The Haunted Lighthouse

Your turn begins at The Haunted Lighthouse.


Choose one of the following sections of the haunted lighthouse to visit: GALLEON or LIGHTHOUSE. To visit a section of the haunted lighthouse, go to the section of this page with the same name as the location.


GALLEON - Roll a die for what you encounter in the ghostly galleon:


1 = Roll a die. If the die roll is 1, 2, or 3, the spirit of a seafaring priest casts a blessing on you. Heal 1 Wound. If the die roll is 4, 5, or 6, you are attacked by a ghost that lives in this galleon. Fight a Magical Combat with a galleon ghost. The galleon ghost's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 2. If a galleon ghost receives a Wound due to Combat with you, roll a die. If the die roll is 1 or 3, the galleon ghost does not receive the Wound. If you receive a Wound due to Magical Combat with the galleon ghost, roll a die. If the die roll is greater than your Vitae, you cannot end Combat with the galleon ghost unless it has fallen.


2 = Roll a die. If the die roll is 1, 2, or 3, a ghostly cannon appears in the air and fires upon you. Receive 1 Wound. If the die roll is 4, 5, or 6, you are attacked by a ghoul that lurks in this galleon. Fight a Melee Combat with a galleon ghoul. The galleon ghoul's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 2. If a galleon ghoul receives a Wound due to Combat with you, roll a die. If the die roll is 1 or 3, the galleon ghoul does not receive the Wound. If you receive a Wound due to Melee Combat with the galleon ghoul, roll a die. If the die roll is greater than your Vitae, you cannot end Combat with the galleon ghoul unless it has fallen.


3 = Roll a die. If the die roll is 1, 2, or 3, you discover some ghostly gold in an abandoned cargo bay. Gain 1 Gold. If the die roll is 4, 5, or 6, you are assaulted by a creeping creature that dwells in the cargo bay. Fight a Magical Combat with a cargo creeper. The cargo creeper's attributes are Arms: 4, Magic: 5, Craft: 1, Vitae: 3. At the start of any Magical Combat the cargo creeper is in, if it is the first Combat the cargo creeper has been in this turn, roll a die. If the die roll is greater than your Craft, increase the cargo creeper's Magic by 1 for that Magical Combat only. 


4 = Roll a die. If the die roll is 1, 2, or 3, you suddenly see that some of your gold has vanished in the cargo bay. Lose 1 Gold. If the die roll is 4, 5, or 6, you are assailed by a crawling monstrosity that dwells in the cargo bay. Fight a Melee Combat with a cargo crawler. The cargo crawler's attributes are Arms: 5, Magic: 4, Craft: 1, Vitae: 3. At the start of any Melee Combat the cargo crawler is in, if it is the first Combat the cargo crawler has been in this turn, roll a die. If the die roll is greater than your Craft, increase the cargo crawler's Arms by 1 for that Melee Combat only. 


5 = Roll a die. If the die roll is 1, 2, or 3, you are mystically transported from the galleon to the lighthouse. Go to the section of this page with the name 'LIGHTHOUSE'. If the die roll is 4, 5, or 6, you come across a parchment with an incantation of powerful boat magic. If you choose, roll a die. If the die roll is equal to or less than your Magic, or if you are a wizard, gain capsize. Capsize is a Spell. Capsize may be used at the start of any Combat if you have an Item with the word 'boat' or 'ship' in it's name. When used, roll a die. Increase your Arms and Magic by an amount equal to the die roll for that Combat only. If a monster receives a Wound due to a Combat in which capsize was used, that monster receives 1 additional Wound. Wounds received by a monster due to a Combat in which capsize was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Combat in which capsize was used. If you use capsize in a Combat, you may not use an Item that is a weapon in that Combat. You may not use more than 1 capsize per Combat.


6 = Roll a die. If the die roll is 1, 2, or 3, an ancient curse upon this galleon is a bane to all magic. Lose 1 Spell. If the die roll is 4, 5, or 6, you enter the cabin of the captain of this ghostly galleon. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a flying dutchman. If the die roll is 4, 5, or 6, fight a Magical Combat with a flying dutchman. The flying dutchman's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 3. You may not use Spells in a Combat with the flying dutchman. The flying dutchman cannot receive more than 1 Wound at a time due to a Combat; Ignore any instructions denoting the flying dutchman receiving more than 1 Wound due to a Combat. If the flying dutchman has fallen due to a Combat with you, gain a ship sword, unless you have a ship sword. A ship sword is an Item and a weapon. If you have the ship sword at the start of any Combat on a page with the word 'Lighthouse', 'Pirate', 'Sunken', or 'Treasure' in it's name, increase your Arms and Magic by 1 for that Combat only.


Unless you rolled a 5 and went to the section 'LIGHTHOUSE', after your ghostly galleon encounter ends, you must choose between staying at The Haunted Lighthouse or going back to The Lost Island. If you choose to stay at The Haunted Lighthouse, your turn ends and the next turn will begin at The Haunted Lighthouse; Stay on this page if so. If you choose to return to The Lost Island, your turn ends and the next turn will begin on The Lost Island; Proceed to that page if so.


