The City
Your turn begins in The City.
Choose one of the following locations to visit: CITY GATE, CITY PARK, SHOP, SPECIALTY SHOP, APOTHECARY, GUILD, CHURCH, INN, DOWNTOWN, UPTOWN, or WHARF. To visit a location, go to the section of this page with the same name as the location.
CITY GATE - You may choose to leave The City by going to The Crossroads. If so, your turn ends and the next turn will begin at The Crossroads; Proceed to that page. If not, your turn ends and the next turn will begin in The City; Stay on this page.
CITY PARK - You may choose to visit the vast park in the center of The City. If so, your turn ends and the next turn will begin in The City Park; Proceed to that page. If not, your turn ends and the next turn will begin in The City; Stay on this page.
SHOP - 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, increase your Arms by 1 for that Melee Combat only. If you are a thief, do not roll a die for the dagger; Instead, you increase your Arms by 1 for that Melee Combat only without having to roll a die.
Pay 2 Gold to gain a sword. A sword is an Item and a weapon. If you have the sword at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only.
Pay 2 Gold to gain an axe. An axe is an Item and a weapon. If you have the axe, and a monster receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 4, 5, or 6, the monster receives 1 additional Wound.
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 2 Gold to gain a shield. A shield is an Item. If you have the shield, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 9 or more, you do not receive the Wound.
Pay 4 Gold to gain armor. Armor is an Item. If you have the armor, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 7 or more, you do not receive the Wound. You may not use a helmet or a shield if you have armor.
Pay 1 Item to gain 1 Gold. Any Item that does not have the word 'potion' in it's name may be used as payment.
When you are done gaining Items and/or Gold, your turn ends and the next turn will begin in The City; Stay on this page.
SPECIALTY SHOP - You may choose to do any of the following in any order you choose:
Pay 2 Gold to gain a magic wand. A magic wand is an Item and a weapon. If you have the wand, roll a die at the start of any Magical Combat you are in. if the die roll is 4, 5, or 6, increase your Magic by 1 for that Magical Combat only. If you are a wizard, do not roll a die for the magic wand; Instead, you increase your Magic by 1 for that Magical Combat only without having to roll a die.
Pay 3 Gold to gain a magic staff. A magic staff is an Item and a weapon. If you have the magic staff at the start of a Magical Combat, increase your Magic by 1 for that Magical Combat only.
Pay 3 Gold to gain a magic knife. A magic knife is an Item and a weapon. If you have the magic knife, and a monster receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 4, 5, or 6, the monster receives 1 additional Wound.
Pay 2 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 a Wound.
Pay 3 Gold to gain a magic cloak. A magic cloak is an Item. If you have the magic cloak, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 9 or more, you do not receive the Wound.
Pay 5 Gold to gain a magic robe. A magic robe is an Item. If you have the magic robe, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 7 or more, you do not receive the Wound. You may not use a magic hat or a magic cloak if you have a magic robe.
Pay 1 Spell to gain 1 Gold. Any spell may be used as payment except for spells that were gained at a guild or church in The City.
When you are done gaining Items and/or Gold, your turn ends and the next turn will begin in The City; Stay on this page.
APOTHECARY - You may choose to do any of the following in any order you choose:
Pay 1 Gold to gain a white potion. The 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.
Pay 1 Gold to gain a red potion. The red potion is an Item. The red potion may be used at the start of any Melee Combat you are in. When used, increase your Arms by 1 for that Melee Combat only, then lose the red potion.
Pay 1 Gold to gain a blue potion. The blue potion is an Item. The blue potion may be used at the start of any Magical Combat you are in. When used, increase your Magic by 1 for that Magical Combat only, then lose the blue potion.
When you are done gaining Items, your turn ends and the next turn will begin in The City; Stay on this page.
GUILD - You may choose to do any of the following in any order you choose:
Pay 1 Gold to gain bolt, unless you are a wizard, in which case you gain bolt without paying 1 Gold. Bolt is a Spell. Bolt may be used at the start of any Melee Combat you are in. When used, roll a die. the bolt will have an Arms value equal to the die roll. The monster you are fighting must first fight a Melee Combat against the bolt before it fights the Melee Combat with you. if the monster has fallen due to Combat with the bolt, the Melee Combat with you does not occur and you gain Melee XP as though the monster had fallen due to Combat with you.
Pay 1 Gold to gain bolster, unless you are a wizard, in which case you gain bolster without paying 1 Gold. Bolster is a Spell. Bolster may be used at the start of any Melee Combat you are in. When used, roll a die. Increase your Arms by an amount equal to the die roll for that Melee Combat only. You may not use more than 1 bolster per Combat.
Pay 1 Gold to gain blast, unless you are a wizard, in which case you gain blast without paying 1 Gold. Blast is a Spell. Blast may be used at the start of any Melee Combat you are in. When used, increase your Arms by an amount equal to your Magic for that Melee Combat only. You may not use more than 1 blast per Combat.
When you are done gaining Spells, your turn ends and the next turn will begin in The City; Stay on this page.
CHURCH - 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 an amount of Wounds equal to the die roll.
Pay 1 Gold to gain bless, unless you are a priest, in which case you gain bless without paying 1 Gold. Bless is a Spell. Bless may be used at the start of any Combat. when used, increase your Arms by 1 if the Combat is a Melee Combat or increase your Magic by 1 if the Combat is a Magical Combat. The increase lasts until the monster in the Melee Combat has fallen or if you choose to end Combat with that monster. You may not use more than 1 bless per Combat.
