The Clock Tower
Your turn begins in The Clock Tower.
Go to the section of this page with the name 'BOTTOM LEVEL PRESENT'.
BOTTOM LEVEL PRESENT - Roll a die for what you encounter on the clock tower's bottom level in the present:
1 = The clock tower strikes one, and you find yourself transported in time to the past. Go to the section of this page with the name 'BOTTOM LEVEL PAST'.
2 = The clock tower strikes twelve, and you find yourself transported in time to the future. Go to the section of this page with the name 'BOTTOM LEVEL FUTURE'.
3 = A modern day doctor uses his surgical skills to heal the wounded. Heal 1 Wound.
4 = You are blocked by a warrior that is part of the guard on watch over this tower. Fight a Melee Combat with a clock watchman. The clock watchman's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 1. If the clock watchman receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the clock watchman does not receive the Wound.
5 = You are attacked by a wizard that is part of this tower's watch guard. Fight a Magical Combat with a watch wizard. The watch wizard's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 1. If the watch wizard receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the watch wizard does not receive the Wound.
6 = A wizardly time traveller offers a costly spell for escaping the temporal bonds of the clock tower. Pay 2 Gold to gain chronos, unless you are a wizard, in which case pay 1 Gold to gain chronos. Chronos is a Spell. You may use chronos at the start of any turn on a page with the word 'Clock' in it's name. When used, your turn ends and your next turn will begin in The Warlock Hut; Proceed to that page if so.
Unless you rolled a 1 and went to the section 'BOTTOM LEVEL PAST', or you rolled a 2 and went to the section 'BOTTOM LEVEL FUTURE', after your bottom level present encounter, go to the section of this page with the name 'TOP LEVEL PRESENT'.
TOP LEVEL PRESENT - Roll a die for what you encounter on the clock tower's top level in the present:
1 = The clock tower strikes one, and you find yourself transported in time to the past. Go to the section of this page with the name 'TOP LEVEL PAST'.
2 = The clock tower strikes twelve, and you find yourself transported in time to the future. Go to the section of this page with the name 'TOP LEVEL FUTURE'.
3 = You come across a strange mechanical automaton with a clock for a face. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a clockface. If the die roll is 4, 5, or 6, fight a Magical Combat with a clockface. The clockface's attributes are Arms: 4, Magic: 4, Craft: 1, Vitae: 2. If the clockface receives a Wound due to a Combat with you, roll two dice. If the die roll is 7, the clockface does not receive the Wound. If the clockface has fallen due to Combat with you, gain a clock face, unless you have a clock face. A clock face is an Item. A clock face does not count towards the number of Items you may have. If you have the clock face at the start of a turn on a page that does not have the word 'Clock' in it's name, lose the clock face. If you have a clock face, a big hand, and a small hand at the start of a turn on a page with the word 'Clock' in it's name, you may choose to lose the clock face, the big hand, and the small hand. If so, your turn ends and your next turn will begin in The Warlock Hut; Proceed to that page.
4 = A captain of the clock tower's watch challenges you to battle. Fight a Melee Combat with a clockwatch captain. The clockwatch captain's attributes are Arms: 4, Magic: 3, Craft: 3, Vitae: 2. If the clockwatch captain receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the clockwatch captain does not receive the Wound.
5 = A warlock that leads the wizardly watch of this tower casts a watchful eye on you. Fight a Magical Combat with a watchclock warlock. The watchclock warlock's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 2. If the watchclock warlock receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the watchclock warlock does not receive the Wound.
6 = The modern ruler of the present day clock tower possesses a temporal gate out. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a clock king. If the die roll is 4, 5, or 6, fight a Magical Combat with a clock king. The clock king's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 2. If the clock king receives a Wound due to Combat with you, roll two dice. If the die roll is 7 or more, the clock king does not receive the Wound. If the clock king has fallen due to Combat with you, your turn ends and your next turn will begin in The Warlock Hut; Proceed to that page if so.
