The Haunted Heath

Your turn begins at The Haunted Heath.


Roll two dice for what you encounter while exploring the haunted heath:


2 = Howling forth from a small onyx temple comes the legendary black ghost hound known as the barghest. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a barghest. If the die roll is 4, 5, or 6, fight a Magical Combat with a barghest. The barghest's attributes are Arms: 7, Magic: 7, Craft: 3, Vitae: 3. If the barghest receives a Wound due to Combat with you or Spell cast by you, roll a die. If the die roll is 1, 2, or 3, the barghest does not receive the Wound. Wounds received by you due to a Combat with the barghest must be received; Ignore any instructions denoting you not receiving a Wound due to a Combat with the barghest. if you choose to end Combat with the barghest, roll a die. If the die roll is greater than your Craft, you cannot end Combat with the barghest and must fight another Combat of the same type with it. If the barghest has fallen due to Combat with you, gain a ghost fang. A ghost fang is an Item and a weapon. Wounds received by a monster due to a Combat in which the ghost fang was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Combat in which the ghost fang was used.


3 = Through a rift in reality you hear the secret words to a mystical incantation of spirit magic. Roll a die. If the die roll is equal to or less than your Craft, gain ectoplasma. Ectoplasma is a Spell. You may only use ectoplasma at the start of a turn on a page with the word 'Realm' or 'Plane' in it's name. When used, increase your Arms and Magic by 1 for that turn only.


4 = A strange showman in a fake beard wants to teach you a spell for hypnotizing any type of monster. If you choose, roll two dice. If the die roll is less than the total of your Magic plus your Craft, gain hypnosis. Hypnosis is a Spell. You may use hypnosis at the start of any Combat. When used, roll a die. If the die roll is greater than the Craft of the monster that is in the Combat that hypnosis was used at the start of, decrease that monster's Arms and Magic by 1 for that Combat only.


5 = The leaders among the heath hounds are a pack of spirit hounds with spooky-looking teeth. Fight a Melee Combat with a spooky pooch. The spooky pooch's attributes are Arms: 4, Magic: 3, Craft: 3, Vitae: 3. For the purposes of Items, Allies, and Spells, treat the word 'pooch' as though it is the word 'dog'. At the start of any Melee Combat that the spooky pooch is in, roll a die. If the die roll is greater than your Craft, decrease your Arms by 1 for that Melee Combat only. If the spooky pooch has fallen due to a Melee Combat with you, roll a die. If the die roll is 1 or 6, gain a nether gate. A nether gate is an Item. You may use the nether gate at the start of any turn on The Haunted Heath page. When used, lose the nether gate, then your turn ends and your next turn will begin in The Nether Realm; Proceed to that page if so.


6 = This heath is full of numerous spectral hounds which possess a hypnotic howl. Fight a Melee Combat with a heath hound. The heath hound's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 2. At the start of any Melee Combat that the heath hound is in, roll a die. If the die roll is equal to or greater than your Craft, decrease your Arms by 1 for that Melee Combat only.


7 = This haunted heath is home to a great number of giant worms and walking corpses. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a haunted worm. The haunted worm's attributes are Arms: 1, Magic: 2, Craft: 1, Vitae: 1. If the die roll is 4, 5, or 6, fight a Melee Combat with a haunted corpse. The haunted corpse's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 1.


8 = This heath is full of many undead hags that are skilled in casting hypnotic spells. Fight a Magical Combat with a heath hag. The heath hag's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 2. At the start of any Magical Combat that the heath hag is in, roll a die. If the die roll is equal to or greater than your Craft, decrease your Magic by 1 for that Magical Combat only.


9 = The leaders among the heath hags are a cabal of crones with creepy-looking faces. Fight a Magical Combat with a creepy crone. The creepy crone's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 3. At the start of any Magical Combat that the creepy crone is in, roll a die. If the die roll is greater than your Craft, decrease your Magic by 1 for that Magical Combat only. If the creepy crone has fallen due to a Magical Combat with you, roll a die. If the die roll is 1 or 6, gain a nether guide. A nether guide is an Ally. You may use the nether guide at the start of any turn on The Haunted Heath page. When used, lose the nether guide, then your turn ends and your next turn will begin in The Nether Realm; Proceed to that page if so.


10 = An ugly little man in a suit offers his hypnotic services to any adventurer that is worthy. If you choose, roll two dice, unless you have a hypnotist. If the die roll is less than the total of your Arms plus your Craft, Pay 1 Gold, 1 Item, or 1 Spell to gain a hypnotist. A hypnotist is an Ally. You may use the hypnotist at the start of any Combat. When used, roll a die. If the die roll is equal to or less than the Craft of the monster in that Combat, lose the hypnotist. If the die roll is greater than the Craft of the monster that is in the Combat that the hypnotist was used at the start of, decrease that monster's Arms and Magic by 1 for that Combat only.


11 = You come upon a circle of stones which holds a mystic portal to an otherworldly realm of nether. If you choose, your turn ends and your next turn will begin in The Nether Realm; Proceed to that page if so.


12 = A powerful spirit known as the haunter of the heath lies within the evil core of this haunted heath. Fight a Melee Combat with the haunter of the heath. The haunter of the heath's attributes are Arms: 6, Magic: 4, Craft: 4, Vitae: 4. At the start of any Melee Combat the haunter of the heath is in, roll two dice. If the die roll is greater than your Craft, decrease your Arms by 1 for that Melee Combat only. If the haunter of the heath has fallen due to Combat with you, gain a ghost ring. A ghost ring is an Item. If you have the ghost ring at the start of any turn on a page with the word 'Haunted' or 'Ghost' in it's name, increase your Arms and Magic by 1 for that turn only. You may not use more than 1 ghost ring at a time.


Unless you rolled an 11 and were transported to The Nether Realm, after your haunted heath encounter ends, you must choose between staying at The Haunted Heath or going back to The Moors. If you choose to stay in The Haunted Heath, your turn ends and the next turn will begin in The Haunted Heath; Stay on this page if so. If you choose to return to The Moors, your turn ends and the next turn will begin in The Moors; Proceed to that page if so.


The Nether Realm


The Moors

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