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 <title>Crypt Rift RPG, another fantasy one pager for 2013</title>
 <link>http://www.rpglaboratory.com/errinf/crypt_rift_rpg_another_fantasy_one_pager_for_2013</link>
 <description>&lt;p&gt;So I ended up going back to the realm of fantasy to make my newest one page RPG... Crypt Rift RPG.&lt;/p&gt;
&lt;p&gt;My original concept was a fantasy solo game about a temple being guarded from invaders/thieves. But then I was inspired by a Flash game called Monster's Den Chronicles to shift the concept a little... The temple protects it's world from an invasion of demonic fiends that erupts every so often from a dimensional rift within a tomb under the temple. The rift is a portal to a nether realm intent on destroying our world. When it opens, whomever is onhand within the temple goes down to the hall leading to the tomb, big enough for 6 Guards to occupy (and up to 6 Fiends to enter).&lt;/p&gt;
&lt;p&gt;You create a team of six Guards at random from the various characters within the temple. There are 12 classes of Guards to choose from, each with unique stats, weapons, protection, and abilities. There are 18 Fiends to fight against, also with unique stats, weapons, protection, and abilities. The goal is to survive the waves of fiends until the guards have become high enough in level to enter the tomb and seal the rift.&lt;/p&gt;
&lt;p&gt;Game mechanics are simple, yet not too simple. All gameplay is resolved using two six sided dice. Abilities heavily effect gameplay. The game itself is hard to conquer, especially if very strong Fiends show up before your Guards have leveled up. Still, the right combination of characters/abilities can bring down any Fiend.&lt;/p&gt;
&lt;p&gt;Not sure what my next one pager will be, but I doubt it will another fantasy one. Might not be another solo one either... I am overdue for a traditional PC-GM RPG. I have some ideas, but may still end up fleshing out a solo RPG or two before I get around to the more traditional type of roleplaying game. What can I say... I love the solo RPGs!&lt;/p&gt;
&lt;p&gt;For now, there is the fantasy challenge (with a slight horror tinge) of Crypt Rift RPG.&lt;/p&gt;
&lt;p&gt;Enjoy!&lt;/p&gt;
</description>
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 <pubDate>Fri, 01 Mar 2013 23:54:05 -0600</pubDate>
 <dc:creator>ErrinF</dc:creator>
 <guid isPermaLink="false">2768 at http://www.rpglaboratory.com</guid>
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 <title>The Devil's Inheritance RPG, a one page horror RPG for 2013</title>
 <link>http://www.rpglaboratory.com/errinf/the_devils_inheritance_rpg_a_one_page_horror_rpg_for_2013</link>
 <description>&lt;p&gt;I'm back and this time I have a horror one pager...&lt;/p&gt;
&lt;p&gt;The Devil's Inheritance RPG is about an evil family trapped in their mansion by The Devil himself. There they are to be killed off one by one until there is only one family member left. That last surviving family member shall get The Devil's Inheritance... eternal life on Earth without owing Satan their soul.&lt;/p&gt;
&lt;p&gt;The Devil's Inheritance RPG is entirely fatalistic. At the start of the game, your only choice is which sibling of the Blackharte Family you think will survive. If your chosen sibling is the last to survive, you win the game. If your chosen sibling dies, you lose the game. Once that choice is made, the game takes place in a series of turns (called Hours) and it is randomly determined each Hour what Event will occur and which sibling will be effected by it. Events can empower, weaken, or kill siblings. The game system is very simple and only requires a deck of poker cards to play.&lt;/p&gt;
&lt;p&gt;Although I occasionally put a small intro at the top of some of my one pagers (usually one liners but sometimes more), this is the first one pager I've made that comes with a background story. I put it at the bottom of the game instead of having it being the top header.&lt;/p&gt;
&lt;p&gt;I'm not sure what will be up next as far as my 2013 one page RPG run goes. I've made a bunch of solo RPGs (i usually do), but maybe I'll make a standard GM + Players type of RPG. I have several ideas for some but I'm not sure which to pick yet. Perhaps I'll just make another solo one pager in the meantime. Until then, there' The Devil's Inheritance RPG.&lt;/p&gt;
&lt;p&gt;Enjoy!&lt;/p&gt;
&lt;p&gt;Peace, Errin : )&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.1km1kt.net/Errin-Famiglia.htm"&gt;http://www.1km1kt.net/Errin-Famiglia.htm&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.rpglaboratory.com/adventuria_online_rpg"&gt;Adventuria Online RPG&lt;/a&gt;&lt;/p&gt;
</description>
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 <pubDate>Tue, 19 Feb 2013 14:56:47 -0600</pubDate>
 <dc:creator>ErrinF</dc:creator>
 <guid isPermaLink="false">2767 at http://www.rpglaboratory.com</guid>
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 <title>Character Class RPG, another simple fantasy RPG for 2013</title>
 <link>http://www.rpglaboratory.com/errinf/character_class_rpg_another_simple_fantasy_rpg_for_2013</link>
 <description>&lt;p&gt;Hello again! Time for another one page RPG.&lt;/p&gt;
&lt;p&gt;This time it's another solo fantasy RPG... I seem to be following my sci fi one pagers with fantasy one pagers...&lt;/p&gt;
&lt;p&gt;Character Class RPG requires only 1 six-sided die (tho u got to roll it a bunch, especially for combat). In the game, you play a fantasy adventurer who searches town, city, and castle for character classes to achieve, as well as special skills tied into each class, not to mention items used to empower the character. The game design is simple yet openended. Where a character searches each turn is random, but who and what the character encounters in an area is up to them. The many Stats, Classes, Skills, and Items lead to a wide variety of choice-driven games to be played each time the game is played. Not much more to it except to play it and see for yourself. See what your character can become...&lt;/p&gt;
&lt;p&gt;More one pagers on the way this year... I think I'll do a horror RPG next. But for now, there's Character Class RPG.&lt;/p&gt;
&lt;p&gt;Enjoy!&lt;/p&gt;
&lt;p&gt;Peace, Errin : )&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.1km1kt.net/Errin-Famiglia.htm"&gt;http://www.1km1kt.net/Errin-Famiglia.htm&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.rpglaboratory.com/adventuria_online_rpg"&gt;Adventuria Online RPG&lt;/a&gt;&lt;/p&gt;
</description>
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 <pubDate>Sun, 17 Feb 2013 19:11:44 -0600</pubDate>
 <dc:creator>ErrinF</dc:creator>
 <guid isPermaLink="false">2766 at http://www.rpglaboratory.com</guid>
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 <title>Intergalactic Bounty RPG, another one page sci fi RPG for 2013</title>
 <link>http://www.rpglaboratory.com/errinf/intergalactic_bounty_rpg_another_one_page_sci_fi_rpg_for_2013</link>
 <description>&lt;p&gt;Time for another one pager for 2013! I've decided to continue with more one page sci fi RPGs, so I created Intergalactic Bounty RPG.&lt;/p&gt;
&lt;p&gt;IBRPG is a simple solo game using a six-sided die for all it's gameplay. In the game, you play an intergalactic bounty hunter hunting down bounties to claim for credits, dead or alive. Though the system is simple, it is broad enough in it's complexity of design to have a wide range of play...&lt;br /&gt;
Movement in space to up to 216 Locations, with each Location defined by it's Galaxy, it's solar System, and it's Planet...&lt;br /&gt;
Random creation of a number of bounties to be hunted and claimed, with the hunter choosing which bounty to go after...&lt;br /&gt;
A variety of Encounters, Powers, and Items, both Items found at random and those bought/sold in trade...&lt;br /&gt;
A simple yet thorough combat system for battles in person as well as battles in space...&lt;br /&gt;
Open ended play with simple parameters for victory and defeat, with a hunter either being killed or self-retired...&lt;/p&gt;
&lt;p&gt;Overall, I think this game is a worthy sci fi RPG that is exactly what I was hoping it would be. If you like science fiction and you like solo RPGS, give Intergalactic Bounty RPG a try and see how it fares for you in space...&lt;/p&gt;
&lt;p&gt;Enjoy!&lt;/p&gt;
&lt;p&gt;Peace, Errin : )&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.1km1kt.net/Errin-Famiglia.htm"&gt;http://www.1km1kt.net/Errin-Famiglia.htm&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.rpglaboratory.com/adventuria_online_rpg"&gt;Adventuria Online RPG&lt;/a&gt;&lt;/p&gt;
</description>
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 <pubDate>Sat, 09 Feb 2013 22:22:43 -0600</pubDate>
 <dc:creator>ErrinF</dc:creator>
 <guid isPermaLink="false">2765 at http://www.rpglaboratory.com</guid>
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 <title>swords and siense (2 page rpg)</title>
 <link>http://www.rpglaboratory.com/garham/swords_and_siense_2_page_rpg</link>
 <description>&lt;p&gt;Still working on this.  I'm designing it for my own game which is sort of a post-apoc/sword-and-planet mash up.&lt;/p&gt;
&lt;p&gt;It's not yet complete.  I guess I need to put a mini dungeon/wilderness guide somewhere for how to handle movement, exploration and encounters, or possibly make a second document for that.  Any feedback or ideas for additional content would be greatly appreciated.&lt;/p&gt;
&lt;p&gt;Combat uses a "blackjack" mechanic, mostly for novelty, but also because I hate adding/subtracting from die rolls.  Roll under your stat but over target AC.&lt;/p&gt;
&lt;p&gt;Formatting probably won't come through properly in the blog.&lt;/p&gt;
&lt;p&gt;		*****HOME BREW HACK/SLASH RPG OF SWORDS AND SIENSE*********&lt;br /&gt;
CHARACTER CREATION&lt;br /&gt;
&amp;gt;&amp;gt;&amp;gt;Choose character species.  Mostly characters will be human, although the term "human" here covers more genetic variation than it does in its' normal usage: years of inter-breeding with other species, genetic engineering, radiation... explain it however you want.  Any major genetic variation needs only be elaborated upon briefly by the player and if they so choose they can come up with a name for an identifiable subspecies.  Try and avoid stuff that will make the game less fun for the other players. &lt;/p&gt;
&lt;p&gt;&amp;gt;&amp;gt;&amp;gt;Alternatively characters could be humanoid animals or plants, or potentially some sort of ancient android.  Use your imagination and discretion. &lt;/p&gt;
&lt;p&gt;&amp;gt;&amp;gt;&amp;gt;Choose character class:  ADVENTURER or DRUID.  Roll attributes: STR DEX AGI CON INT KNO PSY.  No re-rolls.  DRUIDS are versed in the ancient rites of siense and can use ancient technology, pilot vehicles, work with ancient materials, use ancient healing "magic" etc.  All of these subjects are considered taboo to non-druids.  Druids must perform daily ritual observances. &lt;/p&gt;
&lt;p&gt;&amp;gt;&amp;gt;&amp;gt;Anyone who isn't a DRUID is classed as an ADVENTURER.  ADVENTURERS' use of ancient technology is restricted to weapons and armour; specifically those of limited complexity.  An ADVENTURER may choose one mundane subject of special knowledge eg: graverobbing, sailing, cooking, foraging.  An ADVENTURER may choose to remain agnostic or either follow siense (as a non-initiate) or a rival cult (make one up).  DRUID alignment is restricted to Siense. &lt;/p&gt;
&lt;p&gt;	adventurer:	druid:&lt;br /&gt;
STR	2d6+1d8		2d6+d4&lt;br /&gt;
DEX	3d6		3d6&lt;br /&gt;
AGI	2d6+1d8		2d6+d4&lt;br /&gt;
CON	2d6+1d8		3d6&lt;br /&gt;
INT	3d6		3d6&lt;br /&gt;
KNO	2d6+1d4		2d6+d8&lt;br /&gt;
PSY	3d6		3d6 &lt;/p&gt;
&lt;p&gt;			*DERIVED STATS*&lt;br /&gt;
(STR + DEX)/2		= MELEE and also PARRY&lt;br /&gt;
(DEX + INT)/2		= MISSILE&lt;br /&gt;
(AGI + CON)/2		= DODGE&lt;br /&gt;
AGI + CON		= MOVE &lt;/p&gt;
&lt;p&gt;Initial HitPoints = CON/2 + 1 &lt;/p&gt;
&lt;p&gt;&amp;gt;&amp;gt;&amp;gt;Roll for random psychic powers.  % chance of getting a psychic power is = to PSY.  If your roll succeeds keep rolling until you fail.  # of successes = how many powers you get to start.  Players can try for random psychic powers again every time their PSY increases (which will not be very often), or are exposed to significant quantities of radiation (if they survive). &lt;/p&gt;
&lt;p&gt;psychic powers:						*psycho-radiation spectrum&lt;br /&gt;
1 telepathy							1 radio&lt;br /&gt;
2 psychokinesis							2 infrared&lt;br /&gt;
3 psychic healing						3 visible&lt;br /&gt;
4 second sight							4 UV&lt;br /&gt;
5 were-shifting							5 x-ray&lt;br /&gt;
6 psycho-radiation* (roll on spectrum chart)			6 gamma &lt;/p&gt;
&lt;p&gt;OUTFITTING YOUR CHARACTER, WEAPONS, GEAR ETC.&lt;br /&gt;
&amp;gt;&amp;gt;&amp;gt;All characters start with basic weaponry of their choice &amp;amp; 3d6 pp (Plastika Pieces) to purchase adventuring gear. &lt;/p&gt;
&lt;p&gt;&amp;gt;&amp;gt;&amp;gt;Weapon damage is specific to particular weapons.  Only small weapons, or a single medium weapon paired with a single small weapon may be dual wielded.  &lt;/p&gt;
&lt;p&gt;&amp;gt;&amp;gt;&amp;gt;How a player character is outfitted for battle is a choice which will effect (to a certain extent) their options for combat actions.  See the COMBAT section.  Characters using a shield get to add 1 to their PARRY score. &lt;/p&gt;
&lt;p&gt;&amp;gt;&amp;gt;&amp;gt;Many basic weapons are fragile.  For these: when a 20 is rolled for either a parry or an attack facing a parry the weapon/sheild breaks.  Ancient weapons are more resilient and will have a saving throw to avoid breaking.&lt;br /&gt;
 COMBAT&lt;br /&gt;
&amp;gt;&amp;gt;&amp;gt;Combat rounds represent 6 seconds-ish.  This may change if the PCs enter a black hole but you get the drift.&lt;/p&gt;
&lt;p&gt;&amp;gt;&amp;gt;&amp;gt;If neither party is surprised roll for initiative.  1d6 for monsters and 1d6 for players. &lt;/p&gt;
&lt;p&gt;&amp;gt;&amp;gt;&amp;gt;Player characters (and most humanoid NPCs) get 1 move action and 1 other action per combat round.  This is true even if they have 4 arms or something.  Typical actions: attack, parry, dodge, switch weapons, push, use item, set something on fire, push something over, use psychic power, throw something, stare someone down etc.  Dual wielders may forfeit a move to make an extra attack, and shield users may forfeit a move to (make an extra) parry.&lt;/p&gt;
&lt;p&gt;&amp;gt;&amp;gt;&amp;gt;Player Characters may move up to their MOVE in feet as one action.  They can move twice if they're not doing anything else. &lt;/p&gt;
&lt;p&gt;&amp;gt;&amp;gt;&amp;gt;Roll d20 equal/under your MELEE or MISSILE score but over the target's AC to hit.  If successful roll damage. &lt;/p&gt;
&lt;p&gt;&amp;gt;&amp;gt;&amp;gt;Players may elect to take damage to their armour (AC) instead of HP.  This must be announced before damage is rolled.  Armour damage is permanent until the armour is repaired, which requires appropriate materials/tools/skills.  If AC reaches 0 it is destroyed.  Any leftover damage spills over to HP. &lt;/p&gt;
&lt;p&gt;&amp;gt;&amp;gt;&amp;gt;Make opposed DODGE or PARRY check to avoid attack.  This is done spontaneously and out of initiative order but costs an action.  Whichever party (attacker or defender) rolls highest while still under their relevant stat succeeds.  If both parties roll over then both the attack and defense missed entirely.  Parrying or Dodging requires a suitable weapon/shield or enough room to evade the attack, respectively.&lt;/p&gt;
&lt;p&gt;&amp;gt;&amp;gt;&amp;gt;MELEE or MISSILE may be modified + or - for situational (dis)advantages before an attack/parry is made. &lt;/p&gt;
&lt;p&gt;ADVENTURING/EXPLORATION ACTIONS, HEALING ETC.&lt;br /&gt;
&amp;gt;&amp;gt;&amp;gt;Use relevant ability checks where appropriate.  Roll under attribute on d20.  Situational modifiers may apply.  If characters are able to team up on an action it will give them better odds of success.&lt;/p&gt;
&lt;p&gt;&amp;gt;&amp;gt;&amp;gt;For saving throws, make a relevant ability check.  Roll under attribute on d20.  Situational modifiers may apply. &lt;/p&gt;
&lt;p&gt;&amp;gt;&amp;gt;&amp;gt;The DM should take special areas of knowledge into account when making judgments.  Sometimes relevant knowledge will be required to perform an action at all (this is only for really complex stuff). &lt;/p&gt;
&lt;p&gt;&amp;gt;&amp;gt;&amp;gt;Druidic Siense healing requires a medi-kit or other sientific medical supplies.  A medi-kit is usually good for 2d6 uses and each healing attempt heals 1d6 HP, requiring a short period of rest afterwards.  Medi-kits may be obtained from the Druidic Order of Mystic Siense (TM).&lt;/p&gt;
&lt;p&gt;USING PSYCHIC POWERS&lt;br /&gt;
&amp;gt;&amp;gt;&amp;gt;Using Psychic powers costs HP.  Exact HP cost depends on the magnitude of the intended effects.  The DM may choose to randomize the cost in some cases.  PSY checks may be required also. &lt;/p&gt;
&lt;p&gt;&amp;gt;&amp;gt;&amp;gt;Psycho-radiation is used to augment existing waves.  It can be used in conjunction with physical wave sources, and bear in mind that there's background radiation pretty much everywhere. &lt;/p&gt;
&lt;p&gt;&amp;gt;&amp;gt;&amp;gt;For Psychic-Healing, each 1d6 of healing costs the Psychic 1 HP and requires 1 hour to perform. &lt;/p&gt;
&lt;p&gt;CHARACTER ADVANCEMENT&lt;br /&gt;
&amp;gt;&amp;gt;&amp;gt;Player characters will receive experience points for killing stuff and achieving quest objectives.  Character Advancement can only be done during an extended period of party rest. &lt;/p&gt;
&lt;p&gt;&amp;gt;&amp;gt;&amp;gt;XP can be spent to increase basic attributes.  The cost is 1000XP per point.  An attribute can only be increased by 1 point per in-game month.  Re-derive secondary stats when this occurs. &lt;/p&gt;
&lt;p&gt;&amp;gt;&amp;gt;&amp;gt;XP can also be spent to add a bonus to HP (above and beyond its' CON derivation).  The cost here is 500XP per +.  There is no limit on how many XP can be spent in this way at a time.  Make a note somewhere that says "HP bonus:  +++++" etc. so that you can re-derive HP if your CON changes. &lt;/p&gt;
&lt;p&gt;&amp;gt;&amp;gt;&amp;gt;Simple commodities, gems and "salt" are all used for barter and exchange.  ancient Plastika coins are also used for commerce and melted down to make stuff.  Player Characters will want to collect loot in order to buy better stuff, as well as pay for beer and whores.&lt;/p&gt;
</description>
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 <category domain="http://www.rpglaboratory.com/role_playing_games/design">Design</category>
 <pubDate>Fri, 08 Feb 2013 11:41:32 -0600</pubDate>
 <dc:creator>garham</dc:creator>
 <guid isPermaLink="false">2764 at http://www.rpglaboratory.com</guid>
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 <title>Village Of Huts RPG, a simple fantasy one pager for 2013</title>
 <link>http://www.rpglaboratory.com/errinf/village_of_huts_rpg_a_simple_fantasy_one_pager_for_2013</link>
 <description>&lt;p&gt;Continuing with my goal to create one page RPGs this year, I just fleshed out an old idea of mine into a simple yet interesting one page fantasy RPG.&lt;/p&gt;
&lt;p&gt;In Village Of Huts RPG, you play the role of a Villager exploring a mystical village of huts. Each turn you get to choose the number of the hut you wish to explore and each turn it is random (within a certain range) what that hut will have. Game mechanics are simple and only require a six-sided die.&lt;/p&gt;
&lt;p&gt;On to the next one pager for 2013, whatever that may be. In the meantime, Village Of Huts RPG turned out rather nicely. It fit the original concept/design I was looking to make, but ended up being a little more complex and colorful than I expected.&lt;/p&gt;
&lt;p&gt;Enjoy!&lt;/p&gt;
&lt;p&gt;Peace, Errin : )&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.1km1kt.net/Errin-Famiglia.htm"&gt;http://www.1km1kt.net/Errin-Famiglia.htm&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.rpglaboratory.com/adventuria_online_rpg"&gt;Adventuria Online RPG&lt;/a&gt;&lt;/p&gt;
</description>
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 <pubDate>Wed, 09 Jan 2013 19:20:11 -0600</pubDate>
 <dc:creator>ErrinF</dc:creator>
 <guid isPermaLink="false">2763 at http://www.rpglaboratory.com</guid>
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 <title>Starship Polaris RPG, a one page sci fi RPG for 2013</title>
 <link>http://www.rpglaboratory.com/errinf/starship_polaris_rpg_a_one_page_sci_fi_rpg_for_2013</link>
 <description>&lt;p&gt;Hey all! Happy 2013!&lt;/p&gt;
&lt;p&gt;I recently created the one page sci fi RPG 'Starship Polaris RPG'. I'm focusing on making a number of one pagers to compile together as one complete collection. This game represents my 30th one pager! I actually had it left unfinished on my old laptop, but i retrieved it to finish it up, as I wanted to start having more sci fi RPGs among my one pagers.&lt;/p&gt;
&lt;p&gt;In Starship Polaris RPG, you take the role of a captain and crew of a futuristic starship that has been accidentally stranded in a far off quadrant of space with it's shields, phasers, warp, and drive damaged. Facing various obstacles, you must repair your ship and return to your home sector in order for your crew to survive. Enough crew members die and your crew will become too insufficient in skill to live long in the lost quadrant or find their way back home.&lt;/p&gt;
&lt;p&gt;The system is fairly basic with two six-sided dice resolving all game mechanics. Each Turn a different Event occurs that will either positively or negatively effect the wellbeing of your crew or ship. With 6 different types of crew members (Captain, Scientist, Engineer, Security, Physician, Android) encountering one of 36 different Events in the game, there is plenty of gameplay to be had each time the game is played. Although the game is clearly inspired by Star Trek in general, it is also inspired by the Fighting Fantasy gamebook Starship Traveller by Steve Jackson (altho I also credit Ian Livingstone, the co-creator of the fighting fantasy system.&lt;/p&gt;
&lt;p&gt;I'm really glad how Starship Polaris RPG ended up. It was well worth digging out from the old laptop space it was lost in. LOL It's also nice to now have more sci fi in my one pager collection.&lt;/p&gt;
&lt;p&gt;Enjoy!&lt;/p&gt;
&lt;p&gt;Peace, Errin : )&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.1km1kt.net/Errin-Famiglia.htm"&gt;http://www.1km1kt.net/Errin-Famiglia.htm&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.rpglaboratory.com/adventuria_online_rpg"&gt;Adventuria Online RPG&lt;/a&gt;&lt;/p&gt;
</description>
 <comments>http://www.rpglaboratory.com/errinf/starship_polaris_rpg_a_one_page_sci_fi_rpg_for_2013#comment</comments>
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 <pubDate>Tue, 08 Jan 2013 19:31:01 -0600</pubDate>
 <dc:creator>ErrinF</dc:creator>
 <guid isPermaLink="false">2761 at http://www.rpglaboratory.com</guid>
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<item>
 <title>The Psychic Realm RPG, a new one page RPG for 2013</title>
 <link>http://www.rpglaboratory.com/errinf/the_psychic_realm_rpg_a_new_one_page_rpg_for_2013</link>
 <description>&lt;p&gt;Happy 2013, everybody!&lt;/p&gt;
&lt;p&gt;I made a new one page RPG for the new year. I had a simple concept so I challenged myself to make it into a game in 24 hours. Mission Accomplished!&lt;/p&gt;
&lt;p&gt;The Psychic Realm RPG is a solo game wherein you represent a Psychic exploring a realm of heightened extra-sensory perception. Each turn your Psychic places a deck of poker cards (no jokers) in front of them then guesses a card from the deck. If they draw that card (or close to it), they are rewarded by the realm. If they draw a card that is not close to what they predicted, the realm punishes them by sending a psychic presence to attack the unworthy. The further off your prediction, the stronger the presence sent to harm you. The deck is just used for making predictions; All other gameplay is resolved using 2d6. It's a very simple RPG that only takes up one side of a page, but the 'guessing game' it revolves around is unique to most roleplaying experiences.&lt;/p&gt;
&lt;p&gt;I've started to gather the one page RPGs I've made throughout the years. This game makes my 29th one page RPG, and I hope to make a lot more so as to make them into a collection. In due course, I am going to flesh out some old ideas I had as well as create some new ones. Currently, I'm going to assess the entirety of the one page RPG collection I've made so far, and see what needs to be made next in order to make it a well-rounded collection. As it were, I've already noticed that it is lacking in sci fi RPGs...&lt;/p&gt;
&lt;p&gt;For now tho, there's The Psychic Realm RPG. Enjoy!&lt;/p&gt;
&lt;p&gt;Peace, Errin : )&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.1km1kt.net/Errin-Famiglia.htm"&gt;http://www.1km1kt.net/Errin-Famiglia.htm&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.rpglaboratory.com/adventuria_online_rpg"&gt;Adventuria Online RPG&lt;/a&gt;&lt;/p&gt;
</description>
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 <pubDate>Wed, 02 Jan 2013 15:04:46 -0600</pubDate>
 <dc:creator>ErrinF</dc:creator>
 <guid isPermaLink="false">2760 at http://www.rpglaboratory.com</guid>
</item>
<item>
 <title>Horror Hotel RPG, a one page survival horror RPG for 2012</title>
 <link>http://www.rpglaboratory.com/errinf/horror_hotel_rpg_a_one_page_survival_horror_rpg_for_2012</link>
 <description>&lt;p&gt;I decided to make one last character sheet one page RPG before the year was through, and I decided to stick to the horror genre. After watching Stanley Kubrick's The Shining and playing the RPG video game Sweet Home on a NES emulator, I wanted to make a game about a large estate haunted by weird beings...&lt;/p&gt;
&lt;p&gt;I ended up making Horror Hotel RPG, a one pager I am very proud of. In it, you play the role of a 3 member team of paranormal investigators. Your task is to explore the long abandoned Overhang Hotel, a grand hotel that opened in 1980 but was soon taken over by the evil spirit of a dead god known as Zed, Lord Of The Dead. Zed took over the penthouse which makes up the fifth floor of the hotel, and from there he corrupted and possessed the entire hotel as long as all those who dwelled within it. Now, it is an abandoned hotel transformed by chaotic evil into a bizarre series of rooms that constantly shift their place, in which live strange and dangerous creatures.&lt;/p&gt;
&lt;p&gt;Upon entering the hotel, your team is trapped in and may only escape by making their way up all 4 floors to the penthouse where they must face off with Zed for a final showdown. Along the way, your team members may find useful items and may also be inflicted with pain, wounds, trauma, insanity, death.&lt;/p&gt;
&lt;p&gt;The game's system is simple, using a deck of poker cards to map out the rooms/floors of the hotel and a pair of six-sided dice for all other gaming resolution.&lt;/p&gt;
&lt;p&gt;Please enjoy Horror Hotel RPG! Hope you had a good 2012, and here's to a great 2013!&lt;/p&gt;
&lt;p&gt;Peace, Errin : )&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.1km1kt.net/Errin-Famiglia.htm"&gt;http://www.1km1kt.net/Errin-Famiglia.htm&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.rpglaboratory.com/adventuria_online_rpg"&gt;Adventuria Online RPG&lt;/a&gt;&lt;/p&gt;