Unless you rolled a 1 and went to the section 'TOP LEVEL PAST', or you rolled a 2 and went to the section 'TOP LEVEL FUTURE', or you rolled a 6 and went to The Warlock Hut, after your top level present encounter, go to the section of this page with the name 'BOTTOM LEVEL PRESENT'.
BOTTOM LEVEL PAST - Roll a die for what you encounter on the clock tower's bottom level in the past:
1 = The clock tower strikes six, and you find yourself transported in time to the present. Go to the section of this page with the name 'BOTTOM LEVEL PRESENT'.
2 = The clock tower strikes twelve, and you find yourself transported in time to the future. Go to the section of this page with the name 'BOTTOM LEVEL FUTURE'.
3 = An ancient healer uses her healing herbs to heal the wounded. Heal 1 Wound.
4 = A flying hourglass with wings assaults you with grains of sand. Fight a Melee Combat with a winged hourglass. The winged hourglass's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 1. If you receive a Wound due to a Melee Combat with the winged hourglass, roll a die. If the die roll is 5 or 6, do not receive the Wound. You cannot end Combat with the winged hourglass unless it has fallen.
5 = A small metal creature with a sundial for a head assails you with a concentrated ray of sunlight. Fight a Magical Combat with a sinister sundialer. The sinister sundialer's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 1. If you receive a Wound due to a Magical Combat with the sinister sundialer, roll a die. If the die roll is 5 or 6, receive 1 additional Wound. If the sinister sundialer receives a Wound due to a Melee Combat with you, roll two dice. If the die roll is 6 or 12, the sinister sundialer does not receive the Wound.
6 = A clanking golem made up of copper cogs creeps it's way towards you. Fight a Melee Combat with a coppercog golem. The coppercog golem's attributes are Arms: 5, Magic: 5, Craft: 1, Vitae: 2. If the coppercog golem receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 5 or 6, the coppercog golem does not receive the Wound. If the coppercog golem has fallen due to Melee Combat with you, gain 1 Gold.
Unless you rolled a 1 and went to the section 'BOTTOM LEVEL PRESENT', or you rolled a 2 and went to the section 'BOTTOM LEVEL FUTURE', after your bottom level past encounter, go to the section of this page with the name 'TOP LEVEL PAST'.
TOP LEVEL PAST - Roll a die for what you encounter on the clock tower's top level in the past:
1 = The clock tower strikes six, and you find yourself transported in time to the present. Go to the section of this page with the name 'TOP LEVEL PRESENT'.
2 = The clock tower strikes twelve, and you find yourself transported in time to the future. Go to the section of this page with the name 'TOP LEVEL FUTURE'.
3 = You come across a strange mechanical automaton with big clock hands for it's arms. Fight a Melee Combat with a bighand. The bighand's attributes are Arms: 4, Magic: 4, Craft: 1, Vitae: 2. If the bighand receives a Wound due to a Melee Combat with you, roll two dice. If the die roll is 7, the bighand does not receive the Wound. If the bighand has fallen due to Combat with you, gain a big hand, unless you have a big hand. A big hand is an Item. A big hand does not count towards the number of Items you may have. If you have the big hand at the start of a turn on a page that does not have the word 'Clock' in it's name, lose the big hand. If you have a big hand, a small hand, and a clock face at the start of a turn on a page with the word 'Clock' in it's name, you may choose to lose the big hand, the small hand, and the clock face. If so, your turn ends and your next turn will begin in The Warlock Hut; Proceed to that page.
4 = A miniature monster made of clockwork cogs lives in the upper part of the clock tower. Fight a Melee Combat with a cog goblin. The cog goblin's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 2. At the start of any Combat the cog goblin is in, roll two dice. If the die roll is 3, increase the cog goblin's Arms and Magic by 1 for that Combat only. If the cog goblin has fallen, you may choose to roll two dice. If the die roll is 3, gain a cog gob. A cog gob is an Ally. If you have the cog gob at the start of any turn on a page that does not have the word 'Time' or 'Clock' in it's name, roll two dice. If the die roll is 3, lose the cog gob. If you have the cog gob at the start of any Combat, roll two dice. If the die roll is 3, increase your Arms and Magic by 1 for that Combat only.