Pay 1 Gold to gain smite, unless you are a priest, in which case you gain smite without paying 1 Gold. Smite is a Spell. Smite may be used at the start of any Magical Combat you are in. When used, increase your Magic by an amount equal to your Arms for that Magical Combat only. You may not use more than 1 smite per Combat.
When you are done gaining Spells, your turn ends and the next turn will begin in The City; Stay on this page.
INN - Roll a die for what you encounter at the inn:
1 = A bar brawl breaks out. Fight a Melee Combat with a citizen. The citizen's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1.
2 = You hear a rumor that there is a magic dust for slaying devils and a magic mixture for slaying witches. The dust is thought to be in The Desert, and the mixture is thought to be in The Cold Wastes.
3 = You hear a rumor that useful allies for wizards and warriors are in The Black Forest and the Mystic Woods. The familiar of the Black Forest is best as an ally to wizards, while the squire of the Mystic Woods is best as an ally to warriors.
4 = You hear a rumor that three special rings were lost in The River recently. One ring is thought to have ended up under The Bridge, one ring is thought to have drifted into The Swamp, and one is thought to have floated out to The Coast.
5 = You hear a rumor that there is a lost city and a lost lake somewhere in Adventuria. The lost city is rumored to have inhabitants who have knowledge of an ancient magic that effects time and space. The lost lake is said to have an island on it upon which a strange castle of amber dwells.
6 = The innkeeper asks if you'd like to enter The Catacombs beneath The City which can be reached via his wine cellar. If you choose, your turn ends and the next turn will begin in The Catacombs; Proceed to that page if so.
Unless you rolled a 6 and decided to enter The Catacombs, your turn ends after your inn encounter ends, and the next turn will begin in The City; Stay on this page if so.
DOWNTOWN - Roll a die for what you encounter downtown:
1 = A beggar pesters you for charity. Lose 1 Gold.
2 = A pickpocket tries to rob you. roll a die. if the die roll is greater than your Craft, lose 1 Item of your choice.
3 = A street gambler has set up a game of cards. Pay 1 Gold to roll a die. if the die roll is 4, 5, or 6, you gain 2 Gold.
4 = A street preacher is healing the sick for free. If you have 1 or more Wounds, heal 1 Wound.
5 = A footpad waylays you. Fight a Melee Combat with the footpad. The Footpad's attributes are Arms: 3, Magic: 2, Craft: 3, Vitae: 1. If you have 1 or more Gold and you receive a Wound due to a Combat with the footpad, lose 1 Gold instead of receiving the Wound.
6 = A deserted house has an entrance to The Catacombs beneath The City. If you choose, your turn ends and the next turn will begin in The Catacombs; Proceed to that page.
Unless you rolled a 6 and decided to enter The Catacombs, your turn ends after your downtown encounter ends, and the next turn will begin in The City; Stay on this page if so.
UPTOWN - Roll a die for what you encounter uptown:
1 = A wealthy woman mistakes you for a street urchin. Gain 1 Gold.
2 = A corrupt watchman asks for a bribe. Pay 1 Gold or fight a Melee Combat with a watchman. The watchman's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 2.
3 = A disgruntled mage casts a curse on you. Fight a Magical Combat with a city mage. The city mage's attributes are Arms: 2, Magic:4, Craft: 3, Vitae:2. After a Magical Combat with the city mage, you must choose to end Combat when given the choice.
4 = An eccentric merchant desires an object you possess. Pay 1 Item to roll a die. If the die roll is equal to or greater than your Craft, gain 1 Gold. If the die roll is less than your Craft, gain 2 Gold.
5 = An exciseman charges you an alignment tax. roll a die. If the die roll is 1 or 2, lose 1 Gold if your Alignment is Evil. If the die roll is 3 or 4, lose 1 Gold if your Alignment is Neutral. If the die roll is 5 or 6, lose 1 Gold if your Alignment is Good.
6 = A noble family's tomb has an entrance to The Catacombs beneath The City. If you choose, your turn ends and the next turn will begin in The Catacombs; Proceed to that page.
Unless you rolled a 6 and decided to enter The Catacombs, your turn ends after your uptown encounter ends, and the next turn will begin in The City; Stay on this page if so.
WHARF - You may choose to do any of the following in any order you choose:
Pay 1 Gold to gain a river ticket. A river ticket is an Item. A river ticket does not count towards the number of Items you may have.
Pay 2 Gold to gain a sea ticket. A sea ticket is an Item. A sea ticket does not count towards the number of Items you may have.
Pay 3 Gold to gain a river boat. A river boat is an Item. A river boat does not count towards the number of Items you may have. If you have a river boat and are on a page other than The City, The River, The Lake, or The Port City, lose the river boat unless the page says otherwise.
Pay 4 Gold to gain a sea ship. A sea ship is an Item. A sea ship does not count towards the number of Items you may have. If you have a sea ship and are on a page other than The City, The Sea, The Coast, or The Port City, lose the sea ship unless the page says otherwise.
If you have a river ticket or river boat, you may choose to leave the City by going to The River. If so, your turn ends and the next turn will begin on The River; Proceed to that page.
If you have a sea ticket or sea ship, you may choose to leave the City by going to The Sea. If so, your turn ends and the next turn will begin on The Sea; Proceed to that page.
Unless you used an Item to go to The River or The Sea, when you are done gaining Items, your turn ends and the next turn will begin in The City; Stay on this page.