</description>
 <comments>http://www.rpglaboratory.com/errinf/horror_hotel_rpg_a_one_page_survival_horror_rpg_for_2012#comment</comments>
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 <pubDate>Mon, 31 Dec 2012 17:00:23 -0600</pubDate>
 <dc:creator>ErrinF</dc:creator>
 <guid isPermaLink="false">2759 at http://www.rpglaboratory.com</guid>
</item>
<item>
 <title>Zombieville RPG, a one page horror RPG for 2012</title>
 <link>http://www.rpglaboratory.com/errinf/zombieville_rpg_a_one_page_horror_rpg_for_2012</link>
 <description>&lt;p&gt;So I've been watching 'The Walking Dead', and it's been a while since I made a one page RPG, so I went and made Zombieville RPG.&lt;/p&gt;
&lt;p&gt;Zombieville RPG is a solo RPG played using a deck of poker cards (no jokers), two six-sided dice. You represent a group of six survivors of a zombie apocalypse that must search a zombie-infested town for supplies (food and weaponry) while clearing out all the walking dead in the town.&lt;/p&gt;
&lt;p&gt;The poker deck is used to represent the town. The black cards are the zombies and the red cards are the houses/shops/places in the town. Each block is represented by two cards, one red one black, that are placed face down. Each two card pile represents a block and the block formation is set down at the start of the game.&lt;/p&gt;
&lt;p&gt;After the blocks are set down, the members of the group are created. There are six types of characters that can be group members... A runner moves fast and avoids zombies. A shooter uses guns and shoots zombies. A bartender uses incendiaries and burns zombies. A skullsmasher uses sports equipment and bashes in zombie heads. A bonebreaker uses improvised weapons  and breaks zombie bones. A trapmaker uses jury-rigged weaponry and outsmarts zombies.&lt;/p&gt;
&lt;p&gt;The game takes place in a series of turns. Each turn has phases: Exploration, Encounter, Combat, Salvage, and Rest.&lt;/p&gt;
&lt;p&gt;During the Exploration Phase, an unexplored block is explored or an already explored block is returned to. When an unexplored block is explored, it is turned over so that its zombies and places are shown.&lt;/p&gt;
&lt;p&gt;During the Encounter Phase, it is established whether the group is surrounded by the zombies or not, if any lurking zombies are spotted, and if the group gets ambushed by lurking zombies that were not spotted. The distance (in yards) between the group members and the zombies is also established.&lt;/p&gt;
&lt;p&gt;During the Combat Phase, the group members flee from or fight the zombies on the block. This takes place in a series of battle rounds. Group members use weapons to fight the zombies. Zombies bite when they fight a group member, and their bite is infectious. Battle rounds go on until the zombies on the block are dead, the group members flee, or the group members all die.&lt;/p&gt;
&lt;p&gt;During the Salvage Phase, the block is searched for rations and weapons. Homes have rations. Shops have weapons. There are also special places, like police and fire stations, a library, a hospital, a mall, a super market, etc. Certain special places are facilities wherein group members can learn, train, or heal.&lt;/p&gt;
&lt;p&gt;During the Rest Phase, death by zombie bite is resolved, and food for the day is eaten. This phase also ends the turn.&lt;/p&gt;
&lt;p&gt;The game keeps going until all the zombies in town are killed off or all members of the group are killed off.&lt;/p&gt;
&lt;p&gt;Game dynamics are simple. Cards are just used to create the blocks... dice are used to resolve everything else. Luck rolls are often made to determine random factors and are decided by rolling both dice until a 7 or 11 is rolled (lucky result) or a 2, 3, or 12 is rolled (unlucky result). Hit rolls are made by rolling two dice and trying to get the target number or higher. Damage rolls are made if a hit lands, and are also made by rolling two dice and trying to get a target number or higher. Search rolls are made by rolling two dice: A result of 2, 3, 7, 11, or 12 is lucky whereas a result of 4, 5, 6, 8, 9, or 10 is unlucky. Distance is in yards. Health is either good, bad, or dead (all group members start at good health; all zombies start at bad health). If a zombie bite doesnt kill a group member instantly, it will infect them and kill them in a number of turns. Not eating rations can also kill a group member if none are eaten for 3 consecutive turns. One turn with no eating causes bad health until rations are eaten.&lt;/p&gt;
&lt;p&gt;That sums up the basis of the game. I'm also going to provide examples of gameplay in this blog so that those interested in the game can get a clear feel for how it plays. I think this is my 3rd zombie rpg and my 2nd one page zombie rpg. The first zombie RPG I made was the solo game &lt;a href="http://www.1km1kt.net/rpg/regs-dregs-zombies"&gt;Regs, Dregs, &amp;amp; Zombies&lt;/a&gt;, a post apocalyptic zombie game. The second zombie RPG I made was the solo one pager &lt;a href="http://www.1km1kt.net/rpg/dawn-of-the-dumb"&gt;Dawn Of The Dumb&lt;/a&gt;, which is a rather silly game about defeating the zombie menace by dancing to hyphy rap music (so i'm not sure if it quite counts lol). As far as I can tell, Zombieville RPG will be the last zombie RPG i ever make, but one never knows... these zombie game concepts have a habit of rising from the dead.&lt;/p&gt;
&lt;p&gt;Peace, Errin : )&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.1km1kt.net/Errin-Famiglia.htm"&gt;http://www.1km1kt.net/Errin-Famiglia.htm&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.rpglaboratory.com/adventuria_online_rpg"&gt;Adventuria Online RPG&lt;/a&gt;&lt;/p&gt;
</description>
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 <pubDate>Mon, 10 Dec 2012 17:48:08 -0600</pubDate>
 <dc:creator>ErrinF</dc:creator>
 <guid isPermaLink="false">2758 at http://www.rpglaboratory.com</guid>
</item>
<item>
 <title>Amalgam RPS - World of Terrabia</title>
 <link>http://www.rpglaboratory.com/amalgam_rps_world_of_terrabia</link>
 <description>&lt;p&gt;Rather than sticking players with a rigidly defined class system, the Amalgam Role Play System allows you to define your character's class on the go. &lt;/p&gt;
&lt;p&gt;Using a simple point-buy system, character creation can be fast and simple or meticulous and detailed.&lt;/p&gt;
&lt;p&gt;Traits are used to differentiate between the various fantasy races, and progressively distinguish each character as an individual, not a carbon copy of another character of the same race.&lt;/p&gt;
&lt;p&gt;Skills are separated into groups by type so that when a character's skill points are spent, they gain an entire set of skills that instantly gives them several options to choose from, even at Level 1.&lt;/p&gt;
&lt;p&gt;Magic is cast using a unique spell point system, utilizing a relationship between using magic and the drain it has on ones Endurance, same as in many books and movies where the use of magic seems to have a physical drain on the spell caster.&lt;/p&gt;
&lt;p&gt;There are many combat skills and bonuses to benefit melee characters as well, and various tactics that can be employed so that non-magic users should never feel inherently useless or boring.&lt;/p&gt;
&lt;p&gt;Monster creation is the same as Character creation, which makes encounters quick to build and easy to balance. Rules also include Mobs, groups of creatures acting together in combat, useful for mass combat or swarms of smaller creatures.&lt;/p&gt;
&lt;p&gt;Contains a few suggested rules that are completely optional to offer a different gaming experience.&lt;/p&gt;
&lt;p&gt;Set in a fantasy world that gamers should feel at home in, with a unique historical background.&lt;/p&gt;
&lt;div class="book-navigation"&gt;&lt;div class="page-links"&gt;&lt;/div&gt;&lt;/div&gt;</description>
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 <pubDate>Tue, 29 May 2012 16:25:28 -0500</pubDate>
 <dc:creator>crusader131</dc:creator>
 <guid isPermaLink="false">2757 at http://www.rpglaboratory.com</guid>
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<item>
 <title>The Faerie Mound</title>
 <link>http://www.rpglaboratory.com/adventuria_online_rpg/the_faerie_mound</link>
 <description>&lt;p&gt;Your turn begins at The Faerie Mound.&lt;/p&gt;
&lt;p&gt;Roll two dice for what you encounter while exploring the faerie mound:&lt;/p&gt;
&lt;p&gt;2 = Atop the mystical mound of the faeries is a golden archer who serves as their champion. Fight a Magical Combat with a faerie champion. The faerie champion's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 3. If you receive a Wound due to a Magical Combat with the faerie champion, roll a die. If the die roll is less than the faerie champion's Craft, you do not receive the Wound, then lose 1 Item and gain 1 Gold. If the faerie champion receives a Wound due to a Magical Combat with you or a Spell you used, roll a die. If the die roll is equal to or less than the faerie champion's Craft, the faerie champion does not receive the Wound. If the faerie champion has fallen due to Combat with you, gain a golden bow. A golden bow is an Item and a weapon. If you have the golden bow at the start of a Combat, increase your Arms and Magic by 1 for that Combat only. If you have the golden bow and a monster has fallen due to Combat with you, roll a die. If the die roll is equal to or greater than the monster's Vitae, gain 1 Gold.&lt;/p&gt;
&lt;p&gt;3 = A faerie sorceress flutters up to your ear and whispers an incantation for a fey magic spell. If you choose, roll two dice. If the die roll is equal to or less than the total of your Arms plus your Magic, gain faeriefire. Faeriefire is a Spell. Faeriefire may be used whenever a monster receives a Wound due to Combat with you. When used, roll a die. If the die roll is equal to or greater than the monster's Craft, the monster receives 1 additional Wound. You may not use more than 1 faeriefire at a time.&lt;/p&gt;
&lt;p&gt;4 = Around the base of the largest mound is a circular garden of enchanted flowers and plants. If you choose, go to the section of this page with the name 'FLOWER RING'.&lt;/p&gt;
&lt;p&gt;5 = From out of a mound arises an elemental hound made of dirt and flowers. Fight a Melee Combat with a mound hound. The mound hound's attributes are Arms: 5, Magic: 3, Craft: 1, Vitae: 3. At the start of any Melee Combat the mound hound is in with you, if it is the first Combat the mound hound has been in this turn, roll a die. If the die roll is greater than your Craft, decrease your Arms by 1. The decrease lasts until the mound hound has fallen or if you choose to end Combat with the mound hound. At the start of any Melee Combat the mound hound is in with you, if it is not the first Combat the mound hound has been in this turn, roll a die. If the die roll is greater than your Craft, decrease your Arms by 1 for that Melee Combat only. If the mound hound has fallen due to Melee Combat with you, roll two dice. If the die roll is 7 or 11, gain 1 Gold.&lt;/p&gt;
&lt;p&gt;6 = A winged knight of the faeries comes flying at you with a sharp stinging rapier. Fight a Melee Combat with a faerie knight. The faerie knight's attributes are Arms: 4, Magic: 4, Craft: 3, Vitae: 1. Roll a die. If the die roll is 1, increase the faerie knight's Arms by 1. If the die roll is 2, increase the faerie knight's Craft by 1. If the die roll is 3, increase the faerie knight's Arms and Craft by 1. If the faerie knight receives a Wound due to a Combat with you, roll a die. If the die roll is equal to or less than the faerie knight's Craft, the faerie knight does not receive the Wound.&lt;/p&gt;
&lt;p&gt;7 = Many magical faeries from this mound flutter about healing others using curative magic. If you have 1 or more Wounds, roll a die. If the die roll is less than your Vitae, heal 1 Wound.&lt;/p&gt;
&lt;p&gt;8 = A winged archer of the faeries flies above you and shoots a tiny piercing arrow. Fight a Magical Combat with a faerie archer. The faerie archer's attributes are Arms: 4, Magic: 4, Craft: 3, Vitae: 1. Roll a die. If the die roll is 1, increase the faerie archer's Magic by 1. If the die roll is 2, increase the faerie archer's Craft by 1. If the die roll is 3, increase the faerie archer's Magic and Craft by 1. If the faerie archer receives a Wound due to a Combat with you, roll a die. If the die roll is equal to or less than the faerie archer's Craft, the faerie archer does not receive the Wound.&lt;/p&gt;
&lt;p&gt;9 = What appears to be a mound is actually a unique elemental that comes rolling towards you. Fight a Magical Combat with a round mound. The round mound's attributes are Arms: 3, Magic: 5, Craft: 1, Vitae: 3. At the start of any Magical Combat the round mound is in with you, if it is the first Combat the round mound has been in this turn, roll a die. If the die roll is greater than your Craft, decrease your Magic by 1. The decrease lasts until the round mound has fallen or if you choose to end Combat with the round mound. At the start of any Magical Combat the round mound is in with you, if it is not the first Combat the round mound has been in this turn, roll a die. If the die roll is greater than your Craft, decrease your Magic by 1 for that Magical Combat only. If the round mound has fallen due to Magical Combat with you, roll two dice. If the die roll is 7 or 11, gain 1 Gold.&lt;/p&gt;
&lt;p&gt;10 = You find your way into the largest faerie mound wherein the royal court of the fey dwells. If you choose, go to the section of this page with the name 'FAERIE COURT'.&lt;/p&gt;
&lt;p&gt;11 = A miniscule mound has been made into the home of a very diminutive angel with wings. Roll two dice, unless you have a little angel. If the die roll is equal to or less than your Craft, gain a little angel. A little angel is an Ally. If you have the little angel and you use a Spell in a Combat with a monster, you may choose to roll a die. If the die roll is 1, lose the little angel. If the die roll is greater than your Vitae, you heal 1 Wound. You may not use the little angel more than once per Combat.&lt;/p&gt;
&lt;p&gt;12 = A petite dragon defends the main mound and serves as guardian of the faerie race. Fight a Melee Combat with a faerie dragon. The faerie dragon's attributes are Arms: 6, Magic: 6, Craft: 2, Vitae: 4. At the start of any Combat the faerie dragon is in, roll a die. If the die roll is 6, increase faerie dragon's Craft by 1. If you receive a Wound due to a Melee Combat with the faerie dragon, roll a die. If the die roll is equal to or less than the faerie dragon's Craft, receive 1 additional Wound. If the faerie dragon receives a Wound due to a Melee Combat or a Spell you used, roll a die. If the die roll is equal to or less than the faerie dragon's Craft, the faerie dragon does not receive the Wound. If the faerie dragon has fallen due to Combat with you, gain drag weed. Drag weed is an Item. If you have the drag weed at the start of any Combat you are in with a monster with the word 'dragon', 'drake', or 'wyrm' in it's name, you may choose to lose the drag weed. If so, roll a die. The monster with the word 'dragon', 'drake', or 'wyrm' in it's name that is in Combat with you receives a number of Wounds equal to the die roll. You may not use more than 1 drag weed per Combat.&lt;/p&gt;
&lt;p&gt;Unless you rolled a 4 and went to the section 'FLOWER RING', or you rolled a 10 and went to the section 'FAERIE COURT', after your faerie mound encounter ends, you must choose between staying at The Faerie Mound or going back to The Enchanted Glade. If you choose to stay at The Faerie Mound, your turn ends and the next turn will begin at The Faerie Mound; Stay on this page if so. If you choose to go to The Enchanted Glade, your turn ends and the next turn will begin in The Enchanted Glade; Proceed to that page if so.&lt;/p&gt;
&lt;p&gt;FLOWER RING - Roll a die for what you encounter at the flower ring:&lt;/p&gt;
&lt;p&gt;1 = A female faerie running a small flower shop offers to sell you a very special pass. Pay 2 Gold to gain a petal pass. A petal pass is an Item. If you have the petal pass at the start of any turn on The Faerie Mound page, you may choose to start your turn at the 'FLOWER RING' section of the page directly instead of starting at the top of the page. If so, roll a die. If the die roll is 1, lose the petal pass. A petal pass does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;2 = Roll a die. If the die roll is 1, 2, or 3, the sweet smell of flowers fills the air and makes you feel better. Heal 1 Wound. If the die roll is 4 or 5, you discover a strand of goldenrod that turns out to be made of real gold. Gain 1 Gold. If the die roll is 6, you spot a flower-shaped pass slowly drifting upon a warm breeze. Gain a petal pass. A petal pass is an Item. If you have the petal pass at the start of any turn on The Faerie Mound page, you may choose to start your turn at the 'FLOWER RING' section of the page directly instead of starting at the top of the page. If so, roll a die. If the die roll is 1, lose the petal pass. A petal pass does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;3 = Roll a die. If the die roll is 1, 2, or 3, a livid lily shakes a bunch of poisonous pollen on you. Receive 1 Wound. If the die roll is 4 or 5, a crooked chrysanthemum picks your pocket. Lose 1 Gold. If the die roll is 6, a bee with faerie wings tries to steal any flowery passes you may have. Lose 1 petal pass.&lt;/p&gt;
&lt;p&gt;4 = A dandelion plant has been magically enchanted to become a fierce flowery lion. Fight a Melee Combat with a dandy lion. The dandy lion's attributes are Arms: 6, Magic: 6, Craft: 2, Vitae: 2. If you receive a Wound due to Melee Combat with the dandy lion, roll a die. If the die roll is less than your Craft, receive 1 additional Wound. If the dandy lion receives a Wound due to a Melee Combat with you, and you used an Item that is a weapon in that Melee Combat, roll a die. If the die roll is 1, 2, or 3, the dandy lion does not receive the Wound. If the dandy lion has fallen due to Combat with you, roll a die. If the die roll is 1, 3, or 5, gain a dando lion. A dando lion is an Ally. If you have the dando lion and a monster receives a Wound due to Combat with you, you may choose to lose the dando lion. If so, roll a die. If the die roll is less than the monster's Craft, the monster receives 1 additional Wound. You may not use more than 1 dando lion at a time.&lt;/p&gt;
&lt;p&gt;5 = A sentient sunflower that spits flaming hot seeds has been magically animated to life. Fight a Magical Combat with a sun flower. The sun flower's attributes are Arms: 6, Magic: 6, Craft: 2, Vitae: 2. If you receive a Wound due to Magical Combat with the sun flower, roll a die. If the die roll is less than your Craft, receive 1 additional Wound. If the sun flower receives a Wound due to a Magical Combat with you, and you used an Item that is a weapon in that Magical Combat, roll a die. If the die roll is 1, 2, or 3, the sun flower does not receive the Wound. If the sun flower has fallen due to Combat with you, roll a die. If the die roll is 1, 3, or 5, gain hayfever. Hayfever is a Spell. Hayfever may be used whenever a monster receives a Wound due to Combat with you. When used, roll a die. If the die roll is less than the monster's Craft, the monster receives 1 additional Wound. You may not use more than 1 hayfever at a time.&lt;/p&gt;
&lt;p&gt;6 = A snapdragon plant has been magically transformed into a fearsome floral dragon. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a snap dragon. If the die roll is 4, 5, or 6, fight a Magical Combat with a snap dragon. The snap dragon's attributes are Arms: 7, Magic: 7, Craft: 2, Vitae: 3. If you receive a Wound due to Combat with the snap dragon, roll a die. If the die roll is less than your Craft, receive 1 additional Wound. If the snap dragon receives a Wound due to a Combat with you, and you used an Item that is a weapon in that Combat, roll a die. If the die roll is 1, 2, or 3, the snap dragon does not receive the Wound. If the snap dragon has fallen due to Combat with you, gain a daisy chain, unless you have a daisy chain. A daisy chain is an Item and a weapon. If you have the daisy chain at the start of any Combat, increase your Arms and Magic by 1 for that Combat only. If you have the daisy chain, and a monster receives a Wound due to a Combat with you, roll a die. If the die roll is equal to the monster's Craft, that monster receives 1 additional Wound. If the die roll is less than the monster's Craft, decrease that monster's Arms and Magic by 1. The decrease lasts until that monster has fallen or if you choose to end Combat with that monster.&lt;/p&gt;
&lt;p&gt;	After your ring encounter, your turn ends and the next turn will begin at The Faerie Mound; Stay on this page.&lt;/p&gt;
&lt;p&gt;FAERIE COURT - Roll a die for what you encounter at the faerie court:&lt;/p&gt;
&lt;p&gt;1 = An advisor to the royalty gives you the honor of purchasing an official pass to their court. Pay 2 Gold to gain a fey pass. A fey pass is an Item. If you have the fey pass at the start of any turn on The Faerie Mound page, you may choose to start your turn at the 'FAERIE COURT' section of the page directly instead of starting at the top of the page. If so, roll a die. If the die roll is 1, lose the fey pass. A fey pass does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;2 = Roll a die. If the die roll is 1, 2, or 3, you are handed a bag of gold dust by an admiring faerie courtier. Gain 1 Gold. If the die roll is 4 or 5, much food and drink abounds within this royal courtyard. Heal 1 Wound. If the die roll is 6, a faerie nobleman deems you worthy of his patronage. Gain a fey pass. A fey pass is an Item. If you have the fey pass at the start of any turn on The Faerie Mound page, you may choose to start your turn at the 'FAERIE COURT' section of the page directly instead of starting at the top of the page. If so, roll a die. If the die roll is 1, lose the fey pass. A fey pass does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;3 = Roll a die. If the die roll is 1, 2, or 3, a tax on all visitors is collected by the royal faerie exciseman. Lose 1 Gold. If the die roll is 4 or 5, an intrigue of the court ends up in disasterous results for you. Receive 1 Wound. If the die roll is 6, you commit a major faux pas and are asked to leave by a faerie courtesan. Lose 1 fey pass.&lt;/p&gt;
&lt;p&gt;4 = The noble faeries that live within the mound are considered to be the ruling class of the fey. Fight a Melee Combat with a noble faerie. The noble faerie's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 2. If the noble faerie has 1 or more Wounds at the start of a Melee Combat with you, roll two dice. If the die roll is equal to or less than the noble faerie's Craft, the noble faerie heals 1 Wound. If the noble faerie receives a Wound due to a Melee Combat with you or a Spell you used, roll a die. If the die roll is equal to or less than the noble faerie's Craft, the noble faerie does not receive the Wound. If the noble faerie has fallen due to a Melee Combat with you, roll a die. If the die roll is 2, 4, or 6, gain a fey fairy. A fey fairy is an Ally. If you have a fey fairy at the start of any Combat, you may choose to lose the fey fairy. If so, roll two dice. If the die roll is equal to or less than your Craft, you heal 1 Wound. If you have a fey fairy and you receive a Wound due to Combat, you may choose to lose the fey fairy. If so, roll a die. If the die roll is equal to or less than your Craft, you do not receive the Wound. You may not use more than 1 fey fairy per Combat.&lt;/p&gt;
&lt;p&gt;5 = The royalty of the faerie race rule from and reside within this court inside the mound. Fight a Magical Combat with a royal faerie. The royal faerie's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 2. If the royal faerie has 1 or more Wounds at the start of a Magical Combat with you, roll two dice. If the die roll is equal to or less than the royal faerie's Craft, the royal faerie heals 1 Wound. If the royal faerie receives a Wound due to a Magical Combat with you or a Spell you used, roll a die. If the die roll is equal to or less than the royal faerie's Craft, the royal faerie does not receive the Wound. If the royal faerie has fallen due to a Magical Combat with you, roll a die. If the die roll is 2, 4, or 6, gain feygelein. Feygelein is a Spell. You may use feygelein at the start of any Combat or whenever you receive a Wound due to Combat. When used at the start of a Combat, roll two dice. If the die roll is equal to or less than your Craft, you heal 1 Wound. When used when you receive a Wound, roll a die. If the die roll is equal to or less than your Craft, you do not receive the Wound. You may not use more than 1 feygelein per Combat.&lt;/p&gt;
&lt;p&gt;6 = The gorgeous queen of the faeries sits upon a glistening throne made of glamorous opal. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a faerie queen. If the die roll is 4, 5, or 6, fight a Melee Combat with a faerie queen. The faerie queen's attributes are Arms: 7, Magic: 7, Craft: 4, Vitae: 3. If the faerie queen has 1 or more Wounds at the start of a Combat with you, roll two dice. If the die roll is equal to or less than the faerie queen's Craft, the faerie queen heals 1 Wound. If the faerie queen receives a Wound due to a Combat with you or a Spell you used, roll a die. If the die roll is equal to or less than the faerie queen's Craft, the faerie queen does not receive the Wound. If the faerie queen has fallen due to Combat with you, gain fairy wings, unless you have fairy wings. Fairy Wings is an Item and a weapon. If you have the fairy wings, roll a die when you receive a Wound due to any Combat. If the die roll is less than your Craft, you do not receive the Wound, unless the die roll is 6, in which case you receive the Wound. If you use the fairy wings in a Combat with a monster and you are instructed that you cannot choose to end Combat with that monster, roll a die. If the die roll is less than your Craft, you may choose to end Combat with that monster; Ignore any instructions to not end Combat with the monster. If you use the fairy wings in a Combat with a monster and you are instructed that you must choose to end Combat with that monster, roll a die. If the die roll is less than your Craft, you may choose to have another Combat of the same kind with that monster; Ignore any instructions to end Combat with the monster. You may not use any Item with the word 'tiara', 'crown', 'helmet', 'helm', 'shield', 'armor', 'plate', 'hat', 'cloak', 'robe', or 'robes' in it's name in a Combat if you use the fairy wings in that Combat.&lt;/p&gt;
&lt;p&gt;	After your court encounter, your turn ends and the next turn will begin at The Faerie Mound; Stay on this page.&lt;/p&gt;
&lt;div class="book-navigation"&gt;&lt;div class="page-links"&gt;&lt;a href="/adventuria_online_rpg/the_enchanted_glade" class="page-previous" title="Go to previous page"&gt;‹ The Enchanted Glade&lt;/a&gt;&lt;a href="/adventuria_online_rpg/the_enchanted_glade" class="page-up" title="Go to parent page"&gt;up&lt;/a&gt;&lt;a href="/adventuria_online_rpg/the_ivory_tower" class="page-next" title="Go to next page"&gt;The Ivory Tower ›&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;</description>
 <comments>http://www.rpglaboratory.com/adventuria_online_rpg/the_faerie_mound#comment</comments>
