The Forbidden City
Your turn begins in The Forbidden City.
Choose one of the following locations to visit: JUNGLE GATE, FORBIDDEN TEMPLE, TASLOI TREE, MASTER COURT, MONGRELMEN RUINS, BULLYWUG STOCKADE, DANGER VINES, or FORGOTTEN TUNNEL. To visit a location, go to the section of this page with the same name as the location.
JUNGLE GATE - You may choose to leave The Forbidden City by going to The Jungle Island. If so, your turn ends and the next turn will begin on The Jungle Island; Proceed to that page. If not, your turn ends and the next turn will begin in The Forbidden City; Stay on this page.
FORBIDDEN TEMPLE - Only those with temple passes may enter the temple of the forbidden. If you have a temple pass, your turn ends and the next turn will begin in The Forbidden Temple; Proceed to that page. If you do not have a temple pass, your turn ends and the next turn will begin in The Forbidden City; Stay on this page.
TASLOI TREE - Roll a die for what you encounter at the tree of the tasloi:
1 = The curious tasloi tribe are always willing to purchase objects from others. Pay 1 Item to gain 1 Gold.
2 = You must be careful not to fall from this tree's branches as it is very high up. Choose your Arms or your Magic, then roll a die. If the die roll is greater than your chosen attribute, receive 1 Wound.
3 = The thieving tasloi like to use tricks to fool adventurers into losing objects. If you have 1 or more Items, roll a die. if the die roll is greater than your Craft, lose 1 Item.
4 = You are attacked amongst the tree branches by a tasloi scout. Fight a Melee Combat with a tasloi scout. The tasloi scout's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 1. At the start of any Melee Combat the tasloi scout is in, roll a die. If the die roll is less than the tasloi scout's Craft, decrease your Arms by 1 for that Melee Combat only.
5 = You are ambushed by a tasloi shaman skilled in the use of magic tricks. Fight a Magical Combat with a tasloi trickster. The tasloi trickster's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 1. At the start of any Magical Combat the tasloi trickster is in, roll a die. If the die roll is less than the tasloi trickster's Craft, decrease your Magic by 1 for that Magical Combat only.
6 = You are challenged to do battle with the chieftain of the jungle goblins known as the tasloi. Fight a Melee Combat with a tasloi chieftain. The tasloi chieftain's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 2. At the start of any Melee Combat the tasloi chieftain is in, roll a die. If the die roll is less than the tasloi chieftain's Craft, decrease your Arms by 1 for that Melee Combat only. If the tasloi chieftain has fallen due to Combat with you, gain a temple pass. A temple pass is an Item. A temple pass does not count towards the number of Items you may have.
After your tasloi tree encounter ends, your turn ends and your next turn will begin in The Forbidden City; Stay on this page.
MASTER COURT - Roll a die for what you encounter at the court of the master:
1 = The apprentice of this court's master has been authorized to purchase magic from strangers. Pay 1 Spell to gain 1 Gold.
2 = You must carefully traverse past the numerous magical wards cast upon this court. Choose your Craft or your Vitae, then roll a die. If the die roll is greater than your chosen attribute, receive 1 Wound.
3 = An altar set up in the middle of this court has the power to steal magic from intruders. If you have 1 or more Spells, roll a die. If the die roll is greater than your Magic, lose 1 Spell.
4 = Magically tamed leopards prowl the grounds guarding the court from intruders. Fight a Melee Combat with a leopard guardian. The leopard guardian's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2. If you receive a Wound due to Melee Combat with the leopard guardian, roll a die. If the die roll is 6, receive 1 additional Wound.
5 = The master employs a band of bugbears to guard his court from intruders. Fight a Magical Combat with a bugbear brigand. The bugbear brigand's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. If you receive a Wound due to Magical Combat with the bugbear brigand, roll a die. If the die roll is 6, receive 1 additional Wound.
6 = This city court is a large complex of houses ruled by a master magician named horan. Fight a Magical Combat with master horan. Master horan's attributes are Arms: 2, Magic: 5, Craft: 3, Vitae: 3. At the start of any Combat that master horan is in, if it is the first Combat that master horan has been in this turn, roll a die. If the die roll is greater than your Arms, receive 1 Wound. If master horan has fallen due to Combat with you, gain taboo. Taboo is a Spell. You may use taboo at the start of any Melee Combat. When used, roll a die. You receive a number of Wounds equal to the die roll divided by two (round up), then increase your Arms by an amount equal to the die roll divided by two (round up). The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster.
