Combat with you, roll two dice. If the die roll is 7 or more, king adventuria does not receive the Wound. If king adventuria has fallen due to Combat with you, gain a king's token. A king's token is an Item. A king's token does not count towards the number of Items you may have. If you have the king's token at the start of a turn on a page other than The Throne Room, lose the king's token. If you have 1 or more king's tokens at the end of your turn on The Throne Room page, you may choose to roll a die. If the die roll is greater than the number of king's tokens you have, your turn ends and the next turn will begin in The Royal Chambers; Proceed to that page if so. If the die roll is equal to or less than the number of king's tokens you have, choose 1 of your attributes to increase by 1, then your turn ends and the next turn will begin in The Royal Chambers; Proceed to that page if so. Once an adventurer's attribute has been increased by 1 due to king's tokens, that same attribute cannot be increased by 1 again due to king's tokens for the rest of the game for that adventurer.

After your king's throne encounter ends, you must choose between staying in The Throne Room or going back to The Royal Chambers. If you choose to stay in The Throne Room, your turn ends and the next turn will begin in The Throne Room; Stay on this page if so. If you choose to go to The Royal Chambers, your turn ends and the next turn will begin at The Royal Chambers; Proceed to that page if so.

The Royal Chambers

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