 <pubDate>Sun, 06 May 2012 13:56:37 -0500</pubDate>
 <dc:creator>ErrinF</dc:creator>
 <guid isPermaLink="false">2754 at http://www.rpglaboratory.com</guid>
</item>
<item>
 <title>The Ivory Tower</title>
 <link>http://www.rpglaboratory.com/adventuria_online_rpg/the_ivory_tower</link>
 <description>&lt;p&gt;Your turn begins at The Ivory Tower.&lt;/p&gt;
&lt;p&gt;If you do not have an ivory key, your turn ends and the next turn will begin in The Enchanted Glade; Proceed to that page if so.&lt;/p&gt;
&lt;p&gt;If you have an ivory key and your Alignment is Good, Go to the section of this page with the name 'GOOD'.&lt;/p&gt;
&lt;p&gt;If you have an ivory key and your Alignment is Evil or Neutral, Go to the section of this page with the name 'NOT GOOD'.&lt;/p&gt;
&lt;p&gt;GOOD - Roll two dice for what you encounter while exploring the tower of ivory:&lt;/p&gt;
&lt;p&gt;2 = The lord of this white tower of ivory is a powerful servant of the gods of good. Fight a Melee Combat with an ivory tower lord. The ivory tower lord's attributes are Arms: 9, Magic: 8, Craft: 5, Vitae: 5. If the ivory tower lord receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the ivory tower lord does not receive the Wound. If the ivory tower lord is in a Melee Combat that is a standoff, roll two dice if the ivory tower lord has 1 or more Wounds. If the die roll is equal to or less than the ivory tower lord's Arms, the ivory tower lord heals 1 Wound. If the ivory tower lord has fallen due to Melee Combat with you, gain ivorywhite armor, unless you have ivorywhite armor. Ivorywhite armor is an Item. If your Alignment is Good and you have the ivorywhite 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. If you use the ivorywhite armor in a Melee Combat with a monster, and that Melee Combat is a standoff, roll two dice if your Alignment is Good and you have 1 or more Wounds. If the die roll is equal to or less than your Arms, you heal 1 Wound. You may not use any other Item with the word 'helm', 'helmet', 'shield', or 'armor' in it's name if you have the ivorywhite armor.&lt;/p&gt;
&lt;p&gt;3 = A sword-wielding warrior serves as the champion of the lord of this white ivory tower. Fight a Melee Combat with an ivory sworder. The ivory sworder's attributes are Arms: 8, Magic: 6, Craft: 4, Vitae: 4. If the ivory sworder receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the ivory sworder does not receive the Wound. If the ivory sworder is in a Melee Combat that is a standoff, roll two dice if the ivory has 1 or more Wounds. If the die roll is equal to or less than the ivory sworder's Arms, the ivory sworder heals 1 Wound. If the ivory sworder has fallen due to Melee Combat with you, gain an ivorywhite sword, unless you have an ivorywhite sword. An ivorywhite sword is an Item and a weapon. If you have the ivorywhite sword at the start of any Melee Combat, and your Alignment is Good, increase your Arms by 1 for that Melee Combat only. If you use the ivorywhite sword in a Melee Combat with a monster, and that Melee Combat is a standoff, roll two dice if your Alignment is Good and you have 1 or more Wounds. If the die roll is equal to or less than your Arms, you heal 1 Wound.&lt;/p&gt;
&lt;p&gt;4 = A gang of white-capped soldiers tries to capture you and throw you into this tower's donjon. Roll two dice. If the die roll is greater than the total of your Arms plus your Craft, go to the section of this page with the name 'IVORY DONJON'.&lt;/p&gt;
&lt;p&gt;5 = The fiercest and most fanatical among the white caps are promoted to the rank of captain. Fight a Melee Combat with a white captain. The white captain's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 3. If the white captain receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 10 or more, the white captain does not receive the Wound. If the white captain has fallen due to Melee Combat with you, you may choose to roll a die. If the die roll is less than your Arms, gain a white capper. A white capper is an Ally. If you have the white capper and you are in a Combat that is a standoff, you may choose to lose the white capper. If so, you heal 2 Wounds. You may not use more than 1 white capper per monster per turn.&lt;/p&gt;
&lt;p&gt;6 = This ivory tower is guarded by a large number of fanatical soldiers wearing white caps. Fight a Melee Combat with a white cap. The white cap's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 2. If the white cap receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the white cap does not receive the Wound. If the white cap has fallen due to Melee Combat with you, you may choose to roll a die. If the die roll is 1, receive 1 Wound. If the die roll is 6, gain 1 Gold.&lt;/p&gt;
&lt;p&gt;7 = This mystical ivory tower emits a magical aura that tests the worthiness of all intruders. Roll two dice. If the die roll is greater than the total of your Arms plus your Magic, lose an ivory key. If the die roll is equal to or less than the total of your Arms plus your Magic, roll another two dice if you have 1 or more Wounds. If that die roll 2, 7, or 12, heal 1 Wound.&lt;/p&gt;
&lt;p&gt;8 = A large number of zealous magicians wearing white hats guard this ivory tower. Fight a Magical Combat with a white hat. The white hat's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 2. If the white hat receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the white hat does not receive the Wound. If the white hat has fallen due to Magical Combat with you, you may choose to roll a die. If the die roll is 1, lose 1 Gold. If the die roll is 6, heal 1 Wound.&lt;/p&gt;
&lt;p&gt;9 = The wiliest and most zealous among the white hats are given the title of hatter. Fight a Magical Combat with a white hatter. The white hatter's attributes are Arms: 5, Magic: 6, Craft: 3, Vitae: 3. If the white hatter receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 10 or more, the white hatter does not receive the Wound. If the white hatter has fallen due to Magical Combat with you, you may choose to roll a die. If the die roll is less than your Magic, gain ivor. Ivor is a Spell. You may use ivor whenever you are in a Combat that is a standoff. When used, you heal 2 Wounds. You may not use more than 1 ivor per monster per turn.&lt;/p&gt;
&lt;p&gt;10 = A group of white-hatted magicians tries to overpower you and send you to this tower's donjon. Roll two dice. If the die roll is greater than the total of your Magic plus your Craft, go to the section of this page with the name 'IVORY DONJON'.&lt;/p&gt;
&lt;p&gt;11 = A staff-wielding wizard serves as the champion of the lady of this white ivory tower. Fight a Magical Combat with an ivory staffer. The ivory staffer's attributes are Arms: 6, Magic: 8, Craft: 4, Vitae: 4. If the ivory staffer receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the ivory staffer does not receive the Wound. If the ivory staffer is in a Magical Combat that is a standoff, roll two dice if the ivory staffer has 1 or more Wounds. If the die roll is equal to or less than the ivory staffer's Magic, the ivory staffer heals 1 Wound. If the ivory staffer has fallen due to Magical Combat with you, gain an ivorywhite staff, unless you have an ivorywhite staff. An ivorywhite staff is an Item and a weapon. If you have the ivorywhite staff at the start of any Magical Combat, and your Alignment is Good, increase your Magic by 1 for that Magical Combat only. If you use the ivorywhite staff in a Magical Combat with a monster, and that Magical Combat is a standoff, roll two dice if your Alignment is Good and you have 1 or more Wounds. If the die roll is equal to or less than your Magic, you heal 1 Wound.&lt;/p&gt;
&lt;p&gt;12 = The lady of this white tower of ivory is a powerful servant of the goddesses of good. Fight a Magical Combat with an ivory tower lady. The ivory tower lady's attributes are Arms: 8, Magic: 9, Craft: 5, Vitae: 5. If the ivory tower lady receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the ivory tower lady does not receive the Wound. If the ivory tower lady is in a Magical Combat that is a standoff, roll two dice if the ivory tower lady has 1 or more Wounds. If the die roll is equal to or less than the ivory tower lady's Magic, the ivory tower lady heals 1 Wound. If the ivory tower lady has fallen due to Magical Combat with you, gain ivorywhite robes, unless you have ivorywhite robes. Ivorywhite robes is an Item. If your Alignment is Good and you have the ivorywhite robes, 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. If you use the ivorywhite robes in a Magical Combat with a monster, and that Magical Combat is a standoff, roll two dice if your Alignment is Good and you have 1 or more Wounds. If the die roll is equal to or less than your Magic, you heal 1 Wound. You may not use any other Item with the word 'hat', 'cloak', 'robe', or 'robes' in it's name if you have the ivorywhite robes.&lt;/p&gt;
&lt;p&gt;	After your ivory tower encounter, you must choose between staying at The Ivory Tower or going back to The Enchanted Glade. If you choose to stay at The Ivory Tower, your turn ends and the next turn will begin at The Ivory Tower; Stay on this page if so. If you choose to go to The Enchanted Glade, your turn ends and the next turn will begin in The Enchanted Glade; Proceed to that page if so.&lt;/p&gt;
&lt;p&gt;NOT GOOD - Roll two dice for what you encounter while exploring the tower of ivory:&lt;/p&gt;
&lt;p&gt;2 = The lord of this ivory tower of white is a powerful servant of the gods of good. Fight a Melee Combat with a white tower lord. The white tower lord's attributes are Arms: 9, Magic: 8, Craft: 5, Vitae: 5. If the white tower lord receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the white tower lord does not receive the Wound. If the white tower lord is in a Melee Combat that is a standoff, roll two dice if the white tower lord has 1 or more Wounds. If the die roll is equal to or less than the white tower lord's Arms, the white tower lord heals 1 Wound. If the white tower lord has fallen due to Melee Combat with you, gain an ivorywhite relic. An ivorywhite relic is an Item. If you have the ivorywhite relic at the start of any turn on a page with the word 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the ivorywhite relic to gain 4 Gold. If you have the ivorywhite relic at the start of any turn on a page with the word 'Tower' in it's name, you may choose to lose the ivorywhite relic. If so, your Alignment becomes Good, then you heal all Wounds.&lt;/p&gt;
&lt;p&gt;3 = A sword-wielding warrior serves as the champion of the lord of this ivory white tower. Fight a Melee Combat with a white sworder. The white sworder's attributes are Arms: 8, Magic: 6, Craft: 4, Vitae: 4. If the white sworder receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the white sworder does not receive the Wound. If the white sworder is in a Melee Combat that is a standoff, roll two dice if the white sworder has 1 or more Wounds. If the die roll is equal to or less than the white sworder's Arms, the white sworder heals 1 Wound. If the white sworder has fallen due to Melee Combat with you, gain an ivorywhite statue. An ivorywhite statue is an Item. If you have the ivorywhite statue at the start of any turn on a page with the word 'City', 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the ivorywhite statue to gain 2 Gold. If you have the ivorywhite statue at the start of any turn on a page with the word 'Tower' in it's name, you may choose to lose the ivorywhite statue. If so, your Alignment becomes Good, then you heal 2 Wounds.&lt;/p&gt;
&lt;p&gt;4 = A gang of ivory-capped soldiers tries to capture you and throw you into this tower's donjon. Roll two dice. If the die roll is greater than your Arms, go to the section of this page with the name 'IVORY DONJON'.&lt;/p&gt;
&lt;p&gt;5 = The fiercest and most fanatical among the ivory caps are promoted to the rank of captain. Fight a Melee Combat with an ivory captain. The ivory captain's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 3. If the ivory captain receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 10 or more, the ivory captain does not receive the Wound. If the ivory captain has fallen due to Melee Combat with you, you may choose to roll a die. If the die roll is 6, gain an ivory capper. An ivory capper is an Ally. If you have the ivory capper and you are in a Combat that is a standoff, you may choose to lose the ivory capper. If so, you heal 2 Wounds. You may not use more than 1 ivory capper per monster per turn.&lt;/p&gt;
&lt;p&gt;6 = This white tower is guarded by a large number of fanatical soldiers wearing ivory caps. Fight a Melee Combat with an ivory cap. The ivory cap's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 2. If the ivory cap receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the ivory cap does not receive the Wound. If the ivory cap has fallen due to Melee Combat with you, you may choose to roll a die. If the die roll is 1 or 2, receive 1 Wound. If the die roll is 6, gain 1 Gold.&lt;/p&gt;
&lt;p&gt;7 = This magical ivory tower emits a mystical aura that tests the worthiness of all intruders. Roll two dice. If the die roll is equal to or greater than the total of your Arms plus your Magic, lose an ivory key. If the die roll is less than the total of your Arms plus your Magic, roll another two dice. If that die roll 2 or 12, your Alignment becomes Good.&lt;/p&gt;
&lt;p&gt;8 = A large number of zealous magicians wearing ivory hats guard this white tower. Fight a Magical Combat with an ivory hat. The ivory hat's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 2. If the ivory hat receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the ivory hat does not receive the Wound. If the ivory hat has fallen due to Magical Combat with you, you may choose to roll a die. If the die roll is 1 or 2, lose 1 Gold. If the die roll is 6, heal 1 Wound.&lt;/p&gt;
&lt;p&gt;9 = The wiliest and most zealous among the ivory hats are given the title of hatter. Fight a Magical Combat with an ivory hatter. The ivory hatter's attributes are Arms: 5, Magic: 6, Craft: 3, Vitae: 3. If the ivory hatter receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 10 or more, the ivory hatter does not receive the Wound. If the ivory hatter has fallen due to Magical Combat with you, you may choose to roll a die. If the die roll is 6, gain ivor. Ivor is a Spell. You may use ivor whenever you are in a Combat that is a standoff. When used, you heal 2 Wounds. You may not use more than 1 ivor per monster per turn.&lt;/p&gt;
&lt;p&gt;10 = A group of ivory-hatted magicians tries to overpower you and send you to this tower's donjon. Roll two dice. If the die roll is greater than your Magic, go to the section of this page with the name 'IVORY DONJON'.&lt;/p&gt;
&lt;p&gt;11 = A staff-wielding wizard serves as the champion of the lady of this ivory white tower. Fight a Magical Combat with a white staffer. The white staffer's attributes are Arms: 6, Magic: 8, Craft: 4, Vitae: 4. If the white staffer receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the white staffer does not receive the Wound. If the white staffer is in a Magical Combat that is a standoff, roll two dice if the white staffer has 1 or more Wounds. If the die roll is equal to or less than the white staffer's Magic, the white staffer heals 1 Wound. If the white staffer has fallen due to Magical Combat with you, gain an ivorywhite statue. An ivorywhite statue is an Item. If you have the ivorywhite statue at the start of any turn on a page with the word 'City', 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the ivorywhite statue to gain 2 Gold. If you have the ivorywhite statue at the start of any turn on a page with the word 'Tower' in it's name, you may choose to lose the ivorywhite statue. If so, your Alignment becomes Good, then you heal 2 Wounds.&lt;/p&gt;
&lt;p&gt;12 = The lady of this ivory tower of white is a powerful servant of the goddesses of good. Fight a Magical Combat with a white tower lady. The white tower lady's attributes are Arms: 8, Magic: 9, Craft: 5, Vitae: 5. If the white tower lady receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the white tower lady does not receive the Wound. If the white tower lady is in a Magical Combat that is a standoff, roll two dice if the white tower lady has 1 or more Wounds. If the die roll is equal to or less than the white tower lady's Magic, the white tower lady heals 1 Wound. If the white tower lady has fallen due to Magical Combat with you, gain an ivorywhite relic. An ivorywhite relic is an Item. If you have the ivorywhite relic at the start of any turn on a page with the word 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the ivorywhite relic to gain 4 Gold. If you have the ivorywhite relic at the start of any turn on a page with the word 'Tower' in it's name, you may choose to lose the ivorywhite relic. If so, your Alignment becomes Good, then you heal all Wounds.&lt;/p&gt;
&lt;p&gt;	After your ivory tower encounter, you must choose between staying at The Ivory Tower or going back to The Enchanted Glade. If you choose to stay at The Ivory Tower, your turn ends and the next turn will begin at The Ivory Tower; Stay on this page if so. If you choose to go to The Enchanted Glade, your turn ends and the next turn will begin in The Enchanted Glade; Proceed to that page if so.&lt;/p&gt;
&lt;p&gt;IVORY DONJON - You may not use any Items, Allies, or Spells while in this section.&lt;/p&gt;
&lt;p&gt;	If you have 1 or more ivory tokens, roll a die. If the die roll is equal to or less than the number of ivory tokens you have, lose all ivory tokens, then your turn ends and the next turn will begin at The Ivory Tower; Stay on this page if so.&lt;/p&gt;
&lt;p&gt;	Roll a die for what you encounter while trapped in the donjon of ivory:&lt;/p&gt;
&lt;p&gt;1 = You must struggle against the other prisoners here in order to find a way out of the donjon. Roll two dice. If the die roll is equal to your Arms, lose 1 ivory token or receive 1 Wound. If the die roll is less than your Arms, gain an ivory token. An ivory token is an Item. An ivory token does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;2 = Many magical enchantments conceal the true exits from this dangerous donjon. Roll two dice. If the die roll is equal to your Magic, lose 1 ivory token or receive 1 Wound. If the die roll is less than your Magic, gain an ivory token. An ivory token is an Item. An ivory token does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;3 = Perhaps if you study the design of this donjon long enough you will find a way out. Roll two dice. If the die roll is equal to your Craft, lose 1 ivory token or receive 1 Wound. If the die roll is less than your Craft, gain an ivory token. An ivory token is an Item. An ivory token does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;4 = Maybe the best way out of this donjon is to simply survive it's harshness and cruelty. Roll two dice. If the die roll is equal to your Vitae, lose 1 ivory token or receive 1 Wound. If the die roll is less than your Vitae, gain an ivory token. An ivory token is an Item. An ivory token does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;5 = This donjon is maintained by a group of wardens who have set up guard posts all around. Fight a Melee Combat with an ivory warden. The ivory warden's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 1. If the ivory warden receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the ivory warden does not receive the Wound. If the ivory warden is in a Melee Combat that is a standoff, and you have 1 or more ivory tokens, roll a die. If the die roll is 1 or 6, lose 1 ivory token. If the ivory warden has fallen due to Melee Combat with you, roll a die. If the die roll is 1 or 6, gain an ivory token. An ivory token is an Item. An ivory token does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;6 = This donjon is monitored by a group of warders who have placed magical wards all about. Fight a Magical Combat with an ivory warder. The ivory warder's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 1. If the ivory warder receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the ivory warder does not receive the Wound. If the ivory warder is in a Magical Combat that is a standoff, and you have 1 or more ivory tokens, roll a die. If the die roll is 1 or 6, lose 1 ivory token. If the ivory warder has fallen due to Magical Combat with you, roll a die. If the die roll is 1 or 6, gain an ivory token. An ivory token is an Item. An ivory token does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;	After your ivory donjon encounter, go to the section of this page with the name 'IVORY DONJON'.&lt;/p&gt;
&lt;div class="book-navigation"&gt;&lt;div class="page-links"&gt;&lt;a href="/adventuria_online_rpg/the_faerie_mound" class="page-previous" title="Go to previous page"&gt;‹ The Faerie Mound&lt;/a&gt;&lt;a href="/adventuria_online_rpg/the_enchanted_glade" class="page-up" title="Go to parent page"&gt;up&lt;/a&gt;&lt;a href="/adventuria_online_rpg/the_gingerbread_house" class="page-next" title="Go to next page"&gt;The Gingerbread House ›&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;</description>
 <comments>http://www.rpglaboratory.com/adventuria_online_rpg/the_ivory_tower#comment</comments>
 <pubDate>Sun, 06 May 2012 13:54:38 -0500</pubDate>
 <dc:creator>ErrinF</dc:creator>
 <guid isPermaLink="false">2753 at http://www.rpglaboratory.com</guid>
</item>
<item>
 <title>The Toadstool Circle</title>
 <link>http://www.rpglaboratory.com/adventuria_online_rpg/the_toadstool_circle</link>
 <description>&lt;p&gt;Your turn begins at The Toadstool Circle.&lt;/p&gt;
&lt;p&gt;Roll two dice for what you encounter while exploring the toadstool circle:&lt;/p&gt;
&lt;p&gt;2 = A giant toadstool has been carved into a temple and is guarded by a horrifyingly bizarre monster. Fight a Magical Combat with a jabberwock. The jabberwock's attributes are Arms: 5, Magic: 6, Craft: 2, Vitae: 4. At the start of any Combat the jabberwock is in, roll a die. If the die roll is 6, increase jabberwock's Magic by 1. If you receive a Wound due to a Magical Combat with the jabberwock, roll two dice. If the die roll is equal to the jabberwock's Magic, receive 1 additional Wound. The jabberwock cannot receive more than 1 Wound at a time due to Combat with you; Ignore any instructions denoting the jabberwock receiving more than 1 Wound due to a Combat, and treat any Wounds received over 1 as 1. If the jabberwock has fallen due to Combat with you, gain a mushroom mace. A mushroom mace is an Item and a weapon. If you have the mushroom mace at the start of a Combat, increase your Arms and Magic by 1 for that Combat only. If you have the mushroom mace and a monster has fallen due to Combat with you, roll a die. If the die roll is equal to or greater than the monster's Vitae, gain a shroom bloom. A shroom bloom is an Item. If you have the shroom bloom at the start of a turn or a Combat, and you have 1 or more Wounds, you may choose to lose the shroom bloom. If so, heal 1 Wound. A shroom bloom does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;3 = An old witch stirs a cauldron of steaming mushroom stew and offers to share her magic with you. If you choose, roll two dice. If the die roll is equal to or less than the total of your Arms plus your Magic, gain vitriole. Vitriole is a Spell. Vitriole may be used whenever a monster receives a Wound due to Combat with you. When used, roll a die. If the die roll is equal to or greater than the monster's Vitae, the monster receives 1 additional Wound. You may not use more than 1 vitriole at a time.&lt;/p&gt;
&lt;p&gt;4 = A wild patch of mushrooms leads off from the circle and into the den of the impish bogies. If you choose, go to the section of this page with the name 'BOGEY PATCH'.&lt;/p&gt;
&lt;p&gt;5 = A shadowy creature sneaks up from beneath a large toadstool and attempts to frighten you to death. Fight a Melee Combat with a bugaboo. The bugaboo's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 3. At the start of any Melee Combat the bugaboo is in with you, if it is the first Combat the bugaboo has been in this turn, roll a die. If the die roll is equal to or greater than your Craft, you may not use any Items, Allies, or Spells for that Melee Combat only. At the start of any Melee Combat the bugaboo is in with you, if it is not the first Combat the bugaboo has been in this turn, roll a die. If the die roll is greater than your Craft, you may not use any Items, Allies, or Spells for that Melee Combat only. If the bugaboo has fallen due to Melee Combat with you, roll two dice. If the die roll is 7 or 11, gain 1 Gold.&lt;/p&gt;
&lt;p&gt;6 = Some of the magic toadstools of this vast circle have animated as warlike mushroom men. Fight a Melee Combat with a toad stoolie. The toad stoolie's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 2. Roll a die. If the die roll is 1, increase the toad stoolie's Arms by 1. If the die roll is 2, increase the toad stoolie's Vitae by 1. If the toad stoolie receives a Wound due to a Combat with you, roll a die. If the die roll is equal or less than the toad stoolie's Vitae, the toad stoolie does not receive the Wound.&lt;/p&gt;
&lt;p&gt;7 = Many magical mushrooms amongst this circle can be eaten for their curative properties. If you have 1 or more Wounds, roll a die. If the die roll is less than your Vitae, heal 1 Wound.&lt;/p&gt;
&lt;p&gt;8 = Some of the mystic toadstools of this great circle have mutated into belligerent fungal toads. Fight a Magical Combat with a stool toadie. The stool toadie's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 2. Roll a die. If the die roll is 1, increase the stool toadie's Magic by 1. If the die roll is 2, increase the stool toadie's Vitae by 1. If the stool toadie receives a Wound due to a Combat with you, roll a die. If the die roll is equal to or less than the stool toadie's Vitae, the stool toadie does not receive the Wound.&lt;/p&gt;
&lt;p&gt;9 = A shady beast crawls up from behind a large toadstool and tries to scare the life out of you. Fight a Magical Combat with a boogaloo. The boogaloo's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 3. At the start of any Magical Combat the boogaloo is in with you, if it is the first Combat the boogaloo has been in this turn, roll a die. If the die roll is equal to or greater than your Craft, you may not use any Items, Allies, or Spells for that Magical Combat only. At the start of any Magical Combat the boogaloo is in with you, if it is not the first Combat the boogaloo has been in this turn, roll a die. If the die roll is greater than your Craft, you may not use any Items, Allies, or Spells for that Magical Combat only. If the boogaloo has fallen due to Magical Combat with you, roll two dice. If the die roll is 7 or 11, gain 1 Gold.&lt;/p&gt;
&lt;p&gt;10 = A dark path of chaos winds off from the toadstool circle and into a dimension of darkness. If you choose, go to the section of this page with the name 'BLACK PATH'&lt;/p&gt;