After your master court encounter ends, your turn ends and your next turn will begin in The Forbidden City; Stay on this page.
MONGRELMEN RUINS - Roll a die for what you encounter at the ruins of the mongrelmen:
1 = A treacherous mongrelman merchant is willing to sell you a pass to the forbidden temple. Pay 1 Gold to gain a temple pass. A temple pass is an Item. A temple pass does not count towards the number of Items you may have.
2 = You must cautiously travel through the various traps and hexes set upon these ruins. Choose your Craft or your Vitae, then roll a die. If the die roll is greater than your chosen attribute, receive 1 Wound.
3 = The mocking mongrelmen like to use mimicry to fool adventurers into losing gold. If you have 1 or more Gold, roll a die. if the die roll is greater than your Craft, lose 1 Gold.
4 = You are attacked by an ugly and dwarfish mongrelman. Fight a Melee Combat with a mongrel man. The mongrel man's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 2. If the mongrel man receives a Wound due to Melee Combat, roll a die. If the die roll is less than the mongrel man's Craft, the mongrel man does not receive the Wound.
5 = You are assailed by the mimicking magic of a mongrelman mage. Fight a Magical Combat with a mongrelman mage. The mongrelman mage's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 2. If the mongrelman mage receives a Wound due to Magical Combat, roll a die. If the die roll is less than the mongrelman mage's Craft, the mongrelman mage does not receive the Wound.
6 = The mongrelmen are the servants of a mysterious enchantress that rules these ruins. Fight a Magical Combat with a mystic mistress. The mystic mistress's attributes are Arms: 2, Magic: 5, Craft: 3, Vitae: 3. At the start of any Magical Combat the mystic mistress is in, if it is the first Combat the mystic mistress has been in this turn, roll a die. If the die roll is greater than your Magic, receive 1 Wound. If the mystic mistress has fallen due to Combat with you, gain pariah. Pariah is a Spell. You may use pariah at the start of any Magical Combat. When used, roll a die. You receive a number of Wounds equal to the die roll divided by two (round up), then increase your Magic by an amount equal to the die roll divided by two (round up). The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster.
After your mongrelmen ruins encounter ends, your turn ends and your next turn will begin in The Forbidden City; Stay on this page.
BULLYWUG STOCKADE - Roll a die for what you encounter at the stockade of the bullywugs:
1 = The brutish frogmen of the bullywug clan engage in the slave trade for profit. Pay 1 Ally to gain 1 Gold.
2 = You are surrounded by a bevy of bullywugs and must bully your way out of the situation. Roll two dice. If the die roll is greater than the total of your Craft plus your Vitae, receive 1 Wound.
3 = These brutal bullywugs will gladly jump you to kidnap your companions into the slave trade. If you have 1 or more Allies, roll a die. If the die roll is greater than your Arms, lose 1 Ally.
4 = You are attacked by a thick and blubberous brute of the bullywug tribe. Fight a Melee Combat with a bullywug brute. The bullywug brute's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 3. If the bullywug brute receives a Wound due to a Melee Combat with you, and you did not use an Item that is a weapon in that Melee Combat, roll a die. If the die roll is 6, the bullywug brute does not receive the Wound.
5 = You are assaulted by a hopping mad priest of the bullywug tribe. Fight a Magical Combat with a bullywug shaman. The bullywug shaman's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 3. If the bullywug shaman receives a Wound due to a Magical Combat with you, and you did not use an Item that is a weapon in that Magical Combat, roll a die. If the die roll is 6, the bullywug shaman does not receive the Wound.
6 = The bullywug tribe worships an exotic dragon which lives in a nearby lake full of flaming water. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a pan lung dragon. If the die roll is 4, 5, or 6, fight a Magical Combat with a pan lung dragon. The pan lung dragon's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 4. If the pan lung dragon receives a Wound due to Combat with you, roll two dice. If the die roll is greater than the total of your Arms plus your Magic, receive 1 Wound. If the pan lung dragon has fallen due to Combat with you, gain 2 Gold.
After your bullywug stockade encounter ends, your turn ends and your next turn will begin in The Forbidden City; Stay on this page.
DANGER VINES - Roll a die for what you encounter at the vines of danger:
1 = A hermitic herbalist in a cave near the danger vines sells healing plants to the wounded. Pay 1 Gold to heal 1 Wound.
