The Wishing Well
Your turn begins at The Wishing Well.
If you are a dwarf, increase your Magic by 1 for this turn only.
If you are not a dwarf, decrease your Arms and Magic by 1 for this turn only.
Roll a die for what you encounter in the wishing well:
1 = A mean hobgoblin awaits you as you enter the wishing well. Fight a Magical Combat with a hobgoblin. The hobgoblin's attributes are Arms: 1, Magic: 2, Craft: 1, Vitae: 2.
2 = A goblin visiting this well bumps into you on it's way out. Fight a Melee Combat with a goblin. The goblin's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 2.
3 = You find a vial of wishing well water. If you choose, gain a wishwater vial. A wishwater vial is an Item. If you have the wishwater vial at the start of any Magical Combat you are in, and you have 1 or more Wounds, you may choose to lose the wishwater vial. If so, roll a die. If the die roll is equal to or less than the number of Wounds you have, heal 1 Wound, then increase your Magic by 1 for that Magical Combat only. You may not use more than 1 wishwater vial per Combat.
4 = You have heard that the water of this well grants wishes to those in need. Roll a die if you have 1 or more Wounds. If the die roll is equal to or less than the number of Wounds you have, heal 1 Wound, then increase your Magic by 1 for this turn only.
5 = You think you spot a gold piece in the muddy bottom of the wishing well. Roll a die. If the die roll is 1, gain 1 Gold.
6 = You encounter a hobgoblin wielding a frying pan. Fight a Magical Combat with a pan hobgoblin. The pan hobgoblin's attributes are Arms: 1, Magic: 2, Craft: 1, Vitae: 2. At the start of any Magical Combat the pan hobgoblin is in, roll a die. If the die roll is 1, 2, or 3, increase the pan hobgoblin's Magic by 1 for that Magical Combat only. If the pan hobgoblin has fallen due to Combat with you, you gain a wall map. A wall map is an Item. If you have the wall map at the start of a turn on a page other than The Wishing Well, lose the wall map. A wall map does not count towards the number of Items you may have.
After your wishing well encounter ends, roll a die for what you encounter in the wishing well tunnels:
1 = These tunnels are full of hobgoblins. Fight a Magical Combat with a hobgoblin. The hobgoblin's attributes are Arms: 1, Magic: 2, Craft: 1, Vitae: 2.
2 = A hobgoblin burglar sneaks about these tunnels. Roll a die. If the die roll is greater than your Craft, lose 1 Gold.
3 = You trigger a trap set by the hobgoblins. Roll a die. If the die roll is greater than your Arms, receive 1 Wound.
4 = Lots of diminutive hobgoblins call this well home. Fight a Magical Combat with a hobgoblin. The hobgoblin's attributes are Arms: 1, Magic: 2, Craft: 1, Vitae: 2.
5 = You find a little woman that has been chained up by the hobgoblins. Roll a die, unless you have a minikin. If the die roll is less than your Craft, gain a minikin. A minikin is an Ally. If you have the minikin at the start of any turn on a page with the word 'Well' in it's name, increase your Magic by 1 for that turn only.
6 = A secret wall blocks the tunnel that houses the chieftain of the hobgoblin tribe. If you have a wall map, fight a Magical Combat with a hobgoblin chieftain. The hobgoblin chieftain's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 3. If the hobgoblin chieftain has fallen due to Combat with you, gain a wiz ring. A wiz ring is an Item. If you have the wiz ring at the start of a Magical Combat with a monster that has a Magic value greater than your Magic value, increase your Magic by 1 for that Magical Combat only. You may not use more than 1 wiz ring at a time.
After your wishing well tunnels encounter ends, you must choose between staying in The Wishing Well or going back to The Tavern. If you choose to stay in The Wishing Well, your turn ends and the next turn will begin in The Wishing Well; Stay on this page if so. If you choose to go to The Tavern, your turn ends and the next turn will begin in The Tavern; Proceed to that page if so.
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