The Time Warp
Your turn begins in The Time Warp.
Roll two dice for which dimension of the time warp you will explore this turn:
2 = A dimension of nuclear radiation exists within the time warp. Go to the section of this page with the name 'NUKE ZONE'.
3 = A dimension of negative energy exists within the time warp. Go to the section of this page with the name 'NEGA SPACE'
4 = A strange, otherworldly dimension of time exists within the time warp. Go to the section of this page with the name 'FOURTH REALM'
5 = A cosmic helix-shaped dimension winds it's way between many other dimensions and the time warp. Go to the section of this page with the name 'COSMOS HELIX'.
6 = An immense fort floating in space occupies a futuristic dimension within the time warp. Go to the section of this page with the name 'FUTURE FORT'.
7 = An infinitely looping dimension of time acts as a passageway to the many dimensions of the time warp. Go to the section of this page with the name 'INFINITE LOOP'.
8 = An enormous keep full of time warp monitors inhabits a temporal dimension within the time warp. Go to the section of this page with the name 'KRONOS KEEP'.
9 = A savage world of weird wildlife occupies a dimension within the time warp. Go to the section of this page with the name 'WEIRD WORLD'.
10 = A galactic dimension of horrible monsters plagues many travelers within the time warp. Go to the section of this page with the name 'GHASTLY GALAXY'.
11 = A misty dimension of stagnant nothingness floats meaninglessly within the time warp. Go to the section of this page with the name 'LOST LIMBO'.
12 = A dimension of null anti-matter exists within the time warp. Go to the section of this page with the name 'NULL VOID'.
INFINITE LOOP - Choose one of the following time warp dimensions to explore: INFINITE LOOP, WEIRD WORLD, FOURTH REALM, LOST LIMBO, NEGA SPACE, COSMOS HELIX, GHASTLY GALAXY, NUKE ZONE, KRONOS KEEP, FUTURE FORT, or NULL VOID. To explore a dimension, go to the section of this page with the same name as the dimension.
WEIRD WORLD - Roll a die for what you encounter in weird world:
1 = Poisonous gas clouds abound in this weird world. Unless you have an adapto suit, roll two dice. If the die roll is equal to or greater than your Vitae, receive 1 Wound.
2 = A monstrous alien of great strength tries to eat you. Fight a Melee Combat with a brute alien. The brute alien's attributes are Arms: 6, Magic: 3, Craft: 3, Vitae: 3.
3 = A monstrous alien with psionic powers tries to devour you. Fight a Magical Combat with a psion alien. The psion alien's attributes are Arms: 3, Magic: 6, Craft: 3, Vitae: 3.
4 = Some carnivorous alien plant life attacks you with thorny vines. Roll a die. If the die roll is equal to or greater than your Arms, receive 1 Wound.
5 = You prick yourself on a poisonous barb which releases a hallucinogenic toxin into your bloodstream. Roll a die. If the die roll is equal to or greater than your Magic, receive 1 Wound.
6 = A colossal alien monster with tremendous tentacles is the deadliest creature on this weird world. Fight a Melee Combat with a xeno colossus. The xeno colossus's attributes are Arms: 9, Magic: 3, Craft: 3, Vitae: 6. If the xeno colossus has fallen due to Combat with you, gain battle armor, unless you have battle armor. Battle armor is an Item. If you have the battle armor at the start of a Melee Combat, increase your Arms by 2 for that Melee Combat only. If you have the battle armor, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 7 or more, 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 battle armor. At the end of a Melee Combat in which the battle armor was used, roll two dice if you are on a page that does not have the word 'Warp' or 'Dome' in it's name. If the die roll is 2 or 12, lose the battle armor.
After your weird world encounter, go to the section of this page with the name 'TIME GATE'.
FOURTH REALM - Roll a die for what you encounter in the fourth realm:
1 = You spot a valuable object within a closing worm hole of temporality. If you choose, roll a die. If the die roll is greater than your Arms, receive 1 Wound. If the die roll is less than your Arms, gain an alien object. An alien object is an Item.
2 = A group of time travelers offers to take you on a time trip to a futuristic destination. If you choose, go to the section of this page with the name 'FUTURE FORT'.
3 = A dimensional rift opens up before you. If you choose, roll a die. If the die roll is 1, 2, or 3, go to the section of this page with the name 'INFINITE LOOP'. If the die roll is 4, 5, or 6, go to the section of this page with the name 'COSMOS HELIX'.
