Tuesday, December 14, 2021

Wisdom and Warriors Prompt Booklet

For people who've seen my VBS booklet/board game on Facebook or https://www.furiffic.com/Akktri/gallery/?sort=uploaded:desc&folder=21074, this is the text for the prompt book.  I figure you might have difficulty reading the small print on the pictures I posted, so you can read it here.  If you have any questions, please reply to the post or reply at my Facebook page.

Wisdom and Warriors Prompt Booklet

Home:  An army of evil ogre-like Huruts attack your village.  As you flee to the edge of town, an old possum leads you to a secret cave, showing you a hidden cache of weapons and armor.  "Gifts from the wise one, Cordero, for heroes such as yourselves.  Equip yourself with them and rid these lands of Vokon and his evil Hurut army."  You gain: Helmet, 5 Breastplate, 5 Shield, Belt, Shoes, 5 Gold, 2 Provision.

1.  You enter a swamp.  A depressing heaviness hangs in the air.
Nun (1):  Octopus tentacles drag you into the bog.  Go back to Home.
Hey (2):  An alligator comes out of the water, stealing your coins.  You retrieve all but one.  Lose 1 Gold.
Shin (3):  You get lost in the cypress trees.  Return to Home.
Gimel (4):  Bubbles of swamp gas explode around you, and you lose your bearings.  Lose 1 turn.

2.  You have entered a secret treasure vault.
Nun (1):  You step on a floor tile that activates a trap of deadly darts.  You survive, but have to tend your wounds.  Lose 1 turn.
Hey (2):  You find a treasure chest, opening it with your magic key.  Add 1 Gold to your money pouch.
Shin (3):  The floor is crumbling, you step on a loose stone and fall into a bottomless pit.  Go back to Home.
Gimel (4):  This square is not on the board.  Cheaters never prosper.

3.  You enter a picturesque farmland.  Your party pauses to rest and make a campfire.  Lose 1 Provision.
Nun (1):  Thieving gnomes invade your camp.  Lose 1 Gold.
Hey (2):  You find a scaly bird monster with a saddle.  If your character has wings, it leads you through a dark maze-like forest with its glowing tail.  Otherwise, you saddle it, and it gives you a quick ride before a tree branch hits you and it runs off.  Skip ahead 3 squares.
Shin (3):  Adventuring is hungry work.  Lose 1 more Provision. 
Gimel (4):  A snake bites you, and you must be carried to the village healer.  Return to Home. 

4.  You enter a sewer beneath a ruined castle.
Nun (1):  You get lost in the tunnels.  Go back one square.
Hey (2):  Turtles in suits of armor attack you.  Go back two squares.
Shin (3):  A rat in a robe tells you to stop reading.
Gimel (4):  You find a casino and gable away everything.  Lose all your money and return penniless to Home.

5.  You're in an underground tunnel beneath a pancake house.
Nun (1):  "Grond!"
Hey (2):  Stop reading, please.
Shin (3):  Seriously, stop reading.
Gimel (4):  "Come in, come in!"  says Grandmother Beaver.  "I've just brewed a nice pot of tea.  Would you like scones or crumpets?"

6.  You travel up a steep grade into the mountains.
Nun (1):  A peaceful tribe of goats in robes help you through a narrow pass.  Move ahead 1 square.
Hey (2):  You hide in a cave to avoid a dragon, but the dragon causes a cave-in.  Lose 1 turn while you try to find your way out.
Shin (3):  An avalanche rumbles down from the cliffs, sending you rolling and tumbling down snowy embankments.  Move back 1 square.
Gimel (4):  Your pack gets dislodged by climbing (or flying) along the cliffs.  Lose 1 Provision.

7.  You enter a thickly forested area.  Something moves in the foliage.

8.  At the top of a mountain, you discover the home of a sheep in a plain brown robe.  He introduces himself as Cordero The Wise.  He restores and improves your armor and weapons.  Add 1 to Breastplate and 1 to Shield.  Remove the X from all armor on your sheet.  If you spun dreidel and landed directly on this square, gain 1 extra Provision.  Read Matt 6:33.
Nun (1):  You find Cordero's training program extremely difficult.  Lose 1 turn.
Hey (2):  Cordero forges part of your armor from your gold.  Lose all your coins.  Read Matthew 6:19, Luke 18:18-30
Shin (3):  Cordero sends you to get water, but get lost along the way.  Move back 1 square.
Gimel (4):  Cordero considers you trained enough, sending you on your way.  Move ahead 1 square.

9.  You enter a dark spooky forest.
Nun (1):  A giant spider cocoons you and drags you into its web.  You escape, but your Breastplate is damaged.  Lose 1 turn and subtract 2 from Breastplate.
Hey (2):  You get lost and fall down a dark hole.  Lose 1 turn and your shield.
Shin (3):  You get chased by monsters and turned around.  Go back 1 square.
Gimel (4):  You stop and make camp in a clearing.  Lose 1 Provision.