&lt;p&gt;11 = A miniature mushroom has been carved into the home of a rather small winged devil. Roll two dice, unless you have a little devil. If the die roll is equal to or less than your Craft, gain a little devil. A little devil is an Ally. If you have the little devil and you use a Spell in a Combat with a monster, you may choose to roll a die. If the die roll is 1, lose the little devil. If the die roll is greater than the Vitae of the monster in the Combat, the monster receives 1 Wound. You may not use the little devil more than once per Combat.&lt;/p&gt;
&lt;p&gt;12 = Living within the shadows of the center of this circle of toadstools is a monstrously bizarre horror. Fight a Melee Combat with a bandersnatch. The bandersnatch's attributes are Arms: 6, Magic: 5, Craft: 2, Vitae: 4. At the start of any Combat the bandersnatch is in, roll a die. If the die roll is 6, increase bandersnatch's Arms by 1. If you receive a Wound due to a Melee Combat with the bandersnatch, roll two dice. If the die roll is equal to the bandersnatch's Arms, receive 1 additional Wound. The bandersnatch cannot receive more than 1 Wound at a time due to Combat with you; Ignore any instructions denoting the bandersnatch receiving more than 1 Wound due to a Combat, and treat any Wounds received over 1 as 1. If the bandersnatch has fallen due to Combat with you, gain beast bane. Beast bane is an Item. If you have the beast bane at the start of any Combat you are in with a monster with the word 'beast', 'creature', or 'critter' in it's name, you may choose to lose the beast bane. If so, roll a die. The monster with the word 'beast', 'creature', or 'critter' in it's name that is in Combat with you receives a number of Wounds equal to the die roll. You may not use more than 1 beast bane per Combat.&lt;/p&gt;
&lt;p&gt;Unless you rolled a 4 and went to the section 'BOGEY PATCH', or you rolled a 10 and went to the section 'BLACK PATH', after your toadstool circle encounter ends, you must choose between staying at The Toadstool Circle or going back to The Cursed Glade. If you choose to stay at The Toadstool Circle, your turn ends and the next turn will begin at The Toadstool Circle; Stay on this page if so. If you choose to go to The Cursed Glade, your turn ends and the next turn will begin in The Cursed Glade; Proceed to that page if so.&lt;/p&gt;
&lt;p&gt;BOGEY PATCH - Roll a die for what you encounter in the bogey patch:&lt;/p&gt;
&lt;p&gt;1 = A strange man who catches bogies for sport has a special pass for visiting this patch. Pay 2 Gold to gain a bogey pass. A bogey pass is an Item. If you have the bogey pass at the start of any turn on The Toadstool Circle page, you may choose to start your turn at the 'BOGEY PATCH' section of the page directly instead of starting at the top of the page. If so, roll a die. If the die roll is 1, lose the bogey pass. A bogey pass does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;2 = Roll a die. If the die roll is 1, 2, or 3, you catch a bogey by the toe and then let it go. Heal 1 Wound. If the die roll is 4 or 5, you find a bag of gold that has recently been buried by a bogey. Gain 1 Gold. If the die roll is 6, a frightened visitor to this patch hands you a paper pass then runs off screaming. Gain a bogey pass. A bogey pass is an Item. If you have the bogey pass at the start of any turn on The Toadstool Circle page, you may choose to start your turn at the 'BOGEY PATCH' section of the page directly instead of starting at the top of the page. If so, roll a die. If the die roll is 1, lose the bogey pass. A bogey pass does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;3 = Roll a die. If the die roll is 1, 2, or 3, you set off a bogey booby trap that is so scary it hurts. Receive 1 Wound. If the die roll is 4 or 5, a bogey thief terrifies you into dropping some of your gold and fleeing. Lose 1 Gold. If the die roll is 6, a wave of fear compels you to destroy any pass you may have. Lose 1 bogey pass.&lt;/p&gt;
&lt;p&gt;4 = A young bogey in fine clothing comes dancing at you with a wicked lance in it's hands. Fight a Melee Combat with a bogey knight. The bogey knight's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 2. At the start of any Melee Combat the bogey knight is in with you, roll a die. If the die roll is greater than your Craft, increase the bogey knight's Arms by an amount equal to the die roll minus your Craft for that Melee Combat only. The bogey knight cannot receive more than 1 Wound at a time due to Combat with you; Ignore any instructions denoting the bogey knight receiving more than 1 Wound due to a Combat, and treat any Wounds received over 1 as 1. If the bogey knight has fallen due to Combat with you, roll a die. If the die roll is 1, 3, or 5, gain a boo knight. A boo knight is an Ally. If you have the boo knight at the start of any Combat with a monster, you may choose to lose the boo knight. If so, roll a die. If the die roll is greater than the monster's Craft, increase your Arms and Magic by amount equal to the die roll minus the monster's Craft for that Combat only. You may not use more than 1 boo knight per Combat.&lt;/p&gt;
&lt;p&gt;5 = An old bogey in tatters appears out of nowhere and yells a scary-sounding power word at you. Fight a Magical Combat with a boo bogey. The boo bogey's attributes are Arms: 5, Magic: 6, Craft: 3, Vitae: 2. At the start of any Magical Combat the boo bogey is in with you, roll a die. If the die roll is greater than your Craft, increase the boo bogey's Magic by an amount equal to the die roll minus your Craft for that Magical Combat only. The boo bogey cannot receive more than 1 Wound at a time due to Combat with you; Ignore any instructions denoting the boo bogey receiving more than 1 Wound due to a Combat, and treat any Wounds received over 1 as 1. If the boo bogey has fallen due to Combat with you, roll a die. If the die roll is 1, 3, or 5, gain boo. Boo is a Spell. You may use boo at the start of any Combat with a monster. When used, roll a die. If the die roll is greater than the monster's Craft, increase your Arms and Magic by amount equal to the die roll minus the monster's Craft for that Combat only. You may not use more than 1 boo per Combat.&lt;/p&gt;
&lt;p&gt;6 = An awful-looking bogey the size of a man rules this patch with a terrifying clawed fist. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a bogey man. If the die roll is 4, 5, or 6, fight a Magical Combat with a bogey man. The bogey man's attributes are Arms: 7, Magic: 7, Craft: 4, Vitae: 3. At the start of any Combat the bogey man is in with you, roll a die. If the die roll is greater than your Craft, increase the bogey man's Arms and Magic by an amount equal to the die roll minus your Craft for that Combat only. The bogey man cannot receive more than 1 Wound at a time due to Combat with you; Ignore any instructions denoting the bogey man receiving more than 1 Wound due to a Combat, and treat any Wounds received over 1 as 1. If the bogey man has fallen due to Combat with you, gain a fright mask, unless you have a fright mask. A fright mask is an Item and a weapon. If you have the fright mask at the start of a Combat with a monster, roll a die. If the die roll is greater than the monster's Craft, increase your Arms and Magic by amount equal to the die roll minus the monster's Craft for that Combat only. If you have the fright mask, roll two dice when you receive a Wound due to a Combat. If the die roll is 11 or more, you do not receive the Wound. You may not use any Item with the word 'tiara', 'crown', 'helmet', 'helm', 'shield', 'armor', 'plate', 'hat', 'cloak', 'robe', or 'robes' in it's name in a Combat if you use the fright mask in that Combat.&lt;/p&gt;
&lt;p&gt;	After your patch encounter, your turn ends and the next turn will begin at The Toadstool Circle; Stay on this page.&lt;/p&gt;
&lt;p&gt;BLACK PATH - Roll a die for what you encounter on the black path:&lt;/p&gt;
&lt;p&gt;1 = A man who claims to be a prince from another dimension sells passes for staying on this path. Pay 2 Gold to gain a blackpath pass. A blackpath pass is an Item. If you have the blackpath pass at the start of any turn on The Toadstool Circle page, you may choose to start your turn at the 'BLACK PATH' section of the page directly instead of starting at the top of the page. If so, roll a die. If the die roll is 1, lose the blackpath pass. A blackpath pass does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;2 = Roll a die. If the die roll is 1, 2, or 3, littering this path of blackness are rare chips of valuable obsidian. Gain 1 Gold. If the die roll is 4 or 5, one of the weird plants that lines the path bursts into a healing flame. Heal 1 Wound. If the die roll is 6, a mute child in black rags gives you a piece of paper then vanishes. Gain a blackpath pass. A blackpath pass is an Item. If you have the blackpath pass at the start of any turn on The Toadstool Circle page, you may choose to start your turn at the 'BLACK PATH' section of the page directly instead of starting at the top of the page. If so, roll a die. If the die roll is 1, lose the blackpath pass. A blackpath pass does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;3 = Roll a die. If the die roll is 1, 2, or 3, this path is stalked by demonic black-cowled brigands who rob all travelers. Lose 1 Gold. If the die roll is 4 or 5, you take a wrong turn on the path that leads to a dead end. Receive 1 Wound. If the die roll is 6, an evil wind howls down the path and blows away any passes you may have. Lose 1 blackpath pass.&lt;/p&gt;
&lt;p&gt;4 = A talking black panther cat comes padding down this path speaking words of despair and madness. Fight a Melee Combat with a black cat. The black cat's attributes are Arms: 6, Magic: 5, Craft: 2, Vitae: 3. At the start of any Combat the black cat is in, roll a die. If the die roll is 1, 3, or 5, increase the black cat's Arms by an amount equal to the die roll divided by two (round up) for that Combat only. If the die roll is 2, 4, or 6, increase the black cat's Magic by an amount equal to the die roll divided by two (round up) for that Combat only. If the black cat has fallen due to a Melee Combat with you, roll a die. If the die roll is 2, 4, or 6, gain a shadow cat. A shadow cat is an Ally. If you have the shadow cat at the start of any Combat, you may choose to lose the shadow cat. If so, roll a die. If the die roll is 1, 3, or 5, increase your Arms by an amount equal to the die roll divided by two (round up) for that Combat only. If the die roll is 2, 4, or 6, increase your Magic by an amount equal to the die roll divided by two (round up) for that Combat only. You may not use more than 1 shadow cat per Combat.&lt;/p&gt;
&lt;p&gt;5 = What appears to be an albino woman walking this path is in fact a pale demon in the form of a witch. Fight a Magical Combat with a white widow. The white widow's attributes are Arms: 5, Magic: 6, Craft: 2, Vitae: 3. At the start of any Combat the white widow is in, roll a die. If the die roll is 1, 3, or 5, increase the white widow's Arms by an amount equal to the die roll divided by two (round up) for that Combat only. If the die roll is 2, 4, or 6, increase the white widow's Magic by an amount equal to the die roll divided by two (round up) for that Combat only. If the white widow has fallen due to a Magical Combat with you, roll a die. If the die roll is 2, 4, or 6, gain widowmaker. Widowmaker is a Spell. You may use widowmaker at the start of any Combat. When used, roll a die. If the die roll is 1, 3, or 5, increase your Arms by an amount equal to the die roll divided by two (round up) for that Combat only. If the die roll is 2, 4, or 6, increase your Magic by an amount equal to the die roll divided by two (round up) for that Combat only. You may not use more than 1 widowmaker per Combat.&lt;/p&gt;
&lt;p&gt;6 = This fiendish path ends at a dark castle in which an ogre made of onyx sits upon a jet black throne. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with an onyx ogre. If the die roll is 4, 5, or 6, fight a Melee Combat with an onyx ogre. The onyx ogre's attributes are Arms: 7, Magic: 7, Craft: 3, Vitae: 4. At the start of any Combat the onyx ogre is in, roll a die. If the die roll is 1, 3, or 5, increase the onyx ogre's Arms by an amount equal to the die roll divided by two (round up) for that Combat only. If the die roll is 2, 4, or 6, increase the onyx ogre's Magic by an amount equal to the die roll divided by two (round up) for that Combat only. If the onyx ogre receives a Wound due to Combat, roll a die. If the die roll is 6, the onyx ogre does not receive the Wound. If the onyx ogre has fallen due to Combat with you, gain an onyx eye, unless you have an onyx eye. An onyx eye is an Item and a weapon. If you have the onyx eye at the start of a Combat, roll a die. If the die roll is 1, 3, or 5, increase your Arms by an amount equal to the die roll divided by two (round up) for that Combat only. If the die roll is 2, 4, or 6, increase your Magic by an amount equal to the die roll divided by two (round up) for that Combat only. &lt;/p&gt;
&lt;p&gt;	After your path encounter, your turn ends and the next turn will begin at The Toadstool Circle; Stay on this page.&lt;/p&gt;
&lt;div class="book-navigation"&gt;&lt;div class="page-links"&gt;&lt;a href="/adventuria_online_rpg/the_ebony_tower" class="page-previous" title="Go to previous page"&gt;‹ The Ebony Tower&lt;/a&gt;&lt;a href="/adventuria_online_rpg/the_cursed_glade" class="page-up" title="Go to parent page"&gt;up&lt;/a&gt;&lt;a href="/adventuria_online_rpg/the_druid_grove" class="page-next" title="Go to next page"&gt;The Druid Grove ›&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;</description>
 <comments>http://www.rpglaboratory.com/adventuria_online_rpg/the_toadstool_circle#comment</comments>
 <pubDate>Sun, 06 May 2012 13:53:20 -0500</pubDate>
 <dc:creator>ErrinF</dc:creator>
 <guid isPermaLink="false">2752 at http://www.rpglaboratory.com</guid>
</item>
<item>
 <title>The Ebony Tower</title>
 <link>http://www.rpglaboratory.com/adventuria_online_rpg/the_ebony_tower</link>
 <description>&lt;p&gt;Your turn begins at The Ebony Tower.&lt;/p&gt;
&lt;p&gt;If you do not have an ebony key, your turn ends and the next turn will begin in The Cursed Glade; Proceed to that page if so.&lt;/p&gt;
&lt;p&gt;If you have an ebony key and your Alignment is Evil, Go to the section of this page with the name 'EVIL'.&lt;/p&gt;
&lt;p&gt;If you have an ebony key and your Alignment is Good or Neutral, Go to the section of this page with the name 'NOT EVIL'.&lt;/p&gt;
&lt;p&gt;EVIL - Roll two dice for what you encounter while exploring the tower of ebony:&lt;/p&gt;
&lt;p&gt;2 = The lord of this black tower of ebony is a powerful servant of the gods of evil. Fight a Melee Combat with an ebony tower lord. The ebony tower lord's attributes are Arms: 9, Magic: 8, Craft: 5, Vitae: 5. If the ebony tower lord receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the ebony tower lord does not receive the Wound. If the ebony tower lord is in a Melee Combat that is a standoff, roll two dice. If the die roll is equal to or less than the ebony tower lord's Arms, you receive 1 Wound. If the ebony tower lord has fallen due to Melee Combat with you, gain ebonyblack armor, unless you have ebonyblack armor. Ebonyblack armor is an Item. If your Alignment is Evil and you have the ebonyblack 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. If you use the ebonyblack armor in a Melee Combat with a monster, and that Melee Combat is a standoff, roll two dice if your Alignment is Evil. If the die roll is equal to or less than your Arms, the monster in that Combat receives 1 Wound. You may not use any other Item with the word 'helm', 'helmet', 'shield', or 'armor' in it's name if you have the ebonyblack armor.&lt;/p&gt;
&lt;p&gt;3 = A sword-wielding warrior serves as the champion of the lord of this black ebony tower. Fight a Melee Combat with an ebony sworder. The ebony sworder's attributes are Arms: 8, Magic: 6, Craft: 4, Vitae: 4. If the ebony sworder receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the ebony sworder does not receive the Wound. If the ebony sworder is in a Melee Combat that is a standoff, roll two dice. If the die roll is equal to or less than the ebony sworder's Arms, you receive 1 Wound. If the ebony sworder has fallen due to Melee Combat with you, gain an ebonyblack sword, unless you have an ebonyblack sword. An ebonyblack sword is an Item and a weapon. If you have the ebonyblack sword at the start of any Melee Combat, and your Alignment is Evil, increase your Arms by 1 for that Melee Combat only. If you use the ebonyblack sword in a Melee Combat with a monster, and that Melee Combat is a standoff, roll two dice if your Alignment is Evil. If the die roll is equal to or less than your Arms, the monster in that Combat receives 1 Wound.&lt;/p&gt;
&lt;p&gt;4 = A gang of black-capped soldiers tries to capture you and throw you into this tower's donjon. Roll two dice. If the die roll is greater than the total of your Arms plus your Craft, go to the section of this page with the name 'EBONY DONJON'.&lt;/p&gt;
&lt;p&gt;5 = The fiercest and most fanatical among the black caps are promoted to the rank of captain. Fight a Melee Combat with a black captain. The black captain's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 3. If the black captain receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 10 or more, the black captain does not receive the Wound. If the black captain has fallen due to Melee Combat with you, you may choose to roll a die. If the die roll is less than your Arms, gain a black capper. A black capper is an Ally. If you have the black capper and you are in a Combat that is a standoff, you may choose to lose the black capper. If so, the monster in the Combat that was a standoff receives 2 Wounds. You may not use more than 1 black capper per monster per turn.&lt;/p&gt;
&lt;p&gt;6 = This ebony tower is guarded by a large number of fanatical soldiers wearing black caps. Fight a Melee Combat with a black cap. The black cap's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 2. If the black cap receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the black cap does not receive the Wound. If the black cap has fallen due to Melee Combat with you, you may choose to roll a die. If the die roll is 1, receive 1 Wound. If the die roll is 6, gain 1 Gold.&lt;/p&gt;
&lt;p&gt;7 = This mystical ebony tower emits a magical aura that tests the worthiness of all intruders. Roll two dice. If the die roll is greater than the total of your Arms plus your Magic, lose an ebony key. If the die roll is equal to or less than the total of your Arms plus your Magic, roll another two dice if you have 1 or more Wounds. If that die roll 2, 7, or 12, heal 1 Wound.&lt;/p&gt;
&lt;p&gt;8 = A large number of zealous magicians wearing black hats guard this ebony tower. Fight a Magical Combat with a black hat. The black hat's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 2. If the black hat receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the black hat does not receive the Wound. If the black hat has fallen due to Magical Combat with you, you may choose to roll a die. If the die roll is 1, lose 1 Gold. If the die roll is 6, heal 1 Wound.&lt;/p&gt;
&lt;p&gt;9 = The wiliest and most zealous among the black hats are given the title of hatter. Fight a Magical Combat with a black hatter. The black hatter's attributes are Arms: 5, Magic: 6, Craft: 3, Vitae: 3. If the black hatter receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 10 or more, the black hatter does not receive the Wound. If the black hatter has fallen due to Magical Combat with you, you may choose to roll a die. If the die roll is less than your Magic, gain ebon. Ebon is a Spell. You may use ebon whenever you are in a Combat that is a standoff. When used, the monster in the Combat that was a standoff receives 2 Wounds. You may not use more than 1 ebon per monster per turn.&lt;/p&gt;
&lt;p&gt;10 = A group of black-hatted magicians tries to overpower you and send you to this tower's donjon. Roll two dice. If the die roll is greater than the total of your Magic plus your Craft, go to the section of this page with the name 'EBONY DONJON'.&lt;/p&gt;
&lt;p&gt;11 = A staff-wielding wizard serves as the champion of the lady of this black ebony tower. Fight a Magical Combat with an ebony staffer. The ebony staffer's attributes are Arms: 6, Magic: 8, Craft: 4, Vitae: 4. If the ebony staffer receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the ebony staffer does not receive the Wound. If the ebony staffer is in a Magical Combat that is a standoff, roll two dice. If the die roll is equal to or less than the ebony staffer's Magic, you receive 1 Wound. If the ebony staffer has fallen due to Magical Combat with you, gain an ebonyblack staff, unless you have an ebonyblack staff. An ebonyblack staff is an Item and a weapon. If you have the ebonyblack staff at the start of any Magical Combat, and your Alignment is Evil, increase your Magic by 1 for that Magical Combat only. If you use the ebonyblack staff in a Magical Combat with a monster, and that Magical Combat is a standoff, roll two dice if your Alignment is Evil. If the die roll is equal to or less than your Magic, the monster in that Combat receives 1 Wound.&lt;/p&gt;
&lt;p&gt;12 = The lady of this black tower of ebony is a powerful servant of the goddesses of evil. Fight a Magical Combat with an ebony tower lady. The ebony tower lady's attributes are Arms: 8, Magic: 9, Craft: 5, Vitae: 5. If the ebony tower lady receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the ebony tower lady does not receive the Wound. If the ebony tower lady is in a Magical Combat that is a standoff, roll two dice. If the die roll is equal to or less than the ebony tower lady's Magic, you receive 1 Wound. If the ebony tower lady has fallen due to Magical Combat with you, gain ebonyblack robes, unless you have ebonyblack robes. Ebonyblack robes is an Item. If your Alignment is Evil and you have the ebonyblack robes, 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. If you use the ebonyblack robes in a Magical Combat with a monster, and that Magical Combat is a standoff, roll two dice if your Alignment is Evil. If the die roll is equal to or less than your Magic, the monster in that Combat receives 1 Wound. You may not use any other Item with the word 'hat', 'cloak', 'robe', or 'robes' in it's name if you have the ebonyblack robes.&lt;/p&gt;
&lt;p&gt;	After your ebony tower encounter, you must choose between staying at The Ebony Tower or going back to The Cursed Glade. If you choose to stay at The Ebony Tower, your turn ends and the next turn will begin at The Ebony Tower; Stay on this page if so. If you choose to go to The Cursed Glade, your turn ends and the next turn will begin in The Cursed Glade; Proceed to that page if so.&lt;/p&gt;
&lt;p&gt;NOT EVIL - Roll two dice for what you encounter while exploring the tower of ebony:&lt;/p&gt;
&lt;p&gt;2 = The lord of this ebony tower of black is a powerful servant of the gods of evil. Fight a Melee Combat with a black tower lord. The black tower lord's attributes are Arms: 9, Magic: 8, Craft: 5, Vitae: 5. If the black tower lord receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the black tower lord does not receive the Wound. If the black tower lord is in a Melee Combat that is a standoff, roll two dice. If the die roll is equal to or less than the black tower lord's Arms, you receive 1 Wound. If the black tower lord has fallen due to Melee Combat with you, gain an ebonyblack relic. An ebonyblack relic is an Item. If you have the ebonyblack relic at the start of any turn on a page with the word 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the ebonyblack relic to gain 4 Gold. If you have the ebonyblack relic at the start of any turn on a page with the word 'Tower' in it's name, you may choose to lose the ebonyblack relic. If so, your Alignment becomes Evil, then you heal all Wounds.&lt;/p&gt;
&lt;p&gt;3 = A sword-wielding warrior serves as the champion of the lord of this ebony black tower. Fight a Melee Combat with a black sworder. The black sworder's attributes are Arms: 8, Magic: 6, Craft: 4, Vitae: 4. If the black sworder receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the black sworder does not receive the Wound. If the black sworder is in a Melee Combat that is a standoff, roll two dice. If the die roll is equal to or less than the black sworder's Arms, you receive 1 Wound. If the black sworder has fallen due to Melee Combat with you, gain an ebonyblack statue. An ebonyblack statue is an Item. If you have the ebonyblack statue at the start of any turn on a page with the word 'City', 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the ebonyblack statue to gain 2 Gold. If you have the ebonyblack statue at the start of any turn on a page with the word 'Tower' in it's name, you may choose to lose the ebonyblack statue. If so, your Alignment becomes Evil, then you heal 2 Wounds.&lt;/p&gt;
&lt;p&gt;4 = A gang of ebony-capped soldiers tries to capture you and throw you into this tower's donjon. Roll two dice. If the die roll is greater than your Arms, go to the section of this page with the name 'EBONY DONJON'.&lt;/p&gt;
&lt;p&gt;5 = The fiercest and most fanatical among the ebony caps are promoted to the rank of captain. Fight a Melee Combat with an ebony captain. The ebony captain's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 3. If the ebony captain receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 10 or more, the ebony captain does not receive the Wound. If the ebony captain has fallen due to Melee Combat with you, you may choose to roll a die. If the die roll is 6, gain an ebony capper. An ebony capper is an Ally. If you have the ebony capper and you are in a Combat that is a standoff, you may choose to lose the ebony capper. If so, the monster in the Combat that was a standoff receives 2 Wounds. You may not use more than 1 ebony capper per monster per turn.&lt;/p&gt;
&lt;p&gt;6 = This black tower is guarded by a large number of fanatical soldiers wearing ebony caps. Fight a Melee Combat with an ebony cap. The ebony cap's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 2. If the ebony cap receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the ebony cap does not receive the Wound. If the ebony cap has fallen due to Melee Combat with you, you may choose to roll a die. If the die roll is 1 or 2, receive 1 Wound. If the die roll is 6, gain 1 Gold.&lt;/p&gt;
&lt;p&gt;7 = This magical ebony tower emits a mystical aura that tests the worthiness of all intruders. Roll two dice. If the die roll is equal to or greater than the total of your Arms plus your Magic, lose an ebony key. If the die roll is less than the total of your Arms plus your Magic, roll another two dice. If that die roll 2 or 12, your Alignment becomes Evil.&lt;/p&gt;
&lt;p&gt;8 = A large number of zealous magicians wearing ebony hats guard this black tower. Fight a Magical Combat with an ebony hat. The ebony hat's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 2. If the ebony hat receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the ebony hat does not receive the Wound. If the ebony hat has fallen due to Magical Combat with you, you may choose to roll a die. If the die roll is 1 or 2, lose 1 Gold. If the die roll is 6, heal 1 Wound.&lt;/p&gt;
