The Tower

Your turn begins at The Tower.

GROUND LEVEL - Roll a die for what you encounter in the tower's ground level:


1 = A misdirection spell cast upon this level may lead you back to where you came from. Roll a die. If the die roll is greater than your Craft, your turn ends and the next turn will begin in The Mystery Marsh; Proceed to that page if so. 


2 = You are surrounded by a horde of mysterious goblins and must fight your way out. Roll a die. If the die roll is greater than your Arms, receive 1 Wound. If the die roll is equal to or less than your Arms, roll a die. If that die roll is greater than your Magic, receive 1 Wound.


3 = A mysterious priest on this level will heal you in exchange for items only. Pay 1 Item to heal 2 Wounds.


4 = All of the goblins of this tower have been created using mystery magic. Fight a Melee Combat with a mystery goblin. The mystery goblin's attributes are Arms: 3, Magic: 3, Craft: 2, Vitae: 2. At the start of any Melee Combat the mystery goblin is in, roll a die. If the die roll is 1, 3, or 5, increase the mystery goblin's Arms by 3 for that Melee Combat only. If the die roll is 2, 4, or 6, increase your Arms by 3 for that Melee Combat only. If the mystery goblin has fallen due to Combat with you, gain a mystery coin. A mystery coin is an Item. If you have the mystery coin at the start of any Combat, you may choose to lose the mystery coin. If so, roll a die. if die roll is 1, 3, or 5, increase your Arms and Magic by 3 for that Combat only. If the die roll is 2, 4, or 6, increase the Arms and Magic of the monster in the Combat that you used the mystery coin at the start of by 3 for that Combat only. You may not use more than 1 mystery coin per Combat.


5 = Some goblins of this tower are able to cast mystery magic spells. Fight a Magical Combat with a tower goblin. The tower goblin's attributes are Arms: 3, Magic: 3, Craft: 2, Vitae: 2. At the start of any Magical Combat the tower goblin is in, roll a die. If the die roll is 1, 3, or 5, increase the tower goblin's Magic by 3 for that Magical Combat only. If the die roll is 2, 4, or 6, increase your Magic by 3 for that Magical Combat only. If the tower goblin has fallen due to Combat with you, gain mysterioso. Mysterioso is a Spell. You may use mysterioso at the start of any Combat. When used, roll a die. if die roll is 1, 3, or 5, increase your Arms and Magic by 3 for that Combat only. If the die roll is 2, 4, or 6, increase the Arms and Magic of the monster in the Combat that you used mysterioso at the start of by 3 for that Combat only. You may not use more than 1 mysterioso per Combat.


6 = A mystical gargoyle made from mystery magic guards this level of the tower. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a mystery gargoyle. If the die roll is 4, 5, or 6, fight a Magical Combat with a mystery gargoyle. The mystery gargoyle's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 3. At the start of any Melee Combat the mystery gargoyle is in, roll a die. If the die roll is 1, 3, or 5, increase the mystery gargoyle's Arms by 1 for that Melee Combat only. If the die roll is 2, 4, or 6, increase your Arms by 1 for that Melee Combat only. If you receive a Wound due to Combat with the mystery gargoyle, roll a die. If the die roll is 6, receive 1 additional Wound. If the mystery gargoyle receives a Wound due to Combat with you, roll two dice. If the die roll is 10 or more, the mystery gargoyle does not receive the Wound. If the mystery gargoyle has fallen due to Combat with you, roll a die. If the die roll is 4, 5, or 6, gain 1 Gold.


Unless you rolled a 1 and went to The Mystery Marsh, after your ground level encounter, go to the section of this page with the name 'MIDDLE LEVEL'.


MIDDLE LEVEL - Roll a die for what you encounter in the tower's middle level:


1 = A misdirection spell may lead you back down to the level you came from. Roll a die. If the die roll is greater than your Craft, go to the section of this page with the name 'GROUND LEVEL'.


2 = You are surrounded by a horde of mysterious gremlins and must fight your way out. Roll a die. If the die roll is greater than your Magic, receive 1 Wound. If the die roll is equal to or less than your Magic, roll a die. If that die roll is greater than your Arms, receive 1 Wound.


3 = A mysterious priest on this level will heal you in exchange for allies only. Pay 1 Ally to heal 2 Wounds.


4 = All of the gremlins of this tower have been created using mystery magic. Fight a Melee Combat with a mystery gremlin. The mystery gremlin's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 2. At the start of any Melee Combat the mystery gremlin is in, roll a die. If the die roll is 1, 3, or 5, the mystery gremlin receives 1 Wound. If the die roll is 2, 4, or 6, you receive 1 Wound. If the mystery gremlin has fallen due to Combat with you, gain a mystery card. A mystery card is an Item. If you have the mystery card at the start of any Combat, you may choose to lose the mystery card. If so, roll a die. if die roll is 1, 3, or 5, you receive 1 Wound. If the die roll is 2, 4, or 6, the monster in the Combat that you used the mystery card at the start of receives 1 Wound. You may not use more than 1 mystery card per Combat.


5 = Some gremlins of this tower are able to cast mystery magic spells. Fight a Magical Combat with a tower gremlin. The tower gremlin's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 2. At the start of any Magical Combat the tower gremlin is in, roll a die. If the die roll is 1, 3, or 5, the tower gremlin receives 1 Wound. If the die roll is 2, 4, or 6, you receive 1 Wound. If the tower gremlin has fallen due to Combat with you, gain myster. Myster is a Spell. You may use myster at the start of any Combat. When used, roll a die. if die roll is 1, 3, or 5, you receive 1 Wound. If the die roll is 2, 4, or 6, the monster in the Combat that you used myster at the start of receives 1 Wound. You may not use more than 1 myster per Combat.