4 = The number four has special powers in this temporal realm. Roll a die. If the die roll is 4, go to the section of this page with the name 'INFINITE LOOP', then increase your Vitae by 4 for the rest of this turn; If you have 4 or more Wounds at the end of this turn, heal 4 Wounds before the increase ends.
5 = A friar of the fourth realm feels that you do not fit in his dimension. Fight a Magical Combat with a fourth friar. The fourth friar's attributes are Arms: 2, Magic: 4, Craft: 4, Vitae: 2. At the start of any Magical Combat with the fourth friar, roll a die. If the die roll is 1, 3, or 5, that Magical Combat is a standoff and you receive 1 Wound.
6 = You are surrounded by a cluster of sentient spore pods floating throughout this dimension. Fight a Melee Combat with an alien spore pod. The alien spore pod's attributes are Arms: 6, Magic: 3, Craft: 2, Vitae: 4. If you receive a Wound due to Combat with the alien spore pod, roll a die. If the die roll is greater than your Vitae, receive 1 Wound at the end of your next turn. If the alien spore pod have fallen due to Combat with you, gain a mobius strip, unless you have a mobius strip. A mobius strip is an Item. If you have the mobius strip at the start of any turn on 'The Time Warp' page, start your turn at the 'INFINITE LOOP' section of the page directly instead of starting at the top of the page.
Unless you rolled a 2, 3, or 4 and went to another section of this page, after your fourth realm encounter, go to the section of this page with the name 'TIME GATE'.
LOST LIMBO - Roll a die for what you encounter in lost limbo:
1 = You spy a valuable object floating in the nothingness. If you choose, roll a die. If the die roll is greater than your Magic, receive 1 Wound. If the die roll is less than your Magic, gain an alien object. An alien object is an Item.
2 = You are astounded to meet an alien space god with the power to send you anywhere you wish to go. If you choose, roll two dice. If the die roll is less than your Craft, or if you are a priest and the die roll is equal to or less than your Craft, choose any page in the Adventuria RPG game that does not have the word 'Rules' or 'Adventuria' in it's name, then your turn ends and your next turn will begin on the page you chose; Proceed to that page if so.
3 = You come across a friendly group of star mites sailing through the limbo ether. Roll a die, unless you have a star mite. If the die roll is less than your Craft, gain a star mite. A star mite is an Ally. If you have the star mite at the start of any turn on a page with the word 'Time' in it's name, increase your Craft by 1 for that turn only. If you have the star mite at the start of any Combat with the time titan, that Combat will automatically be a standoff without rolling any dice.
4 = You risk getting lost in limbo forever. Roll a die. If the die roll is greater than your Craft, receive a number of Wounds equal to the die roll minus your Craft. If the die roll is equal to your Craft, go to the section of this page with the name 'LOST LIMBO'.
5 = A monk of this lost limbo decides that you are disruptive to his dimension. Fight a Melee Combat with a limbo monk. The limbo monk's attributes are Arms: 4, Magic: 2, Craft: 4, Vitae: 2. Roll a die at the start of a Melee Combat with the limbo monk. If the die roll is 2, 4, or 6, that Melee Combat is a standoff and you receive 1 Wound.
6 = An interdimensional hound with astral abilities haunts this dimension of nothingness. Fight a Magical Combat with an astro hound. The astro hound's attributes are Arms: 3, Magic: 6, Craft: 2, Vitae: 4. If you receive a Wound due to Combat with the astro hound, roll a die. If the die roll is greater than your Craft, receive 1 Wound at the end of your next turn. If the astro hound has fallen due to Combat with you, gain a power glove, unless you have a power glove. A power glove is an Item and a weapon. If you have the power glove at the start of a Melee Combat, increase your Arms by 2 for that Melee Combat only. If you have the power glove, 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 have the battle armor, the monster receives 1 additional Wound. At the end of a Melee Combat in which the power glove was used, roll two dice if you are on a page that does not have the word 'Warp' or 'Dome' in it's name. If the die roll is 2 or 12, lose the power glove.
Unless you rolled a 2 or 4 and went to another page or a section of this page, after your lost limbo encounter, go to the section of this page with the name 'TIME GATE'.
NEGA SPACE - Roll a die for what you encounter in nega space:
1 = Negative rays sap you of your lifeforce. Unless you have an adapto suit, roll two dice. If the die roll is equal to or less than your Vitae, receive 1 Wound.