&lt;p&gt;9 = The wiliest and most zealous among the ebony hats are given the title of hatter. Fight a Magical Combat with an ebony hatter. The ebony hatter's attributes are Arms: 5, Magic: 6, Craft: 3, Vitae: 3. If the ebony hatter receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 10 or more, the ebony hatter does not receive the Wound. If the ebony hatter has fallen due to Magical Combat with you, you may choose to roll a die. If the die roll is 6, gain ebon. Ebon is a Spell. You may use ebon whenever you are in a Combat that is a standoff. When used, the monster in the Combat that was a standoff receives 2 Wounds. You may not use more than 1 ebon per monster per turn.&lt;/p&gt;
&lt;p&gt;10 = A group of ebony-hatted magicians tries to overpower you and send you to this tower's donjon. Roll two dice. If the die roll is greater than your Magic, go to the section of this page with the name 'EBONY DONJON'.&lt;/p&gt;
&lt;p&gt;11 = A staff-wielding wizard serves as the champion of the lady of this ebony black tower. Fight a Magical Combat with a black staffer. The black staffer's attributes are Arms: 6, Magic: 8, Craft: 4, Vitae: 4. If the black staffer receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the black staffer does not receive the Wound. If the black staffer is in a Magical Combat that is a standoff, roll two dice. If the die roll is equal to or less than the black staffer's Magic, you receive 1 Wound. If the black staffer has fallen due to Magical Combat with you, gain an ebonyblack statue. An ebonyblack statue is an Item. If you have the ebonyblack statue at the start of any turn on a page with the word 'City', 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the ebonyblack statue to gain 2 Gold. If you have the ebonyblack statue at the start of any turn on a page with the word 'Tower' in it's name, you may choose to lose the ebonyblack statue. If so, your Alignment becomes Evil, then you heal 2 Wounds.&lt;/p&gt;
&lt;p&gt;12 = The lady of this ebony tower of black is a powerful servant of the goddesses of evil. Fight a Magical Combat with a black tower lady. The black tower lady's attributes are Arms: 8, Magic: 9, Craft: 5, Vitae: 5. If the black tower lady receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the black tower lady does not receive the Wound. If the black tower lady is in a Magical Combat that is a standoff, roll two dice. If the die roll is equal to or less than the black tower lady's Magic, you receive 1 Wound. If the black tower lady has fallen due to Magical Combat with you, gain an ebonyblack relic. An ebonyblack relic is an Item. If you have the ebonyblack relic at the start of any turn on a page with the word 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the ebonyblack relic to gain 4 Gold. If you have the ebonyblack relic at the start of any turn on a page with the word 'Tower' in it's name, you may choose to lose the ebonyblack relic. If so, your Alignment becomes Evil, then you heal all Wounds.&lt;/p&gt;
&lt;p&gt;	After your ebony tower encounter, you must choose between staying at The Ebony Tower or going back to The Cursed Glade. If you choose to stay at The Ebony Tower, your turn ends and the next turn will begin at The Ebony Tower; Stay on this page if so. If you choose to go to The Cursed Glade, your turn ends and the next turn will begin in The Cursed Glade; Proceed to that page if so.&lt;/p&gt;
&lt;p&gt;EBONY DONJON - You may not use any Items, Allies, or Spells while in this section.&lt;/p&gt;
&lt;p&gt;	If you have 1 or more ebony tokens, roll a die. If the die roll is equal to or less than the number of ebony tokens you have, lose all ebony tokens, then your turn ends and the next turn will begin at The Ebony Tower; Stay on this page if so.&lt;/p&gt;
&lt;p&gt;	Roll a die for what you encounter while trapped in the donjon of ebony:&lt;/p&gt;
&lt;p&gt;1 = You must struggle against the other prisoners here in order to find a way out of the donjon. Roll two dice. If the die roll is equal to your Arms, lose 1 ebony token or receive 1 Wound. If the die roll is less than your Arms, gain an ebony token. An ebony token is an Item. An ebony token does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;2 = Many magical enchantments conceal the true exits from this dangerous donjon. Roll two dice. If the die roll is equal to your Magic, lose 1 ebony token or receive 1 Wound. If the die roll is less than your Magic, gain an ebony token. An ebony token is an Item. An ebony token does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;3 = Perhaps if you study the design of this donjon long enough you will find a way out. Roll two dice. If the die roll is equal to your Craft, lose 1 ebony token or receive 1 Wound. If the die roll is less than your Craft, gain an ebony token. An ebony token is an Item. An ebony token does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;4 = Maybe the best way out of this donjon is to simply survive it's harshness and cruelty. Roll two dice. If the die roll is equal to your Vitae, lose 1 ebony token or receive 1 Wound. If the die roll is less than your Vitae, gain an ebony token. An ebony token is an Item. An ebony token does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;5 = This donjon is maintained by a group of wardens who have set up guard posts all around. Fight a Melee Combat with an ebony warden. The ebony warden's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 1. If the ebony warden receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the ebony warden does not receive the Wound. If the ebony warden is in a Melee Combat that is a standoff, and you have 1 or more ebony tokens, roll a die. If the die roll is 1 or 6, lose 1 ebony token. If the ebony warden has fallen due to Melee Combat with you, roll a die. If the die roll is 1 or 6, gain an ebony token. An ebony token is an Item. An ebony token does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;6 = This donjon is monitored by a group of warders who have placed magical wards all about. Fight a Magical Combat with an ebony warder. The ebony warder's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 1. If the ebony warder receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the ebony warder does not receive the Wound. If the ebony warder is in a Magical Combat that is a standoff, and you have 1 or more ebony tokens, roll a die. If the die roll is 1 or 6, lose 1 ebony token. If the ebony warder has fallen due to Magical Combat with you, roll a die. If the die roll is 1 or 6, gain an ebony token. An ebony token is an Item. An ebony token does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;	After your ebony donjon encounter, go to the section of this page with the name 'EBONY DONJON'.&lt;/p&gt;
&lt;div class="book-navigation"&gt;&lt;div class="page-links"&gt;&lt;a href="/adventuria_online_rpg/the_cursed_glade" class="page-previous" title="Go to previous page"&gt;‹ The Cursed Glade&lt;/a&gt;&lt;a href="/adventuria_online_rpg/the_cursed_glade" class="page-up" title="Go to parent page"&gt;up&lt;/a&gt;&lt;a href="/adventuria_online_rpg/the_toadstool_circle" class="page-next" title="Go to next page"&gt;The Toadstool Circle ›&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;</description>
 <comments>http://www.rpglaboratory.com/adventuria_online_rpg/the_ebony_tower#comment</comments>
 <pubDate>Sun, 06 May 2012 13:51:43 -0500</pubDate>
 <dc:creator>ErrinF</dc:creator>
 <guid isPermaLink="false">2751 at http://www.rpglaboratory.com</guid>
</item>
<item>
 <title>The Inner Sanctum</title>
 <link>http://www.rpglaboratory.com/adventuria_online_rpg/the_inner_sanctum</link>
 <description>&lt;p&gt;Your turn begins in The Inner Sanctum.&lt;/p&gt;
&lt;p&gt;If you have 1 or more labyrinth passes, lose all labyrinth passes.&lt;/p&gt;
&lt;p&gt;Choose one of the following chambers of the inner sanctum to explore: INNER EXIT, ARCHON ALCOVE, BALROG PIT, CATOBEPLAS PEN, ETTIN HAVEN, LAMIA LAIR, or WENDIGO DEN. To explore a chamber of the inner sanctum, go to the section of this page with the same name as the location.&lt;/p&gt;
&lt;p&gt;INNER EXIT - You may choose to leave The Inner Sanctum by going to The Labyrinth. If so, your turn ends and the next turn will begin in The Labyrinth; Proceed to that page. If not, your turn ends and the next turn will begin in The Inner Sanctum; Stay on this page.&lt;/p&gt;
&lt;p&gt;ARCHON ALCOVE - Roll a die for what you encounter within the alcove of the archon:&lt;/p&gt;
&lt;p&gt;1 = The arcane archon shoots a beam of destructive power at you from his eyes. Roll two dice. If the die roll is equal to your Vitae, receive 1 Wound. If the die roll is greater than your Vitae, receive 2 Wounds.&lt;/p&gt;
&lt;p&gt;2 = An enclave of adepts has mentally trained themselves to overcome the archon's mystical might. If you choose, roll two dice. If the die roll is greater than your Arms, receive 1 Wound. If the die roll is equal to or less than your Arms, gain an adept. An adept is an Ally. If you have the adept at the start of any Combat with a monster with the word 'archon', 'somatron', or 'metamorph' in it's name, you may choose to lose the adept. If so, the monster with the word 'archon', 'somatron', or 'metamorph' in it's name receives 1 Wound. You may not use more than 1 adept per Combat.&lt;/p&gt;
&lt;p&gt;3 = A psionicist is willing to teach you a powerful mental spell for overcoming the archon. If you choose, roll two dice. If the die roll is equal to or greater than your Magic, receive 1 Wound. If the die roll is less than your Magic, gain mentat. Mentat is a Spell. You may use mentat at the start of any Combat with a monster with the word 'archon', 'somatron', or 'metamorph' in it's name. When used, the monster with the word 'archon', 'somatron', or 'metamorph' in it's name receives 1 Wound. You may not use more than 1 mentat per Combat.&lt;/p&gt;
&lt;p&gt;4 = The archon is served by unearthly monks who have the power to control their bodies. Fight a Melee Combat with a somatron. The somatron's attributes are Arms: 7, Magic: 7, Craft: 3, Vitae: 4. At the start of any Melee Combat the somatron is in, roll two dice. If the die roll is 8 or more, increase the somatron's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the somatron, roll two dice. If the die roll is 9 or more, you receive 1 additional Wound. If the somatron receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 10 or more, the somatron does not receive the Wound. If the somatron has fallen due to Melee Combat with you, gain an archon token. An archon token is an Item. An archon token does not count towards the number of Items you may have. If you have the archon token at the start of any Combat with a monster with the word 'archon' in it's name, you may choose to lose the archon token. If so, increase your Magic by 1. The increase lasts until the monster with the word 'archon' in it's name has fallen or if you choose to end Combat with that monster.&lt;/p&gt;
&lt;p&gt;5 = An archaic machine releases forth a shapeshifting monster in service of the archon. Fight a Magical Combat with a metamorph. The metamorph's attributes are Arms: 8, Magic: 8, Craft: 2, Vitae: 5. At the start of any Magical Combat the metamorph is in, roll two dice. If the die roll is 8 or more, increase the metamorph's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the metamorph, roll two dice. If the die roll is 9 or more, you receive 1 additional Wound. If the metamorph receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 10 or more, the metamorph does not receive the Wound. If the metamorph has fallen due to Magical Combat with you, gain an archon token. An archon token is an Item. An archon token does not count towards the number of Items you may have. If you have the archon token at the start of any Combat with a monster with the word 'archon' in it's name, you may choose to lose the archon token. If so, increase your Magic by 1. The increase lasts until the monster with the word 'archon' in it's name has fallen or if you choose to end Combat with that monster.&lt;/p&gt;
&lt;p&gt;6 = The archon is an ancient and arcane being with the ability to transform into special battle forms. Fight a Magical Combat with an archon. The archon's attributes are Arms: 10, Magic: 10, Craft: 7, Vitae: 9. If you use an Item that is a weapon in a Combat with the archon, roll two dice if it is the first time you have used an Item that is a weapon in a Combat with the archon. If the die roll is greater than your Arms, you may not use Items that are weapons until the archon has fallen or if you choose to end Combat with the archon. If you use an Item that is not a weapon in a Combat with the archon, roll two dice if it is the first time you have used an Item that is not a weapon in a Combat with the archon. If the die roll is greater than your Magic, you may not use Items that are not weapons until the archon has fallen or if you choose to end Combat with the archon. If you use a Spell in a Combat with the archon, roll a die if it is the first time you have used a Spell in a Combat with the archon. If the die roll is equal to or greater than your Craft, you may not use Spells until the archon has fallen or if you choose to end Combat with the archon. If you use an Ally in a Combat with the archon, roll a die if it is the first time you have used an Ally in a Combat with the archon. If the die roll is equal to or greater than your Vitae, you may not use Allies until the archon has fallen or if you choose to end Combat with the archon. At the start of any Magical Combat the archon is in, roll two dice. If the die roll is 8 or more, increase the archon's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the archon, roll two dice. If the die roll is 9 or more, you receive 1 additional Wound. If the archon receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 10 or more, the archon does not receive the Wound. If the archon has fallen due to Combat with you, gain a talisman, unless you have a talisman. A talisman is an Item. If you have the talisman, increase your Arms, Magic, Craft, and Vitae by 1. The increase lasts until you lose the talisman or use the talisman as payment. You may not use more than 1 talisman at a time.&lt;/p&gt;
&lt;p&gt;	After your archon alcove encounter ends, your turn ends and the next turn will begin in The Inner Sanctum; Stay on this page.&lt;/p&gt;
&lt;p&gt;BALROG PIT - Roll a die for what you encounter within the pit of the balrog:&lt;/p&gt;
&lt;p&gt;1 = The beastly balrog cracks his fiery barbed whip at you from within his pit of flames. Roll two dice. If the die roll is equal to your Vitae, receive 1 Wound. If the die roll is greater than your Vitae, receive 2 Wounds.&lt;/p&gt;
&lt;p&gt;2 = A rebellious breed of demon offers you an unholy alliance for slaying the balrog. If you choose, roll two dice. If the die roll is equal to or greater than your Arms, receive 1 Wound. If the die roll is less than your Arms, gain a shutan. A shutan is an Ally. If you have the shutan at the start of any Combat with a monster with the word 'balrog', 'desdemona', or 'demodad' in it's name, you may choose to lose the shutan. If so, the monster with the word 'balrog', 'desdemona', or 'demodad' in it's name receives 1 Wound. You may not use more than 1 shutan per Combat.&lt;/p&gt;
&lt;p&gt;3 = A damned priest is willing to teach you an awful incantation for invoking a powerful devil lord. If you choose, roll two dice. If the die roll is greater than your Magic, receive 1 Wound. If the die roll is equal to or less than your Magic, gain sargatanas. Sargatanas is a Spell. You may use sargatanas at the start of any Combat with a monster with the word 'balrog', 'desdemona', or 'demodad' in it's name. When used, the monster with the word 'balrog', 'desdemona', or 'demodad' in it's name receives 1 Wound. You may not use more than 1 sargatanas per Combat.&lt;/p&gt;
&lt;p&gt;4 = The balrog is tended to by hideous female demons skilled in casting hellish witchcraft. Fight a Magical Combat with a desdemona. The desdemona's attributes are Arms: 7, Magic: 7, Craft: 3, Vitae: 4. At the start of any Magical Combat the desdemona is in, roll two dice. If the die roll is 8 or more, increase the desdemona's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the desdemona, roll two dice. If the die roll is 10 or more, you receive 1 additional Wound. If the desdemona receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the desdemona does not receive the Wound. If the desdemona has fallen due to Magical Combat with you, gain a balrog token. A balrog token is an Item. A balrog token does not count towards the number of Items you may have. If you have the balrog token at the start of any Combat with a monster with the word 'balrog' in it's name, you may choose to lose the balrog token. If so, increase your Arms by 1. The increase lasts until the monster with the word 'balrog' in it's name has fallen or if you choose to end Combat with that monster.&lt;/p&gt;
&lt;p&gt;5 = From out of the flames of the pit comes a horrendous male demon in servitude of the balrog. Fight a Melee Combat with a demodad. The demodad's attributes are Arms: 8, Magic: 8, Craft: 2, Vitae: 5. At the start of any Melee Combat the demodad is in, roll two dice. If the die roll is 8 or more, increase the demodad's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the demodad, roll two dice. If the die roll is 10 or more, you receive 1 additional Wound. If the demodad receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the demodad does not receive the Wound. If the demodad has fallen due to Melee Combat with you, gain a balrog token. A balrog token is an Item. A balrog token does not count towards the number of Items you may have. If you have the balrog token at the start of any Combat with a monster with the word 'balrog' in it's name, you may choose to lose the balrog token. If so, increase your Arms by 1. The increase lasts until the monster with the word 'balrog' in it's name has fallen or if you choose to end Combat with that monster.&lt;/p&gt;
&lt;p&gt;6 = The balrog is a giant and terrible winged demon that wields a flaming whip made of wicked barbs. Fight a Melee Combat with a balrog. The balrog's attributes are Arms: 10, Magic: 10, Craft: 7, Vitae: 9. If you use an Item that is a weapon in a Combat with the balrog, roll two dice if it is the first time you have used an Item that is a weapon in a Combat with the balrog. If the die roll is greater than your Arms, you may not use Items that are weapons until the balrog has fallen or if you choose to end Combat with the balrog. If you use an Item that is not a weapon in a Combat with the balrog, roll two dice if it is the first time you have used an Item that is not a weapon in a Combat with the balrog. If the die roll is greater than your Magic, you may not use Items that are not weapons until the balrog has fallen or if you choose to end Combat with the balrog. If you use a Spell in a Combat with the balrog, roll a die if it is the first time you have used a Spell in a Combat with the balrog. If the die roll is equal to or greater than your Craft, you may not use Spells until the balrog has fallen or if you choose to end Combat with the balrog. If you use an Ally in a Combat with the balrog, roll a die if it is the first time you have used an Ally in a Combat with the balrog. If the die roll is equal to or greater than your Vitae, you may not use Allies until the balrog has fallen or if you choose to end Combat with the balrog. At the start of any Melee Combat the balrog is in, roll two dice. If the die roll is 8 or more, increase the balrog's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the balrog, roll two dice. If the die roll is 10 or more, you receive 1 additional Wound. If the balrog receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the balrog does not receive the Wound. If the balrog has fallen due to Combat with you, gain a talisman, unless you have a talisman. A talisman is an Item. If you have the talisman, increase your Arms, Magic, Craft, and Vitae by 1. The increase lasts until you lose the talisman or use the talisman as payment. You may not use more than 1 talisman at a time.&lt;/p&gt;
&lt;p&gt;	After your balrog pit encounter ends, your turn ends and the next turn will begin in The Inner Sanctum; Stay on this page.&lt;/p&gt;
&lt;p&gt;CATOBEPLAS PEN - Roll a die for what you encounter within the pen of the catobeplas:&lt;/p&gt;
&lt;p&gt;1 = The cruel catobeplas rears it's ugly head and releases it's death gaze upon you. Roll two dice. If the die roll is equal to your Craft, receive 1 Wound. If the die roll is greater than your Craft, receive 2 Wounds.&lt;/p&gt;
&lt;p&gt;2 = This muddy pen is manned by wranglers skilled at using rope to bind the heads of bovine foes. If you choose, roll two dice. If the die roll is greater than your Arms, receive 1 Wound. If the die roll is equal to or less than your Arms, gain a head wrangler. A head wrangler is an Ally. If you have the head wrangler at the start of any Combat with a monster with the word 'catobeplas', 'ankheg', or 'otyugh' in it's name, you may choose to lose the head wrangler. If so, the monster with the word 'catobeplas', 'ankheg', or 'otyugh' in it's name receives 1 Wound. You may not use more than 1 head wrangler per Combat.&lt;/p&gt;
&lt;p&gt;3 = A feeble farmer knows a strange spell for causing deadly insanity to cow monsters. If you choose, roll two dice. If the die roll is equal to or greater than your Magic, receive 1 Wound. If the die roll is less than your Magic, gain madcow. Madcow is a Spell. You may use madcow at the start of any Combat with a monster with the word 'catobeplas', 'ankheg', or 'otyugh' in it's name. When used, the monster with the word 'catobeplas', 'ankheg', or 'otyugh' in it's name receives 1 Wound. You may not use more than 1 madcow per Combat.&lt;/p&gt;
&lt;p&gt;4 = Burrowing out of the mud of this pen is a large ant-like insect covered with chitinous armor. Fight a Melee Combat with an ankheg. the ankheg's attributes are Arms: 7, Magic: 7, Craft: 3, Vitae: 4. At the start of any Melee Combat the ankheg is in, roll two dice. If the die roll is 9 or more, increase the ankheg's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the ankheg, roll two dice. If the die roll is 8 or more, you receive 1 additional Wound. If the ankheg receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 10 or more, the ankheg does not receive the Wound. If the ankheg has fallen due to Melee Combat with you, gain a catobeplas token. A catobeplas token is an Item. A catobeplas token does not count towards the number of Items you may have. If you have the catobeplas token at the start of any Combat with a monster with the word 'catobeplas' in it's name, you may choose to lose the catobeplas token. If so, increase your Magic by 1. The increase lasts until the monster with the word 'catobeplas' in it's name has fallen or if you choose to end Combat with that monster.&lt;/p&gt;
&lt;p&gt;5 = A horrific tentacled creature layered in disgusting filth rises forth from the mud of this pen. Fight a Magical Combat with an otyugh. the otyugh's attributes are Arms: 8, Magic: 8, Craft: 2, Vitae: 5. At the start of any Magical Combat the otyugh is in, roll two dice. If the die roll is 9 or more, increase the otyugh's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the otyugh, roll two dice. If the die roll is 8 or more, you receive 1 additional Wound. If the otyugh receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 10 or more, the otyugh does not receive the Wound. If the otyugh has fallen due to Magical Combat with you, gain a catobeplas token. A catobeplas token is an Item. A catobeplas token does not count towards the number of Items you may have. If you have the catobeplas token at the start of any Combat with a monster with the word 'catobeplas' in it's name, you may choose to lose the catobeplas token. If so, increase your Magic by 1. The increase lasts until the monster with the word 'catobeplas' in it's name has fallen or if you choose to end Combat with that monster.&lt;/p&gt;
&lt;p&gt;6 = The catobeplas is a mean and gruesome cow with a face that causes death from being so ugly. Fight a Magical Combat with a catobeplas.  The catobeplas's attributes are Arms: 10, Magic: 10, Craft: 7, Vitae: 9. If you use an Item that is a weapon in a Combat with the catobeplas, roll two dice if it is the first time you have used an Item that is a weapon in a Combat with the catobeplas. If the die roll is greater than your Magic, you may not use Items that are weapons until the catobeplas has fallen or if you choose to end Combat with the catobeplas. If you use an Item that is not a weapon in a Combat with the catobeplas, roll two dice if it is the first time you have used an Item that is not a weapon in a Combat with the catobeplas. If the die roll is greater than your Arms, you may not use Items that are not weapons until the catobeplas has fallen or if you choose to end Combat with the catobeplas. If you use a Spell in a Combat with the catobeplas, roll a die if it is the first time you have used a Spell in a Combat with the catobeplas. If the die roll is equal to or greater than your Vitae, you may not use Spells until the catobeplas has fallen or if you choose to end Combat with the catobeplas. If you use an Ally in a Combat with the catobeplas, roll a die if it is the first time you have used an Ally in a Combat with the catobeplas. If the die roll is equal to or greater than your Craft, you may not use Allies until the catobeplas has fallen or if you choose to end Combat with the catobeplas. At the start of any Magical Combat the catobeplas is in, roll two dice. If the die roll is 9 or more, increase the catobeplas's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the catobeplas, roll two dice. If the die roll is 8 or more, you receive 1 additional Wound. If the catobeplas receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 10 or more, the catobeplas does not receive the Wound. If the catobeplas has fallen due to Combat with you, gain a talisman, unless you have a talisman. A talisman is an Item. If you have the talisman, increase your Arms, Magic, Craft, and Vitae by 1. The increase lasts until you lose the talisman or use the talisman as payment. You may not use more than 1 talisman at a time.&lt;/p&gt;
&lt;p&gt;	After your catobeplas pen encounter ends, your turn ends and the next turn will begin in The Inner Sanctum; Stay on this page.&lt;/p&gt;
&lt;p&gt;ETTIN HAVEN - Roll a die for what you encounter within the haven of the ettin:&lt;/p&gt;
&lt;p&gt;1 = The evil ettin hurls a giant boulder at you with great precision. Roll two dice. If the die roll is equal to your Craft, receive 1 Wound. If the die roll is greater than your Craft, receive 2 Wounds.&lt;/p&gt;
&lt;p&gt;2 = Chained throughout this haven are two-faced trolls being punished for betraying the ettin. If you choose, roll two dice. If the die roll is equal to or greater than your Arms, receive 1 Wound. If the die roll is less than your Arms, gain a two face. A two face is an Ally. If you have the two face at the start of any Combat with a monster with the word 'ettin', 'wolfen', or 'warg' in it's name, you may choose to lose the two face. If so, the monster with the word 'ettin', 'wolfen', or 'warg' in it's name receives 1 Wound. You may not use more than 1 two face per Combat.&lt;/p&gt;
