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  1.     <div id="textbox">
  2.         <div class="desert">
  3.             <h2>Desert</h2>
  4.             <h4>Lose 1 Life then draw 1 card</h4>
  5.             <hr />
  6.             Do not draw a card if there is already one in this space.
  7.         </div>
  8.         <div class="fields">
  9.             <h2>Fields</h2>
  10.             <h4>Draw 1 card</h4>
  11.             <hr />
  12.             Do not draw a card if there is already one in this space.
  13.         </div>
  14.         <div class="hills">
  15.             <h2>Hills</h2>
  16.             <h4>Draw 1 card</h4>
  17.             <hr />
  18.             Do not draw a card if there is already one in this space.
  19.         </div>
  20.         <div class="plains">
  21.             <h2>Plains</h2>
  22.             <h4>Draw 1 card</h4>
  23.             <hr />
  24.             Do not draw a card if there is already one in this space.
  25.         </div>
  26.         <div class="woods">
  27.             <h2>Woods</h2>
  28.             <h4>Draw 1 card</h4>
  29.             <hr />
  30.             Do not draw a card if there is already one in this space.
  31.         </div>
  32.         <div class="sentinel">
  33.             <h2>Sentinel</h2>
  34.             <h4>Draw 1 card</h4>
  35.             <hr />
  36.             Do not draw a card if there is already one in this space.<br />
  37.             <hr />
  38.             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 />
  39.             <br />
  40.             You do not fight him when passing <em>from</em> the Middle Region.
  41.         </div>
  42.         <div class="portalofpower">
  43.             <h2>Portal of Power</h2>
  44.             <h4>Draw 1 card</h4>
  45.             <hr />
  46.             Do not draw a card if there is already one in this space.<br />
  47.             <hr />
  48.             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 />
  49.             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 />
  50.             <br />
  51.             You do not pick or force the lock when passing <em>from</em> the Plain of Peril.
  52.         </div>
  53.         <div class="runes">
  54.             <h2>Runes</h2>
  55.             <h4>Draw 1 card</h4>
  56.             <hr />
  57.             Do not draw a card if there is already one in this space.<br />
  58.             <br />
  59.             Add 2 to the Combat die roll of any Enemies that you fight on this space.
  60.         </div>
  61.         <div class="cursedglade">
  62.             <h2>Cursed Glade</h2>
  63.             <h4>Draw 1 card</h4>
  64.             <hr />
  65.             Do not draw a card if there is already one in this space.<br />
  66.             <br />
  67.             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.
  68.         </div>
  69.         <div class="oasis">
  70.             <h2>Oasis</h2>
  71.             <h4>Draw 2 cards</h4>
  72.             <hr />
  73.             If there are any cards already in this space, draw only enough to take the total to 2 cards.
  74.         </div>
  75.         <div class="ruins">
  76.             <h2>Ruins</h2>
  77.             <h4>Draw 2 cards</h4>
  78.             <hr />
  79.             If there are any cards already in this space, draw only enough to take the total to 2 cards.
  80.         </div>
  81.         <div class="hiddenvalley">
  82.             <h2>Hidden Valley</h2>
  83.             <h4>Draw 3 cards</h4>
  84.             <hr />
  85.             If there are any cards already in this space, draw only enough to take the total to 3 cards.
  86.         </div>
  87.         <div class="warlockscave">
  88.             <h2>Warlock's Cave</h2>
  89.             <h4>You may go on a quest. Roll 1 die:</h4>
  90.             <hr />
  91.             1) Take 1 Life from another character.<br />
  92.             2) Kill 1 Enemy.<br />
  93.             3) Deliver 1 Follower.<br />
  94.             3) Deliver 1 Magic Object.<br />
  95.             5) Deliver 3 Gold.<br />
  96.             6) Deliver 2 Gold.<br />
  97.             <br />
  98.             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.
  99.         </div>
  100.         <div class="castle">
  101.             <h2>Castle</h2>
  102.             <h4>You may visit the</h4>
  103.             <hr />
  104.             <strong>Royal Doctor</strong><br />
  105.             The Royal Doctor will Heal you back up to your starting quota at the cost of 1 Gold each.<br />
  106.             If you are accompanied by the Prince or Princess, he will Heal you free of charge.
  107.         </div>
  108.         <div class="chapel">
  109.             <h2>Chapel</h2>
  110.             <h4>If you are</h4>
  111.             <hr />
  112.             <strong>Good:</strong><br />
  113.             You may either be Healed back up to your starting quota for free, or you may Pray by rolling 1 die:<br />
  114.             1-4) Ignored.<br />
  115.             5) Gain 1 Life.<br />
  116.             6) Gain 1 Spell.
