The Warlock Hut
Your turn begins in The Warlock Hut.
If you are a wizard, increase your Arms and Magic by 1 for this turn only.
Roll two dice for what you encounter within the interior of the hut:
2 = An antique clock within the hut begins to chime, and you instantly find yourself transported in place and time. Your turn ends and the next turn will begin in The Clock Tower; Proceed to that page.
3 = An exquisite chessboard within the hut begins to grow to great size, and you soon find yourself teleported onto it's surface. Your turn ends and the next turn will begin on The Chessboard; Proceed to that page.
4 = As you pass a mouse hole in the side of a wall, you suddenly start shrinking down to the size of a small rodent. Your turn ends and the next turn will begin in The Mouse Hole; Proceed to that page.
5 = Among the norlocks, there are the dreaded vorlocks with vampirical magic powers. Fight a Magical Combat with a vorlock. The vorlock's attributes are Arms: 2, Magic: 3, Craft: 1, Vitae: 2. At the start of any Magical Combat the vorlock is in, roll a die. If the die roll is 1 or 6, increase the vorlock's Magic by 1. If the vorlock receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 1 or 6, the vorlock does not receive the Wound. If you receive a Wound due to a Magical Combat with the vorlock, roll a die. If the die roll is 1 or 6, receive 1 additional Wound.
6 = A cabal of monster man mages called the norlocks serve and protect the warlock of this hut. Fight a Magical Combat with a norlock. The norlock's attributes are Arms: 2, Magic: 3, Craft: 1, Vitae: 2. At the start of any Magical Combat the norlock is in, roll a die. If the die roll is 6, increase the norlock's Magic by 1. If the norlock receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 6, the norlock does not receive the Wound. If you receive a Wound due to a Magical Combat with the norlock, roll a die. If the die roll is 6, receive 1 additional Wound.
7 = Due to the warlock's magic, the hut is much larger on the inside than it is on the outside, so much so that one can get lost within it's depths. Roll two dice, unless you are a wizard. If the die roll is 2 or 12, receive 1 Wound.
8 = A group of monster men called the morlocks were magically created by the warlock to guard his hut. Fight a Melee Combat with a morlock. The morlock's attributes are Arms: 3, Magic: 2, Craft: 1, Vitae: 2. At the start of any Melee Combat the morlock is in, roll a die. If the die roll is 6, increase the morlock's Arms by 1. If the morlock receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 6, the morlock does not receive the Wound. If you receive a Wound due to a Melee Combat with the morlock, roll a die. If the die roll is 6, receive 1 additional Wound.
9 = Among the morlocks, there are the dreadful gorlocks with vicious claws and scaly skin. Fight a Melee Combat with a gorlock. The gorlock's attributes are Arms: 3, Magic: 2, Craft: 1, Vitae: 2. At the start of any Melee Combat the gorlock is in, roll a die. If the die roll is 1 or 6, increase the gorlock's Arms by 1. If the gorlock receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 1 or 6, the gorlock does not receive the Wound. If you receive a Wound due to a Melee Combat with the gorlock, roll a die. If the die roll is 1 or 6, receive 1 additional Wound.
10 = The warlock appears before you and offers to magically shrink you into the hut's magic mouse hole. If you choose, your turn ends and the next turn will begin in The Mouse Hole; Proceed to that page if so.
11 = The warlock appears before you and offers to magically transport you onto his magic chessboard. If you choose, your turn ends and the next turn will begin on The Chessboard; Proceed to that page if so.
12 = The warlock appears before you and offers to magically teleport you to the world of his magic clock. If you choose, your turn ends and the next turn will begin in The Clock Tower; Proceed to that page if so.
Unless you rolled a 4 or 10 and went into The Mouse Hole, or you rolled a 3 or 11 and went onto The Chessboard, or you rolled a 2 or 12 and went to The Clock Tower, after your interior hut encounter, you may choose to do any of the following in any order you choose:
Pay 1 Gold to gain switcheroo, unless you are a wizard, in which case you can gain switcheroo without paying 1 Gold. Switcheroo is a Spell. Switcheroo may be used at the start of any Melee Combat. When used, that Melee Combat becomes a Magical Combat instead.
Pay 1 Gold to gain ipswitch, unless you are a wizard, in which case you can gain ipswitch without paying 1 Gold. Ipswitch is a Spell. Ipswitch may be used at the start of any Magical Combat. When used, that Magical Combat becomes a Melee Combat instead.
Pay 3 Gold to gain a warlock staff, unless you are a wizard, in which case pay 2 gold to gain a warlock staff. A warlock staff is an Item and a weapon. If you have the warlock staff at the start of a Magical Combat, increase your Magic by 1 for that Magical Combat only. Also, if you have the warlock staff and you use a Spell, you may choose to roll a die. If the die roll is 6, you do not lose the Spell after using it.
Pay 2 Gold to gain a warlock hat, unless you are a wizard, in which case pay 1 gold to gain a warlock hat. A warlock hat is an Item. If you have the warlock hat, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 11 or more, you do not receive the Wound. Also, if you have the warlock hat and you use a Spell, you may choose to roll a die. If the die roll is 6, you do not lose the Spell after using it. You may not use any other Item with the word 'hat', 'robe', or 'robes' in it's name if you have the warlock hat.
Pay 4 Gold to gain a warlock cloak, unless you are a wizard, in which case pay 3 gold to gain a warlock cloak. A warlock cloak is an Item. If you have the warlock cloak, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 9 or more, you do not receive the Wound. Also, if you have the warlock cloak and you use a Spell, you may choose to roll a die. If the die roll is 6, you do not lose the Spell after using it. You may not use any other Item with the word 'cloak', 'robe', or 'robes' in it's name if you have the warlock cloak.
When you are done gaining Spells and/or Items, you must choose between staying in The Warlock Hut or going back to The Bridge. If you choose to stay in The Warlock Hut, your turn ends and the next turn will begin in The Warlock Hut; Stay on this page if so. If you choose to go to The Bridge, your turn ends and the next turn will begin at The Bridge; Proceed to that page if so.
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