The Toadstool Circle

Your turn begins at The Toadstool Circle.

Roll two dice for what you encounter while exploring the toadstool circle:


2 = A giant toadstool has been carved into a temple and is guarded by a horrifyingly bizarre monster. Fight a Magical Combat with a jabberwock. The jabberwock's attributes are Arms: 5, Magic: 6, Craft: 2, Vitae: 4. At the start of any Combat the jabberwock is in, roll a die. If the die roll is 6, increase jabberwock's Magic by 1. If you receive a Wound due to a Magical Combat with the jabberwock, roll two dice. If the die roll is equal to the jabberwock's Magic, receive 1 additional Wound. The jabberwock cannot receive more than 1 Wound at a time due to Combat with you; Ignore any instructions denoting the jabberwock receiving more than 1 Wound due to a Combat, and treat any Wounds received over 1 as 1. If the jabberwock has fallen due to Combat with you, gain a mushroom mace. A mushroom mace is an Item and a weapon. If you have the mushroom mace at the start of a Combat, increase your Arms and Magic by 1 for that Combat only. If you have the mushroom mace and a monster has fallen due to Combat with you, roll a die. If the die roll is equal to or greater than the monster's Vitae, gain a shroom bloom. A shroom bloom is an Item. If you have the shroom bloom at the start of a turn or a Combat, and you have 1 or more Wounds, you may choose to lose the shroom bloom. If so, heal 1 Wound. A shroom bloom does not count towards the number of Items you may have.


3 = An old witch stirs a cauldron of steaming mushroom stew and offers to share her magic with you. If you choose, roll two dice. If the die roll is equal to or less than the total of your Arms plus your Magic, gain vitriole. Vitriole is a Spell. Vitriole may be used whenever a monster receives a Wound due to Combat with you. When used, roll a die. If the die roll is equal to or greater than the monster's Vitae, the monster receives 1 additional Wound. You may not use more than 1 vitriole per Wound per Combat.


4 = A wild patch of mushrooms leads off from the circle and into the den of the impish bogies. If you choose, go to the section of this page with the name 'BOGEY PATCH'.


5 = A shadowy creature sneaks up from beneath a large toadstool and attempts to frighten you to death. Fight a Melee Combat with a bugaboo. The bugaboo's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 3. At the start of any Melee Combat the bugaboo is in with you, if it is the first Combat the bugaboo has been in this turn, roll a die. If the die roll is equal to or greater than your Craft, you may not use any Items, Allies, or Spells for that Melee Combat only. At the start of any Melee Combat the bugaboo is in with you, if it is not the first Combat the bugaboo has been in this turn, roll a die. If the die roll is greater than your Craft, you may not use any Items, Allies, or Spells for that Melee Combat only. If the bugaboo has fallen due to Melee Combat with you, roll two dice. If the die roll is 7 or 11, gain 1 Gold.


6 = Some of the magic toadstools of this vast circle have animated as warlike mushroom men. Fight a Melee Combat with a toad stoolie. The toad stoolie's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 2. Roll a die. If the die roll is 1, increase the toad stoolie's Arms by 1. If the die roll is 2, increase the toad stoolie's Vitae by 1. If the toad stoolie receives a Wound due to a Combat with you, roll a die. If the die roll is equal or less than the toad stoolie's Vitae, the toad stoolie does not receive the Wound.


7 = Many magical mushrooms amongst this circle can be eaten for their curative properties. If you have 1 or more Wounds, roll a die. If the die roll is less than your Vitae, heal 1 Wound.


8 = Some of the mystic toadstools of this great circle have mutated into belligerent fungal toads. Fight a Magical Combat with a stool toadie. The stool toadie's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 2. Roll a die. If the die roll is 1, increase the stool toadie's Magic by 1. If the die roll is 2, increase the stool toadie's Vitae by 1. If the stool toadie receives a Wound due to a Combat with you, roll a die. If the die roll is equal to or less than the stool toadie's Vitae, the stool toadie does not receive the Wound.