2 = A robotic knight fueled by negative energy takes you for his enemy. Fight a Melee Combat with a nega knight. The nega knight's attributes are Arms: 5, Magic: 2, Craft: 2, Vitae: 2. If the nega knight receives a Wound due to a Melee Combat with you, roll two dice. If the die roll is 7 or more, the nega knight does not receive the Wound.
3 = You are caught up in a raging warp storm which has breached the barrier of this negative space. Roll a die. If the die roll is 1, go to the section of this page with the name 'NULL VOID'. If the die roll is 2 or 3, go to the section of this page with the name 'GHASTLY GALAXY'. If the die roll is 4 or 5, go to the section of this page with the name 'COSMOS HELIX'. If the die roll is 6, go to the section of this page with the name 'TIME VORTEX'.
4 = A sentient ball of warp energy assails you with it's strange alien light. Fight a Magical Combat with a warp wisp. The warp wisp's attributes are Arms: 1, Magic: 5, Craft: 5, Vitae: 1. If the warp wisp receives a Wound due to a Magical Combat with you, roll a die. If the die roll is less than the warp wisp's Craft, the warp wisp does not receive the Wound. If you receive a Wound due to a Magical Combat with the warp wisp, you do not receive the Wound, then your turn ends and your next turn will begin in The Time Warp; Stay on this page if so.
5 = A cyborg powered by negative ions feeds off the positive energy of visitors from other dimensions. Pay 1 Ally or fight a Melee Combat with a syphon borg. The syphon borg's attributes are Arms: 6, Magic: 1, Craft: 2, Vitae: 2. If the syphon borg receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 4, 5, or 6, the syphon borg does not receive the Wound.
6 = A titanic alien creature of great power rules this twilight space of negative energy. Fight a Magical Combat with a negahemoth. The negahemoth's attributes are Arms: 3, Magic: 9, Craft: 3, Vitae: 6. If the negahemoth has fallen due to Combat with you, gain a force robe, unless you have a force robe. A force robe is an Item. If you have the force robe at the start of a Magical Combat, increase your Magic by 2 for that Magical Combat only. If you have the force robe, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 7 or more, 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 force robe. At the end of a Magical Combat in which the force robe was used, roll two dice if you are on a page that does not have the word 'Warp' or 'Dome' in it's name. If the die roll is 2 or 12, lose the force robe.
Unless you rolled a 3 and went to another section of this page, or you rolled a 4 and your turn ended, after your nega space encounter, go to the section of this page with the name 'TIME GATE'.
COSMOS HELIX - Roll a die for what you encounter in the cosmos helix:
1 = You spot a valuable object twirling amidst through the helix. If you choose, roll a die. If the die roll is greater than your Craft, receive 1 Wound. If the die roll is less than your Craft, gain an alien object. An alien object is an Item.
2 = A cosmic parasite offers you a strange alliance as it attaches itself to you. Roll a die, unless you have a starasite. If the die roll is less than your Craft, gain a starasite. A starasite is an Ally. If you have the starasite at the start of any turn, decrease your Arms by 1 for that turn only, increase your Magic by 1 for that turn only, and increase your Craft by 1 for that turn only. If you have the starasite and you receive a Wound due to Combat, you may choose to lose the starasite; Otherwise, you may not choose to lose the starasite.
3 = A dimension-hopping scientist offers to let you test one of his time travel inventions. If you choose, roll a die. If the die roll is 1, go to the section of this page with the name 'INFINITE LOOP'. If the die roll is 2, go to the section of this page with the name 'FUTURE FORT'. If the die roll is 3, go to the section of this page with the name 'KRONOS KEEP'. If the die roll is 4, go to the section of this page with the name 'LOST LIMBO'. If the die roll is 5, go to the section of this page with the name 'FOURTH REALM'. If the die roll is 6, go to the section of this page with the name 'NEGA SPACE'.
4 = A phantom made of pulsating photon energy swiftly floats towards you. Fight a Magical Combat with a photon phantom. The photon phantom's attributes are Arms: 2, Magic: 5, Craft: 3, Vitae: 2. At the start of any Magical Combat you are in with the photon phantom, roll a die. If the die roll is equal to or less than the photon phantom's Arms, you receive 1 Wound. If the photon phantom receives a Wound due to a Magical Combat with you, roll two dice. If the die roll is 10 or more, the photon phantom does not receive the Wound.