  117.             <br />
  118.             <strong>Neutral:</strong><br />
  119.             You may be Healed back up to your starting quota at the cost of 1 Gold per Life.<br />
  120.             <br />
  121.             <strong>Evil:</strong><br />
  122.             You lose 1 Life.<br />
  123.         </div>
  124.         <div class="graveyard">
  125.             <h2>Graveyard</h2>
  126.             <h4>If you are</h4>
  127.             <hr />
  128.             <strong>Good:</strong><br />
  129.             You lose 1 Life.<br />
  130.             <hr />
  131.             <strong>Neutral:</strong><br />
  132.             You may replenish Fate back up to your starting quota at the cost of 1 Gold per Fate.<br />
  133.             <hr />
  134.             <strong>Evil:</strong><br />
  135.             You may either replenish Fate back up to your starting quota for free, or you may Pray by rolling 1 die:<br />
  136.             1-4) Ignored.<br />
  137.             5) Gain 1 Fate.<br />
  138.             6) Gain 1 Spell.
  139.         </div>
  140.         <div class="city">
  141.             <h2>City</h2>
  142.             <h4>Visit only one of the following:</h4>
  143.             <hr />
  144.             <strong>Enchantress</strong>
  145.             Roll 1 die:<br />
  146.             1) You are turned into a Toad for 3 turns.<br />
  147.             2) Lose 1 Strength.<br />
  148.             3) Lose 1 Craft.<br />
  149.             4) Gain 1 Craft.<br />
  150.             5) Gain 1 Strength.<br />
  151.             6) Gain 1 Spell.<br />
  152.             <br />
  153.             <strong>Doctor</strong><br />
  154.             The Doctor will Heal you up to 2 Lives at the cost of 1 Gold each.<br />
  155.             <br />
  156.             <strong>Alchemist</strong><br />
  157.             The Alchemist will turn any of your Objects into 1 Gold each.
  158.         </div>
  159.         <div class="village">
  160.             <h4>Visit only one of the following:</h4>
  161.             <hr />
  162.             <strong>Healer</strong><br />
  163.             The Healer will Heal you back up to to your starting quota at the cost of 1 Gold each.<br />
  164.             <br />
  165.             <strong>Blacksmith</strong><br />
  166.             The Blacksmith sells the following objects (if available):<br />
  167.             Helmet - 2 Gold.<br />
  168.             Sword - 2 Gold.<br />
  169.             Axe - 3 Gold.<br />
  170.             Shield - 3 Gold.<br />
  171.             Armour - 4 Gold.<br />
  172.             <br />
  173.             <strong>Mystic</strong><br />
  174.             Roll 1 die:<br />
  175.             1) If you are Good or Neutral, you become Evil.<br />
  176.             2-3) Ignored.<br />
  177.             1) If you are Evil or Neutral, you become Good.<br />
  178.             5) Gain 1 Craft.<br />
  179.             6) Gain 1 Spell.
  180.         </div>
  181.         <div class="blackknight">
  182.             <h2>Black Knight</h2>
  183.             <h4>You must</h4>
  184.             <hr />
  185.             Either give up 1 Gold <em>or</em> lose 1 Life.
  186.         </div>
  187.         <div class="crags">
  188.             <h2>Crags</h2>
  189.             <h4>Roll 1 die:</h4>
  190.             <hr />
  191.             1) Attacked by a Spirit (Craft 4).<br />
  192.             2-3) Lost for 1 Turn.<br />
  193.             4-5) Safe.<br />
  194.             6) A Barbarian leads you out. Gain 1 Strength.
  195.         </div>
  196.         <div class="forest">
  197.             <h2>Forest</h2>
  198.             <h4>Roll 1 die:</h4>
  199.             <hr />
  200.             1) Attacked by a Brigand (Strength 4).<br />
  201.             2-3) Lost for 1 Turn.<br />
  202.             4-5) Safe.<br />
  203.             6) A Ranges guides you out. Gain 1 Craft.
  204.         </div>
  205.         <div class="tavern">
  206.             <h2>Tavern</h2>
  207.             <h4>Roll 1 die:</h4>
  208.             <hr />
  209.             1) You get blind drunk and collapse in a corner. Miss 1 Turn.<br />
  210.             2) You get tipsy and get in a fight with a Farmer (Strength 3).<br />
  211.             3) You gamble and lose 1 Gold.<br />
  212.             4) You gamble and win 1 Gold.<br />
  213.             5) A wizard offers to teleport you to an Outer Region space of your choice as your <em>next</em> move.<br />
  214.             6) A boatman offers to ferry you to the Temple as your <em>next</em> move.
