The Circus

Your turn begins at The Circus. 

Choose one of the following locations to visit: CIRCUS GATES, TICKET BOOTH, SHOOTING GALLERY, WHEEL OF FORTUNE, GAME OF CHANCE, DUNKING BOOTH, CHUCK-A-LUCK, FORTUNETELLER, FAIRGROUNDS, FREAK SHOW, FUN HOUSE, BIG TENT. To visit a location, go to the section of this page with the same name as the location.


CIRCUS GATES - You may choose to leave The Circus by returning to The Town. If so, your turn ends and the next turn will begin in The Town; Proceed to that page. If not, your turn ends and the next turn will begin at The Circus; Stay on this page.


TICKET BOOTH - You may choose to do any of the following in any order you choose:


Pay 1 Item to gain 1 Gold. Any Item may be used as payment except for an Item with the word 'potion', 'pass', or 'ticket' in it's name.


Pay 1 Gold to gain a circus ticket. A circus ticket is an Item. A circus ticket does not count towards the number of Items you may have. 


When you are done gaining Gold and/or buying Items, your turn ends and the next turn will begin at The Circus; Stay on this page.


SHOOTING GALLERY - Pay 1 circus ticket to roll two dice. If the die roll is less than your Arms, gain 2 Gold. When you are done, your turn ends and the next turn will begin at The Circus; Stay on this page.


WHEEL OF FORTUNE - Pay 1 circus ticket to roll two dice. If the die roll is less than your Magic, gain 2 Gold. When you are done, your turn ends and the next turn will begin at The Circus; Stay on this page.


GAME OF CHANCE - Pay 1 circus ticket to roll two dice. If the die roll is equal to or less than your Craft, gain 2 Gold. When you are done, your turn ends and the next turn will begin at The Circus; Stay on this page.


DUNKING BOOTH - Pay 1 circus ticket to roll two dice. If the die roll is equal to or less than your Vitae, gain 2 Gold. When you are done, your turn ends and the next turn will begin at The Circus; Stay on this page.


CHUCK-A-LUCK - Pay 1 circus ticket to roll two dice. If the die roll is 7, gain 2 Gold. If the die roll is 11, gain 3 Gold. When you are done, your turn ends and the next turn will begin at The Circus; Stay on this page.


FORTUNETELLER - The fortuneteller's magic sends you to a mystical plane of etherealness. Pay 1 Gold to go to The Ethereal Plane. If you pay the Gold, your turn ends and your next turn will begin in The Ethereal Plane; Proceed to that page if so. If you do not pay the Gold, your turn ends and the next turn will begin at The Circus; Stay on this page if so.


FAIRGROUNDS - Roll a die for what you encounter on the circus fairgrounds:


1 = Left adrift in the grass of the fairgrounds is a discarded ticket to the circus. If you choose, roll a die. If the die roll is less than your Craft, gain a circus ticket. A circus ticket is an Item. A circus ticket does not count towards the number of Items you may have.


2 = Roaming these fairgrounds is an elusive circus ticket thief. If you have a circus ticket, roll a die. If the die roll is greater than your Craft, lose 1 circus ticket.


3 = A drunken fight breaks out among the circus revelers. Roll a die. If the die roll is 1 or 2, fight a Magical Combat with a drunk reveler. The drunk reveler's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. If the die roll is 5 or 6, fight a Melee Combat with a drunken reveler. The drunken reveler's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1.


4 = An avid fan of the circus is buying tickets from anybody who happens to have one. Pay 1 circus ticket to gain 1 Gold.


5 = A special breed of dogmen works for the circus guarding these fairgrounds. If you choose, fight a Melee Combat with a carnival barker. The carnival barker's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 2. If the carnival barker has fallen due to Melee Combat, roll a die. If the die roll is 1, gain a circus ticket. A circus ticket is an Item. A circus ticket does not count towards the number of Items you may have.


6 = A cabal of mages travels along with this circus wherever it goes. If you choose, fight a Magical Combat with a carney mage. The carney mage's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 2. If the carney mage has fallen due to Magical Combat, roll a die. If the die roll is 1, gain a circus ticket. A circus ticket is an Item. A circus ticket does not count towards the number of Items you may have.


After your fairgrounds encounter ends, your turn ends and your next turn will begin at The Circus; Stay on this page.


FREAK SHOW - If you do not have a circus ticket, your turn ends and the next turn will begin at The Circus; Stay on this page if so. If you have a circus ticket, lose 1 circus ticket, then roll a die for what you encounter at the circus freak show:


1 = You see a freak so frightening that your heart nearly stops from the very sight of it. Roll a die. If the die roll is greater than your Vitae, receive 1 Wound.


2 = Turns out the bearded lady is a witch with a wicked temper. Fight a Magical Combat with a bearded lady. The bearded lady's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2. if the bearded lady has fallen due to Magical Combat with you, roll a die. If the die roll is 1, 3, or 5, gain a circus ticket. A circus ticket is an Item. A circus ticket does not count towards the number of Items you may have.


3 = A part rodent, part human thief has hidden himself among the freaks by posing as a rat-faced boy. Fight a Melee Combat with a ratboy rogue. The ratboy rogue's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 2. If the ratboy rogue has fallen due to Melee Combat with you, roll a die. If the die roll is 1, 3, or 5, gain 1 Gold.


