The Treasure Island

Your turn begins on The Treasure Island.

If you have a sea ship, do not lose the sea ship this turn due to being on a page other than The City, The Sea, The Coast, or The Port City; Ignore the sea ship's instructions to do so this turn. 


Roll two dice for what you encounter while exploring the treasure island:


2 = The entire pirate clan is ruled by a notorious king who guards their most valuable treasure. Roll a die. If the die roll is 1 or 2, fight a Magical Combat with a pirate king. If the die roll is 3, 4, 5, or 6, fight a Melee Combat with a pirate king. The pirate king's attributes are Arms: 7, Magic: 6, Craft: 5, Vitae: 4. If the pirate king has fallen due to Combat with you, gain a treasure map, unless you have a treasure map. A treasure map is an Item. A treasure map does not count towards the number of Items you may have. If you have the treasure map at the start of a turn on a page with the word 'Treasure' in it's name, you may choose to lose the treasure map. If so, roll a die and gain an amount of Gold equal to the die roll minus 1. If you have the treasure map and the treasure compass at the start of a turn on a page with the word 'Treasure' in it's name, you may choose to lose the treasure map and the treasure compass. If so, gain a treasure chest. A treasure chest is an Item. If you have the treasure chest at the start of a turn on a page that does not have the word 'Bay' or 'Treasure in it's name, you may choose to lose the treasure chest. If so, roll a die and gain an amount of Gold equal to the die roll plus 4.


3 = A jack of the royal pirate court insists on engaging you in battle on behalf of his king. Roll a die. If the die roll is 1, fight a Magical Combat with a pirate jack. If the die roll is 2, 3, 4, 5, or 6, fight a Melee Combat with a pirate jack. The pirate jack's attributes are Arms: 6, Magic: 5, Craft: 4, Vitae: 3. If the pirate jack receives a Wound due to Combat with you, roll two dice. If the die roll is 9 or more, the pirate jack does not receive the Wound. If the pirate jack 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 treasure map, unless you have a treasure map. A treasure map is an Item. A treasure map does not count towards the number of Items you may have. If you have the treasure map at the start of a turn on a page with the word 'Treasure' in it's name, you may choose to lose the treasure map. If so, roll a die and gain an amount of Gold equal to the die roll minus 1. If you have the treasure map and the treasure compass at the start of a turn on a page with the word 'Treasure' in it's name, you may choose to lose the treasure map and the treasure compass. If so, gain a treasure chest. A treasure chest is an Item. If you have the treasure chest at the start of a turn on a page that does not have the word 'Bay' or 'Treasure in it's name, you may choose to lose the treasure chest. If so, roll a die and gain an amount of Gold equal to the die roll plus 4.


4 = X marks the spot which may be buried treasure or may be a booby trap. If you choose, roll two dice. If the die roll is 2, gain 2 Gold. If the die roll is 3, receive 1 Wound. If the die roll is 7, receive 1 Wound and gain 1 Gold. If the die roll is 11, gain 1 Gold. If the die roll is 12, receive 2 Wounds.


5 = What looks like a treasure chest is actually a mimicking monster with a giant row of chomping teeth. Fight a Melee Combat with a chomp chest. The chomp chest's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 3. Roll a die at the start of any Melee Combat the chomp chest is in if it is the first Combat the chomp chest has been in this turn. If the die roll is equal to or greater than your Craft, increase the chomp chest's Arms by 1 for that Melee Combat only. If you receive a Wound due to a Melee Combat with the chomp chest, roll a die. If the die roll is greater than your Craft, receive 1 additional Wound. If the chomp chest has fallen due to Magical Combat with you, roll a die. If the die roll is 3, 4, 5, or 6, gain 1 Gold.


6 = The rare corsair mages are among the most formidable battle wizards of the pirate clan. Fight a Magical Combat with a corsair mage. The corsair mage's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 3. Roll two dice at the start of any Magical Combat the corsair mage is in if it is the first Combat the corsair mage has been in this turn. If the die roll is equal to or less than the corsair mage's Magic, you receive 1 Wound.


7 = A cannon is fired upon you for trespassing on the island where the pirates keep all their treasure. Roll two dice. If the die roll is equal to the total of your Arms plus your Magic, receive 1 Wound. If the die roll is greater than the total of your Arms plus your Magic, roll a die. If that die roll is 1, 2, 3, or 4, receive 1 Wound. If that die roll is 5 or 6, receive 2 Wounds.