9 = A shady beast crawls up from behind a large toadstool and tries to scare the life out of you. Fight a Magical Combat with a boogaloo. The boogaloo's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 3. At the start of any Magical Combat the boogaloo is in with you, if it is the first Combat the boogaloo has been in this turn, roll a die. If the die roll is equal to or greater than your Craft, you may not use any Items, Allies, or Spells for that Magical Combat only. At the start of any Magical Combat the boogaloo is in with you, if it is not the first Combat the boogaloo has been in this turn, roll a die. If the die roll is greater than your Craft, you may not use any Items, Allies, or Spells for that Magical Combat only. If the boogaloo has fallen due to Magical Combat with you, roll two dice. If the die roll is 7 or 11, gain 1 Gold.


10 = A dark path of chaos winds off from the toadstool circle and into a dimension of darkness. If you choose, go to the section of this page with the name 'BLACK PATH'


11 = A miniature mushroom has been carved into the home of a rather small winged devil. Roll two dice, unless you have a little devil. If the die roll is equal to or less than your Craft, gain a little devil. A little devil is an Ally. If you have the little devil and you use a Spell in a Combat with a monster, you may choose to roll a die. If the die roll is 1, lose the little devil. If the die roll is greater than the Vitae of the monster in the Combat, the monster receives 1 Wound. You may not use the little devil more than once per Combat.


12 = Living within the shadows of the center of this circle of toadstools is a monstrously bizarre horror. Fight a Melee Combat with a bandersnatch. The bandersnatch's attributes are Arms: 6, Magic: 5, Craft: 2, Vitae: 4. At the start of any Combat the bandersnatch is in, roll a die. If the die roll is 6, increase bandersnatch's Arms by 1. If you receive a Wound due to a Melee Combat with the bandersnatch, roll two dice. If the die roll is equal to the bandersnatch's Arms, receive 1 additional Wound. The bandersnatch cannot receive more than 1 Wound at a time due to Combat with you; Ignore any instructions denoting the bandersnatch receiving more than 1 Wound due to a Combat, and treat any Wounds received over 1 as 1. If the bandersnatch has fallen due to Combat with you, gain beast bane. Beast bane is an Item. If you have the beast bane at the start of any Combat you are in with a monster with the word 'beast', 'creature', or 'critter' in it's name, you may choose to lose the beast bane. If so, roll a die. The monster with the word 'beast', 'creature', or 'critter' in it's name that is in Combat with you receives a number of Wounds equal to the die roll. You may not use more than 1 beast bane per Combat.


Unless you rolled a 4 and went to the section 'BOGEY PATCH', or you rolled a 10 and went to the section 'BLACK PATH', after your toadstool circle encounter ends, you must choose between staying at The Toadstool Circle or going back to The Cursed Glade. If you choose to stay at The Toadstool Circle, your turn ends and the next turn will begin at The Toadstool Circle; Stay on this page if so. If you choose to go to The Cursed Glade, your turn ends and the next turn will begin in The Cursed Glade; Proceed to that page if so.


BOGEY PATCH - Roll a die for what you encounter in the bogey patch:


1 = A strange man who catches bogies for sport has a special pass for visiting this patch. Pay 2 Gold to gain a bogey pass. A bogey pass is an Item. If you have the bogey pass at the start of any turn on The Toadstool Circle page, you may choose to start your turn at the 'BOGEY PATCH' section of the page directly instead of starting at the top of the page. If so, roll a die. If the die roll is 1, lose the bogey pass. A bogey pass does not count towards the number of Items you may have.


2 = Roll a die. If the die roll is 1, 2, or 3, you catch a bogey by the toe and then let it go. Heal 1 Wound. If the die roll is 4 or 5, you find a bag of gold that has recently been buried by a bogey. Gain 1 Gold. If the die roll is 6, a frightened visitor to this patch hands you a paper pass then runs off screaming. Gain a bogey pass. A bogey pass is an Item. If you have the bogey pass at the start of any turn on The Toadstool Circle page, you may choose to start your turn at the 'BOGEY PATCH' section of the page directly instead of starting at the top of the page. If so, roll a die. If the die roll is 1, lose the bogey pass. A bogey pass does not count towards the number of Items you may have.


3 = Roll a die. If the die roll is 1, 2, or 3, you set off a bogey booby trap that is so scary it hurts. Receive 1 Wound. If the die roll is 4 or 5, a bogey thief terrifies you into dropping some of your gold and fleeing. Lose 1 Gold. If the die roll is 6, a wave of fear compels you to destroy any pass you may have. Lose 1 bogey pass.