&lt;p&gt;3 = A damsel in distress has a rare giant-slaying spell for those who rescue her from this haven. If you choose, roll two dice. If the die roll is greater than your Magic, receive 1 Wound. If the die roll is equal to or less than your Magic, gain doubleheader. Doubleheader is a Spell. You may use doubleheader at the start of any Combat with a monster with the word 'ettin', 'wolfen', or 'warg' in it's name. When used, the monster with the word 'ettin', 'wolfen', or 'warg' in it's name receives 1 Wound. You may not use more than 1 doubleheader per Combat.&lt;/p&gt;
&lt;p&gt;4 = A pack of magical two-headed wolves has been trained by the ettin to patrol his haven. Fight a Magical Combat with a wolfen. The wolfen's attributes are Arms: 7, Magic: 7, Craft: 3, Vitae: 4. At the start of any Magical Combat the wolfen is in, roll two dice. If the die roll is 9 or more, increase the wolfen's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the wolfen, roll two dice. If the die roll is 10 or more, you receive 1 additional Wound. If the wolfen receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the wolfen does not receive the Wound. If the wolfen has fallen due to Magical Combat with you, gain an ettin token. an ettin token is an Item. an ettin token does not count towards the number of Items you may have. If you have the ettin token at the start of any Combat with a monster with the word 'ettin' in it's name, you may choose to lose the ettin token. If so, increase your Arms by 1. The increase lasts until the monster with the word 'ettin' in it's name has fallen or if you choose to end Combat with that monster.&lt;/p&gt;
&lt;p&gt;5 = A massive two-headed wolf of gigantic size has hunted you down by order of it's ettin master. Fight a Melee Combat with a warg. The warg's attributes are Arms: 8, Magic: 8, Craft: 2, Vitae: 5. At the start of any Melee Combat the warg is in, roll two dice. If the die roll is 9 or more, increase the warg's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the warg, roll two dice. If the die roll is 10 or more, you receive 1 additional Wound. If the warg receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the warg does not receive the Wound. If the warg has fallen due to Melee Combat with you, gain an ettin token. an ettin token is an Item. an ettin token does not count towards the number of Items you may have. If you have the ettin token at the start of any Combat with a monster with the word 'ettin' in it's name, you may choose to lose the ettin token. If so, increase your Arms by 1. The increase lasts until the monster with the word 'ettin' in it's name has fallen or if you choose to end Combat with that monster.&lt;/p&gt;
&lt;p&gt;6 = The ettin is a clever and resourceful two-headed giant in furs who wields a huge spiked club. Fight a Melee Combat with an ettin. The ettin's attributes are Arms: 10, Magic: 10, Craft: 7, Vitae: 9. If you use an Item that is a weapon in a Combat with the ettin, roll two dice if it is the first time you have used an Item that is a weapon in a Combat with the ettin. If the die roll is greater than your Magic, you may not use Items that are weapons until the ettin has fallen or if you choose to end Combat with the ettin. If you use an Item that is not a weapon in a Combat with the ettin, roll two dice if it is the first time you have used an Item that is not a weapon in a Combat with the ettin. If the die roll is greater than your Arms, you may not use Items that are not weapons until the ettin has fallen or if you choose to end Combat with the ettin. If you use a Spell in a Combat with the ettin, roll a die if it is the first time you have used a Spell in a Combat with the ettin. If the die roll is equal to or greater than your Vitae, you may not use Spells until the ettin has fallen or if you choose to end Combat with the ettin. If you use an Ally in a Combat with the ettin, roll a die if it is the first time you have used an Ally in a Combat with the ettin. If the die roll is equal to or greater than your Craft, you may not use Allies until the ettin has fallen or if you choose to end Combat with the ettin. At the start of any Melee Combat the ettin is in, roll two dice. If the die roll is 9 or more, increase the ettin's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the ettin, roll two dice. If the die roll is 10 or more, you receive 1 additional Wound. If the ettin receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the ettin does not receive the Wound. If the ettin has fallen due to Combat with you, gain a talisman, unless you have a talisman. A talisman is an Item. If you have the talisman, increase your Arms, Magic, Craft, and Vitae by 1. The increase lasts until you lose the talisman or use the talisman as payment. You may not use more than 1 talisman at a time.&lt;/p&gt;
&lt;p&gt;	After your ettin haven encounter ends, your turn ends and the next turn will begin in The Inner Sanctum; Stay on this page.&lt;/p&gt;
&lt;p&gt;LAMIA LAIR - Roll a die for what you encounter within the lair of the lamia:&lt;/p&gt;
&lt;p&gt;1 = The lethal lamia aims her magic bow at you and fires forth a vicious arrow. Roll two dice. If the die roll is equal to your Arms, receive 1 Wound. If the die roll is greater than your Arms, receive 2 Wounds.&lt;/p&gt;
&lt;p&gt;2 = A moronic monster known as a mormo is the natural enemy of the cursed lamia. If you choose, roll two dice. If the die roll is greater than your Arms, receive 1 Wound. If the die roll is equal to or less than your Arms, gain a mormo. A mormo is an Ally. If you have the mormo at the start of any Combat with a monster with the word 'lamia', 'vampiric', or 'demonic' in it's name, you may choose to lose the mormo. If so, the monster with the word 'lamia', 'vampiric', or 'demonic' in it's name receives 1 Wound. You may not use more than 1 mormo per Combat.&lt;/p&gt;
&lt;p&gt;3 = A doomed priestess desires to teach you a spell for calling upon the name of an evil goddess. If you choose, roll two dice. If the die roll is equal to or greater than your Magic, receive 1 Wound. If the die roll is less than your Magic, gain gorgo. Gorgo is a Spell. You may use gorgo at the start of any Combat with a monster with the word 'lamia', 'vampiric', or 'demonic' in it's name. When used, the monster with the word 'lamia', 'vampiric', or 'demonic' in it's name receives 1 Wound. You may not use more than 1 Gorgo per Combat.&lt;/p&gt;
&lt;p&gt;4 = What appears to be a large leaf floating in the wind is in fact a vampiric lifeform made by the lamia. Fight a Melee Combat with a vampiric leaf. The vampiric leaf's attributes are Arms: 7, Magic: 7, Craft: 3, Vitae: 4. At the start of any Melee Combat the vampiric leaf is in, roll two dice. If the die roll is 10 or more, increase the vampiric leaf's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the vampiric leaf, roll two dice. If the die roll is 8 or more, you receive 1 additional Wound. If the vampiric leaf receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the vampiric leaf does not receive the Wound. If the vampiric leaf has fallen due to Melee Combat with you, gain a lamia token. A lamia token is an Item. A lamia token does not count towards the number of Items you may have. If you have the lamia token at the start of any Combat with a monster with the word 'lamia' in it's name, you may choose to lose the lamia token. If so, increase your Magic by 1. The increase lasts until the monster with the word 'lamia' in it's name has fallen or if you choose to end Combat with that monster.&lt;/p&gt;
&lt;p&gt;5 = A demon tree with fleshy bark and strangling branches has been given life by the blood of the lamia. Fight a Magical Combat with a demonic tree. The demonic tree's attributes are Arms: 8, Magic: 8, Craft: 2, Vitae: 5. At the start of any Magical Combat the demonic tree is in, roll two dice. If the die roll is 10 or more, increase the demonic tree's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the demonic tree, roll two dice. If the die roll is 8 or more, you receive 1 additional Wound. If the demonic tree receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the demonic tree does not receive the Wound. If the demonic tree has fallen due to Magical Combat with you, gain a lamia token. A lamia token is an Item. A lamia token does not count towards the number of Items you may have. If you have the lamia token at the start of any Combat with a monster with the word 'lamia' in it's name, you may choose to lose the lamia token. If so, increase your Magic by 1. The increase lasts until the monster with the word 'lamia' in it's name has fallen or if you choose to end Combat with that monster.&lt;/p&gt;
&lt;p&gt;6 = The lamia is a sinister and sorcerous beastwoman created by a chaotic curse from the gods. Fight a Magical Combat with a lamia. The lamia's attributes are Arms: 10, Magic: 10, Craft: 7, Vitae: 9. If you use an Item that is a weapon in a Combat with the lamia, roll two dice if it is the first time you have used an Item that is a weapon in a Combat with the lamia. If the die roll is greater than your Magic, you may not use Items that are weapons until the lamia has fallen or if you choose to end Combat with the lamia. If you use an Item that is not a weapon in a Combat with the lamia, roll two dice if it is the first time you have used an Item that is not a weapon in a Combat with the lamia. If the die roll is greater than your Arms, you may not use Items that are not weapons until the lamia has fallen or if you choose to end Combat with the lamia. If you use a Spell in a Combat with the lamia, roll a die if it is the first time you have used a Spell in a Combat with the lamia. If the die roll is equal to or greater than your Craft, you may not use Spells until the lamia has fallen or if you choose to end Combat with the lamia. If you use an Ally in a Combat with the lamia, roll a die if it is the first time you have used an Ally in a Combat with the lamia. If the die roll is equal to or greater than your Vitae, you may not use Allies until the lamia has fallen or if you choose to end Combat with the lamia. At the start of any Magical Combat the lamia is in, roll two dice. If the die roll is 10 or more, increase the lamia's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the lamia, roll two dice. If the die roll is 8 or more, you receive 1 additional Wound. If the lamia receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the lamia does not receive the Wound. If the lamia has fallen due to Combat with you, gain a talisman, unless you have a talisman. A talisman is an Item. If you have the talisman, increase your Arms, Magic, Craft, and Vitae by 1. The increase lasts until you lose the talisman or use the talisman as payment. You may not use more than 1 talisman at a time.&lt;/p&gt;
&lt;p&gt;	After your lamia lair encounter ends, your turn ends and the next turn will begin in The Inner Sanctum; Stay on this page.&lt;/p&gt;
&lt;p&gt;WENDIGO DEN - Roll a die for what you encounter within the den of the wendigo:&lt;/p&gt;
&lt;p&gt;1 = The wicked wendigo sends an ill wind blowing your way. Roll two dice. If the die roll is equal to your Magic, receive 1 Wound. If the die roll is greater than your Magic, receive 2 Wounds.&lt;/p&gt;
&lt;p&gt;2 = A bizarre hairy beast with big feet may be trained to stomp down the wendigo. If you choose, roll two dice. If the die roll is equal to or greater than your Arms, receive 1 Wound. If the die roll is less than your Arms, gain a big foot. A big foot is an Ally. If you have the big foot at the start of any Combat with a monster with the word 'wendigo', 'sasquatch', or 'grizzly' in it's name, you may choose to lose the big foot. If so, the monster with the word 'wendigo', 'sasquatch', or 'grizzly' in it's name receives 1 Wound. You may not use more than 1 big foot per Combat.&lt;/p&gt;
&lt;p&gt;3 = A native shaman shows you a chant for calling forth a cold wind from the frozen north. If you choose, roll two dice. If the die roll is greater than your Magic, receive 1 Wound. If the die roll is equal to or less than your Magic, gain northwind. Northwind is a Spell. You may use northwind at the start of any Combat with a monster with the word 'wendigo', 'sasquatch', or 'grizzly' in it's name. When used, the monster with the word 'wendigo', 'sasquatch', or 'grizzly' in it's name receives 1 Wound. You may not use more than 1 northwind per Combat.&lt;/p&gt;
&lt;p&gt;4 = A clan of mysterious mystical apes stalk the shadows of this arboreal den of the wendigo. Fight a Magical Combat with a sasquatch ape. The sasquatch ape's attributes are Arms: 7, Magic: 7, Craft: 3, Vitae: 4. At the start of any Magical Combat the sasquatch ape is in, roll two dice. If the die roll is 10 or more, increase the sasquatch ape's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the sasquatch ape, roll two dice. If the die roll is 9 or more, you receive 1 additional Wound. If the sasquatch ape receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the sasquatch ape does not receive the Wound. If the sasquatch ape has fallen due to Magical Combat with you, gain a wendigo token. A wendigo token is an Item. A wendigo token does not count towards the number of Items you may have. If you have the wendigo token at the start of any Combat with a monster with the word 'wendigo' in it's name, you may choose to lose the wendigo token. If so, increase your Arms by 1. The increase lasts until the monster with the word 'wendigo' in it's name has fallen or if you choose to end Combat with that monster.&lt;/p&gt;
&lt;p&gt;5 = From behind a tree looms a humungous bear that rears up and roars loudly upon seeing you. Fight a Melee Combat with a grizzly bear. the grizzly bear's attributes are Arms: 8, Magic: 8, Craft: 2, Vitae: 5. At the start of any Melee Combat the grizzly bear is in, roll two dice. If the die roll is 10 or more, increase the grizzly bear's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the grizzly bear, roll two dice. If the die roll is 9 or more, you receive 1 additional Wound. If the grizzly bear receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the grizzly bear does not receive the Wound. If the grizzly bear has fallen due to Melee Combat with you, gain a wendigo token. A wendigo token is an Item. A wendigo token does not count towards the number of Items you may have. If you have the wendigo token at the start of any Combat with a monster with the word 'wendigo' in it's name, you may choose to lose the wendigo token. If so, increase your Arms by 1. The increase lasts until the monster with the word 'wendigo' in it's name has fallen or if you choose to end Combat with that monster.&lt;/p&gt;
&lt;p&gt;6 = The wendigo is a feral and ferocious beastman with the power to control the weather. Fight a Melee Combat with a wendigo. The wendigo's attributes are Arms: 10, Magic: 10, Craft: 7, Vitae: 9. If you use an Item that is a weapon in a Combat with the wendigo, roll two dice if it is the first time you have used an Item that is a weapon in a Combat with the wendigo. If the die roll is greater than your Arms, you may not use Items that are weapons until the wendigo has fallen or if you choose to end Combat with the wendigo. If you use an Item that is not a weapon in a Combat with the wendigo, roll two dice if it is the first time you have used an Item that is not a weapon in a Combat with the wendigo. If the die roll is greater than your Magic, you may not use Items that are not weapons until the wendigo has fallen or if you choose to end Combat with the wendigo. If you use a Spell in a Combat with the wendigo, roll a die if it is the first time you have used a Spell in a Combat with the wendigo. If the die roll is equal to or greater than your Vitae, you may not use Spells until the wendigo has fallen or if you choose to end Combat with the wendigo. If you use an Ally in a Combat with the wendigo, roll a die if it is the first time you have used an Ally in a Combat with the wendigo. If the die roll is equal to or greater than your Craft, you may not use Allies until the wendigo has fallen or if you choose to end Combat with the wendigo. At the start of any Melee Combat the wendigo is in, roll two dice. If the die roll is 10 or more, increase the wendigo's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the wendigo, roll two dice. If the die roll is 9 or more, you receive 1 additional Wound. If the wendigo receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the wendigo does not receive the Wound. If the wendigo has fallen due to Combat with you, gain a talisman, unless you have a talisman. A talisman is an Item. If you have the talisman, increase your Arms, Magic, Craft, and Vitae by 1. The increase lasts until you lose the talisman or use the talisman as payment. You may not use more than 1 talisman at a time.&lt;/p&gt;
&lt;p&gt;	After your wendigo den encounter ends, your turn ends and the next turn will begin in The Inner Sanctum; Stay on this page.&lt;/p&gt;
&lt;div class="book-navigation"&gt;&lt;div class="page-links"&gt;&lt;a href="/adventuria_online_rpg/the_labyrinth" class="page-previous" title="Go to previous page"&gt;‹ The Labyrinth&lt;/a&gt;&lt;a href="/adventuria_online_rpg/the_labyrinth" class="page-up" title="Go to parent page"&gt;up&lt;/a&gt;&lt;a href="/adventuria_online_rpg/the_royal_chambers" class="page-next" title="Go to next page"&gt;The Royal Chambers ›&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;</description>
 <comments>http://www.rpglaboratory.com/adventuria_online_rpg/the_inner_sanctum#comment</comments>
 <pubDate>Sun, 06 May 2012 13:49:06 -0500</pubDate>
 <dc:creator>ErrinF</dc:creator>
 <guid isPermaLink="false">2750 at http://www.rpglaboratory.com</guid>
</item>
<item>
 <title>The Stone Tower</title>
 <link>http://www.rpglaboratory.com/adventuria_online_rpg/the_stone_tower</link>
 <description>&lt;p&gt;Your turn begins at The Stone Tower.&lt;/p&gt;
&lt;p&gt;If you do not have a stone key, your turn ends and the next turn will begin in The Misty Meadow; Proceed to that page if so.&lt;/p&gt;
&lt;p&gt;If you have a stone key and your Alignment is Neutral, Go to the section of this page with the name 'NEUTRAL'.&lt;/p&gt;
&lt;p&gt;If you have a stone key and your Alignment is Good or Evil, Go to the section of this page with the name 'NOT NEUTRAL'.&lt;/p&gt;
&lt;p&gt;NEUTRAL - Roll two dice for what you encounter while exploring the tower of stone:&lt;/p&gt;
&lt;p&gt;2 = The lord of this grey tower of stone is a powerful servant of the gods of neutrality. Fight a Melee Combat with a stone tower lord. The stone tower lord's attributes are Arms: 9, Magic: 8, Craft: 5, Vitae: 5. If the stone tower lord receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the stone tower lord does not receive the Wound. If the stone tower lord is in a Melee Combat that is a standoff, roll two dice. If the die roll is equal to or less than the stone tower lord's Arms, roll another die. If that die roll is 1, 2, or 3, you receive 1 Wound. If the die roll is 4, 5, or 6, the stone tower lord heals 1 Wound. If the stone tower lord has fallen due to Melee Combat with you, gain stonegrey armor, unless you have stonegrey armor. Stonegrey armor is an Item. If your Alignment is Neutral and you have the stonegrey 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. If you use the stonegrey armor in a Melee Combat with a monster, and that Melee Combat is a standoff, roll two dice if your Alignment is Neutral. If the die roll is equal to or less than your Arms, roll another die. If that die roll is 1, 2, or 3, the monster in that Combat receives 1 Wound. If the die roll is 4, 5, or 6, you heal 1 Wound. You may not use any other Item with the word 'helm', 'helmet', 'shield', or 'armor' in it's name if you have the stonegrey armor.&lt;/p&gt;
&lt;p&gt;3 = A sword-wielding warrior serves as the champion of the lord of this grey stone tower. Fight a Melee Combat with a stone sworder. The stone sworder's attributes are Arms: 8, Magic: 6, Craft: 4, Vitae: 4. If the stone sworder receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the stone sworder does not receive the Wound. If the stone sworder is in a Melee Combat that is a standoff, roll two dice. If the die roll is equal to or less than the stone sworder's Arms, roll another die. If that die roll is 1, 2, or 3, you receive 1 Wound. If the die roll is 4, 5, or 6, the stone sworder heals 1 Wound. If the stone sworder has fallen due to Melee Combat with you, gain a stonegrey sword, unless you have a stonegrey sword. A stonegrey sword is an Item and a weapon. If you have the stonegrey sword at the start of any Melee Combat, and your Alignment is Neutral, increase your Arms by 1 for that Melee Combat only. If you use the stonegrey sword in a Melee Combat with a monster, and that Melee Combat is a standoff, roll two dice if your Alignment is Neutral. If the die roll is equal to or less than your Arms, roll another die. If that die roll is 1, 2, or 3, the monster in that Combat receives 1 Wound. If the die roll is 4, 5, or 6, you heal 1 Wound.&lt;/p&gt;
&lt;p&gt;4 = A gang of grey-capped soldiers tries to capture you and throw you into this tower's donjon. Roll two dice. If the die roll is greater than the total of your Arms plus your Craft, go to the section of this page with the name 'STONE DONJON'.&lt;/p&gt;
&lt;p&gt;5 = The fiercest and most fanatical among the grey caps are promoted to the rank of captain. Fight a Melee Combat with a grey captain. The grey captain's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 3. If the grey captain receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 10 or more, the grey captain does not receive the Wound. If the grey captain has fallen due to Melee Combat with you, you may choose to roll a die. If the die roll is less than your Arms, gain a grey capper. A grey capper is an Ally. If you have the grey capper and you are in a Combat that is a standoff, you may choose to lose the grey capper. If so, you heal 1 Wound, then the monster in the Combat that was a standoff receives 1 Wound. You may not use more than 1 grey capper per monster per turn.&lt;/p&gt;
&lt;p&gt;6 = This stone tower is guarded by a large number of fanatical soldiers wearing grey caps. Fight a Melee Combat with a grey cap. The grey cap's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 2. If the grey cap receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the grey cap does not receive the Wound. If the grey cap has fallen due to Melee Combat with you, you may choose to roll a die. If the die roll is 1, receive 1 Wound. If the die roll is 6, gain 1 Gold.&lt;/p&gt;
&lt;p&gt;7 = This mystical stone tower emits a magical aura that tests the worthiness of all intruders. Roll two dice. If the die roll is greater than the total of your Arms plus your Magic, lose a stone key. If the die roll is equal to or less than the total of your Arms plus your Magic, roll another two dice if you have 1 or more Wounds. If that die roll 2, 7, or 12, heal 1 Wound.&lt;/p&gt;
&lt;p&gt;8 = A large number of zealous magicians wearing grey hats guard this stone tower. Fight a Magical Combat with a grey hat. The grey hat's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 2. If the grey hat receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the grey hat does not receive the Wound. If the grey hat has fallen due to Magical Combat with you, you may choose to roll a die. If the die roll is 1, lose 1 Gold. If the die roll is 6, heal 1 Wound.&lt;/p&gt;
&lt;p&gt;9 = The wiliest and most zealous among the grey hats are given the title of hatter. Fight a Magical Combat with a grey hatter. The grey hatter's attributes are Arms: 5, Magic: 6, Craft: 3, Vitae: 3. If the grey hatter receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 10 or more, the grey hatter does not receive the Wound. If the grey hatter has fallen due to Magical Combat with you, you may choose to roll a die. If the die roll is less than your Magic, gain stony. Stony is a Spell. You may use stony whenever you are in a Combat that is a standoff. When used, you heal 1 Wound, then the monster in the Combat that was a standoff receives 1 Wound. You may not use more than 1 stony per monster per turn.&lt;/p&gt;
&lt;p&gt;10 = A group of grey-hatted magicians tries to overpower you and send you to this tower's donjon. Roll two dice. If the die roll is greater than the total of your Magic plus your Craft, go to the section of this page with the name 'STONE DONJON'.&lt;/p&gt;
&lt;p&gt;11 = A staff-wielding wizard serves as the champion of the lady of this grey stone tower. Fight a Magical Combat with a stone staffer. The stone staffer's attributes are Arms: 6, Magic: 8, Craft: 4, Vitae: 4. If the stone staffer receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the stone staffer does not receive the Wound. If the stone staffer is in a Magical Combat that is a standoff, roll two dice. If the die roll is equal to or less than the stone staffer's Magic, roll another die. If that die roll is 1, 2, or 3, you receive 1 Wound. If the die roll is 4, 5, or 6, the stone staffer heals 1 Wound. If the stone staffer has fallen due to Magical Combat with you, gain a stonegrey staff, unless you have a stonegrey staff. A stonegrey staff is an Item and a weapon. If you have the stonegrey staff at the start of any Magical Combat, and your Alignment is Neutral, increase your Magic by 1 for that Magical Combat only. If you use the stonegrey staff in a Magical Combat with a monster, and that Magical Combat is a standoff, roll two dice if your Alignment is Neutral. If the die roll is equal to or less than your Magic, roll another die. If that die roll is 1, 2, or 3, the monster in that Combat receives 1 Wound. If the die roll is 4, 5, or 6, you heal 1 Wound.&lt;/p&gt;
&lt;p&gt;12 = The lady of this grey tower of stone is a powerful servant of the goddesses of neutrality. Fight a Magical Combat with a stone tower lady. The stone tower lady's attributes are Arms: 8, Magic: 9, Craft: 5, Vitae: 5. If the stone tower lady receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the stone tower lady does not receive the Wound. If the stone tower lady is in a Magical Combat that is a standoff, roll two dice. If the die roll is equal to or less than the stone tower lady's Magic, roll another die. If that die roll is 1, 2, or 3, you receive 1 Wound. If the die roll is 4, 5, or 6, the stone tower lady heals 1 Wound. If the stone tower lady has fallen due to Magical Combat with you, gain stonegrey robes, unless you have stonegrey robes. Stonegrey robes is an Item. If your Alignment is Neutral and you have the stonegrey robes, 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. If you use the stonegrey robes in a Magical Combat with a monster, and that Magical Combat is a standoff, roll two dice if your Alignment is Neutral. If the die roll is equal to or less than your Magic, roll another die. If that die roll is 1, 2, or 3, the monster in that Combat receives 1 Wound. If the die roll is 4, 5, or 6, you heal 1 Wound. You may not use any other Item with the word 'hat', 'cloak', 'robe', or 'robes' in it's name if you have the stonegrey robes.&lt;/p&gt;
&lt;p&gt;	After your stone tower encounter, you must choose between staying at The Stone Tower or going back to The Misty Meadow. If you choose to stay at The Stone Tower, your turn ends and the next turn will begin at The Stone Tower; Stay on this page if so. If you choose to go to The Misty Meadow, your turn ends and the next turn will begin in The Misty Meadow; Proceed to that page if so.&lt;/p&gt;