4 = A grotesque beastman with a powerful build is the strongest among the freaks of this show. Fight a Melee Combat with a fearsome freak. The fearsome freak's attributes are Arms: 4, Magic: 3, Craft: 3, Vitae: 3. At the start of any Melee Combat the fearsome freak is in, roll a die. If the die roll is equal to or less than the fearsome freak's Craft, increase the fearsome freak's Arms by 1 for that Melee Combat only. If the fearsome freak has fallen due to Combat with you, gain 1 Gold and a circus ticket. A circus ticket is an Item. A circus ticket does not count towards the number of Items you may have.


5 = The freak show is under the management of a creepy carnival curator. If you choose, fight a Magical Combat with a creepy carney. The creepy carney's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 3. At the start of any Magical Combat the creepy carney is in, roll a die. If the die roll is less than the creepy carney's Craft, increase the creepy carney's Magic by 1 for that Magical Combat only. If the creepy carney has fallen due to Combat with you, gain 2 Gold.


6 = The beautiful sister of the fortuneteller dances a special dance which opens up a way to the ethereal plane. If you choose, your turn ends and your next turn will begin in The Ethereal Plane; Proceed to that page if so.


      Unless you rolled a 6 and were sent to The Ethereal Plane, your turn ends after your freak show encounter ends, and your next turn will begin at The Circus; Stay on this page if so.


FUN HOUSE - If you do not have a circus ticket, your turn ends and the next turn will begin at The Circus; Stay on this page if so. If you have a circus ticket, lose 1 circus ticket, then roll a die for what you encounter in the circus fun house:


1 = A maniacal clown with a sinister blade tries to ambush you in a darkened fun house corridor. Roll a die. If the die roll is greater than your Craft, receive 1 Wound.


2 = You enter a tubular tunnel with a spinning floor that tumbles you down into the lair of a troll. Fight a Melee Combat with a tumbletunnel troll. The tumbletunnel troll's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 2. if the tumbletunnel troll has fallen due to Melee Combat with you, roll a die. If the die roll is 2, 4, or 6, gain a circus ticket. A circus ticket is an Item. A circus ticket does not count towards the number of Items you may have.


3 = You come across one of the fools that calls this fun house home. Fight a Magical Combat with a funhouse fool. The funhouse fool's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2. if the funhouse fool has fallen due to Magical Combat with you, roll a die. If the die roll is 2, 4, or 6, gain 1 Gold.


4 = A mirror mage tricks you into a battle within a maze of mirrors. Fight a Magical Combat with a mirrormaze mage. The mirrormaze mage's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 3. At the start of any Magical Combat the mirrormaze mage is in, roll a die. If the die roll is equal to or less than the mirrormaze mage's Craft, increase the mirrormaze mage's Magic by 1 for that Magical Combat only. If the mirrormaze mage has fallen due to Combat with you, gain 1 Gold and a circus ticket. A circus ticket is an Item. A circus ticket does not count towards the number of Items you may have.


5 = You discover the secret room that is home to the psychotic clown that stalks the fun house. If you choose, fight a Melee Combat with a funhouse killer. The funhouse killer's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 3. At the start of any Melee Combat the funhouse killer is in, roll a die. If the die roll is less than the funhouse killer's Craft, increase the funhouse killer's Arms by 1 for that Melee Combat only. If the funhouse killer has fallen due to Combat with you, gain 2 Gold. 


6 = You wander through a cloudy corridor and find yourself floating adrift in a plane of etherealness. Your turn ends and your next turn will begin in The Ethereal Plane; Proceed to that page. 


      Unless you rolled a 6 and were sent to The Ethereal Plane, your turn ends after your fun house encounter ends, and your next turn will begin at The Circus; Stay on this page if so.


BIG TENT - If you do not have a circus ticket, your turn ends and the next turn will begin at The Circus; Stay on this page if so. If you have a circus ticket, lose 1 circus ticket, then roll a die for what you encounter in the circus big tent:


1 = A circus elephant grabs you with it's trunk and stuffs you into it's mouth. Roll two dice. If the die roll is greater than the total of your Craft plus your Vitae, receive 1 Wound.


2 = A cosmic clown from the ethereal plane manifests itself before you. Fight a Magical Combat with a cosmic clown. The cosmic clown's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 3. If the cosmic clown has fallen due to Magical Combat with you, gain 2 circus tickets. A circus ticket is an Item. A circus ticket does not count towards the number of Items you may have.


3 = You may attempt to tame a lion in a large cage in the center of the big tent. If you choose, roll two dice. If the die roll is greater than your Arms, receive 1 Wound. If the die roll is less than your Arms, gain 1 Gold and a circus ticket. A circus ticket is an Item. A circus ticket does not count towards the number of Items you may have.


4 = A circus strongman tries to pummel you with a large wooden mallet. Fight a Melee Combat with a circus strongman. The circus strongman's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 3. If the circus strongman has fallen due to Melee Combat with you, gain 2 circus tickets. A circus ticket is an Item. A circus ticket does not count towards the number of Items you may have. 


5 = You are challenged by a troupe of clowns to be shot out of their magical cannon. If you choose, roll two dice. If the die roll is greater than your Magic, receive 1 Wound. If the die roll is less than your Magic, gain 1 Gold and a circus ticket. A circus ticket is an Item. A circus ticket does not count towards the number of Items you may have.


6 = The ringleader of the circus challenges you to a three ring battle in front of the entire audience. If you choose, roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a circus ringleader. If the die roll is 4, 5, or 6, fight a Magical Combat with a circus ringleader. The circus ringleader's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 3. If the circus ringleader has fallen due to Combat with you, gain 3 circus tickets. A circus ticket is an Item. A circus ticket does not count towards the number of Items you may have.


After your big tent encounter ends, your turn ends and your next turn will begin at The Circus; Stay on this page.


The Town


The Ethereal Plane

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