5 = A squadron of intergalactic space orcs ambushes you. Fight a Melee Combat with space orc one. Space orc one's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. If space orc one has fallen or if you choose to end Combat with space orc one, fight a Melee Combat with space orc two. Space orc two's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. If space orc two has fallen or if you choose to end Combat with space orc two, fight a Melee Combat with space orc three. Space orc three's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2.
6 = A stellar worm of tremendous size lives within the many wormholes of this cosmic helix. If the value of your Arms is less than the value of your Magic, fight a Melee Combat with a helix worm. If the value of your Arms is greater than the value of your Magic, fight a Magical Combat with a helix worm. If the value of your Arms is equal to the value of your Magic, you choose to either fight a Melee Combat or a Magical Combat with a helix worm. The helix worm's attributes are Arms: 7, Magic: 7, Craft: 2, Vitae: 4. If the helix worm has fallen due to Combat with you, gain an inviso suit, unless you have an inviso suit. An inviso suit is an Item. The inviso suit may be used at the start of any Combat. When used, roll a die. If the die roll is 1, 2, or 3, that Combat will automatically be a standoff without rolling any dice. At the end of a Combat in which the inviso suit was used, roll two dice if you are on a page that does not have the word 'Warp' or 'Dome' in it's name. If the die roll is 2 or 12, lose the inviso suit.
Unless you rolled a 3 and went to another section of this page, after your cosmos helix encounter, go to the section of this page with the name 'TIME GATE'.
GHASTLY GALAXY - Roll a die for what you encounter in the ghastly galaxy:
1 = You spy a valuable object plummeting through space towards a red planet. If you choose, roll a die. If the die roll is greater than your Vitae, receive 1 Wound. If the die roll is less than your Vitae, gain an alien object. An alien object is an Item.
2 = A friendly astronaut offers to teach you some astro magic. Roll a die. If the die roll is equal to or less than your Craft, gain astra. Astra is a Spell. You may only use astra at the start of a turn on a page with the word 'Time', 'Astral', 'Moon', or 'Side' in it's name, or if you have an alien object at the start of a turn on a page without the word 'Time', 'Astral', 'Moon', or 'Side' in it's name. When used, increase your Arms and Magic by 1 for that turn only.
3 = A grisly gang of galactic pirates tries to add you to their cargo. Pay 1 Item or fight a Melee Combat with a galaxy pirate. The galaxy pirate's attributes are Arms: 4, Magic: 3, Craft: 3, Vitae: 3. If the galaxy pirate has fallen due to Combat with you, roll two dice. If the die roll is 3 or 11, gain 1 Gold.
4 = Your spaceship gets swept up in a supernova. Roll a die. If the die roll is 1, go to the section of this page with the name 'NUKE ZONE'. If the die roll is 2 or 3, go to the section of this page with the name 'NEGA SPACE'. If the die roll is 4 or 5, go to the section of this page with the name 'COSMOS HELIX'. If the die roll is 6, go to the section of this page with the name 'TIME VORTEX'.
5 = You are attacked by a horrid acid-spitting alien in black chitinous armor. Fight a Melee Combat with an acidspit alien. The acidspit alien's attributes are Arms: 5, Magic: 2, Craft: 2, Vitae: 2. At the start of any Melee Combat you are in with the acidspit alien, roll a die. If the die roll is equal to or less than the acidspit alien's Magic, you receive 1 Wound. If the acidspit alien receives a Wound due to a Melee Combat with you, roll two dice. If the die roll is 10 or more, the acidspit alien does not receive the Wound.
6 = Trapped in an abandoned space hulk, you are stalked by a nefarious space monster. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a void vampire. If the die roll is 4, 5, or 6, fight a Magical Combat with a void vampire. The void vampire's attributes are Arms: 7, Magic: 7, Craft: 2, Vitae: 4. If you receive a Wound due to Combat with the void vampire, and the void vampire has 1 or more Wounds, the void vampire heals 1 Wound. If the void vampire has fallen due to Combat with you, gain a hover pad, unless you have a hover pad. A hover pad is an Item. If you have the hover pad, your limit for Items becomes equal to the value of your Arms multiplied by 3. If you lose the hover pad, your limit for Items becomes equal to the value of your Arms multiplied by 2, as normal. The hover pad does not count towards the number of Items you may have.
Unless you rolled a 4 and went to another section of this page, after your ghastly galaxy encounter, go to the section of this page with the name 'TIME GATE'.