8 = Only the most elite among the pirates are allowed on this island of buried treasures. Fight a Melee Combat with an elite pirate. The elite pirate's attributes are Arms: 4, Magic: 3, Craft: 3, Vitae: 3. Roll two dice at the start of any Melee Combat the elite pirate is in if it is the first Combat the elite pirate has been in this turn. If the die roll is equal to or less than the elite pirate's Arms, you receive 1 Wound.


9 = What appeared to be a treasure chest is instead a monster that mimics itself as pirate booty. Fight a Magical Combat with a mimic chest. The mimic chest's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 3. Roll a die at the start of any Magical Combat the mimic chest is in if it is the first Combat the mimic chest has been in this turn. If the die roll is equal to or greater than your Craft, increase the mimic chest's Magic by 1 for that Magical Combat only. If the mimic chest receives a Wound due to Magical Combat with you, roll a die. If the die roll is greater than your Craft, the mimic chest does not receive the Wound. If the mimic chest has fallen due to Magical Combat with you, roll a die. If the die roll is 3, 4, 5, or 6, gain 1 Gold.


10 = You find a buried chest which might be filled with treasure or might be booby-trapped. If you choose, roll two dice. If the die roll is 2, receive 2 Wounds. If the die roll is 3, gain 1 Gold. If the die roll is 7, gain 1 Gold and receive 1 Wound. If the die roll is 11, receive 1 Wound. If the die roll is 12, gain 2 Gold.


11 = A champion of the royal pirate court challenges you to do battle with him in honor of his queen. Roll a die. If the die roll is 1, fight a Melee Combat with a pirate champ. If the die roll is 2, 3, 4, 5, or 6, fight a Magical Combat with a pirate champ. The pirate champ's attributes are Arms: 5, Magic: 6, Craft: 4, Vitae: 3. If the pirate champ receives a Wound due to Combat with you, roll two dice. If the die roll is 9 or more, the pirate champ does not receive the Wound. If the pirate champ 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 treasure compass, unless you have a treasure compass. A treasure compass is an Item. A treasure compass does not count towards the number of Items you may have. If you have the treasure compass at the start of a turn on a page with the word 'Treasure' in it's name, you may choose to lose the treasure compass. If so, roll a die and gain an amount of Gold equal to the die roll minus 1. If you have the treasure compass and the treasure map at the start of a turn on a page with the word 'Treasure' in it's name, you may choose to lose the treasure compass and the treasure map. If so, gain a treasure chest. A treasure chest is an Item. If you have the treasure chest at the start of a turn on a page that does not have the word 'Bay' or 'Treasure in it's name, you may choose to lose the treasure chest. If so, roll a die and gain an amount of Gold equal to the die roll plus 4.


12 = All pirates throughout the land are ruled by a scandalous queen who guards their greatest treasure. Roll a die. If the die roll is 1 or 2, fight a Melee Combat with a pirate queen. If the die roll is 3, 4, 5, or 6, fight a Magical Combat with a pirate queen. The pirate queen's attributes are Arms: 6, Magic: 7, Craft: 5, Vitae: 4. If the pirate queen has fallen due to Combat with you, gain a treasure compass, unless you have a treasure compass. A treasure compass is an Item. A treasure compass does not count towards the number of Items you may have. If you have the treasure compass at the start of a turn on a page with the word 'Treasure' in it's name, you may choose to lose the treasure compass. If so, roll a die and gain an amount of Gold equal to the die roll minus 1. If you have the treasure compass and the treasure map at the start of a turn on a page with the word 'Treasure' in it's name, you may choose to lose the treasure compass and the treasure map. If so, gain a treasure chest. A treasure chest is an Item. If you have the treasure chest at the start of a turn on a page that does not have the word 'Bay' or 'Treasure in it's name, you may choose to lose the treasure chest. If so, roll a die and gain an amount of Gold equal to the die roll plus 4.


After your treasure island encounter, you must choose between staying on The Treasure Island or going back to The Pirate Bay. If you choose to stay on The Treasure Island, your turn ends and the next turn will begin on The Treasure Island; Stay on this page if so. If you choose to go to The Pirate Bay, your turn ends and the next turn will begin at The Pirate Bay; Proceed to that page if so.


The Pirate Bay

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