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- <div id="textbox">
- <div class="desert">
- <h2>Desert</h2>
- <h4>Lose 1 Life then draw 1 card</h4>
- <hr />
- Do not draw a card if there is already one in this space.
- </div>
- <div class="fields">
- <h2>Fields</h2>
- <h4>Draw 1 card</h4>
- <hr />
- Do not draw a card if there is already one in this space.
- </div>
- <div class="hills">
- <h2>Hills</h2>
- <h4>Draw 1 card</h4>
- <hr />
- Do not draw a card if there is already one in this space.
- </div>
- <div class="plains">
- <h2>Plains</h2>
- <h4>Draw 1 card</h4>
- <hr />
- Do not draw a card if there is already one in this space.
- </div>
- <div class="woods">
- <h2>Woods</h2>
- <h4>Draw 1 card</h4>
- <hr />
- Do not draw a card if there is already one in this space.
- </div>
- <div class="sentinel">
- <h2>Sentinel</h2>
- <h4>Draw 1 card</h4>
- <hr />
- Do not draw a card if there is already one in this space.<br />
- <hr />
- If you are passing through to cross the bridge to the Middle Region, don't draw a card. Instead, you must defeat the Sentinel (Strength 9) to pass through. The Sentinel remains, even if defeated.<br />
- <br />
- You do not fight him when passing <em>from</em> the Middle Region.
- </div>
- <div class="portalofpower">
- <h2>Portal of Power</h2>
- <h4>Draw 1 card</h4>
- <hr />
- Do not draw a card if there is already one in this space.<br />
- <hr />
- If you are passing through to the Plain of Peril, don't draw a card. Instead, you must either use Craft to pick the lock or Strength to force it. Decide which ability you are using. Having decided, roll 2 dice.<br />
- If the total is equal to or less than your chosen ability, go to the Plain of Peril. If it is higher, remain here and lose 1 from the chosen ability.<br />
- <br />
- You do not pick or force the lock when passing <em>from</em> the Plain of Peril.
- </div>
- <div class="runes">
- <h2>Runes</h2>
- <h4>Draw 1 card</h4>
- <hr />
- Do not draw a card if there is already one in this space.<br />
- <br />
- Add 2 to the Combat die roll of any Enemies that you fight on this space.
- </div>
- <div class="cursedglade">
- <h2>Cursed Glade</h2>
- <h4>Draw 1 card</h4>
- <hr />
- Do not draw a card if there is already one in this space.<br />
- <br />
- While on this space you cannot count and Strength or Craft points derived from any Objects or Magic Objects, nor may you use any Magic Objects or cast any Spells.
- </div>
- <div class="oasis">
- <h2>Oasis</h2>
- <h4>Draw 2 cards</h4>
- <hr />
- If there are any cards already in this space, draw only enough to take the total to 2 cards.
- </div>
- <div class="ruins">
- <h2>Ruins</h2>
- <h4>Draw 2 cards</h4>
- <hr />
- If there are any cards already in this space, draw only enough to take the total to 2 cards.
- </div>
- <div class="hiddenvalley">
- <h2>Hidden Valley</h2>
- <h4>Draw 3 cards</h4>
- <hr />
- If there are any cards already in this space, draw only enough to take the total to 3 cards.
- </div>
- <div class="warlockscave">
- <h2>Warlock's Cave</h2>
- <h4>You may go on a quest. Roll 1 die:</h4>
- <hr />
- 1) Take 1 Life from another character.<br />
- 2) Kill 1 Enemy.<br />
- 3) Deliver 1 Follower.<br />
- 3) Deliver 1 Magic Object.<br />
- 5) Deliver 3 Gold.<br />
- 6) Deliver 2 Gold.<br />
- <br />
- Continue with the game. When you complete your task, the Warlock immediately teleports you back here and gives you a Talisman, if available, as your reward.
- </div>
- <div class="castle">
- <h2>Castle</h2>
- <h4>You may visit the</h4>
- <hr />
- <strong>Royal Doctor</strong><br />
- The Royal Doctor will Heal you back up to your starting quota at the cost of 1 Gold each.<br />
- If you are accompanied by the Prince or Princess, he will Heal you free of charge.
