The Haunted House

Your turn begins in The Haunted House.

Roll two dice for what you encounter within the haunted house:


2 = You walk over a ghostly trap door that magically transports unsuspecting adventurers out of this house. Roll two dice, unless you are a thief, in which case roll a die. If the die roll is greater than your Craft, your turn ends and your next turn will begin in The Town; Proceed to that page if so.


3 = A strange disembodied voice whispers a secret incantation of ghostly magic into your ear. Roll a die. If the die roll is equal to or less than your Craft, gain necronomica. Necronomica is a Spell. You may only use necronomica at the start of a turn on a page with the word 'Haunted' or 'Ghost' in it's name. When used, increase your Arms and Magic by 1 for that turn only.


4 = The ghost of a dead wizard offers to teach you a spell for hypnotizing magic monsters. If you choose, roll two dice. If the die roll is equal to or less than the total of your Magic plus your Craft, gain mesmer. Mesmer is a Spell. You may use mesmer at the start of any Magical Combat. When used, roll a die. If the die roll is greater than the Craft of the monster that is in the Magical Combat that mesmer was used at the start of, decrease that monster's Magic by 1 for that Magical Combat only.


5 = The most powerful among the haunts are known as spooks, and are truly spooky to encounter. Fight a Magical Combat with a spooky spook. The spooky spook's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 3. At the start of any Magical Combat that the spooky spook 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. If the spooky spook has fallen due to a Magical Combat with you, roll a die. If the die roll is 1 or 6, gain a spirit guide. A spirit guide is an Ally. You may use the spirit guide at the start of any turn on The Haunted House page. When used, lose the spirit guide, then your turn ends and your next turn will begin in The Spirit Realm; Proceed to that page if so.


6 = This house is full of ghosts known as haunts which have the power to hypnotize their victims. Fight a Magical Combat with a house haunt. The house haunt's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 2. At the start of any Magical Combat that the house haunt is in, roll a die. If the die roll is greater than your Craft, decrease your Magic by 1 for that Magical Combat only.


7 = This haunted house is home to a large number of ghastly skeletons and ghostly bats. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a haunted skeleton. The haunted skeleton's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 1. If the die roll is 4, 5, or 6, fight a Magical Combat with a haunted bat. The haunted bat's attributes are Arms: 1, Magic: 2, Craft: 1, Vitae: 1.


8 = This house is full of zombies known as gaunts which have large eyes with hypnotic power. Fight a Melee Combat with a house gaunt. The house gaunt's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 2. At the start of any Melee Combat that the house gaunt is in, roll a die. If the die roll is greater than your Craft, decrease your Arms by 1 for that Melee Combat only.


9 = The most powerful among the gaunts are known as creeps, and are indeed quite creepy to meet. Fight a Melee Combat with a creepy creep. The creepy creep's attributes are Arms: 4, Magic: 3, Craft: 3, Vitae: 3. At the start of any Melee Combat that the creepy creep 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. If the creepy creep has fallen due to a Melee Combat with you, roll a die. If the die roll is 1 or 6, gain a spirit gate. A spirit gate is an Item. You may use the spirit gate at the start of any turn on The Haunted House page. When used, lose the spirit gate, then your turn ends and your next turn will begin in The Spirit Realm; Proceed to that page if so.


10 = The ghost of a dead warrior offers to teach you a spell for hypnotizing melee monsters. If you choose, roll two dice. If the die roll is equal to or less than the total of your Arms plus your Craft, gain eyezer. Eyezer is a Spell. You may use eyezer at the start of any Melee Combat. When used, roll a die. If the die roll is greater than the Craft of the monster that is in the Melee Combat that eyezer was used at the start of, decrease that monster's Arms by 1 for that Melee Combat only.


11 = You open the door to a room that holds a mystic portal to an otherworldly realm of spirit. If you choose, your turn ends and your next turn will begin in The Spirit Realm; Proceed to that page if so.


12 = A powerful spirit known as the haunter of the house dwells within the dark heart of this haunted home. Fight a Magical Combat with the haunter of the house. The haunter of the house's attributes are Arms: 5, Magic: 6, Craft: 4, Vitae: 4. At the start of any Magical Combat the haunter of the house is in, roll two dice. If the die roll is greater than your Craft, decrease your Magic by 1 for that Magical Combat only. If the haunter of the house has fallen due to Combat with you, gain a realm ring. A realm ring is an Item. If you have the realm ring at the start of any turn on a page with the word 'Realm' or 'Plane' in it's name, increase your Arms and Magic by 1 for that turn only. You may not use more than 1 realm ring at a time.


Unless you rolled a 2 and went to The Town, or you rolled an 11 and were transported to The Spirit Realm, after your haunted house encounter ends, you must choose between staying in The Haunted House or going back to The Town. If you choose to stay in The Haunted House, your turn ends and the next turn will begin in The Haunted House; Stay on this page if so. If you choose to return to The Town, your turn ends and the next turn will begin in The Town; Proceed to that page if so.


The Spirit Realm


The Town

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