The Horror Hamlet

Your turn begins at The Horror Hamlet.

Roll a die. If the die roll is 1, 3, or 5, go to the section of this page with the name 'HORROR'. If the die roll is 2, 4, or 6, go to the section of this page with the name 'HAMLET'.


HAMLET - Roll two dice for what you encounter at the hamlet of horror:


2 = You find an abandoned shop that appears to have belonged to a locksmith. Roll a die, unless you have a hamlet key. If the die roll is less than your Craft, gain a hamlet key. A hamlet key is an Item. If you have the hamlet key at the start of a turn on a page other than The Horror Hamlet, lose the hamlet key. A hamlet key does not count towards the number of Items you may have.


3 = You find a parchment with a deadly incantation written on it. If you choose, roll a die. If the die roll is greater than your Craft, receive 1 Wound. If the die roll is equal to or less than your Craft, gain killer. Killer is a Spell. You may use killer at the start of any turn. When used, if a monster receives a Wound due to Combat with you during the turn that killer was used at the start of, roll a die. If the die roll is 1, that monster receives 1 additional Wound. If you receive a Wound due to Combat during the turn that killer was used at the start of, roll a die. If the die roll is 1, you do not receive the Wound. You may not use more than 1 killer per turn.


4 = You search an abandoned church for a secret room containing a special weapon. Roll two dice, unless you have a kris knife. If the die roll is less than the total of your Magic plus your Vitae, gain a kris knife. A kris knife is an Item and a weapon. If you have the kris knife at the start of any Combat with a monster with the word 'psycho' or 'mayor' in it's name, increase your Arms and Magic by 1 for that Combat only. If you have the kris knife, and a monster with the word 'psycho' or 'mayor' in it's name receives a Wound due to Combat with you, roll a die. If the die roll is 4, 5, or 6, the monster receives 1 additional Wound.


5 = You find a weapon useful against some of the monsters of this hamlet of horror. If you choose, gain a phantasm gun. A phantasm gun is an Item and a weapon. If you have the phantasm gun at the start of any Combat with a monster with the word 'phantasm' in it's name, you may choose to lose the phantasm gun. If so, increase your Arms and Magic by 2 for that Combat only. If a monster with the word 'phantasm' in it's name receives a Wound due to a Combat that the phantasm gun was used at the start of, the monster receives 1 additional Wound. If you have the phantasm gun at the start of a turn on a page other than The Horror Hamlet, lose the phantasm gun.


6 = You find a weapon useful against most of the monsters of this hamlet of horror. If you choose, gain a psycho bow. A psycho bow is an Item and a weapon. If you have the psycho bow at the start of any Combat with a monster with the word 'psycho' in it's name, you may choose to lose the psycho bow. If so, increase your Arms and Magic by 2 for that Combat only. If a monster with the word 'psycho' in it's name receives a Wound due to a Combat that the psycho bow was used at the start of, the monster receives 1 additional Wound. If you have the psycho bow at the start of a turn on a page other than The Horror Hamlet, lose the psycho bow.


7 = In an abandoned house, you find some food left out on a table. If you have 1 or more Wounds, roll a die. If the die roll is less than your Vitae, heal 1 Wound.


8 = You discover a protective charm against most of the monsters of this horrible hamlet. Gain a psycho charm. A psycho charm is an Item. If you have the psycho charm at the start of any Combat with a monster with the word 'psycho' in it's name, you may choose to lose the psycho charm. If so, roll a die. The monster with the word 'psycho' in it's name receives a number of Wounds equal to your Craft minus the die roll. If you have the psycho charm at the start of a turn on a page other than The Horror Hamlet, lose the psycho charm.


9 = You discover a protective charm against some of the monsters of this horrible hamlet. Gain a phantasm charm. A phantasm charm is an Item. If you have the the phantasm charm at the start of any Combat with a monster with the word 'phantasm' in it's name, you may choose to lose the phantasm charm. If so, roll a die. The monster with the word 'phantasm' in it's name receives a number of Wounds equal to your Craft minus the die roll. If you have the phantasm charm at the start of a turn on a page other than The Horror Hamlet, lose the phantasm charm.


10 = An investigator of the supernatural seeks the source of this hamlet's evil. Roll two dice, unless you have an alienist. If the die roll is less than the total of your Arms plus your Craft, gain an alienist. An alienist is an Ally. If you have the alienist at the start of any Combat with a monster with the word 'psycho' in it's name, increase your Arms and Magic by 1 for that Combat only. If you have the alienist, and a monster with the word 'psycho' in it's name receives a Wound due to Combat with you, roll a die. If the die roll is 1, 2, or 3, that monster receives 1 additional Wound. if you have the alienist at the start of any turn on a page with the word 'Haunted' or 'Reef' in it's name, and you have 1 or more Wounds, roll a die. If the die roll is 1, heal 1 Wound.


11 = You find an open gate that leads out of this terrifying hamlet of horror. If you choose, your turn ends and the next turn will begin in The Plains; Proceed to that page if so.