NUKE ZONE - Roll two dice for what you encounter in the nuke zone:
2 = Strange radiation mutates you positively. Unless you have an adapto suit, increase your Vitae by 1.
3 = Strange radiation mutates you positively. Unless you have an adapto suit, increase your Arms by 1.
4 = Strange radiation mutates you negatively. Unless you have an adapto suit, decrease your Vitae by 1.
5 = Strange radiation mutates you negatively. Unless you have an adapto suit, decrease your Arms by 1.
6 = A bizarre beast made of radiation attacks you. Fight a Melee Combat with a radiation beast. The radiation beast's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 2. If you have an adapto suit at the start of a Melee Combat with the radiation beast, decrease the radiation beast's Arms by 2 for that Melee Combat only. If you receive a Wound due to a Melee Combat with the radiation beast, and you do not have an adapto suit, receive 1 additional Wound.
7 = The radiation in this zone can be very lethal. Unless you have an adapto suit, receive 2 Wounds.
8 = A scary skeleton brought to life by radiation assaults you. Fight a Magical Combat with a radiation skeletal. The radiation skeletal's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 2. If you have an adapto suit at the start of a Magical Combat with the radiation skeletal, decrease the radiation skeletal's Magic by 2 for that Magical Combat only. If you receive a Wound due to a Magical Combat with the radiation skeletal, and you do not have an adapto suit, receive 1 additional Wound.
9 = Strange radiation mutates you negatively. Unless you have an adapto suit, decrease your Magic by 1.
10 = Strange radiation mutates you negatively. Unless you have an adapto suit, decrease your Craft by 1.
11 = Strange radiation mutates you positively. Unless you have an adapto suit, increase your Magic by 1.
12 = Strange radiation mutates you positively. Unless you have an adapto suit, increase your Craft by 1.
After your nuke zone encounter, go to the section of this page with the name 'TIME GATE'.
KRONOS KEEP - The time monitors judge whether you are a threat to the continuum of the time warp. Roll two dice. If the die roll is greater than the total of your Arms plus your Magic, your turn ends and your next turn will begin in The Lost City; Proceed to that page if so. If the die roll is equal to or less than the total of your Arms plus your Magic, go to the section of this page with the name 'TIME GATE'.
FUTURE FORT - You may choose to do any of the following in any order you choose:
Pay 1 Item to gain 1 Gold. Any Item may be used as payment except for an Item with the word 'potion', 'pass', or 'ticket' in it's name. If the Item used to pay is an alien object, gain 1 additional gold.
Pay 1 Spell to gain 1 Gold. Any Spell may be used as payment except for a Spell that was gained without payment or die roll due to your type and/or Alignment.
Pay 1 Ally to gain 1 Gold. Any Ally may be used as payment.
Pay 2 Gold to gain lazereyes. Lazereyes is a Spell. You may use lazereyes at the start of any Melee Combat. When used, increase your Arms by 2 for that Melee Combat only. If a monster receives a Wound due to a Melee Combat that lazereyes was used at the start of, that monster receives 1 additional Wound. You may not use more than 1 lazereyes per Combat.
Pay 2 Gold to gain lazerfinger. Lazerfinger is a Spell. You may use lazerfinger at the start of any Magical Combat. When used, increase your Magic by 2 for that Magical Combat only. If a monster receives a Wound due to a Magical Combat that lazerfinger was used at the start of, that monster receives 1 additional Wound. You may not use more than 1 lazerfinger per Combat.
Pay 2 Gold to gain an adapto suit. An adapto suit is an Item. An adapto suit does not count towards the number of Items you may have.
Pay 4 Gold to gain a laser lance. A laser lance is an Item and a weapon. If you have the laser lance at the start of a Melee Combat, increase your Arms by 2 for that Melee Combat only. Wounds received by a monster due to a Melee Combat in which the laser lance was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Melee Combat in which the laser lance was used. At the end of a Melee Combat in which the laser lance was used, roll two dice if you are on a page that does not have the word 'Warp' or 'Dome' in it's name. If the die roll is 2 or 12, lose the laser lance.
Pay 4 Gold to gain an electro whip. An electro whip is an Item and a weapon. If you have the electro whip at the start of a Magical Combat, increase your Magic by 2 for that Magical Combat only. Wounds received by a monster due to a Magical Combat in which the electro whip was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Magical Combat in which the electro whip was used. At the end of a Magical Combat in which the electro whip was used, roll two dice if you are on a page that does not have the word 'Warp' or 'Dome' in it's name. If the die roll is 2 or 12, lose the electro whip.