LIGHTHOUSE - Roll a die for what you encounter in the haunted lighthouse:


1 = Roll a die. If the die roll is 1, 2, or 3, you are attacked by one of the many ghost pirates of this lighthouse. Pay 1 Gold or fight a Melee Combat with a ghost pirate. The ghost pirate's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 2. If the die roll is 4, 5, or 6, a pirate poltergeist tries to steal some of your gold. Roll a die. If the die roll is greater than your Craft, lose 1 Gold.


2 = Roll a die. If the die roll is 1, 2, or 3, You are attacked by one of the numerous pirate ghosts of this lighthouse. Pay 1 Gold or fight a Magical Combat with a pirate ghost. The pirate ghost's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 2. If the die roll is 4, 5, or 6, you come across a spectral treasure chest hovering in the air. Roll a die. If the die roll is equal to or less than your Craft, gain 1 Gold.


3 = Roll a die. If the die roll is 1, 2, or 3, you are ambushed by the animated corpse of a pirate corsair. Pay 1 Gold or fight a Melee Combat with a corsair corpse. The corsair corpse's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 3. If the die roll is 4, 5, or 6, you become enveloped in the burning ghostlight of the lighthouse. Roll a die. If the die roll is greater than your Vitae, receive 1 Wound.


4 = Roll a die. If the die roll is 1, 2, or 3, you are waylayed by a creepy ghoul that used to be a pirate corsair. Pay 1 Gold or fight a Magical Combat with a corsair creep. The corsair creep's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 3. If the die roll is 4, 5, or 6, the spirit of the lighthouse's keeper appears and offers you aid. Roll a die. If the die roll is equal to or less than your Vitae, heal 1 Wound.


5 = Roll a die. If the die roll is 1, 2, or 3, you are magically teleported from the lighthouse to the galleon. Go to the section of this page with the name 'GALLEON'. If the die roll is 4, 5, or 6, you meet a soldier skilled in maritime martial arts. If you choose, roll a die. If the die roll is equal to or less than your Arms, or if you are a warrior, gain a merchant marine. A merchant marine is an Ally. If you have the merchant marine at the start of any Combat with a monster with the word 'galleon', 'cargo', 'pirate', or 'corsair' in it's name, you may choose to have the monster in that Combat with you fight a Combat with the merchant marine first. The kind of Combat the merchant marine fights with the monster will be of the same kind you would have fought with the monster. The merchant marine's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 2. At the start of any Combat the merchant marine is in, roll a die. If the die roll is 4, 5, or 6, increase the merchant marine's Arms and Magic by 1 for that Combat only. If the merchant marine receives a Wound due to Melee Combat with the monster, roll two dice. If the die roll is 9 or more, the merchant marine does not receive the Wound. If the merchant marine receives a Wound due to Magical Combat with the monster, roll two dice. If the die roll is 11 or more, the merchant marine does not receive the Wound. If the monster has fallen due to Combat with the merchant marine, the Combat with you does not occur and you gain the appropriate XP as though the monster had fallen due to Combat with you, then you gain 1 Gold. If the merchant marine has fallen due to Combat with the monster, lose the merchant marine, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the merchant marine. If neither the merchant marine nor the monster has fallen due to the Combat between them, another Combat with the merchant marine and the monster occurs, with the merchant marine and the monster retaining any Wounds they received due to Combat with each other.


6 = Roll a die. If the die roll is 1, 2, or 3, a press gang of ghostly pirates appears to kidnap one of your companions. Lose 1 Ally. If the die roll is 4, 5, or 6, you enter the upper chamber of the lighthouse which is haunted by a ghostly sea captain. If you have a ship sword, roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a ghost pirate captain. If the die roll is 4, 5, or 6, fight a Melee Combat with a ghost pirate captain. The ghost pirate captain's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 4. Roll two dice at the start of any Combat the ghost pirate captain is in if it is the first Combat the ghost pirate captain has been in this turn. If the Combat is a Magical Combat and the die roll is equal to or less than the ghost pirate captain's Magic, you receive 2 Wounds. If the Combat is a Melee Combat and the die roll is equal to or less than the ghost pirate captain's Arms, you receive 2 Wounds. If the ghost pirate captain has fallen due to Combat with you, gain a master musket. A master musket is an Item and a weapon. If you have the master musket at the start of a Combat and it is the first Combat you have been in during a turn, roll two dice. If the Combat is a Magical Combat and the die roll is equal to or less than your Magic, the monster in that Combat with you receives 2 Wounds. If the Combat is a Melee Combat and the die roll is equal to or less than your Arms, the monster in that Combat with you receives 2 Wounds.


Unless you rolled a 5 and went to the section 'GALLEON', after your haunted lighthouse encounter, you must choose between staying at The Haunted Lighthouse or going back to The Lost Island. If you choose to stay at The Haunted Lighthouse, your turn ends and the next turn will begin at The Haunted Lighthouse; Stay on this page if so. If you choose to return to The Lost Island, your turn ends and the next turn will begin on The Lost Island; Proceed to that page if so.


The Lost Island

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