5 = A diminutive humanoid made of clockwork gears dwells in this part of the clock tower. Fight a Magical Combat with a gear gremlin. The gear gremlin's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 2. At the start of any Combat the gear gremlin is in, roll two dice. If the die roll is 6, increase the gear gremlin's Arms and Magic by 1 for that Combat only. If the gear gremlin has fallen, you may choose to roll two dice. If the die roll is 6, gain a gear grem. A gear grem is an Ally. If you have the gear grem at the start of any turn on a page that does not have the word 'Time' or 'Clock' in it's name, roll two dice. If the die roll is 6, lose the gear grem. If you have the gear grem at the start of any Combat, roll two dice. If the die roll is 6, increase your Arms and Magic by 1 for that Combat only.
6 = The ancient ruler of the clock tower of the past is a warrior possessing a unique time treasure. Fight a Melee Combat with a clock jack. The clock jack's attributes are Arms: 6, Magic: 4, Craft: 3, Vitae: 3. If the clock jack has 2 Wounds at the start of any Melee Combat he is in, roll a die. If the die roll is less than the clock jack's Craft, you heal all Wounds received due to Combat with the clock jack this turn, then your turn ends and your next turn will begin in The Clock Tower; Stay on this page if so. If the clock jack has fallen due to Combat with you, gain a timetwist ring. A timetwist ring is an Item. You may use the timetwist ring whenever you receive a Wound during a turn. When used, lose the timetwist ring, heal all Wounds you received that turn, then your turn ends and your next turn will begin on the same page you were on when the timetwist ring was used.
Unless you rolled a 1 and went to the section 'TOP LEVEL PRESENT', or you rolled a 2 and went to the section 'TOP LEVEL FUTURE', or you rolled a 6 and your turn ended, after your top level past encounter, go to the section of this page with the name 'BOTTOM LEVEL PAST'.
BOTTOM LEVEL FUTURE - Roll a die for what you encounter on the clock tower's bottom level in the future:
1 = The clock tower strikes one, and you find yourself transported in time to the past. Go to the section of this page with the name 'BOTTOM LEVEL PAST'.
2 = The clock tower strikes six, and you find yourself transported in time to the present. Go to the section of this page with the name 'BOTTOM LEVEL PRESENT'.
3 = A futuristic physician uses advanced medical equipment to heal the wounded. Heal 1 Wound.
4 = A ticking orb with legs and arms chases you down and clamps on to you. Fight a Melee Combat with a ticking timebomb. The ticking timebomb's attributes are Arms: 3, Magic: 3, Craft: 1, Vitae: 1. If you receive a Wound due to a Melee Combat with the ticking timebomb, roll a die. If the die roll is 1, 2, 3, or 4, do not receive the Wound. You cannot end Combat with the ticking timebomb unless it has fallen. If the ticking timebomb has fallen due to Combat with you, roll a die. If the die roll is equal to your Craft, you receive 1 Wound. If the die roll is greater than your Craft, you receive 2 Wounds.
5 = A holographic guard made of temporal, digital energy halts you in your tracks. Fight a Magical Combat with a digital watchman. The digital watchman's attributes are Arms: 3, Magic: 3, Craft: 3, Vitae: 3. At the start of any Magical Combat the digital watchman is in, roll a die. If the die roll is 3, you receive 1 Wound. If the digital watchman receives a Wound due to a Magical Combat with you, roll two dice. If the die roll is 3, 6, 9, or 12, the digital watchman does not receive the Wound.
6 = A glistening golem made up of golden gears grinds it's way towards you. Fight a Magical Combat with a goldgear golem. The goldgear golem's attributes are Arms: 5, Magic: 5, Craft: 1, Vitae: 2. If the goldgear golem receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 5 or 6, the goldgear golem does not receive the Wound. If the goldgear golem has fallen due to Magical Combat with you, gain 1 Gold.
