The Village

Your turn begins in The Village. 


Choose one of the following locations to visit: DIRT ROAD, COUNTRY STORE, VILLAGE MYSTIC, VILLAGE SHRINE, ALE HOUSE, VILLAGE SQUARE. To visit a location, go to the section of this page with the same name as the location.


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


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


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


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


      Pay 1 Gold to gain a mace. A mace is an Item and a weapon. If you have the mace, roll a die at the start of any Melee Combat you are in. If the die roll is 4, 5, or 6, or if you are a priest, increase your Arms by 1 for that Melee Combat only. 


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


      Pay 1 Gold to gain a helmet. A helmet is an Item. If you have the helmet, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 11 or more, you do not receive the Wound.


      Pay 1 Gold to gain a magic hat. A magic hat is an Item. If you have the magic hat, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 11 or more, you do not receive the Wound.


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


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


Pay 1 Gold to gain cantrip, unless you are a wizard, in which case you gain cantrip without paying 1 Gold. Cantrip is a Spell. Cantrip may be used at the start of any Melee Combat. when used, roll a die. If the die roll is 1, 2, or 3, increase your Magic by 1. If the die roll is a 4, 5, or 6, 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 cantrip per Combat.


Pay 1 Gold to gain jinx, unless you are a wizard, in which case you gain jinx without paying 1 Gold. Jinx is a Spell. Jinx may be used at the start of any Magical Combat. when used, roll a die. If the die roll is 1, 2, or 3, increase your Arms by 1. If the die roll is a 4, 5, or 6, 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 jinx per Combat.


       Pay 1 Gold to gain biopic, unless you are a wizard, in which case you gain biopic without paying 1 Gold. Biopic is a Spell. Biopic 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 Craft for that Melee Combat only.


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


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


       Pay 1 Gold to gain cure, unless you are a priest, in which case you gain cure without paying 1 Gold. Cure is a Spell. Cure may be used at any time you have 1 or more Wounds. When used, roll a die. Heal a number of Wounds equal to the die roll.


       Pay 1 Gold to gain curing, unless you are a priest, in which case you gain curing without paying 1 Gold. Curing is a Spell. Curing may be used at any time you have 1 or more Wounds. When used, roll a die. Heal a number of Wounds equal to 1 plus the die roll divided by two (round up).


       Pay 1 Gold to gain physic, unless you are a priest, in which case you gain physic without paying 1 Gold. Physic is a Spell. Physic 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 Vitae for that Magical Combat only.


      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 Spells and/or Items, your turn ends and the next turn will begin in The Village; Stay on this page.


ALE HOUSE - Roll a die for what you encounter at the ale house:


      1 = A drunken brawl breaks out. Fight a Melee Combat with a drunken villager. The drunken villager's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. If the drunken villager has fallen due to Combat with you, you do not gain any XP.

 

      2 = You hear a rumor that a sect of druids in The Forest guard a maze made of hedges within their grove. The maze is said to have their most cherished artifact at it's center.


      3 = You overhear a farmer tell a story about how he saw a palace made of pumpkin deep within a wild pumpkin patch in The Fields. The palace had an army of pumpkin-headed men.


      4 = A traveler tells you how the circus has set up shop near The Town in The Plains. He swears that the gypsy fortuneteller at the circus can open a portal to a dimension of ether.


      5 = You hear a rumor that there is also a well at The Tavern in addition to the one here at The Village. However, the well located behind the tavern is said to have magical properties.


      6 = The aged owner of the ale house needs somebody to do something about the pest problem she has in her basement. If you choose, your turn ends and the next turn will begin in The Rat Nest; Proceed to that page if so.


      Unless you rolled a 6 and decided to enter The Rat Nest, your turn ends after your ale house encounter ends, and your next turn will begin in The Village; Stay on this page if so.


VILLAGE SQUARE - Roll a die for what you encounter at the village square:


      1 = It wouldn't be a village without an idiot. Fight a Melee Combat with a village idiot. The village idiot's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 2.


      2 = You discover it is free to enter the village lottery. If you choose, roll two dice. If the die roll is 12, gain 1 Gold. If the die roll is 2, receive 1 Wound.


      3 = The village's one and only pickpocket isn't very good. Roll two dice. If the die roll is equal to your Craft, lose 1 Gold or 1 Item.


      4 = There is a healer in the square whose magic is very limited. If you have 1 Wound, heal 1 Wound.


      5 = While nobody else is watching, a gremlin crawls out of the well in the center of the square. Fight a Magical Combat with a gremlin. The gremlin's attributes are Arms: 1, Magic: 2, Craft: 1, Vitae: 2.


      6 = There is a dry well in the middle of the square that may be explored by those curious. If you choose, your turn ends and the next turn will begin in The Well; Proceed to that page if so.


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


The Fields


The Rat Nest


The Well

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