&lt;p&gt;NOT NEUTRAL - Roll two dice for what you encounter while exploring the tower of stone:&lt;/p&gt;
&lt;p&gt;2 = The lord of this stone tower of grey is a powerful servant of the gods of neutrality. Fight a Melee Combat with a grey tower lord. The grey tower lord's attributes are Arms: 9, Magic: 8, Craft: 5, Vitae: 5. If the grey tower lord receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the grey tower lord does not receive the Wound. If the grey tower lord is in a Melee Combat that is a standoff, roll two dice. If the die roll is equal to or less than the grey tower lord's Arms, roll another die. If that die roll is 1, 2, or 3, you receive 1 Wound. If the die roll is 4, 5, or 6, the grey tower lord heals 1 Wound. If the grey tower lord has fallen due to Melee Combat with you, gain a stonegrey relic. A stonegrey relic is an Item. If you have the stonegrey relic at the start of any turn on a page with the word 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the stonegrey relic to gain 4 Gold. If you have the stonegrey relic at the start of any turn on a page with the word 'Tower' in it's name, you may choose to lose the stonegrey relic. If so, your Alignment becomes Neutral, then you heal all Wounds.&lt;/p&gt;
&lt;p&gt;3 = A sword-wielding warrior serves as the champion of the lord of this stone grey tower. Fight a Melee Combat with a grey sworder. The grey sworder's attributes are Arms: 8, Magic: 6, Craft: 4, Vitae: 4. If the grey sworder receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the grey sworder does not receive the Wound. If the grey sworder is in a Melee Combat that is a standoff, roll two dice. If the die roll is equal to or less than the grey sworder's Arms, roll another die. If that die roll is 1, 2, or 3, you receive 1 Wound. If the die roll is 4, 5, or 6, the grey sworder heals 1 Wound. If the grey sworder has fallen due to Melee Combat with you, gain a stonegrey statue. A stonegrey statue is an Item. If you have the stonegrey statue at the start of any turn on a page with the word 'City', 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the stonegrey statue to gain 2 Gold. If you have the stonegrey statue at the start of any turn on a page with the word 'Tower' in it's name, you may choose to lose the stonegrey statue. If so, your Alignment becomes Neutral, then you heal 2 Wounds.&lt;/p&gt;
&lt;p&gt;4 = A gang of stone-capped soldiers tries to capture you and throw you into this tower's donjon. Roll two dice. If the die roll is greater than your Arms, go to the section of this page with the name 'STONE DONJON'.&lt;/p&gt;
&lt;p&gt;5 = The fiercest and most fanatical among the stone caps are promoted to the rank of captain. Fight a Melee Combat with a stone captain. The stone captain's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 3. If the stone captain receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 10 or more, the stone captain does not receive the Wound. If the stone captain has fallen due to Melee Combat with you, you may choose to roll a die. If the die roll is 6, gain a stone capper. A stone capper is an Ally. If you have the stone capper and you are in a Combat that is a standoff, you may choose to lose the stone capper. If so, you heal 1 Wound, then the monster in the Combat that was a standoff receives 1 Wound. You may not use more than 1 stone capper per monster per turn.&lt;/p&gt;
&lt;p&gt;6 = This grey tower is guarded by a large number of fanatical soldiers wearing stone caps. Fight a Melee Combat with a stone cap. The stone cap's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 2. If the stone cap receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the stone cap does not receive the Wound. If the stone cap has fallen due to Melee Combat with you, you may choose to roll a die. If the die roll is 1 or 2, receive 1 Wound. If the die roll is 6, gain 1 Gold.&lt;/p&gt;
&lt;p&gt;7 = This magical stone tower emits a mystical aura that tests the worthiness of all intruders. Roll two dice. If the die roll is equal to or greater than the total of your Arms plus your Magic, lose a stone key. If the die roll is less than the total of your Arms plus your Magic, roll another two dice. If that die roll 2 or 12, your Alignment becomes Neutral.&lt;/p&gt;
&lt;p&gt;8 = A large number of zealous magicians wearing stone hats guard this grey tower. Fight a Magical Combat with a stone hat. The stone hat's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 2. If the stone hat receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the stone hat does not receive the Wound. If the stone hat has fallen due to Magical Combat with you, you may choose to roll a die. If the die roll is 1 or 2, lose 1 Gold. If the die roll is 6, heal 1 Wound.&lt;/p&gt;
&lt;p&gt;9 = The wiliest and most zealous among the stone hats are given the title of hatter. Fight a Magical Combat with a stone hatter. The stone hatter's attributes are Arms: 5, Magic: 6, Craft: 3, Vitae: 3. If the stone hatter receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 10 or more, the stone hatter does not receive the Wound. If the stone hatter has fallen due to Magical Combat with you, you may choose to roll a die. If the die roll is 6, gain stony. Stony is a Spell. You may use stony whenever you are in a Combat that is a standoff. When used, you heal 1 Wound, then the monster in the Combat that was a standoff receives 1 Wound. You may not use more than 1 stony per monster per turn.&lt;/p&gt;
&lt;p&gt;10 = A group of stone-hatted magicians tries to overpower you and send you to this tower's donjon. Roll two dice. If the die roll is greater than your Magic, go to the section of this page with the name 'STONE DONJON'.&lt;/p&gt;
&lt;p&gt;11 = A staff-wielding wizard serves as the champion of the lady of this stone grey tower. Fight a Magical Combat with a grey staffer. The grey staffer's attributes are Arms: 6, Magic: 8, Craft: 4, Vitae: 4. If the grey staffer receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the grey staffer does not receive the Wound. If the grey staffer is in a Magical Combat that is a standoff, roll two dice. If the die roll is equal to or less than the grey staffer's Magic, roll another die. If that die roll is 1, 2, or 3, you receive 1 Wound. If the die roll is 4, 5, or 6, the grey staffer heals 1 Wound. If the grey staffer has fallen due to Magical Combat with you, gain a stonegrey statue. A stonegrey statue is an Item. If you have the stonegrey statue at the start of any turn on a page with the word 'City', 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the stonegrey statue to gain 2 Gold. If you have the stonegrey statue at the start of any turn on a page with the word 'Tower' in it's name, you may choose to lose the stonegrey statue. If so, your Alignment becomes Neutral, then you heal 2 Wounds.&lt;/p&gt;
&lt;p&gt;12 = The lady of this stone tower of grey is a powerful servant of the goddesses of neutrality. Fight a Magical Combat with a grey tower lady. The grey tower lady's attributes are Arms: 8, Magic: 9, Craft: 5, Vitae: 5. If the grey tower lady receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the grey tower lady does not receive the Wound. If the grey tower lady is in a Magical Combat that is a standoff, roll two dice. If the die roll is equal to or less than the grey tower lady's Magic, roll another die. If that die roll is 1, 2, or 3, you receive 1 Wound. If the die roll is 4, 5, or 6, the grey tower lady heals 1 Wound. If the grey tower lady has fallen due to Magical Combat with you, gain a stonegrey relic. A stonegrey relic is an Item. If you have the stonegrey relic at the start of any turn on a page with the word 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the stonegrey relic to gain 4 Gold. If you have the stonegrey relic at the start of any turn on a page with the word 'Tower' in it's name, you may choose to lose the stonegrey relic. If so, your Alignment becomes Neutral, then you heal all Wounds.&lt;/p&gt;
&lt;p&gt;	After your stone tower encounter, you must choose between staying at The Stone Tower or going back to The Misty Meadow. If you choose to stay at The Stone Tower, your turn ends and the next turn will begin at The Stone Tower; Stay on this page if so. If you choose to go to The Misty Meadow, your turn ends and the next turn will begin in The Misty Meadow; Proceed to that page if so.&lt;/p&gt;
&lt;p&gt;STONE DONJON - You may not use any Items, Allies, or Spells while in this section.&lt;/p&gt;
&lt;p&gt;	If you have 1 or more stone tokens, roll a die. If the die roll is equal to or less than the number of stone tokens you have, lose all stone tokens, then your turn ends and the next turn will begin at The Stone Tower; Stay on this page if so.&lt;/p&gt;
&lt;p&gt;	Roll a die for what you encounter while trapped in the donjon of stone:&lt;/p&gt;
&lt;p&gt;1 = You must struggle against the other prisoners here in order to find a way out of the donjon. Roll two dice. If the die roll is equal to your Arms, lose 1 stone token or receive 1 Wound. If the die roll is less than your Arms, gain a stone token. A stone token is an Item. A stone token does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;2 = Many magical enchantments conceal the true exits from this dangerous donjon. Roll two dice. If the die roll is equal to your Magic, lose 1 stone token or receive 1 Wound. If the die roll is less than your Magic, gain a stone token. A stone token is an Item. A stone token does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;3 = Perhaps if you study the design of this donjon long enough you will find a way out. Roll two dice. If the die roll is equal to your Craft, lose 1 stone token or receive 1 Wound. If the die roll is less than your Craft, gain a stone token. A stone token is an Item. A stone token does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;4 = Maybe the best way out of this donjon is to simply survive it's harshness and cruelty. Roll two dice. If the die roll is equal to your Vitae, lose 1 stone token or receive 1 Wound. If the die roll is less than your Vitae, gain a stone token. A stone token is an Item. A stone token does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;5 = This donjon is maintained by a group of wardens who have set up guard posts all around. Fight a Melee Combat with a stone warden. The stone warden's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 1. If the stone warden receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the stone warden does not receive the Wound. If the stone warden is in a Melee Combat that is a standoff, and you have 1 or more stone tokens, roll a die. If the die roll is 1 or 6, lose 1 stone token. If the stone warden has fallen due to Melee Combat with you, roll a die. If the die roll is 1 or 6, gain a stone token. A stone token is an Item. A stone token does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;6 = This donjon is monitored by a group of warders who have placed magical wards all about. Fight a Magical Combat with a stone warder. The stone warder's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 1. If the stone warder receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the stone warder does not receive the Wound. If the stone warder is in a Magical Combat that is a standoff, and you have 1 or more stone tokens, roll a die. If the die roll is 1 or 6, lose 1 stone token. If the stone warder has fallen due to Magical Combat with you, roll a die. If the die roll is 1 or 6, gain a stone token. A stone token is an Item. A stone token does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;	After your stone donjon encounter, go to the section of this page with the name 'STONE DONJON'.&lt;/p&gt;
&lt;div class="book-navigation"&gt;&lt;div class="page-links"&gt;&lt;a href="/adventuria_online_rpg/the_fountain_square" class="page-previous" title="Go to previous page"&gt;‹ The Fountain Square&lt;/a&gt;&lt;a href="/adventuria_online_rpg/the_misty_meadow" class="page-up" title="Go to parent page"&gt;up&lt;/a&gt;&lt;a href="/adventuria_online_rpg/the_pumpkin_patch" class="page-next" title="Go to next page"&gt;The Pumpkin Patch ›&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;</description>
 <comments>http://www.rpglaboratory.com/adventuria_online_rpg/the_stone_tower#comment</comments>
 <pubDate>Sun, 06 May 2012 13:47:24 -0500</pubDate>
 <dc:creator>ErrinF</dc:creator>
 <guid isPermaLink="false">2749 at http://www.rpglaboratory.com</guid>
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<item>
 <title>The Fountain Square</title>
 <link>http://www.rpglaboratory.com/adventuria_online_rpg/the_fountain_square</link>
 <description>&lt;p&gt;Your turn begins at The Fountain Square.&lt;/p&gt;
&lt;p&gt;Roll two dice for what you encounter while exploring the fountain square:&lt;/p&gt;
&lt;p&gt;2 = A hermetic druid has used the water of the fountain square to irrigate his small grove of holly trees. Fight a Magical Combat with a holly druid. The holly druid's attributes are Arms: 2, Magic: 6, Craft: 4, Vitae: 3. At the start of any Magical Combat the holly druid is in, roll a die. If the die roll is 1, 2, or 3, increase the holly druid's Magic by 1 for that Magical Combat only. If you receive a Wound due to a Magical Combat with the holly druid, roll a die. If the die roll is 1, 2, or 3, receive 1 additional Wound. If the holly druid has fallen due to Combat with you, gain a hollywood wand. A hollywood wand is an Item and a weapon. If your Alignment is Neutral and you have the hollywood wand at the start of any Magical Combat, roll a die. If the die roll is 1, 2, or 3, increase your Magic by 1 for that Magical Combat only. If the die roll is 4, 5, or 6, or if you are a wizard, increase your Magic by 2 for that Magical Combat only. If your Alignment is Neutral and you have the hollywood wand, 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, or if you are a wizard, the monster receives 1 additional Wound.&lt;/p&gt;
&lt;p&gt;3 = The spirit of a holy man appears from a fountain of holy water and shares with you a powerful spell. Roll a die. If the die roll is equal to or less than your Arms, or if you are a priest, gain morningstar. Morningstar is a Spell. Morningstar may be used at the start of any Melee Combat if you have an Item that is a weapon with the word 'mace' or 'flail' in it's name. When used, roll a die. Increase your Arms by an amount equal to the die roll for that Melee Combat only. If a monster receives a Wound due to a Melee Combat in which morningstar was used, that monster receives 1 additional Wound. Wounds received by a monster due to a Melee Combat in which morningstar was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Melee Combat in which morningstar was used. You may not use more than 1 morningstar per Combat.&lt;/p&gt;
&lt;p&gt;4 = One of the largest fountains in the square is home to a mystic race of baby angel statues. If you choose, go to the section of this page with the name 'CHERUB FOUNTAIN'.&lt;/p&gt;
&lt;p&gt;5 = A strange beast rises out of a fountain's water and makes a loud yerping sound with it's curly snout. Fight a Melee Combat with a yerp beast. The yerp beast's attributes are Arms: 5, Magic: 3, Craft: 1, Vitae: 3. At the start of any Melee Combat the yerp beast is in with you, if it is the first Combat the yerp beast has been in this turn, roll a die. If the die roll is greater than your Craft, decrease your Arms by an amount equal to the die roll minus your Craft for that Melee Combat only. At the start of any Melee Combat the yerp beast is in with you, if it is not the first Combat the yerp beast has been in this turn, roll a die. If the die roll is greater than your Craft, decrease your Arms by 1 for that Melee Combat only. If the yerp beast has fallen due to Melee Combat with you, roll two dice. If the die roll is 7 or 11, gain 1 Gold.&lt;/p&gt;
&lt;p&gt;6 = A strange breed of water elemental dwells throughout numerous fountains in this square. Fight a Melee Combat with a water weird. The water weird's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 1. Roll a die. If the die roll is 1, increase the water weird's Arms by 1. If the die roll is 2, increase the water weird's Vitae by 1. If the die roll is 3, increase the water weird's Arms and Vitae by 1. If the water weird receives a Wound due to a Combat with you, roll a die. If the die roll is 1, 2, or 3, the water weird does not receive the Wound.&lt;/p&gt;
&lt;p&gt;7 = Many magical fountains in this massive square spout forth refreshing water with curative qualities. If you have 1 or more Wounds, roll a die. If the die roll is less than your Vitae, heal 1 Wound.&lt;/p&gt;
&lt;p&gt;8 = A small coven of odd mages abide in this fountain square to study water weird magic. Fight a Magical Combat with a water weirdo. The water weirdo's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 1. Roll a die. If the die roll is 1, increase the water weirdo's Magic by 1. If the die roll is 2, increase the water weirdo's Vitae by 1. If the die roll is 3, increase the water weirdo's Magic and Vitae by 1. If the water weirdo receives a Wound due to a Combat with you, roll a die. If the die roll is 1, 2, or 3, the water weirdo does not receive the Wound.&lt;/p&gt;
&lt;p&gt;9 = A clan of skilled shepherds has come to this fountain square to master the mystical yerp beasts. Fight a Magical Combat with a yerp herder. The yerp herder's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 3. At the start of any Magical Combat the yerp herder is in with you, if it is the first Combat the yerp herder has been in this turn, roll a die. If the die roll is greater than your Craft, decrease your Magic by an amount equal to the die roll minus your Craft for that Magical Combat only. At the start of any Magical Combat the yerp herder is in with you, if it is not the first Combat the yerp herder has been in this turn, roll a die. If the die roll is greater than your Craft, decrease your Magic by 1 for that Magical Combat only. If the yerp herder has fallen due to Magical Combat with you, roll two dice. If the die roll is 7 or 11, gain 1 Gold.&lt;/p&gt;
&lt;p&gt;10 = A large marble pool with a spouting fountain in the middle is home to many beautiful swans. If you choose, go to the section of this page with the name 'SWAN POOL'.&lt;/p&gt;
&lt;p&gt;11 = A small bejeweled fountain is home to a sentient porcelain ballet dancer of a miniature size. Roll two dice, unless you have a tiny dancer. If the die roll is equal to or less than your Craft, gain a tiny dancer. A tiny dancer is an Ally. If you have the tiny dancer at the start of any Combat with a monster, you may choose to roll a die. If the die roll is 1, lose the tiny dancer. If the die roll is greater than the Craft of the monster in the Combat, that Combat will automatically be a standoff without rolling any dice.&lt;/p&gt;
&lt;p&gt;12 = A giant stone gargoyle crouches atop a huge fountain made of rocks that is full of bubbling oil. Fight a Melee Combat with a gargantuan gargoyle. The gargantuan gargoyle's attributes are Arms: 6, Magic: 6, Craft: 2, Vitae: 4. At the start of any Combat the gargantuan gargoyle is in, roll a die. If the die roll is 6, increase the gargantuan gargoyle's Vitae by 1. If you receive a Wound due to a Melee Combat with the gargantuan gargoyle, roll a die. If the die roll is 6, receive 1 additional Wound. If the gargantuan gargoyle receives a Wound due to a Melee Combat, roll a die. If the die roll is 6, the gargantuan gargoyle does not receive the Wound. If the gargantuan gargoyle has fallen due to Combat with you, gain garg oil. Garg oil is an Item. If you have the garg oil at the start of any Combat you are in with a monster with the word 'giant', 'titan', or 'colossus' in it's name, you may choose to lose the garg oil. If so, roll a die. The monster with the word 'giant', 'titan', or 'colossus' in it's name that is in Combat with you receives a number of Wounds equal to the die roll. You may not use more than 1 garg oil per Combat.&lt;/p&gt;
&lt;p&gt;Unless you rolled a 4 and went to the section 'CHERUB FOUNTAIN', or you rolled a 10 and went to the section 'SWAN POOL', after your fountain square encounter ends, you must choose between staying at The Fountain Square or going back to The Misty Meadow. If you choose to stay at The Fountain Square, your turn ends and the next turn will begin at The Fountain Square; Stay on this page if so. If you choose to go to The Misty Meadow, your turn ends and the next turn will begin in The Misty Meadow; Proceed to that page if so.&lt;/p&gt;
&lt;p&gt;CHERUB FOUNTAIN - Roll a die for what you encounter at the cherub fountain:&lt;/p&gt;
&lt;p&gt;1 = A priest who worships the cherubs offers to sell you a special pass for visiting this fountain. Pay 2 Gold to gain a cherub pass. A cherub pass is an Item. If you have the cherub pass at the start of any turn on The Fountain Square page, you may choose to start your turn at the 'CHERUB FOUNTAIN' section of the page directly instead of starting at the top of the page. If so, roll a die. If the die roll is 1, lose the cherub pass. A cherub pass does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;2 = Roll a die. If the die roll is 1, 2, or 3, a happy cherub shoots you with a healing arrow. Heal 1 Wound. If the die roll is 4 or 5, a nice cherub gives you a golden coin from the fountain's basin. Gain 1 Gold. If the die roll is 6, a cheerful cherub shoots an arrow at you with a paper pass attached. Gain a cherub pass. A cherub pass is an Item. If you have the cherub pass at the start of any turn on The Fountain Square page, you may choose to start your turn at the 'CHERUB FOUNTAIN' section of the page directly instead of starting at the top of the page. If so, roll a die. If the die roll is 1, lose the cherub pass. A cherub pass does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;3 = Roll a die. If the die roll is 1, 2, or 3, an angry cherub shoots you with a piercing arrow. Receive 1 Wound. If the die roll is 4 or 5, a naughty cherub flutters off with some of your gold. Lose 1 Gold. If the die roll is 6, a jeering cherub splashes you with a lot of fountain water. Lose 1 cherub pass.&lt;/p&gt;
&lt;p&gt;4 = A living statue of a baby angel spots you and takes aim with it's heart-shaped bow of stone. Fight a Melee Combat with a bow cherub. The bow cherub's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 2. At the start of any Melee Combat the bow cherub is in with you, if it is the first Combat the bow cherub has been in this turn, roll two dice. If the die roll is greater than the total of your Arms plus your Craft, you receive 1 Wound. If the bow cherub receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 1, the bow cherub does not receive the Wound. If the die roll is 6, the bow cherub does not receive the Wound, then the bow cherub heals 1 Wound. If the bow cherub has fallen due to a Melee Combat with you, roll a die. If the die roll is 1, 3, or 5, gain a kid cupid. A kid cupid is an Ally. If you have a kid cupid at the start of any Combat with a monster, you may choose to lose the kid cupid. If so, roll two dice. If the die roll is greater than the total of the monster's Arms plus the monster's Craft, the monster receives 1 Wound. If you have a kid cupid and you receive a Wound due to Combat, you may choose to lose the kid cupid. If so, roll a die. If the die roll is 1, you do not receive the Wound. If the die roll is 6, you do not receive the Wound, then you heal 1 Wound. You may not use more than 1 kid cupid per Combat.&lt;/p&gt;
&lt;p&gt;5 = An animate statue of a baby angel spies you and shoots forth a heart-tipped stone arrow. Fight a Magical Combat with an eros cherub. The eros cherub's attributes are Arms: 5, Magic: 6, Craft: 3, Vitae: 2. At the start of any Magical Combat the eros cherub is in with you, if it is the first Combat the eros cherub has been in this turn, roll two dice. If the die roll is greater than the total of your Magic plus your Craft, you receive 1 Wound. If the eros cherub receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 1, the eros cherub does not receive the Wound. If the die roll is 6, the eros cherub does not receive the Wound, then the eros cherub heals 1 Wound. If the eros cherub has fallen due to a Magical Combat with you, roll a die. If the die roll is 1, 3, or 5, gain erosarrow. Erosarrow is a Spell. You may use erosarrow at the start of any Combat or whenever you receive a Wound due to Combat. When used at the start of a Combat with a monster, roll two dice. If the die roll is greater than the total of the monster's Magic plus the monster's Craft, the monster receives 1 Wound. When used when you receive a Wound, roll a die. If the die roll is 1, you do not receive the Wound. If the die roll is 6, you do not receive the Wound, then you heal 1 Wound. You may not use more than 1 erosarrow per Combat.&lt;/p&gt;
&lt;p&gt;6 = In the middle of this fountain upon a throne of stone swaddling sits the prince of the cherubs. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a cherub prince. If the die roll is 4, 5, or 6, fight a Magical Combat with a cherub prince. The cherub prince's attributes are Arms: 7, Magic: 7, Craft: 4, Vitae: 3. At the start of any Melee Combat the cherub prince is in with you, if it is the first Combat the cherub prince has been in this turn, roll two dice. If the die roll is greater than the total of your Arms plus your Craft, you receive 1 Wound. At the start of any Magical Combat the cherub prince is in with you, if it is the first Combat the cherub prince has been in this turn, roll two dice. If the die roll is greater than the total of your Magic plus your Craft, you receive 1 Wound.If the cherub prince receives a Wound due to a Combat with you, roll a die. If the die roll is 1, the cherub prince does not receive the Wound. If the die roll is 6, the cherub prince does not receive the Wound, then the cherub prince heals 1 Wound. If the cherub prince has fallen due to a Combat with you, gain a heart of stone, unless you have a heart of stone. A heart of stone is an Item and a weapon. If you have the heart of stone at the start of any Combat, increase your Arms and Magic by 1 for that Combat only. If you receive a Wound due to a Combat that you used the heart of stone at the start of, roll a die. If the die roll is 1, you do not receive the Wound. If the die roll is 6, you do not receive the Wound, then you heal 1 Wound. You may not use any Item with the word 'crown', 'tiara', 'helmet', 'helm', 'shield', 'armor', 'plate', 'hat', 'cloak', 'robe', or 'robes' in it's name in a Combat if you use the heart of stone in that Combat.&lt;/p&gt;
&lt;p&gt;	After your fountain encounter, your turn ends and the next turn will begin at The Fountain Square; Stay on this page.&lt;/p&gt;
&lt;p&gt;SWAN POOL - Roll a die for what you encounter at the swan pool:&lt;/p&gt;