Unless you rolled a 1 and went to the section 'BOTTOM LEVEL PAST', or you rolled a 2 and went to the section 'BOTTOM LEVEL PRESENT', after your bottom level future encounter, go to the section of this page with the name 'TOP LEVEL FUTURE'.
TOP LEVEL FUTURE - Roll a die for what you encounter on the clock tower's top level in the future:
1 = The clock tower strikes one, and you find yourself transported in time to the past. Go to the section of this page with the name 'TOP LEVEL PAST'.
2 = The clock tower strikes six, and you find yourself transported in time to the present. Go to the section of this page with the name 'TOP LEVEL PRESENT'.
3 = You come across a strange mechanical automaton with small clock hands for it's arms. Fight a Magical Combat with a smallhand. The smallhand's attributes are Arms: 4, Magic: 4, Craft: 1, Vitae: 2. If the smallhand receives a Wound due to a Magical Combat with you, roll two dice. If the die roll is 7, the smallhand does not receive the Wound. If the smallhand has fallen due to Combat with you, gain a small hand, unless you have a small hand. A small hand is an Item. A small hand does not count towards the number of Items you may have. If you have the small hand at the start of a turn on a page that does not have the word 'Clock' in it's name, lose the small hand. If you have a small hand, a big hand, and a clock face at the start of a turn on a page with the word 'Clock' in it's name, you may choose to lose the small hand, the big hand, and the clock face. If so, your turn ends and your next turn will begin in The Warlock Hut; Proceed to that page.
4 = A clockwork creature made completely of cogs stalks the upper level of the clock tower. Fight a Melee Combat with a cog creature. The cog creature's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 2. At the start of any Combat the cog creature is in, roll two dice. If the die roll is 9, increase the cog creature's Arms and Magic by 1 for that Combat only. If the cog creature has fallen, you may choose to roll two dice. If the die roll is 9, gain a cog critter. A cog critter is an Ally. If you have the cog critter at the start of any turn on a page that does not have the word 'Time' or 'Clock' in it's name, roll two dice. If the die roll is 9, lose the cog critter. If you have the cog critter at the start of any Combat, roll two dice. If the die roll is 9, increase your Arms and Magic by 1 for that Combat only.
5 = A clockwork monster made entirely of gears lurks in this level of the clock tower. Fight a Magical Combat with a gear ghoul. The gear ghoul's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 2. At the start of any Combat the gear ghoul is in, roll two dice. If the die roll is 12, increase the gear ghoul's Arms and Magic by 1 for that Combat only. If the gear ghoul has fallen, you may choose to roll two dice. If the die roll is 12, gain a geary ghoulie. A geary ghoulie is an Ally. If you have the geary ghoulie at the start of any turn on a page that does not have the word 'Time' or 'Clock' in it's name, roll two dice. If the die roll is 12, lose the geary ghoulie. If you have the geary ghoulie at the start of any Combat, roll two dice. If the die roll is 12, increase your Arms and Magic by 1 for that Combat only.
6 = The advanced ruler of the clock tower of the future is a temporal sorceress with a special time spell. Fight a Magical Combat with a clock queen. The clock queen's attributes are Arms: 4, Magic: 6, Craft: 5, Vitae: 1. At the start of any Magical Combat with the clock queen, roll a die. If the die roll is less than the clock queen's Craft, you heal all Wounds received due to Combat with the clock queen this turn, then your turn ends and your next turn will begin in The Clock Tower; Stay on this page if so. If the clock queen has fallen due to Combat with you, gain twisttime. Twisttime is a Spell. Twisttime may be used whenever you receive a Wound during a turn. When used, heal all Wounds you received that turn, then your turn ends and your next turn will begin on the same page you were on when twisttime was used.
Unless you rolled a 1 and went to the section 'TOP LEVEL PAST', or you rolled a 2 and went to the section 'TOP LEVEL PRESENT', or you rolled a 6 and your turn ended, after your top level future encounter, go to the section of this page with the name 'BOTTOM LEVEL FUTURE'.
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