Quote:
You are are brought to the labyrinth of no return. Your goal is to grab the hidden treasures inside the labyrinth while avoiding traps and reach the end. Collect at LEAST 3 out of the 5 hidden treasures. BEWARE. This test is VERY difficult.
HP:If your HP reaches zero it is GAME OVER.
THE MAP: Your horsemen starts at tile 1 (make a mental tally this is their starting zone in the event. Their goal is to reach the exit at tile 50.
- Roll 1d10. Add the amount you rolled to your total tile number until you hit tile 50 or over. Match your dice roll to the events below.
Rolling 1-2: An obstacle falls on you! You lose -5 HP!
Rolling 3-4: Traps fall from the bottom and nearly impale you! You lose - 10 HP!
Rolling 5: You find a hidden treasure!
Rolling a 6: A giant axe lands and neatly beheads you! You dissipate. You have to start all over again.
Rolling 7: Nothing happens
Rolling 8: You find a hidden treasure!
Rolling 9: Nothing happens
Rolling 10: You find a hidden treasure!
GOAL: Roll 1d10 and add your rolls until they are greater than 50. In addition, have at least 3 treasures collected.
UPON COMPLETION: You have done it! Your horseman gains the SAGE PASSIVE ABILITY:
Sage passive ability: Sages can camouflage themselves, hiding even in plain sight. This allows them to listen to any conversation at close range. HOWEVER, if the level of the horsemen or opponent is higher than the sage's, then the sage will be caught and/or heard! If their level is the SAME, the opponent should roll 1d6 each time they say anything. If they roll even, they spot the hidden sage!
- In battle, they can halve the damage of any NON FEAR/CHARGE ATTACK MOVE
HP:If your HP reaches zero it is GAME OVER.
THE MAP: Your horsemen starts at tile 1 (make a mental tally this is their starting zone in the event. Their goal is to reach the exit at tile 50.
- Roll 1d10. Add the amount you rolled to your total tile number until you hit tile 50 or over. Match your dice roll to the events below.
Rolling 1-2: An obstacle falls on you! You lose -5 HP!
Rolling 3-4: Traps fall from the bottom and nearly impale you! You lose - 10 HP!
Rolling 5: You find a hidden treasure!
Rolling a 6: A giant axe lands and neatly beheads you! You dissipate. You have to start all over again.
Rolling 7: Nothing happens
Rolling 8: You find a hidden treasure!
Rolling 9: Nothing happens
Rolling 10: You find a hidden treasure!
GOAL: Roll 1d10 and add your rolls until they are greater than 50. In addition, have at least 3 treasures collected.
UPON COMPLETION: You have done it! Your horseman gains the SAGE PASSIVE ABILITY:
Sage passive ability: Sages can camouflage themselves, hiding even in plain sight. This allows them to listen to any conversation at close range. HOWEVER, if the level of the horsemen or opponent is higher than the sage's, then the sage will be caught and/or heard! If their level is the SAME, the opponent should roll 1d6 each time they say anything. If they roll even, they spot the hidden sage!
- In battle, they can halve the damage of any NON FEAR/CHARGE ATTACK MOVE