The Woods

Your turn begins in The Woods.

If you are an elf, increase your Arms and Magic by 1 for this turn only.


Choose one of the following areas to explore: WOODLANDS, FOREST, RIVER, or ROAD. To explore an area, go to the section of this page with the same name, but only after you first roll two dice for what you encounter while exploring the woods:


2 = You come across a sprig of magical leaves used by healers. Gain a healing leaf. A healing leaf is an Item. You may use a healing leaf whenever you can heal 1 Wound by paying Gold. When used, heal 1 Wound without paying any Gold, then lose the healing leaf.


3 = One of the woods folk tries to teach you some woods magic. Roll a die. If the die roll is equal to or less than your Magic, or if you are an elf, gain dart. Dart is a Spell. Dart may be used at the start of any Magical Combat. When used, roll a die. If the die roll is 5 or 6, increase your Magic by 1 for that Magical Combat only. If a monster receives a Wound due to a Magical Combat in which dart was used at the start of, roll a die. If the die roll is 5 or 6, that monster receives 1 additional Wound. You may not use more than 1 dart per Combat.


4 = A haunting hollow of shadowy woods beckons you to enter it. If you choose, your turn ends and the next turn will begin in The Sleepy Hollow; Proceed to that page if so.


5 = A wood elf armed with darts demands you pay up. Pay 1 Gold or fight a Magical Combat with a dart elf. The dart elf's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 1. At the start of any Magical Combat the dart elf is in, roll a die. If the die roll is 6, increase the dart elf's Magic by 1 for that Magical Combat only. If you receive a wound due to Combat with the dart elf, roll a die. If the die roll is 6, receive 1 additional Wound.


6 = A wooden golem creeps forth from amid the trees. Fight a Melee Combat with a wood golem. The wood golem's attributes are Arms: 3 , Magic: 2, Craft: 1, Vitae: 2. If the wood golem receives a Wound due to Melee Combat with you, roll a die. If the die roll is 6, the wood golem does not receive the Wound.


7 = You discover an area of the woodlands where the trees have a mystical aura to them. If you choose, your turn ends and the next turn will begin in The Mystic Woods; Proceed to that page if so.


8 = From out of the woods, a woodsman charges you swinging his axe. Fight a Melee Combat with a woodsman. The woodsman's attributes are Arms: 3, Magic: 1, Craft: 2, Vitae: 2. At the start of any Melee Combat the woodsman is in, if it is the first Combat the woodsman has been in this turn, roll a die. If the die roll is 4, 5, or 6, increase the woodsman's Arms by 1 for that Melee Combat only.


9 = You have found the private hunting grounds of the royal family. If you choose, your turn ends and the next turn will begin at The Hunting Grounds; Proceed to that page if so.


10 = You take a sip from a magic stream winding it's way through the woods. Roll a die. If the die roll is equal to or less than your Vitae, heal 1 Wound.


11 = You try your best to befriend the mystical goat of the woods. Roll a die, unless you have a capricorn. If the die roll is less than your Magic, or if you are an elf and the die roll is equal to or less than your Magic, gain a capricorn. A capricorn is an Ally. If you have the capricorn at the start of any Magical Combat, you may choose to lose the capricorn. If so, increase your Magic by 1 for that Magical Combat only. If a monster receives a Wound due to a Magical Combat in which the capricorn was used at the start of, that monster receives 1 additional Wound.


12 = The oldest and wisest creature in the woods is also the strangest. Fight a Magical Combat with an owl bear. The owl bear's attributes are Arms: 5, Magic: 6, Craft: 4, Vitae: 4. At the start of any Magical Combat the owl bear is in, if it is the first Combat the owl bear has been in this turn, roll a die. If the die roll is equal to or less than the owl bear's Craft, increase the owl bear's Craft by 2. The increase lasts until the owl bear has fallen or if you choose to end Combat with the owl bear. If the owl bear has fallen due to Combat with you, gain wizen. Wizen is a spell. Wizen may be used at the start of any turn. When used, increase your Craft by 2 for that turn only. You may not use more than 1 wizen per turn.


Unless you rolled a 4 and entered The Sleepy Hollow, or you rolled a 7 and went to The Mystic Woods, or you rolled a 9 and decided to explore The Hunting Grounds, after your woods encounter ends, go to the section of this page with the same name as the area you chose to explore.


WOODLANDS - Your turn ends and the next turn will begin in The Woods; Stay on this page.


FOREST - Your turn ends and the next turn will begin in The Forest; Proceed to that page.


RIVER - Your turn ends and the next turn will begin at The River; Proceed to that page.


ROAD - Your turn ends and the next turn will begin at The Crossroads; Proceed to that page.


The Sleepy Hollow


The Mystic Woods


The Hunting Grounds


The Forest


The River


The Crossroads

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