Pay 4 Gold to gain a battle droid. A battle droid is an Ally. If you have a battle droid at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the battle droid first. The kind of Combat the battle droid fights with the monster will be of the same kind you would have fought with the monster. The battle droid's attributes are Arms: 6, Magic: 6, Craft: 1, Vitae: 1. If the battle droid receives a Wound due to Combat, roll a die. If the die roll is 5 or 6, the battle droid does not receive the Wound. If the monster has fallen due to Combat with the battle droid, the Combat with you does not occur and you gain the appropriate XP as though the monster had fallen due to Combat with you. If the battle droid has fallen due to Combat with the monster, lose the battle droid, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the battle droid. If neither the battle droid 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 battle droid. At the end of a Combat in which the battle droid was used, roll two dice if you are on a page that does not have the word 'Warp' or 'Dome' in it's name. If the die roll is 2 or 12, lose the battle droid.
Pay 1 Gold to gain a med kit. A med kit is an Item. The med kit may be used at any time you have 1 or more Wounds. When used, roll a die. If the die roll is greater than your Craft, heal 1 Wound and lose the med kit. If the die roll is equal to or less than your Craft, heal 2 Wounds and lose the med kit.
Pay 1 Gold to gain a timetravel ticket. A timetravel ticket is an Item. A timetravel ticket does not count towards the number of Items you may have. You may use the timetravel ticket at the start of any turn on a page with the word 'Warp' in it's name. When used, lose the timetravel ticket, then go to the section of the page with the name 'INFINITE LOOP'.
Pay 1 Gold to heal 2 Wounds.
When you are done gaining Gold, gaining Spells, gaining Items, and/or healing Wounds, go to the section of this page with the name 'TIME GATE'.
NULL VOID - Lose all Gold, Items, Spells, and Allies, then go to the section of this page with the name 'TIME VORTEX'.
TIME GATE - You must choose between staying in The Time Warp or trying to leave The Time Warp via the time vortex, which is guarded by a time titan. If you choose to stay in The Time Warp, your turn ends and your next turn will begin in The Time Warp; Stay on this page if so. If you choose to leave via the time vortex, go to the section of this page with the name 'TIME TITAN'.
TIME TITAN - Fight a Combat with a time titan. You choose whether the Combat will be a Melee Combat or a Magical Combat. The time titan's attributes are Arms: 8, Magic: 8, Craft: 4, Vitae: 2. If the time titan receives a Wound due to Combat, roll a die. If the die roll is 6, the time titan does not receive the wound. After any Combat with the time titan, you must choose to end Combat when given the choice. After you end Combat with the time titan, or if the time titan has fallen due to Combat with you, go to the section of this page with the name 'TIME VORTEX'.
TIME VORTEX - roll a die for where the time vortex warps you to:
1 = The vortex sends you right back to the time warp. Your turn ends and your next turn will begin in The Time Warp; Stay on this page.
2 = The vortex sends you back to the dimensional gate that is adjacent to it. Go to the section of this page with the name 'TIME GATE'.
3 = The vortex sends you back to where you originally entered the time warp from. Your turn ends and your next turn will begin in The Lost City; Proceed to that page.
4 = The vortex sends you back where you started. Your turn ends and your next turn will begin in The City; Proceed to that page.
5 = The vortex sends you back to where all roads meet in Adventuria. Your turn ends and your next turn will begin at The Crossroads; Proceed to that page.
6 = The vortex sends you to a random wilderness area in Adventuria. Roll a die. If the die roll is 1, your turn ends and the next turn will begin in The Mountains; proceed to that page if so. If the die roll is 2, your turn ends and the next turn will begin in The Forest; proceed to that page if so. If the die roll is 3, your turn ends and the next turn will begin in The Hills; proceed to that page if so. If the die roll is 4, your turn ends and the next turn will begin in The Woods; proceed to that page if so. If the die roll is 5, your turn ends and the next turn will begin in The Wildlands; proceed to that page if so. If the die roll is 6, your turn ends and the next turn will begin in The Borderlands; proceed to that page if so.
If the alien space god in the LOST LIMBO section sent you to a page of your choice, go to The Land Of Adventuria page then navigate to the chosen page via the links provided. An adventurer cannot choose to go to a page that they have not been to before or did not learn the specific location of in a previous encounter (such as by map or rumor) since they wouldn't be able to name it to the alien space god as their choice.
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