You are not logged in (log in or sign up)
RPG Laboratory

The Plains

Your turn begins in The Plains.

Choose one of the following areas to explore: TOWN, TAVERN, FLATLANDS, FIELDS, 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 fields:

2 = There's something eerie about the tract of houses you spot on the horizon. If you choose, your turn ends and the next turn will begin at The Terror Tract; Proceed to that page if so.

3 = A plains magi teaches a local spell to you. Roll a die. If the die roll is equal to or less than your Craft, gain urban. Urban is a Spell. You may only use urban at the start of a turn on a page with the word 'Town', 'Tavern', 'House', or 'Tract' in it's name. When used, increase your Arms and Magic by 1 for that turn only.

4 = You come upon some estate grounds with a large manor in the middle of it. If you choose, your turn ends and the next turn will begin at The Manor House; Proceed to that page if so.

5 = A long-limbed warrior of the plains comes loping towards you. Fight a Melee Combat with a strider. The strider's attributes are Arms: 3, Magic: 1, Craft: 2, Vitae: 2.

6 = You encounter a common mage of the flatlands. Fight a Magical Combat with a nomad. The nomad's attributes are Arms: 1, Magic: 2, Craft: 1, Vitae: 1.

7 = You traverse the plains without any interruption.

8 = Too many of these shiftless scoundrels call the flatlands home. Fight a Melee Combat with a vagabond. The vagabond's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 1.

9 = A pilgrim walking the plains tries to convert you. Fight a Magical Combat with a plains pilgrim. The plains pilgrim's attributes are Arms: 1, Magic: 3, Craft: 3, Vitae: 2.

10 = You reach a point where the plains turn into steppes. If you choose, your turn ends and the next turn will begin in The Steppes; Proceed to that page if so.

11 = A high plains drifter says his supernatural powers may aid you. Roll a die, unless you have a hitchhiker. If the die roll is equal to or less than your Craft, gain a hitchhiker. A hitchhiker is an Ally. At the start of any turn on a page with the word 'Plains', 'Steppes', or 'Tract' in it's name, if you have the hitchhiker and you have 1 or more Wounds, roll a die. If the die roll is 1, heal 1 Wound.

12 = The giantess of the flatlands is said to draw her power from the land around her. Fight a Magical Combat with an earth mother. The earth mother's attributes are Arms: 4, Magic: 6, Craft: 2, Vitae: 5. If the earth mother has 4 Wounds at the start of any Magical Combat, roll a die. If the die roll is 4, 5, or 6, the earth mother heals 1 Wound. If the earth mother has fallen due to Combat with you, gain gaia. Gaia is a Spell. Gaia may be used at that start of any turn. When used, roll a die if you have 3 or more wounds at the start of any Magical Combat that occurs during the turn gaia was used. If the die roll is 4, 5, or 6, heal 1 Wound.

Unless you rolled a 2 and went to The Terror Tract, or you rolled a 4 and decided to enter The Manor House, or you rolled a 10 and explored The Steppes, after your plains encounter ends, go to the section of this page with the same name as the area you chose to explore.

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

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

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

FIELDS - Your turn ends and the next turn will begin in The Fields; 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.