4 = A young bogey in fine clothing comes dancing at you with a wicked lance in it's hands. Fight a Melee Combat with a bogey knight. The bogey knight's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 2. At the start of any Melee Combat the bogey knight is in with you, roll a die. If the die roll is greater than your Craft, increase the bogey knight's Arms by an amount equal to the die roll minus your Craft for that Melee Combat only. The bogey knight cannot receive more than 1 Wound at a time due to Combat with you; Ignore any instructions denoting the bogey knight receiving more than 1 Wound due to a Combat, and treat any Wounds received over 1 as 1. If the bogey knight has fallen due to Combat with you, roll a die. If the die roll is 1, 3, or 5, gain a boo knight. A boo knight is an Ally. If you have the boo knight at the start of any Combat with a monster, you may choose to lose the boo knight. If so, roll a die. If the die roll is greater than the monster's Craft, increase your Arms and Magic by amount equal to the die roll minus the monster's Craft for that Combat only. You may not use more than 1 boo knight per Combat.


5 = An old bogey in tatters appears out of nowhere and yells a scary-sounding power word at you. Fight a Magical Combat with a boo bogey. The boo bogey's attributes are Arms: 5, Magic: 6, Craft: 3, Vitae: 2. At the start of any Magical Combat the boo bogey is in with you, roll a die. If the die roll is greater than your Craft, increase the boo bogey's Magic by an amount equal to the die roll minus your Craft for that Magical Combat only. The boo bogey cannot receive more than 1 Wound at a time due to Combat with you; Ignore any instructions denoting the boo bogey receiving more than 1 Wound due to a Combat, and treat any Wounds received over 1 as 1. If the boo bogey has fallen due to Combat with you, roll a die. If the die roll is 1, 3, or 5, gain boo. Boo is a Spell. You may use boo at the start of any Combat with a monster. When used, roll a die. If the die roll is greater than the monster's Craft, increase your Arms and Magic by amount equal to the die roll minus the monster's Craft for that Combat only. You may not use more than 1 boo per Combat.


6 = An awful-looking bogey the size of a man rules this patch with a terrifying clawed fist. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a bogey man. If the die roll is 4, 5, or 6, fight a Magical Combat with a bogey man. The bogey man's attributes are Arms: 7, Magic: 7, Craft: 4, Vitae: 3. At the start of any Combat the bogey man is in with you, roll a die. If the die roll is greater than your Craft, increase the bogey man's Arms and Magic by an amount equal to the die roll minus your Craft for that Combat only. The bogey man cannot receive more than 1 Wound at a time due to Combat with you; Ignore any instructions denoting the bogey man receiving more than 1 Wound due to a Combat, and treat any Wounds received over 1 as 1. If the bogey man has fallen due to Combat with you, gain a fright mask, unless you have a fright mask. A fright mask is an Item and a weapon. If you have the fright mask at the start of a Combat with a monster, roll a die. If the die roll is greater than the monster's Craft, increase your Arms and Magic by amount equal to the die roll minus the monster's Craft for that Combat only. If you have the fright mask, roll two dice when you receive a Wound due to a Combat. If the die roll is 11 or more, you do not receive the Wound. You may not use any Item with the word 'tiara', 'crown', 'helmet', 'helm', 'shield', 'armor', 'plate', 'skin', 'fur', 'hat', 'cloak', 'robe', or 'robes' in it's name in a Combat if you use the fright mask in that Combat.


After your patch encounter, your turn ends and the next turn will begin at The Toadstool Circle; Stay on this page.


BLACK PATH - Roll a die for what you encounter on the black path:


1 = A man who claims to be a prince from another dimension sells passes for staying on this path. Pay 2 Gold to gain a blackpath pass. A blackpath pass is an Item. If you have the blackpath pass at the start of any turn on The Toadstool Circle page, you may choose to start your turn at the 'BLACK PATH' section of the page directly instead of starting at the top of the page. If so, roll a die. If the die roll is 1, lose the blackpath pass. A blackpath pass does not count towards the number of Items you may have.