12 = The mayor of this ghost hamlet has gone mad from all the horror. Fight a Melee Combat with a mad mayor. The mad mayor's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 2. If the mad mayor has fallen due to Combat with you, gain a hamlet key, unless you have a hamlet key. A hamlet key is an Item. If you have the hamlet key at the start of a turn on a page other than The Horror Hamlet, lose the hamlet key. A hamlet key does not count towards the number of Items you may have.


Unless you rolled a 11 and returned to The Plains, after your hamlet encounter, your turn ends and the next turn will begin at The Horror Hamlet; Stay on this page.


HORROR - Roll two dice for what you encounter at the hamlet of horror:


2 = An enormous tentacle erupts from the ground and attacks you. Fight a Melee Combat with a giant tentacle. The giant tentacle's attributes are Arms: 4, Magic: 4, Craft: 1, Vitae: 6. You cannot end Combat with the giant tentacle unless it has fallen.


3 = You find a scroll with an unholy incantation inscribed upon it. If you choose, roll a die. If the die roll is equal to or greater than your Craft, receive 1 Wound. If the die roll is less than your Craft, gain psycho. Psycho is a Spell. You may use psycho at the start of any turn. When used, if a monster receives a Wound due to Combat with you during the turn that psycho was used at the start of, roll a die. If the die roll is 1 or 2, that monster receives 1 additional Wound. If you receive a Wound due to Combat during the turn that psycho was used at the start of, roll a die. If the die roll is 1 or 2, you do not receive the Wound. You may not use more than 1 psycho per turn.


4 = A living nightmare appears and tries to frighten you to death. Fight a Magical Combat with a nightmare phantasm. The nightmare phantasm's attributes are Arms: 1, Magic: 6, Craft: 3, Vitae: 2. If the nightmare phantasm receives a Wound due to Combat with you, roll a die. If the die roll is 1 or 2, the nightmare phantasm does not receive the Wound.


5 = A homicidal prince wields a razor-sharp rapier with deadly accuracy. Fight a Melee Combat with a psycho prince. The psycho prince's attributes are Arms: 5, Magic: 2, Craft: 1, Vitae: 2. If you receive a Wound due to Combat with the psycho prince, roll a die. If the die roll is 1 or 2, receive 1 additional Wound.


6 = You are attacked by a murderously psychotic monster that looks human but isn't. Fight a Melee Combat with a psycho killer. The psycho killer's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. If you receive a Wound due to Combat with the psycho killer, roll a die. If the die roll is 1, receive 1 additional Wound. If the psycho killer receives a Wound due to Combat with you, roll a die. If the die roll is 1, the psycho killer does not receive the Wound.


7 = You become enshrouded in a blood red mist. If you have 1 or more Wounds, roll a die. If the die roll is equal to or less than the number of Wounds you have, receive 1 Wound.


8 = You are ambushed by a fiend that uses psychotic hallucinations to drive it's victims mad. Fight a Magical Combat with a psycho tripper. The psycho tripper's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. If you receive a Wound due to Combat with the psycho tripper, roll a die. If the die roll is 1, receive 1 additional Wound. If the psycho tripper receives a Wound due to Combat with you, roll a die. If the die roll is 1, the psycho tripper does not receive the Wound.


9 = A psychotic piper tries to make you insane with a magical song of madness. Fight a Magical Combat with a psycho piper. The psycho piper's attributes are Arms: 2, Magic: 5, Craft: 1, Vitae: 2. If you receive a Wound due to Combat with the psycho piper, roll a die. If the die roll is 1 or 2, receive 1 additional Wound.


10 = A murderous ball of steel with a mind of it's own hovers menacingly towards you. Fight a Melee Combat with a phantasm ball. The phantasm ball's attributes are Arms: 6, Magic: 1, Craft: 3, Vitae: 2. If the phantasm ball receives a Wound due to Combat with you, roll a die. If the die roll is 1 or 2, the phantasm ball does not receive the Wound.


11 = You find a locked gate that leads out of this terrible hamlet of horror. If you have a hamlet key and if you choose, your turn ends and the next turn will begin in The Plains; Proceed to that page if so.


12 = An evil demon in mayoral attire wields a sinister dagger and rules this hamlet of horrors. Fight a Melee Combat with a dark mayor. The dark mayor's attributes are Arms: 7, Magic: 5, Craft: 3, Vitae: 4. If you receive a Wound due to a Melee Combat with the dark mayor, increase the dark mayor's Arms by 1. If the dark mayor has fallen due to Combat with you, gain a death dagger. A death dagger is an Item and a weapon. If you have the death dagger and a monster receives a Wound due to a Melee Combat with you, increase your Arms by 1. The increase lasts until the monster in the Melee Combat with you has fallen or if you choose to end Combat with that monster.


Unless you rolled a 11 and returned to The Plains, after your horror encounter, your turn ends and the next turn will begin at The Horror Hamlet; Stay on this page.


The Plains

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