The Town

Your turn begins in The Town. 

Choose one of the following locations to visit: PAVED ROAD, CURIO SHOP, LIBRARY, CATHEDRAL, ANARCHY ALLEY, MEAD HOUSE, TOWN SQUARE, TOWN HALL. To visit a location, go to the section of this page with the same name as the location.


PAVED ROAD - You may choose to leave The Town by going to The Plains. If so, your turn ends and the next turn will begin in The Plains; Proceed to that page. If not, your turn ends and the next turn will begin in The Town; Stay on this page.


CURIO SHOP - You may choose to do any of the following in any order you choose:


      Pay 1 Gold to gain a magic wand. A magic wand is an Item and a weapon. If you have the magic wand at the start of any Magical Combat, roll a die. if the die roll is 4, 5, or 6, or if you are a wizard, increase your Magic by 1 for that Magical Combat only. 


      Pay 1 Gold to gain a magic knife. A magic knife is an Item and a weapon. If you have the magic knife at the start of any Magical Combat, roll a die. if the die roll is 4, 5, or 6, or if you are a thief, increase your Magic by 1 for that Magical Combat only.


      Pay 1 Gold to gain a magic bracer. A magic bracer is an Item and a weapon. If you have the magic bracer at the start of any Magical Combat, roll a die. if the die roll is 4, 5, or 6, or if you are a warrior, increase your Magic by 1 for that Magical Combat only.


      Pay 1 Gold to gain a magic book. A magic book is an Item and a weapon. If you have the magic book at the start of any 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.


      Pay 2 Gold to gain a shield. A shield is an Item. If you have the shield, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 9 or more, you do not receive the Wound.


      Pay 2 Gold to gain a magic cloak. A magic cloak is an Item. If you have the magic cloak, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 9 or more, you do not receive the Wound.


      Pay 1 Gold to gain a white potion. A white potion is an Item. The white potion may be used at any time you have 1 or more Wounds. When used, heal 1 Wound, then lose the white potion.


      When you are done gaining Items, your turn ends and the next turn will begin in The Town; Stay on this page.


LIBRARY - You may choose to do any of the following in any order you choose:


Pay 1 Gold to gain boost, unless you are a wizard, in which case you gain boost without paying 1 Gold. Boost is a Spell. Boost may be used at the start of any Melee Combat. When used, increase your Arms by 1. The increase lasts until the monster in the Melee Combat with you has fallen or if you choose to end Combat with that monster. You may not use more than 1 boost per Combat.


Pay 1 Gold to gain surge, unless you are a wizard, in which case you gain surge without paying 1 Gold. Surge is a Spell. Surge may be used at the start of any Magical Combat. When used, increase your Magic by 1. The increase lasts until the monster in the Magical Combat with you has fallen or if you choose to end Combat with that monster. You may not use more than 1 surge per Combat.


       Pay 1 Gold to gain bionic, unless you are a wizard, in which case you gain bionic without paying 1 Gold. Bionic is a Spell. Bionic may be used at the start of any Melee Combat you are in. When used, the value of your Arms becomes equal to the value of your Vitae for that Melee Combat only.


       When you are done gaining Spells, your turn ends and the next turn will begin in The Town; Stay on this page.


CATHEDRAL - You may choose to do any of the following in any order you choose:


       Pay 1 Gold to gain bless, unless you are a priest, in which case you gain bless without paying 1 Gold. Bless is a Spell. Bless may be used at the start of any Combat. When used, increase your Arms by 1 if the Combat is a Melee Combat or increase your Magic by 1 if the Combat is a Magical Combat. The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster. You may not use more than 1 bless per Combat.


       Pay 1 Gold to gain blessing, unless you are a priest, in which case you gain blessing without paying 1 Gold. Blessing is a Spell. Blessing may be used at the start of any Combat. When used, decrease the Arms of the monster in Combat with you by 1 if the Combat is a Melee Combat or decrease the Magic of the monster in Combat with you by 1 if the Combat is a Magical Combat. The decrease lasts until that monster has fallen or if you choose to end Combat with that monster. You may not use more than 1 blessing per Combat.


       Pay 1 Gold to gain brainiac, unless you are a priest, in which case you gain brainiac without paying 1 Gold. Brainiac is a Spell. Brainiac may be used at the start of any Magical Combat you are in. When used, the value of your Magic becomes equal to the value of your Craft for that Magical Combat only.


Pay 1 Gold to heal 1 Wound, unless you are a priest, in which case you can heal 1 Wound without paying 1 Gold.


When you are done gaining Spells and/or healing Wounds, your turn ends and the next turn will begin in The Town; Stay on this page.


ANARCHY ALLEY - You may choose to do any of the following in any order you choose:


      Pay 4 Gold to gain a libertine lance, unless your Alignment is Neutral and you are a warrior, in which case pay 3 Gold to gain a libertine lance. A libertine lance is an Item and a weapon. If you have the libertine lance at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only, then roll a die. If the die roll is 4, 5, or 6, or your Alignment is Neutral and you are a warrior, increase your Arms by an additional 1 for that Melee Combat only.