6 = A mystical gargoyle made from mystery magic guards this level of the tower. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a tower gargoyle. If the die roll is 4, 5, or 6, fight a Magical Combat with a tower gargoyle. The tower gargoyle's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 3. At the start of any Magical Combat the tower gargoyle is in, roll a die. If the die roll is 1, 3, or 5, increase the tower gargoyle's Magic by 1 for that Magical Combat only. If the die roll is 2, 4, or 6, increase your Magic by 1 for that Magical Combat only. If you receive a Wound due to Combat with the tower gargoyle, roll a die. If the die roll is 6, receive 1 additional Wound. If the tower gargoyle receives a Wound due to Combat with you, roll two dice. If the die roll is 10 or more, the tower gargoyle does not receive the Wound. If the tower gargoyle has fallen due to Combat with you, roll a die. If the die roll is 4, 5, or 6, gain 1 Gold.


Unless you rolled a 1 and went to the 'GROUND LEVEL' section, after your middle level encounter, go to the section of this page with the name 'TOP LEVEL'.


TOP LEVEL - Roll a die for what you encounter in the tower's top level:


1 = A misdirection spell may lead you back down to the level you came from. Roll a die. If the die roll is greater than your Craft, go to the section of this page with the name 'MIDDLE LEVEL'.


2 = You are surrounded by a horde of monstrous illusions and must mentally fight your way out. Roll a die. If the die roll is greater than your Craft, receive 1 Wound. If the die roll is equal to or less than your Craft, roll a die. If that die roll is greater than your Vitae, receive 1 Wound.


3 = A mysterious priest on this level will heal you in exchange for spells only. Pay 1 Spell to heal 2 Wounds.


4 = A mystical gargoyle made from mystery magic guards this level of the tower. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a mystic gargoyle. If the die roll is 4, 5, or 6, fight a Magical Combat with a mystic gargoyle. The mystic gargoyle's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 3. At the start of any Combat the mystic gargoyle is in, roll a die. If the die roll is 1, 3, or 5, increase the mystic gargoyle's Arms and Magic by 1 for that Combat only. If the die roll is 2, 4, or 6, increase your Arms and Magic by 1 for that Combat only. If you receive a Wound due to Combat with the mystic gargoyle, roll a die. If the die roll is 6, receive 1 additional Wound. If the mystic gargoyle receives a Wound due to Combat with you, roll two dice. If the die roll is 10 or more, the mystic gargoyle does not receive the Wound. If the mystic gargoyle has fallen due to Combat with you, roll a die. If the die roll is 4, 5, or 6, gain 1 Gold.


5 = The treasure room of this tower is guarded by a dragon that springs forth from a magical deck of cards. Fight a Melee Combat with a deck dragon. The deck dragon's attributes are Arms: 6, Magic: 5, Craft: 2, Vitae: 3. At the start of any Melee Combat the deck dragon is in, if it is the first Combat the deck dragon has been in this turn, increase the deck dragon's Arms by 1 for that Melee Combat only. If you receive a Wound due to Combat with the deck dragon, and it is the first Wound you have received due to Combat with the deck dragon this turn, receive 1 additional Wound. If the deck dragon has fallen due to Combat with you, gain a tower ring. A tower ring is an Item. If you have the tower ring at the start of any turn on a page with the word 'Tower' in it's name, increase your Arms and Magic by 1 for that turn only. You may not use more than 1 tower ring at a time.


6 = This tower is ruled by a powerful magician who is a master of mystery magic. Fight a Magical Combat with a master magician. The master magician's attributes are Arms: 5, Magic: 6, Craft: 4, Vitae: 3. At the start of any Combat the master magician is in, if it is the first Combat the master magician has been in this turn, roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a card monster first. If the die roll is 4, 5, or 6, fight a Magical Combat with a card monster first. The card monster has special attributes: Roll a die to determine it's Arms, roll a die to determine it's Magic, roll a die to determine it's Craft, and roll a die to determine it's Vitae. You cannot end Combat with the card monster unless it has fallen. If the card monster has fallen due to Combat with you, the Combat with you and the master magician occurs. If the master magician has fallen due to Combat with you, gain a magic deck, unless you have a magic deck. A magic deck is an Item and a weapon. If you have the magic deck at the start of any Combat with a monster, and it is the first Combat you have been in with the monster that turn, you may choose to roll a die. If the die roll is equal to or less than your Magic, that monster must fight a Combat with a card creature first. The kind of Combat the card creature fights with the monster will be of the same kind you would have fought with the monster. The card creature has special attributes: Roll a die to determine it's Arms, roll a die to determine it's Magic, roll a die to determine it's Craft, and roll a die to determine it's Vitae. If the monster has fallen due to Combat with the card creature, 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 card creature has fallen due to Combat with the monster, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the card creature. If neither the card creature nor the monster has fallen due to the Combat between them, another Combat of the same kind occurs with the card creature and the monster, with the card creature and the monster retaining any Wounds they received due to Combat with each other.


Unless you rolled a 1 and went to the 'MIDDLE LEVEL' section, after your top level encounter, you must choose between staying in The Tower or going back to The Mystery Marsh. If you choose to stay in The Tower, your turn ends and the next turn will begin in The Tower; Stay on this page if so. If you choose to go to The Mystery Marsh, your turn ends and the next turn will begin in The Mystery Marsh; Proceed to that page if so.


The Mystery Marsh

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