2 = Roll a die. If the die roll is 1, 2, or 3, littering this path of blackness are rare chips of valuable obsidian. Gain 1 Gold. If the die roll is 4 or 5, one of the weird plants that lines the path bursts into a healing flame. Heal 1 Wound. If the die roll is 6, a mute child in black rags gives you a piece of paper then vanishes. Gain a blackpath pass. A blackpath pass is an Item. If you have the blackpath pass at the start of any turn on The Toadstool Circle page, you may choose to start your turn at the 'BLACK PATH' section of the page directly instead of starting at the top of the page. If so, roll a die. If the die roll is 1, lose the blackpath pass. A blackpath pass does not count towards the number of Items you may have.


3 = Roll a die. If the die roll is 1, 2, or 3, this path is stalked by demonic black-cowled brigands who rob all travelers. Lose 1 Gold. If the die roll is 4 or 5, you take a wrong turn on the path that leads to a dead end. Receive 1 Wound. If the die roll is 6, an evil wind howls down the path and blows away any passes you may have. Lose 1 blackpath pass.


4 = A talking black panther cat comes padding down this path speaking words of despair and madness. Fight a Melee Combat with a black cat. The black cat's attributes are Arms: 6, Magic: 5, Craft: 2, Vitae: 3. At the start of any Combat the black cat is in, roll a die. If the die roll is 1, 3, or 5, increase the black cat's Arms by an amount equal to the die roll divided by two (round up) for that Combat only. If the die roll is 2, 4, or 6, increase the black cat's Magic by an amount equal to the die roll divided by two (round up) for that Combat only. If the black cat has fallen due to a Melee Combat with you, roll a die. If the die roll is 2, 4, or 6, gain a shadow cat. A shadow cat is an Ally. If you have the shadow cat at the start of any Combat, you may choose to lose the shadow cat. If so, roll a die. If the die roll is 1, 3, or 5, increase your Arms by an amount equal to the die roll divided by two (round up) for that Combat only. If the die roll is 2, 4, or 6, increase your Magic by an amount equal to the die roll divided by two (round up) for that Combat only. You may not use more than 1 shadow cat per Combat.


5 = What appears to be an albino woman walking this path is in fact a pale demon in the form of a witch. Fight a Magical Combat with a white widow. The white widow's attributes are Arms: 5, Magic: 6, Craft: 2, Vitae: 3. At the start of any Combat the white widow is in, roll a die. If the die roll is 1, 3, or 5, increase the white widow's Arms by an amount equal to the die roll divided by two (round up) for that Combat only. If the die roll is 2, 4, or 6, increase the white widow's Magic by an amount equal to the die roll divided by two (round up) for that Combat only. If the white widow has fallen due to a Magical Combat with you, roll a die. If the die roll is 2, 4, or 6, gain widowmaker. Widowmaker is a Spell. You may use widowmaker at the start of any Combat. When used, roll a die. If the die roll is 1, 3, or 5, increase your Arms by an amount equal to the die roll divided by two (round up) for that Combat only. If the die roll is 2, 4, or 6, increase your Magic by an amount equal to the die roll divided by two (round up) for that Combat only. You may not use more than 1 widowmaker per Combat.


6 = This fiendish path ends at a dark castle in which an ogre made of onyx sits upon a jet black throne. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with an onyx ogre. If the die roll is 4, 5, or 6, fight a Melee Combat with an onyx ogre. The onyx ogre's attributes are Arms: 7, Magic: 7, Craft: 3, Vitae: 4. At the start of any Combat the onyx ogre is in, roll a die. If the die roll is 1, 3, or 5, increase the onyx ogre's Arms by an amount equal to the die roll divided by two (round up) for that Combat only. If the die roll is 2, 4, or 6, increase the onyx ogre's Magic by an amount equal to the die roll divided by two (round up) for that Combat only. If the onyx ogre receives a Wound due to Combat, roll a die. If the die roll is 6, the onyx ogre does not receive the Wound. If the onyx ogre has fallen due to Combat with you, gain an onyx eye, unless you have an onyx eye. An onyx eye is an Item and a weapon. If you have the onyx eye at the start of a Combat, roll a die. If the die roll is 1, 3, or 5, increase your Arms by an amount equal to the die roll divided by two (round up) for that Combat only. If the die roll is 2, 4, or 6, increase your Magic by an amount equal to the die roll divided by two (round up) for that Combat only. 


After your path encounter, your turn ends and the next turn will begin at The Toadstool Circle; Stay on this page.


The Cursed Glade

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