      Pay 4 Gold to gain a scholar staff, unless your Alignment is Neutral and you are a wizard, in which case pay 3 Gold to gain a scholar staff. A scholar staff is an Item and a weapon. If you have the scholar staff at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only, then roll a die. If the die roll is 4, 5, or 6, or your Alignment is Neutral and you are a wizard, increase your Magic by an additional 1 for that Magical Combat only.


      Pay 4 Gold to gain a rebel dagger, unless your Alignment is Neutral and you are a thief, in which case pay 3 Gold to gain a rebel dagger. A rebel dagger is an Item and a weapon. If you have the rebel dagger at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only, then roll a die. If the die roll is 4, 5, or 6, or your Alignment is Neutral and you are a thief, increase your Arms by an additional 1 for that Melee Combat only.


      Pay 4 Gold to gain armor, unless your Alignment is Neutral and you are a warrior, in which case pay 3 Gold to gain armor. Armor is an Item. If you have the 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 a helmet or a shield if you have the armor.


      Pay 5 Gold to gain a magic robe, unless your Alignment is Neutral and you are a wizard, in which case pay 4 Gold to gain a magic robe. A magic robe is an Item. If you have the magic 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 a magic hat or a magic cloak if you have the magic robe.


      When you are done gaining Items, your turn ends and the next turn will begin at The Town; Stay on this page.


MEAD HOUSE - Roll a die for what you encounter at the mead house:


      1 = A drunken mage starts a bar brawl. Fight a Magical Combat with a drunk mage. The drunk mage's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. If the drunk mage has fallen due to Combat with you, you do not gain any XP.

 

      2 = You hear a rumor that there is a magic mirror in a manor house somewhere on The Plains. The magic mirror is said to be a gateway to a magical mirror world.


      3 = You hear a rumor about the royal chambers of The Castle. It is said that there is a spell available there that is very effective against kings, queens, and jacks.


      4 = You hear a rumor about the bog in The Swamp. It is said that beneath the bog are treasure-filled tunnels that are home to a wide variety of slimes, oozes, and puddings.


      5 = The barkeep tells you a scary story involving a house near the town square that is rumored to be haunted. If you choose, your turn ends and the next turn will begin at The Haunted House; Proceed to that page if so.


      6 = A poster on the wall invites one and all to go to the circus that's come to town. If you choose, your turn ends and the next turn will begin at The Circus; Proceed to that page if so.


      Unless you rolled a 5 and went to The Haunted House, or you rolled a 6 and went to The Circus, your turn ends after your mead house encounter ends, and your next turn will begin in The Town; Stay on this page if so.


TOWN SQUARE - Roll a die for what you encounter at the town square:


      1 = A mugger tries to ambush you. Roll a die. If the die roll is greater than your Arms, pay 1 Gold or receive 1 Wound.


      2 = A charitable cleric heals the sick and needy. If you do not have 1 or more Gold, heal 1 Wound.


      3 = A pawn shop in the town square buys stuff off of adventurers like you. Pay 1 Item to gain 1 Gold. Any Item may be used as payment except for an Item with the word 'potion', 'ticket', or 'pass' in it's name.


      4 = There's been a lot of mean spirits roaming the neighborhood lately. Fight a Magical Combat with a mean spirit. The mean spirit's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 2.


      5 = A member of the town's militia picks a fight with you. Fight a Melee Combat with a militiaman. The militiaman's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 2.


      6 = One of the houses near the square seems eerily different from the rest. If you choose, your turn ends and the next turn will begin at The Haunted House; Proceed to that page if so.


      Unless you rolled a 6 and decided to enter The Haunted House, your turn ends after your town square encounter ends, and your next turn will begin in The Town; Stay on this page if so.


TOWN HALL - Roll a die for what you encounter at the town hall:


      1 = A magical mugger tries to bushwhack you. Roll a die. If the die roll is greater than your Magic, pay 1 Gold or receive 1 Wound.


      2 = A rich merchant gives alms to those in need. If you do not have 1 or more Gold, gain 1 Gold.


      3 = A spell store by the town hall purchases magic from adventurers such as yourself. 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.


      4 = The town watch tries to arrest you for a crime you didn't commit. Fight a Melee Combat with a town watchman. The town watchman's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 1.


      5 = A misguided magician mistakes you for a rival. Fight a Magical Combat with a rival mage. The rival mage's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 1.


      6 = A giant striped circus tent has been set up near the town hall. If you choose, your turn ends and the next turn will begin in The Circus; Proceed to that page if so.


      Unless you rolled a 6 and decided to go to The Circus, your turn ends after your town hall encounter ends, and your next turn will begin in The Town; Stay on this page if so.


The Plains


The Haunted House


The Circus

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