&lt;p&gt;1 = An admirer of the swans offers to sell you a special pass for regularly visiting this fountain pool. Pay 2 Gold to gain a swan pass. A swan pass is an Item. If you have the swan pass at the start of any turn on The Fountain Square page, you may choose to start your turn at the 'SWAN POOL' section of the page directly instead of starting at the top of the page. If so, roll a die. If the die roll is 1, lose the swan pass. A swan pass does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;2 = Roll a die. If the die roll is 1, 2, or 3, you discover a golden swan feather floating in the pool. Gain 1 Gold. If the die roll is 4 or 5, the beauty of a baby swan has a soothing effect upon you. Heal 1 Wound. If the die roll is 6, you find a paper pass upon the water folded into the shape of a swan. Gain a swan pass. A swan pass is an Item. If you have the swan pass at the start of any turn on The Fountain Square page, you may choose to start your turn at the 'SWAN POOL' section of the page directly instead of starting at the top of the page. If so, roll a die. If the die roll is 1, lose the swan pass. A swan pass does not count towards the number of Items you may have.&lt;/p&gt;
&lt;p&gt;3 = Roll a die. If the die roll is 1, 2, or 3, you discover a cursed swan feather made of fool's gold floating in the pool. Lose 1 Gold. If the die roll is 4 or 5, the appearance of an ugly duckling has an ill effect on you. Receive 1 Wound. If the die roll is 6, you get thoroughly soaked by the central water spout of this pool. Lose 1 swan pass.&lt;/p&gt;
&lt;p&gt;4 = The white swans of this pool are stunningly beautiful and sing a magical song when in battle. Fight a Melee Combat with a white swan. The white swan's attributes are Arms: 6, Magic: 5, Craft: 2, Vitae: 3. At the start of any Melee Combat the white swan is in with you, if it is the first Combat the white swan has been in this turn, roll a die. If the die roll is equal to or less than your Craft, decrease your Arms by 1. The decrease lasts until the white swan has fallen or if you choose to end Combat with the white swan. If the white swan has 1 or more Wounds at the start of a Melee Combat with you, roll a die. If the die roll is equal to or less than the number of Wounds the white swan has, increase the white swan's Arms by an amount equal to the number of Wounds the white swan has for that Melee Combat only. If the white swan has fallen due to a Melee Combat with you, roll a die. If the die roll is 2, 4, or 6, gain a song swan. A song swan is an Ally. If you have the song swan at the start of any Combat, and you have 1 or more Wounds, you may choose to lose the song swan. If so, increase your Arms and Magic by an amount equal to the number of Wounds you have for that Combat only. You may not use more than 1 song swan per Combat.&lt;/p&gt;
&lt;p&gt;5 = A darkly beautiful black swan comes dancing across the water while singing a song of magic. Fight a Magical Combat with a black swan. The black swan's attributes are Arms: 5, Magic: 6, Craft: 2, Vitae: 3. At the start of any Magical Combat the black swan is in with you, if it is the first Combat the black swan has been in this turn, roll a die. If the die roll is equal to or less than your Craft, decrease your Magic by 1. The decrease lasts until the black swan has fallen or if you choose to end Combat with the black swan. If the black swan has 1 or more Wounds at the start of a Magical Combat with you, roll a die. If the die roll is equal to or less than the number of Wounds the black swan has, increase the black swan's Magic by an amount equal to the number of Wounds the black swan has for that Magical Combat only. If the black swan has fallen due to a Magical Combat with you, roll a die. If the die roll is 2, 4, or 6, gain swansong. Swansong is a Spell. You may use swansong at the start of any Combat if you have 1 or more Wounds. When used, increase your Arms and Magic by an amount equal to the number of Wounds you have for that Combat only. You may not use more than 1 swansong per Combat.&lt;/p&gt;
&lt;p&gt;6 = In the midst of this pool on a throne of gossamer feathers sits the princess of the swans. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a swan princess. If the die roll is 4, 5, or 6, fight a Melee Combat with a swan princess. The swan princess's attributes are Arms: 7, Magic: 7, Craft: 3, Vitae: 4. At the start of any Combat the swan princess is in with you, if it is the first Combat the swan princess has been in this turn, roll a die. If the die roll is equal to or less than your Craft, decrease your Arms and Magic by 1. The decrease lasts until the swan princess has fallen or if you choose to end Combat with the swan princess. If the swan princess has 1 or more Wounds at the start of a Combat with you, roll a die. If the die roll is equal to or less than the number of Wounds the swan princess has, increase the swan princess's Arms and Magic by an amount equal to the number of Wounds the swan princess has for that Combat only. If the swan princess has fallen due to a Combat with you, gain a swan tiara, unless you have a swan tiara. A swan tiara is an Item and a weapon. If you have the swan tiara at the start of any Combat with a monster, and it is the first Combat you have been in with the monster that turn, roll a die. If the die roll is equal to or less than the monster's Craft, decrease the monster's Arms and Magic by 1. The decrease lasts until the monster has fallen or if you choose to end Combat with the monster. If you have the swan tiara at the start of any Combat, and you have 1 or more Wounds, increase your Arms and Magic by an amount equal to the number of Wounds you have for that Combat only. You may not use any Item with the word 'tiara', 'crown', 'helmet', 'helm', 'shield', 'armor', 'plate', 'hat', 'cloak', 'robe', or 'robes' in it's name in a Combat if you use the swan tiara in that Combat.&lt;/p&gt;
&lt;p&gt;	After your pool encounter, your turn ends and the next turn will begin at The Fountain Square; Stay on this page.&lt;/p&gt;
&lt;div class="book-navigation"&gt;&lt;div class="page-links"&gt;&lt;a href="/adventuria_online_rpg/the_misty_meadow" class="page-previous" title="Go to previous page"&gt;‹ The Misty Meadow&lt;/a&gt;&lt;a href="/adventuria_online_rpg/the_misty_meadow" class="page-up" title="Go to parent page"&gt;up&lt;/a&gt;&lt;a href="/adventuria_online_rpg/the_stone_tower" class="page-next" title="Go to next page"&gt;The Stone Tower ›&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;</description>
 <comments>http://www.rpglaboratory.com/adventuria_online_rpg/the_fountain_square#comment</comments>
 <pubDate>Sun, 06 May 2012 13:45:46 -0500</pubDate>
 <dc:creator>ErrinF</dc:creator>
 <guid isPermaLink="false">2748 at http://www.rpglaboratory.com</guid>
</item>
<item>
 <title>Over three years ago</title>
 <link>http://www.rpglaboratory.com/zey/over_three_years_ago</link>
 <description>&lt;p&gt;Since I last logged on this site with a reason to. I just feel the need to point out something a lot of people probably didn't know/realize about everything I pushed on this site.&lt;/p&gt;
&lt;p&gt;I was fourteen when I made my first post. A few people seemed impressed. All the mean words that eventually broke me down no longer have meaning. But it's cool to think I interested somebody with my thoughts at the tender age of fourteen.&lt;/p&gt;
&lt;p&gt;Fare thee well,&lt;br /&gt;
Anthony&lt;/p&gt;
</description>
 <comments>http://www.rpglaboratory.com/zey/over_three_years_ago#comment</comments>
 <pubDate>Sun, 06 May 2012 02:57:22 -0500</pubDate>
 <dc:creator>Zey</dc:creator>
 <guid isPermaLink="false">2747 at http://www.rpglaboratory.com</guid>
</item>
<item>
 <title>RoL (v3) the Rat Warrens</title>
 <link>http://www.rpglaboratory.com/realms_of_lore/rol_v3_the_rat_warrens</link>
 <description>&lt;p&gt;The Fourth Adventure Module for&lt;br /&gt;
the "urban" setting.&lt;/p&gt;
&lt;p&gt;The Story Thus Far . . .&lt;br /&gt;
After what seemed like forever you have made&lt;br /&gt;
it to drier ground. Before you a rusted and&lt;br /&gt;
ancient door . . . remembering the dungeon&lt;br /&gt;
you approach cautiously . . .&lt;/p&gt;
&lt;p&gt;Just as you reach the door, if bursts open, and&lt;br /&gt;
knocks you backwards. Scrambling to your feet&lt;br /&gt;
you see a young man dressed in a Guardsman&lt;br /&gt;
uniform flailing about as a swarm of rats bite,&lt;br /&gt;
scratch and tear at his exposed flesh.&lt;br /&gt;
He screams in pain, and for aide . . . something&lt;br /&gt;
inside you spurs you to action and you rush&lt;br /&gt;
forward. The vermin scatter, startled by your&lt;br /&gt;
sudden appearance.&lt;/p&gt;
&lt;p&gt;Your aide came too late however as the man&lt;br /&gt;
gags and coughs dying in your arms. . . but not&lt;br /&gt;
before asking one request . . ."My mother&lt;br /&gt;
works in the fields . . . give this to her and let&lt;br /&gt;
her not morn without reason." Clutching the&lt;br /&gt;
ring in your hand you swear to fulfill the&lt;br /&gt;
request . . .&lt;/p&gt;
&lt;p&gt;Taking anything that could be of use from the&lt;br /&gt;
body; you then approach the door . . .&lt;/p&gt;
&lt;div class="book-navigation"&gt;&lt;div class="page-links"&gt;&lt;a href="/realms_of_lore/realms_of_lore_v3" class="page-previous" title="Go to previous page"&gt;‹ Realms of Lore(v3) &lt;/a&gt;&lt;a href="/realms_of_lore/realms_of_lore_v3" class="page-up" title="Go to parent page"&gt;up&lt;/a&gt;&lt;a href="/realms_of_lore/rol_v3_the_sewer" class="page-next" title="Go to next page"&gt;RoL (v3) the Sewer ›&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;</description>
 <comments>http://www.rpglaboratory.com/realms_of_lore/rol_v3_the_rat_warrens#comment</comments>
 <category domain="http://www.rpglaboratory.com/general/feedback">Feedback</category>
 <category domain="http://www.rpglaboratory.com/role_playing_games/playtesting">Playtesting</category>
 <enclosure url="http://www.rpglaboratory.com/files/RoLtheRatWarrens.pdf" length="109121" type="application/pdf" />
 <pubDate>Mon, 09 Apr 2012 20:34:13 -0500</pubDate>
 <dc:creator>J.K.Mosher</dc:creator>
 <guid isPermaLink="false">2746 at http://www.rpglaboratory.com</guid>
</item>
<item>
 <title>RoL (v3) the Sewer</title>
 <link>http://www.rpglaboratory.com/realms_of_lore/rol_v3_the_sewer</link>
 <description>&lt;p&gt;The third site module for the Urban setting.&lt;br /&gt;
This is a remake of the first EVER RoL solitary games.&lt;br /&gt;
"the Sewer."&lt;/p&gt;
&lt;p&gt;The Story Thus Far . . .&lt;br /&gt;
AND You thought the Dungeon smelled bad!&lt;br /&gt;
Having evaded any chance of pursuit and&lt;br /&gt;
capture . . . but now you are lost in the flicker&lt;br /&gt;
shadows, praying that this is only muddy water&lt;br /&gt;
you are waist deep in, but you know better.&lt;br /&gt;
Using the direction of meandering debris&lt;br /&gt;
floating past you attempt to gain a sense of&lt;br /&gt;
direction and find a path out of this maze of&lt;br /&gt;
tunnels, channels and dead ends. All the while&lt;br /&gt;
giving silent hope that the exit, any exit you&lt;br /&gt;
find opens past the city walls, and is&lt;br /&gt;
unguarded.&lt;br /&gt;
Grabbing an old torch from a rusty bracket you&lt;br /&gt;
manage to get it to hold a flame gaining more&lt;br /&gt;
light in this shadowed place.&lt;/p&gt;
&lt;p&gt;Next Up:&lt;br /&gt;
I plan on trying to finish the rest of the "Urban" sites,&lt;br /&gt;
with "the Rat Warrens" (yes another re-make), and a new&lt;br /&gt;
site "the Fields."&lt;/p&gt;
&lt;div class="book-navigation"&gt;&lt;div class="page-links"&gt;&lt;a href="/realms_of_lore/rol_v3_the_rat_warrens" class="page-previous" title="Go to previous page"&gt;‹ RoL (v3) the Rat Warrens&lt;/a&gt;&lt;a href="/realms_of_lore/realms_of_lore_v3" class="page-up" title="Go to parent page"&gt;up&lt;/a&gt;&lt;a href="/realms_of_lore/rol_v3_the_city_dungeon" class="page-next" title="Go to next page"&gt;RoL(v3) the City Dungeon ›&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;</description>
 <comments>http://www.rpglaboratory.com/realms_of_lore/rol_v3_the_sewer#comment</comments>
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 <enclosure url="http://www.rpglaboratory.com/files/RoLtheSewer.pdf" length="108344" type="application/pdf" />
 <pubDate>Mon, 09 Apr 2012 13:29:30 -0500</pubDate>
 <dc:creator>J.K.Mosher</dc:creator>
 <guid isPermaLink="false">2745 at http://www.rpglaboratory.com</guid>
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 <title>RoL(v3) The Market Square</title>
 <link>http://www.rpglaboratory.com/realms_of_lore/rol_v3_the_market_square</link>
 <description>&lt;p&gt;Finally kicked myself in the butt hard enough to&lt;br /&gt;
finish the second site module.&lt;/p&gt;
&lt;p&gt;Designed to be printed duplex and then folded&lt;br /&gt;
into a tri-fold pamphlet.&lt;/p&gt;
&lt;p&gt;If you find any really unplayable portions&lt;br /&gt;
please let me know. With RL I'm having&lt;br /&gt;
a hard time even finding time to work on&lt;br /&gt;
these modules.&lt;/p&gt;
&lt;p&gt;Next up everyone's favorite . . . the Sewers&lt;/p&gt;
&lt;p&gt;:)&lt;/p&gt;
&lt;div class="book-navigation"&gt;&lt;div class="page-links"&gt;&lt;a href="/realms_of_lore/rol_v3_the_city_dungeon" class="page-previous" title="Go to previous page"&gt;‹ RoL(v3) the City Dungeon&lt;/a&gt;&lt;a href="/realms_of_lore/realms_of_lore_v3" class="page-up" title="Go to parent page"&gt;up&lt;/a&gt;&lt;a href="/realms_of_lore/realms_of_lore_original" class="page-next" title="Go to next page"&gt;Realms of Lore: Original ›&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;</description>
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 <enclosure url="http://www.rpglaboratory.com/files/RoLtheMarketSquare.pdf" length="108702" type="application/pdf" />
 <pubDate>Tue, 06 Mar 2012 21:28:38 -0600</pubDate>
 <dc:creator>J.K.Mosher</dc:creator>
 <guid isPermaLink="false">2744 at http://www.rpglaboratory.com</guid>
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 <title>Rough draft for All Faeries MUST Die!!</title>
 <link>http://www.rpglaboratory.com/oversoul/rough_draft_for_all_faeries_must_die</link>
 <description>&lt;p&gt;First let me apologies I amstill trying to gt the feel for this setting.  so it reads very disjointed at times, also it is not complete.&lt;/p&gt;
&lt;p&gt;I want to follow that by saying this setting was very much inspired by Kobolds Ate My Baby.  Hopefully not so inspired that people feel it is a knock off.  &lt;/p&gt;
&lt;p&gt;One of my goals for this setting was to create a world that is somewhere between a traditional fantasy game world and the almost dreamlike worlds of faerie tales.  Finding that line is what my problem is.&lt;/p&gt;
&lt;p&gt;Any thoughts or input on the overall document or any part of it for that matter would be readily accepted.&lt;/p&gt;
</description>
 <comments>http://www.rpglaboratory.com/oversoul/rough_draft_for_all_faeries_must_die#comment</comments>
 <pubDate>Thu, 16 Feb 2012 09:36:18 -0600</pubDate>
 <dc:creator>oversoul</dc:creator>
 <guid isPermaLink="false">2743 at http://www.rpglaboratory.com</guid>
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 <title>working on BBsp</title>
 <link>http://www.rpglaboratory.com/oversoul/working_on_bbsp</link>
 <description>&lt;p&gt;I Think I am going to re-energize the BBsp yahoo group. I have been working on the All Faeries MUST Die!!! setting and I would like to open up some ideas for discussion as well work out some mechanics.  Sadly my biggest problem is module ideas. I can easily crank out setting ideas but when it comes to game night stories for some reason I draw a  blank? When I get a chance (aka not on my tablet)  I will post the rough draft of AFMD!!! to the book section&lt;/p&gt;
</description>
 <comments>http://www.rpglaboratory.com/oversoul/working_on_bbsp#comment</comments>
 <pubDate>Mon, 13 Feb 2012 12:38:40 -0600</pubDate>
 <dc:creator>oversoul</dc:creator>
 <guid isPermaLink="false">2742 at http://www.rpglaboratory.com</guid>
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 <title>RoL(v3) the City Dungeon</title>
 <link>http://www.rpglaboratory.com/realms_of_lore/rol_v3_the_city_dungeon</link>
 <description>&lt;p&gt;Can't really test a game with out an adventure.&lt;br /&gt;
This is the first of 4 planned adventures set&lt;br /&gt;
in/under/around "the City".&lt;/p&gt;
&lt;p&gt;Three more are planned (and hopefully done soon)&lt;br /&gt;
these are "the Market Square", "the Sewer" and&lt;br /&gt;
"the Fields". With a possible remake of&lt;br /&gt;
"the Rat Warrens" into the new setup.&lt;/p&gt;
&lt;p&gt;Yes these are the same basic locals as the other&lt;br /&gt;
versions, but will be updated to fit the current&lt;br /&gt;
system.&lt;/p&gt;
&lt;p&gt;Enjoy, and as always . . . feedback will&lt;br /&gt;
be greatly appreciated :)&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The Story Thus Far . . .&lt;/strong&gt;&lt;br /&gt;
Leaving your family behind you headed to the&lt;br /&gt;
city, lured by the promise of adventure and&lt;br /&gt;
opportunity. The reality was a poor shadow of&lt;br /&gt;
what the stories and tales spoke of.&lt;br /&gt;
Seeking work you ran afoul of the corrupt City&lt;br /&gt;
Guard and now find yourself a guest of the&lt;br /&gt;
city's authorities in the city dungeons.&lt;br /&gt;
Stripped of anything of worth you are left to&lt;br /&gt;
rot, awaiting the whispered rumor of a&lt;br /&gt;
hangman's noose.&lt;br /&gt;
You must escape this place and get free of the&lt;br /&gt;
city walls. Night and days merge as you&lt;br /&gt;
formulate plans after plan, until finally it is&lt;br /&gt;
decided . . . you'll just have to make a break for&lt;br /&gt;
it. A headlong run for the exit through this&lt;br /&gt;
haphazard maze of doors and cells.&lt;/p&gt;
&lt;div class="book-navigation"&gt;&lt;div class="page-links"&gt;&lt;a href="/realms_of_lore/rol_v3_the_sewer" class="page-previous" title="Go to previous page"&gt;‹ RoL (v3) the Sewer&lt;/a&gt;&lt;a href="/realms_of_lore/realms_of_lore_v3" class="page-up" title="Go to parent page"&gt;up&lt;/a&gt;&lt;a href="/realms_of_lore/rol_v3_the_market_square" class="page-next" title="Go to next page"&gt;RoL(v3) The Market Square ›&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;</description>
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 <enclosure url="http://www.rpglaboratory.com/files/RoLtheCityDungeon.pdf" length="96244" type="application/pdf" />
 <pubDate>Sat, 11 Feb 2012 19:43:59 -0600</pubDate>
 <dc:creator>J.K.Mosher</dc:creator>
 <guid isPermaLink="false">2741 at http://www.rpglaboratory.com</guid>
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 <title>Realms of Lore(v3) </title>
 <link>http://www.rpglaboratory.com/realms_of_lore/realms_of_lore_v3</link>
 <description>&lt;p&gt;Okay, I've done some tweaking. Combined elements of&lt;br /&gt;
Rol(v1) and RoL(v2)for what i'm hoping is the final&lt;br /&gt;
incarnation, at least in regards to the basic rules,&lt;br /&gt;
and game flow.&lt;/p&gt;
&lt;p&gt;Quick Points:&lt;br /&gt;
1) We have "Classes" called Disciplines.&lt;br /&gt;
These are pretty generic, give starting skill bonuses.&lt;/p&gt;
&lt;p&gt;2)Conditions have returned from RoL(v1).&lt;br /&gt;
There is no scale, this time the Hero is either&lt;br /&gt;
Bleeding or not. All Conditions modify rolls, though&lt;br /&gt;
some modify more rolls then others.&lt;/p&gt;
&lt;p&gt;3)Still no artwork . . . I'm working on it,&lt;br /&gt;
but currently I'm out of practice . . . I'm hoping&lt;br /&gt;
to include some black line drawings at least on the cover.&lt;/p&gt;
&lt;p&gt;Feedback?&lt;br /&gt;
I'm kinda iffy about using the pamphlet format. I like it,&lt;br /&gt;
and feel it does give RoL something different from other&lt;br /&gt;
small RPG's that are full pages.&lt;/p&gt;
&lt;p&gt;But the issues . . . is the Text TOO small?&lt;br /&gt;
Does it flow in a meaningful or useful manner?&lt;br /&gt;
Is the wording clear, or to cumbersome?&lt;br /&gt;
After reading the entire booklet did I miss anything?&lt;/p&gt;
&lt;p&gt;Thanks and Enjoy :)&lt;/p&gt;
&lt;p&gt;UpDate (02/11/2012)&lt;br /&gt;
Swapped in a proofed version of the rules.&lt;br /&gt;
- Fixed typos&lt;br /&gt;
- Cleaned up some wording.&lt;/p&gt;
&lt;div class="book-navigation"&gt;&lt;ul class="menu"&gt;&lt;li class="leaf"&gt;&lt;a href="/realms_of_lore/rol_v3_the_rat_warrens"&gt;RoL (v3) the Rat Warrens&lt;/a&gt;&lt;/li&gt;&lt;li class="leaf"&gt;&lt;a href="/realms_of_lore/rol_v3_the_sewer"&gt;RoL (v3) the Sewer&lt;/a&gt;&lt;/li&gt;&lt;li class="leaf"&gt;&lt;a href="/realms_of_lore/rol_v3_the_city_dungeon"&gt;RoL(v3) the City Dungeon&lt;/a&gt;&lt;/li&gt;&lt;li class="leaf"&gt;&lt;a href="/realms_of_lore/rol_v3_the_market_square"&gt;RoL(v3) The Market Square&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="page-links"&gt;&lt;a href="/realms_of_lore_0" class="page-previous" title="Go to previous page"&gt;‹ Realms of Lore&lt;/a&gt;&lt;a href="/realms_of_lore_0" class="page-up" title="Go to parent page"&gt;up&lt;/a&gt;&lt;a href="/realms_of_lore/rol_v3_the_rat_warrens" class="page-next" title="Go to next page"&gt;RoL (v3) the Rat Warrens ›&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;</description>
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 <enclosure url="http://www.rpglaboratory.com/files/RoLTomeofRules_0.pdf" length="160466" type="application/pdf" />
 <pubDate>Fri, 03 Feb 2012 10:52:37 -0600</pubDate>
 <dc:creator>J.K.Mosher</dc:creator>
 <guid isPermaLink="false">2740 at http://www.rpglaboratory.com</guid>
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 <title>Well I am not dead</title>
 <link>http://www.rpglaboratory.com/oversoul/well_i_am_not_dead</link>
 <description>&lt;p&gt;I did not believe anyone thought so but I wanted a catchy title.  Anyway I am still around and still work on my games, unfortunately I am also now running my own business and that eats up almost all of my time.  I usually only have time to think about my games with a few minutes a week to actually work on them.  &lt;/p&gt;
&lt;p&gt;Well I now find myself with a little more time on my hands...finally, si I thought I would begin posting some again.  How frequently I have no idea, but I have a tablet on the way so maybe I can squeeze some stuff out more often.&lt;/p&gt;
&lt;p&gt;My most recent thoughts have been on BIG BEERS, small pretzels.  back when I hade a small but active yahoo group we where discussing the probabilities of beer cap randomizers. By my testing I feel that a cap has a roughly 25% chance of landing face up. The aerodynamics of a cap tends to want to land face down.  I am remulling over how much this will affect the game.  I already include pretzels for rethow option.  Given how many rethrows a player is allowed is only dependant on how many pretzels they have...and how full their bellies are.  DO I need to change anything at all.&lt;/p&gt;
&lt;p&gt;I also keep toying with my two setting for BBsp, Zombies ATE my kinfolk, and All Faeries MUST Die!!  I am great at creating worlds, but when it comes time to creating adventures..I suck...&lt;/p&gt;
&lt;p&gt;ANyway enough ranting for now.&lt;/p&gt;
</description>
 <comments>http://www.rpglaboratory.com/oversoul/well_i_am_not_dead#comment</comments>
 <pubDate>Fri, 03 Feb 2012 05:53:20 -0600</pubDate>
 <dc:creator>oversoul</dc:creator>
 <guid isPermaLink="false">2739 at http://www.rpglaboratory.com</guid>
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 <title>6d6</title>
 <link>http://www.rpglaboratory.com/mitern/6d6</link>
 <description>&lt;p&gt;I am working on a solo rpg that uses many 6 sided dice because they are easy to obtain for most people, a pencil and paper.&lt;br /&gt;
 The rules will be one page (double sided).  It is kind of based on "Wall-e" and "The Brave Little Toaster".&lt;br /&gt;
 Here is the background story;  A nerdy, kinda lazy, sort of genius tech decides to make a little robot to help him around his studio apartment.  You are that little robot and must accomplish the task(s) he sets before you.&lt;br /&gt;
  The game; 6d6 is the robots name (the tech is into Star Wars).  He has 6 'batteries' that have six charges each.  Two batteries are used for Movement (i.e. getting to a certain place), two batteries are used for Attack (performing a task) and two batteries are used for Defense (protecting operating systems or work done).  It is a MAD system (Movement, Attack, Defense) with 12 points assigned to each.  The batteries can be moved at the cost of one point.  For example, 6d6 after working a while has Movement:2, Attack:7 and Defense:12. He decides to move a battery from Defense to movement. So he now has Movement:7 (one point was lost in the move), Attack:7 and Defense:6.&lt;br /&gt;
  There will be different scenarios or episodes.  In the beginning they will be easy like; "Find the Pages to the Report" or "Put Away Clean Clothes". Then there will be medium difficulty like; "Make Flavored Noodles" or "Clean the Studio Apartment".  Then difficult like "Bring the Tech's Lap Top to Him" or "Go to Sick Tech and Drive Him Home".&lt;br /&gt;
  I have learned a lot about game mechanics by reading the great games on here and need to read more before deciding how the actual game play will work.  I am looking into the games that increase levels as certain actions are performed or items found.  There has been some trial and error. For example, at one point I was wondering how difficult it would be to teach an average person a number system based on 6... very hard by the way.&lt;br /&gt;
  I like creating games from time to time.  I mainly like playing them.  You can find a game I created at &lt;a href="http://www.pagat.com/invented/u-g-o.html"&gt;http://www.pagat.com/invented/u-g-o.html&lt;/a&gt;&lt;/p&gt;
</description>
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 <category domain="http://www.rpglaboratory.com/role_playing_games/design">Design</category>
 <category domain="http://www.rpglaboratory.com/general/random">Random</category>
 <pubDate>Sat, 28 Jan 2012 11:08:17 -0600</pubDate>
 <dc:creator>MiTern</dc:creator>
 <guid isPermaLink="false">2738 at http://www.rpglaboratory.com</guid>
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 <title>Pond</title>
 <link>http://www.rpglaboratory.com/image/pond</link>
 <description>&lt;img src="http://www.rpglaboratory.com/files/images/Pond RPG.preview.jpg" alt="Pond" title="Pond"  class="image preview" width="640" height="480" /&gt;&lt;p&gt;This is a fake RPG made for a game that Kumakami is playing over on the 1km1kt forums.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.1km1kt.net/forum/viewtopic.php?f=14&amp;amp;t=4166"&gt;Here&lt;/a&gt;&lt;/p&gt;
</description>
 <comments>http://www.rpglaboratory.com/image/pond#comment</comments>
 <pubDate>Wed, 11 Jan 2012 22:33:45 -0600</pubDate>
 <dc:creator>SheikhJahbooty</dc:creator>
 <guid isPermaLink="false">2737 at http://www.rpglaboratory.com</guid>
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 <title>What's with the huge blocks of grayed out error text?</title>
 <link>http://www.rpglaboratory.com/j_k_mosher/whats_with_the_huge_blocks_of_grayed_out_error_text</link>
 <description>&lt;p&gt;Just wondering if anyone else is noticing the blocks of error text that show up when you log in, or try and use the Most Popular and leaders links?&lt;/p&gt;
&lt;p&gt;Thanks.&lt;/p&gt;
</description>
 <comments>http://www.rpglaboratory.com/j_k_mosher/whats_with_the_huge_blocks_of_grayed_out_error_text#comment</comments>
 <category domain="http://www.rpglaboratory.com/general/off_topic">Off-Topic</category>
 <pubDate>Fri, 02 Dec 2011 11:38:24 -0600</pubDate>
 <dc:creator>J.K.Mosher</dc:creator>
 <guid isPermaLink="false">2735 at http://www.rpglaboratory.com</guid>
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