- </div>
- <div class="chapel">
- <h2>Chapel</h2>
- <h4>If you are</h4>
- <hr />
- <strong>Good:</strong><br />
- You may either be Healed back up to your starting quota for free, or you may Pray by rolling 1 die:<br />
- 1-4) Ignored.<br />
- 5) Gain 1 Life.<br />
- 6) Gain 1 Spell.
- <br />
- <strong>Neutral:</strong><br />
- You may be Healed back up to your starting quota at the cost of 1 Gold per Life.<br />
- <br />
- <strong>Evil:</strong><br />
- You lose 1 Life.<br />
- </div>
- <div class="graveyard">
- <h2>Graveyard</h2>
- <h4>If you are</h4>
- <hr />
- <strong>Good:</strong><br />
- You lose 1 Life.<br />
- <hr />
- <strong>Neutral:</strong><br />
- You may replenish Fate back up to your starting quota at the cost of 1 Gold per Fate.<br />
- <hr />
- <strong>Evil:</strong><br />
- You may either replenish Fate back up to your starting quota for free, or you may Pray by rolling 1 die:<br />
- 1-4) Ignored.<br />
- 5) Gain 1 Fate.<br />
- 6) Gain 1 Spell.
- </div>
- <div class="city">
- <h2>City</h2>
- <h4>Visit only one of the following:</h4>
- <hr />
- <strong>Enchantress</strong>
- Roll 1 die:<br />
- 1) You are turned into a Toad for 3 turns.<br />
- 2) Lose 1 Strength.<br />
- 3) Lose 1 Craft.<br />
- 4) Gain 1 Craft.<br />
- 5) Gain 1 Strength.<br />
- 6) Gain 1 Spell.<br />
- <br />
- <strong>Doctor</strong><br />
- The Doctor will Heal you up to 2 Lives at the cost of 1 Gold each.<br />
- <br />
- <strong>Alchemist</strong><br />
- The Alchemist will turn any of your Objects into 1 Gold each.
- </div>
- <div class="village">
- <h4>Visit only one of the following:</h4>
- <hr />
- <strong>Healer</strong><br />
- The Healer will Heal you back up to to your starting quota at the cost of 1 Gold each.<br />
- <br />
- <strong>Blacksmith</strong><br />
- The Blacksmith sells the following objects (if available):<br />
- Helmet - 2 Gold.<br />
- Sword - 2 Gold.<br />
- Axe - 3 Gold.<br />
- Shield - 3 Gold.<br />
- Armour - 4 Gold.<br />
- <br />
- <strong>Mystic</strong><br />
- Roll 1 die:<br />
- 1) If you are Good or Neutral, you become Evil.<br />
- 2-3) Ignored.<br />
- 1) If you are Evil or Neutral, you become Good.<br />
- 5) Gain 1 Craft.<br />
- 6) Gain 1 Spell.
- </div>
- <div class="blackknight">
- <h2>Black Knight</h2>
- <h4>You must</h4>
- <hr />
- Either give up 1 Gold <em>or</em> lose 1 Life.
- </div>
- <div class="crags">
- <h2>Crags</h2>
- <h4>Roll 1 die:</h4>
- <hr />
- 1) Attacked by a Spirit (Craft 4).<br />
- 2-3) Lost for 1 Turn.<br />
- 4-5) Safe.<br />
- 6) A Barbarian leads you out. Gain 1 Strength.
- </div>
- <div class="forest">
- <h2>Forest</h2>
- <h4>Roll 1 die:</h4>
- <hr />
- 1) Attacked by a Brigand (Strength 4).<br />
- 2-3) Lost for 1 Turn.<br />
- 4-5) Safe.<br />
- 6) A Ranges guides you out. Gain 1 Craft.
- </div>
- <div class="tavern">
- <h2>Tavern</h2>
- <h4>Roll 1 die:</h4>
- <hr />
- 1) You get blind drunk and collapse in a corner. Miss 1 Turn.<br />
- 2) You get tipsy and get in a fight with a Farmer (Strength 3).<br />
- 3) You gamble and lose 1 Gold.<br />
- 4) You gamble and win 1 Gold.<br />
- 5) A wizard offers to teleport you to an Outer Region space of your choice as your <em>next</em> move.<br />
- 6) A boatman offers to ferry you to the Temple as your <em>next</em> move.