  215.         </div>
  216.         <div class="temple">
  217.             <h2>Temple</h2>
  218.             <h4>Pray by rolling 2 dice:</h4>
  219.             <hr />
  220.             2) Lose 2 Lives.<br />
  221.             3) Lose 1 Life.<br />
  222.             4) Lose 1 Life <em>or</em> lose 1 Follower.<br />
  223.             5) Enslaved. Stay here until you roll a 4, 5 or 6 on 1 die for your move.<br />
  224.             6) Gain 1 Strength.<br />
  225.             7) Gain 1 Craft.<br />
  226.             8-9) Gain 1 Spell.<br />
  227.             10) Gain a Talisman.<br />
  228.             11) Gain 2 Fate.<br />
  229.             12) Gain 2 Lives.
  230.         </div>
  231.         <div class="chasm">
  232.             <h2>Chasm</h2>
  233.             <h4>Roll 1 die for</h4>
  234.             <hr />
  235.             <strong>Yourself:</strong>
  236.             A 1 or 2 means you lose 1 Life.<br />
  237.             <br />
  238.             <strong>Each Follower</strong>
  239.             A 1 or 2 means the follower is killed.
  240.         </div>
  241.         <div class="plainofperil">
  242.             <h2>Plain of Peril</h2>
  243.             <h4>You must stop here.</h4>
  244.             <hr />
  245.             Next turn you may move on in the Inner Region where you only move 1 space per Turn.
  246.         </div>
  247.         <div class="crypt">
  248.             <h2>Crypt</h2>
  249.             <h4>Roll 3 dice.</h4>
  250.             <hr />
  251.             Subtract your current Strength from the total to determine where you come out:<br />
  252.             0) You stay in the Crypt.<br />
  253.             1) Plain of Peril.<br />
  254.             2-3) Portal of Power.<br />
  255.             4-5) Warlock's Cave.<br />
  256.             6+) City.
  257.         </div>
  258.         <div class="mines">
  259.             <h2>Mines</h2>
  260.             <h4>Roll 3 dice.</h4>
  261.             <hr />
  262.             Subtract your current Craft from the total to determine where you come out:<br />
  263.             0) You stay in the Mines.<br />
  264.             1) Plain of Peril.<br />
  265.             2-3) Portal of Power.<br />
  266.             4-5) Warlock's Cave.<br />
  267.             6+) Tavern.
  268.         </div>
  269.         <div class="dicewithdeath">
  270.             <h2>Dice with Death</h2>
  271.             <h4>You must</h4>
  272.             <hr />
  273.             Roll two dice for yourself and 2 dice for Death.<br />
  274.             <br />
  275.             <strong>If the scores are equal:</strong><br />
  276.             You must Dice with Death again on your next Turn.<br />
  277.             <br />
  278.             <strong>If your score is lower:</strong><br />
  279.             You lose 1 Life and must Dice with Death again on your next Turn.<br />
  280.             <br />
  281.             <strong>If your score is higher:</strong><br />
  282.             You may move on your next Turn.
  283.         </div>
  284.         <div class="vampirestower">
  285.             <h2>Vampire's Tower</h2>
  286.             <h4>You must</h4>
  287.             <hr />
  288.             Roll 1 die to determine how many Lives the Vampire takes from you:<br />
  289.             1-2) Lose 1 Life.<br />
  290.             3-4) Lose 2 Lives.<br />
  291.             5-6) Lose 3 Lives.<br />
  292.             The Vampire will accept Followers instead of Lives.
  293.         </div>
  294.         <div class="werewolfden">
  295.             <h2>Werewolf Den</h2>
  296.             <h4>You must</h4>
  297.             <hr />
  298.             Roll 2 dice to determine the Werewolf's Strength, then fight it.<br />
  299.             If you lose, lose 1 Life and you must fight the same Werewolf again on your next Turn.<br />
  300.             You may not move on until you have killed the Werewolf.
  301.         </div>
  302.         <div class="pits">
  303.             <h2>Pits</h2>
  304.             <h4>Roll 1 die.</h4>
  305.             <hr />
  306.             You are ambushed by that many Pitfiends (Strength 4 each).<br />
  307.             Each turn, fight then one-by-one until you lose a Life.<br />
  308.             You may escape one Turn after all are dead.
  309.         </div>
  310.         <div class="valleyoffire">
  311.             <h2>Valley of Fire</h2>
  312.             <h4>You must have a Talisman to enter..</h4>
  313.             <hr />
  314.             You can only enter if you are carrying a Talisman. If you do not have one, you must turn back.<br />
  315.             <hr />
  316.             The Crown of Command can only be reached from this space.
  317.         </div>
  318.     </div>
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