2 = You must take care not to fall from these long vines once you have climbed high up on them. Choose your Arms or your Magic, then roll a die. If the die roll is greater than your chosen attribute, receive 1 Wound.
3 = Some evil flowers growing amongst the vines exude a poisonous spray when they sense blood. If you have 1 or more Wounds, roll a die. if the die roll is greater than your Vitae, receive 1 Wound.
4 = Swarming about these vines of danger is many a giant wasp. Fight a Melee Combat with a giant wasp. The giant wasp's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2. If you receive a Wound due to Melee Combat with the giant wasp, roll a die. If the die roll is greater than your Vitae, receive 1 additional Wound.
5 = Some of these vines are alive and covered in deadly stingers. Fight a Magical Combat with a stinger vine. The stinger vine's attributes are Arms: 2, Magic: 4, Craft: 1, Vitae: 2. If you receive a Wound due to Magical Combat with the stinger vine, roll a die. If the die roll is greater than your Vitae, receive 1 additional Wound.
6 = The elite warriors of the tasloi have learned to tame and ride giant wasps. Fight a Melee Combat with a wasp rider. The wasp rider's attributes are Arms: 5, Magic: 2, Craft: 2, Vitae: 3. At the start of any Melee Combat the wasp rider is in, roll a die. If the die roll is less than the wasp rider's Craft, decrease your Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the wasp rider, roll a die. If the die roll is greater than your Vitae, receive 1 additional Wound. If the wasp rider has fallen due to Combat with you, gain 1 Gold and a temple pass. A temple pass is an Item. A temple pass does not count towards the number of Items you may have.
After your danger vines encounter ends, your turn ends and your next turn will begin in The Forbidden City; Stay on this page.
FORGOTTEN TUNNEL - Roll a die for what you encounter at the tunnel of the forgotten:
1 = A bubbling pool in a forgotten cave in this forgotten tunnel has healing properties. If you have 1 or more Wounds, heal 1 Wound.
2 = In order to progress further into this tunnel, you must pass beneath a waterfall which is aflame. Roll two dice. If the die roll is greater than the total of your Arms plus your Magic, receive 1 Wound.
3 = The flaming waterfall that runs through this tunnel splashes you with scalding hot water. If you do not have any Wounds, roll a die. If the die roll is greater than your Vitae, receive 1 Wound.
4 = An exotic plant which grows in this tunnel has created a horde of shambling zombies. Fight a Melee Combat with a yellowmusk zombie. The yellowmusk zombie's attributes are Arms: 4, Magic: 1, Craft: 1, Vitae: 2. If the yellowmusk zombie has fallen due to Combat with you, roll a die. If the die roll is 1, 3, or 5, fight a Melee Combat with a yellowmusk spore. The yellowmusk spore's attributes are Arms: 3, Magic: 1, Craft: 1, Vitae: 1. You cannot end Combat with the yellowmusk spore unless it has fallen.
5 = A creeping, living musk plant of the color yellow has infected most of this tunnel. Fight a Magical Combat with a yellowmusk creeper. The yellowmusk creeper's attributes are Arms: 1, Magic: 4, Craft: 1, Vitae: 2. If the yellowmusk creeper has fallen due to Combat with you, roll a die. If the die roll is 1, 3, or 5, fight a Magical Combat with a yellowmusk husk. The yellowmusk husk's attributes are Arms: 1, Magic: 3, Craft: 1, Vitae: 1. You cannot end Combat with the yellowmusk husk unless it has fallen.
6 = A bizarre amphibious monster in a watery cave uses mental illusions to catch it's prey. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with an aboleth. If the die roll is 4, 5, or 6, fight a Melee Combat with an aboleth. The aboleth's attributes are Arms: 5, Magic: 5, Craft: 4, Vitae: 3. At the start of any Combat the aboleth is in, roll a die. If the die roll is greater than your Craft, decrease your Arms and Magic by an amount equal to the die roll minus your Craft for that Combat only. If the aboleth has fallen due to Combat with you, gain abominant. Abominant is a Spell. You may use abominant at the start of any Combat. When used, roll a die. You receive a number of Wounds equal to the die roll divided by two (round up), then increase your Arms and Magic by an amount equal to the die roll divided by two (round up). The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster.
After your forgotten tunnel encounter ends, your turn ends and your next turn will begin in The Forbidden City; Stay on this page.