- </div>
- <div class="temple">
- <h2>Temple</h2>
- <h4>Pray by rolling 2 dice:</h4>
- <hr />
- 2) Lose 2 Lives.<br />
- 3) Lose 1 Life.<br />
- 4) Lose 1 Life <em>or</em> lose 1 Follower.<br />
- 5) Enslaved. Stay here until you roll a 4, 5 or 6 on 1 die for your move.<br />
- 6) Gain 1 Strength.<br />
- 7) Gain 1 Craft.<br />
- 8-9) Gain 1 Spell.<br />
- 10) Gain a Talisman.<br />
- 11) Gain 2 Fate.<br />
- 12) Gain 2 Lives.
- </div>
- <div class="chasm">
- <h2>Chasm</h2>
- <h4>Roll 1 die for</h4>
- <hr />
- <strong>Yourself:</strong>
- A 1 or 2 means you lose 1 Life.<br />
- <br />
- <strong>Each Follower</strong>
- A 1 or 2 means the follower is killed.
- </div>
- <div class="plainofperil">
- <h2>Plain of Peril</h2>
- <h4>You must stop here.</h4>
- <hr />
- Next turn you may move on in the Inner Region where you only move 1 space per Turn.
- </div>
- <div class="crypt">
- <h2>Crypt</h2>
- <h4>Roll 3 dice.</h4>
- <hr />
- Subtract your current Strength from the total to determine where you come out:<br />
- 0) You stay in the Crypt.<br />
- 1) Plain of Peril.<br />
- 2-3) Portal of Power.<br />
- 4-5) Warlock's Cave.<br />
- 6+) City.
- </div>
- <div class="mines">
- <h2>Mines</h2>
- <h4>Roll 3 dice.</h4>
- <hr />
- Subtract your current Craft from the total to determine where you come out:<br />
- 0) You stay in the Mines.<br />
- 1) Plain of Peril.<br />
- 2-3) Portal of Power.<br />
- 4-5) Warlock's Cave.<br />
- 6+) Tavern.
- </div>
- <div class="dicewithdeath">
- <h2>Dice with Death</h2>
- <h4>You must</h4>
- <hr />
- Roll two dice for yourself and 2 dice for Death.<br />
- <br />
- <strong>If the scores are equal:</strong><br />
- You must Dice with Death again on your next Turn.<br />
- <br />
- <strong>If your score is lower:</strong><br />
- You lose 1 Life and must Dice with Death again on your next Turn.<br />
- <br />
- <strong>If your score is higher:</strong><br />
- You may move on your next Turn.
- </div>
- <div class="vampirestower">
- <h2>Vampire's Tower</h2>
- <h4>You must</h4>
- <hr />
- Roll 1 die to determine how many Lives the Vampire takes from you:<br />
- 1-2) Lose 1 Life.<br />
- 3-4) Lose 2 Lives.<br />
- 5-6) Lose 3 Lives.<br />
- The Vampire will accept Followers instead of Lives.
- </div>
- <div class="werewolfden">
- <h2>Werewolf Den</h2>
- <h4>You must</h4>
- <hr />
- Roll 2 dice to determine the Werewolf's Strength, then fight it.<br />
- If you lose, lose 1 Life and you must fight the same Werewolf again on your next Turn.<br />
- You may not move on until you have killed the Werewolf.
- </div>
- <div class="pits">
- <h2>Pits</h2>
- <h4>Roll 1 die.</h4>
- <hr />
- You are ambushed by that many Pitfiends (Strength 4 each).<br />
- Each turn, fight then one-by-one until you lose a Life.<br />
- You may escape one Turn after all are dead.
- </div>
- <div class="valleyoffire">
- <h2>Valley of Fire</h2>
- <h4>You must have a Talisman to enter..</h4>
- <hr />
- You can only enter if you are carrying a Talisman. If you do not have one, you must turn back.<br />
- <hr />
- The Crown of Command can only be reached from this space.
- </div>
- </div>
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