The Winter Wonderland

Your turn begins in The Winter Wonderland.


If you do not have an Item with the word 'parka' in it's name, roll a die. If the die roll is greater than your Vitae, receive 1 Wound.


Roll two dice for what you encounter while walking in a winter wonderland:


2 = A magical walking hut is home to mean fairy witch with a hunched back. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a hunchback fairy. If the die roll is 4, 5, or 6, fight a Melee Combat with a hunchback fairy. The hunchback fairy's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 4. At the start of any Combat the hunchback fairy is in, roll a die. If the die roll is less than the hunchback fairy's Craft, decrease your Arms and Magic by 1 for that Combat only. If the hunchback fairy receives a Wound due to Combat with you, roll a die. If the die roll is less than the hunchback fairy's Craft, the hunchback fairy does not receive the Wound. If the hunchback fairy has fallen due to a Combat with you, gain a babayaga hut, unless you have a babayaga hut. A babayaga hut is an Item. A babayaga hut does not count towards the number of Items you may have. If you have the babayaga hut and you are instructed to lose an Item, Ally, or Spell, except for an Item or Ally lost due to it's own instructions, or a Spell lost after being used, roll a die. If the die roll is 1 or 6, you do not lose the Item, Ally, or Spell; Ignore any instructions to lose the Item, Ally, or Spell.


3 = An animate wooden toy soldier steps from behind a snow-covered tree and charges at you. Fight a Melee Combat with a toy soldier. The toy soldier's attributes are Arms: 5, Magic: 4, Craft: 3, Vitae: 2. If you have 1 or more Items at the start of a Melee Combat with the toy soldier, roll a die. If the die roll is equal to or less than the number of Items you have, increase the toy soldier's Arms by 1 for that Melee Combat only. If you receive a Wound due to a Melee Combat with  the toy soldier, and you used an Item that is a weapon in that Melee Combat, roll a die. If the die roll is 6, lose that Item that is a weapon. If the toy soldier has fallen due to Melee Combat with you, gain a giftgiver. A giftgiver is an Ally. If you have the giftgiver at the start of a Combat and you have 1 or more Items, you may choose to lose the giftgiver. If so, increase your Arms and Magic by an amount equal to the number of Items you have, except for Items that do not count towards the number of Items you may have, for that Combat only. You may not use more than 1 giftgiver per Combat.


4 = A workshop elf offers to teach you a spell for empowering yourself through objects. Pay 1 Gold or 1 Item to gain giftbox. Giftbox is a Spell. You may only use giftbox at the start of a Melee Combat if you have 1 or more Items. When used, increase your Arms by an amount equal to the number of Items you have, except for Items that do not count towards the number of Items you may have, for that Melee Combat only. You may not use more than 1 giftbox per Combat.


5 = Flocks of reindeer with glowing red noses fly about this wintery land of wonder. Fight a Melee Combat with a red nose reindeer. The red nose reindeer's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 3. At the start of any Melee Combat the red nose reindeer is in, if it is the first Combat the red nose reindeer has been in this turn, decrease your Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the red nose reindeer, roll a die. If the die roll is 6, receive 1 additional Wound.


6 = You are greeted by a winter elf wielding a magical flaming log and singing carols. Fight a Melee Combat with a yule logger. The yule logger's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. At the start of any Melee Combat the yule logger is in, if you have an Item that is a weapon, roll a die. If the die roll is less than the yule logger's Craft, lose 1 Item that is a weapon.


7 = The winter snow of this wonder-filled land can be very wearing on parkas. If you have an Item with the word 'parka' in it's name, roll two dice. If the die roll is 2 or 12, lose 1 Item with the word 'parka' in it's name.


8 = You are met by a drunken winter gnome sipping mystical nog out of a big broken eggshell. Fight a Magical Combat with an egg nogger. The egg nogger's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. If the egg nogger has 1 Wound at the start of a Magical Combat with you, roll a die. If the die roll is equal to or less than the egg nogger's Craft, the egg nogger heals 1 Wound. If the die roll is greater than the egg nogger's Craft, increase the egg nogger's Magic by 1 for that Magical Combat only.


9 = A sentient snowman with a frosty aura welcomes you to this wondrous land of winter. Fight a Magical Combat with a frosty snow man. The frosty snow man's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 3. At the start of any Magical Combat the frosty snow man is in, if it is the first Combat the frosty snow man has been in this turn, decrease your Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the frosty snow man, roll a die. If the die roll is 6, receive 1 additional Wound.


10 = A workshop gnome offers to teach you some magic for empowering yourself through objects. Pay 1 Gold or 1 Item to gain giftwrap. Giftwrap is a Spell. You may only use giftwrap at the start of a Magical Combat if you have 1 or more Items. When used, increase your Magic by an amount equal to the number of Items you have, except for Items that do not count towards the number of Items you may have, for that Magical Combat only. You may not use more than 1 giftwrap per Combat.


11 = A sweet sugarplum fairy flutters down from above and does a magical dance over your head. Fight a Magical Combat with a sugarplum fairy. The sugarplum fairy's attributes are Arms: 4, Magic: 5, Craft: 3, Vitae: 2. If you have 1 or more Items at the start of a Magical Combat with the sugarplum fairy, roll a die. If the die roll is equal to or less than the number of Items you have, increase the sugarplum fairy's Magic by 1 for that Magical Combat only. If you receive a Wound due to a Magical Combat with the sugarplum fairy, and you used an Item that is a weapon in that Magical Combat, roll a die. If the die roll is 6, lose that Item that is a weapon. If the sugarplum fairy has fallen due to Magical Combat with you, gain surprize. Surprize is a Spell. You may only use surprize at the start of a Combat if you have 1 or more Items. When used, increase your Arms and Magic by an amount equal to the number of Items you have, except for Items that do not count towards the number of Items you may have, for that Combat only. You may not use more than 1 surprize per Combat.


12 = A jolly fat man with a white beard wanders this wonderland keeping it wintery with his frost magic. Fight a Magical Combat with jack frost. Jack frost's attributes are Arms: 5, Magic: 7, Craft: 5, Vitae: 4. If you receive a Wound due to a Magical Combat with jack frost, and it is the first Wound you have received due to Combat with jack frost this turn, roll a die. If the die roll is less than jack frost's Craft, decrease your Magic by 2. The decrease lasts until jack frost has fallen or if you choose to end Combat with jack frost. If jack frost receives a Wound due to Magical Combat with you, roll two dice. If the die roll is equal to or less than jack frost's Craft, jack frost does not receive the Wound. If jack frost has fallen due to Combat with you, gain a winter wand. A winter wand is an Item and a weapon. If you have the winter wand at the start of any Magical Combat, increase your Magic by 1 for that Combat only. If a monster receives a Wound due to a Magical Combat that you used the winter wand at the start of, and it is the first Wound that monster has received due to Combat with you this turn, roll a die. If the die roll is less than your Craft, decrease the monster's Magic by 2. The decrease lasts until the monster has fallen or if you choose to end Combat with the monster.


After your winter wonderland encounter ends, you must choose between staying in The Winter Wonderland or going back to The Frozen Tundra. If you choose to stay in The Winter Wonderland, your turn ends and the next turn will begin in The Winter Wonderland; Stay on this page if so. If you choose to go to The Frozen Tundra, your turn ends and the next turn will begin at The Frozen Tundra; Proceed to that page if so.

The Frozen Tundra

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