10.  Cordero sends you into the desert with a map leading to the castle of Wing, where his friends live.  The sands are very hot and scattered with animal bones. 
Nun (1):  A small, cuddly white bunny notices you wandering and offers to show you a shortcut.  You follow it and it leads you  to an encampment of horrible monsters.  After a fierce battle, you get defeated, you lose all Weapons and Armor, but you escape with your life.  Go back to Cordero's Healing Hut (Square 30) to regain Armor and Weapons.
Hey (2):  You stop for water at an oasis, but it turns out to be a mirage.  Your Shield is damaged by a sandstorm (-2 Shield).  Lose 1 Provision.
Shin (3):  A traveling caravan stops by and tells you you've been reading the map wrong, despite how it has a magical pointer on it telling you where to go next.  They're very convincing, and they tamper with the pointer.  You fall into a trap, your Armor and Weaponry get stolen, and you get locked in a prison.  Fortunately, though, one of Cordero's friends, Hazel Feathersworth, comes to your rescue.  You escape the prison, but your Armor is damaged (-2 Shield, -2 Breastplate)
Gimel (4):  You refresh yourself at an oasis.  Gain 1 Provision.

11.  You travel further into the desert, and following the map, you enter a maze-like pyramid, which connects to an underground passage through a mountain.
Nun (1):  As you voyage down a passageway, a voice challenges, "If you're such a great warrior, take your sword and hack your way through these walls to the mountain tunnel."  You actually do manage to knock down a wall, but fall into a bottomless pit.  Although you lose all your armor in the fall, your sword starts glowing, and you somehow end up back at Cordero's place in the mountains.  Move back to Square 30.
Hey (2):  You get attacked by mummies.  Lose 2 Shield.
Shin (3):  Up ahead lay a corridor filled with fire traps.  The map says to take a long route around it, but a voice tells you that your armor can handle the heat.  As tempting as the idea is, you tell the voice, "I don't take advice from ghosts."  Move ahead 1 square.
Gimel (4):  Part of a tunnel collapses.  You make it through, but your armor gets damaged.  Lose 3 Shield.

12.  You pass through a cathedral-like cavern.  Bats scatter and fly around you, to the point where you momentarily get lost, but you find your way back to the trail.

13.  You enter a dingy, insect infested swamp.
Nun (1):  You slip into a sinkhole and struggle to get out.  Lose 1 turn.
Hey (2):  You are chased by bog goblins but escape them.  Move ahead 1.
Shin (3):  You find an old spooky house and camp there overnight.  Lose 1 Provision.
Gimel (4):  You get sick from the mosquitoes.  Lose 1 turn recovering.

14.  While traveling through the forest, a creature hidden in the brush throws sticks and rocks at you.  It hurts, but you escape unscathed.

15.  You leave the cavern, arriving at the Castle City of Wing, traveling through a market to the city gates.  You don't find Cordero's friend.  Instead, the captain of the guard sees you and immediately has you thrown into a dungeon.
Nun (1):  You find a secret trapdoor in your cell that takes you out behind the Contraband Storehouse.  You escape into the catacombs with all your possessions.  Along the way, you discover feathers and tattered bits of a robe.  Cordero's friend has been here!  Move ahead 1 extra square.
Hey (2):  After being held for a day, the captain admits he made a mistake, releasing you.  Lose 1 turn.  Cordero's friend Hasshub, who  has been helpful in your release, shows you a secret passage into the catacombs.
Shin (3):  The prison is hit by an earthquake.  You escape, collect your weapons and armor.  Everything is in good shape, but you use the shield to block a falling chunk of ceiling.  Lose 1 Shield.  Cordero's friend Hasshub, a fellow prisoner, shows you a hidden tunnel that leads out. 
Gimel (4):  Cordero gave instructions on what to do in this situation.  Before being captured, you swallowed your magic sword, which you take out in your prison cell and use to chop through the bars.  Move ahead 1 square.

16.  You enter a cavern with a low ceiling covered in popcorn formations.  Sound travels strangely in here, making you wonder if you're near the end of the tunnel system.

17.  You cross a valley beneath an active volcano.
Nun (1):  The volcano erupts, but you block the falling debris with your Shield.  Lose 2 Shield.
Hey (2):  You get lost, coughing, in a cloud of volcanic steam.  Move back 1 square.
Shin (3):  Volcanic ash showers down around you.  Your armor protects you, but it's hot.  Lose 1 Provision.
Gimel (4):  The way is treacherous, but you make it through a narrow pass between volcanic beds.  Move ahead 1.

18.  You find Cordero camping out in a nearby cavern.  He restores your armor points and gives you 2 Provision for your journey.  If you landed directly on this square, Cordero presents you with Magic Shoes.  Put a cross on the feet of your character sheet.  The shoes make you immune to losing a turn or being sent back a square on your next penalty.  After the penalty, however, you will lose the shoes. 
Nun (1):  Cordero thinks you still need training.  Lose 1 turn while you practice.
Hey (2):  Cordero tells me you need knowledge under your belt.  Lose 1 turn while you study scrolls.
Shin (3):  Your armor needs extra reinforcing.  Your Gold is used to patch it up.  Lose 1 Gold for repairs.
Gimel (4):  The smell of delicious food wafts from somewhere outside of camp.  You follow it into a Hurut trap.  You escape with your life, but you end up getting lost.  Move back 1 square.

19.  !If anyone has rolled Gimel (4) on this square during the current game, subtract 2 Shield and do not roll for instructions!
You arrive at The Roost, a small village of huts in the treetops.  Your visit is celebrated with music and dance and feasting.  If you landed directly on this square, an owl presents you with Magic Shoes, a gift from Cordero.  Put a cross on the feet of your character sheet.  The shoes make you immune to losing a turn or being sent back a square on your next penalty.  After the penalty, however, you will lose the shoes. 
During the festivities, an army of horrible Huruts surround the village and set the place on fire with flaming arrows.
Nun (1):  You fight the Huruts off and stop the fire, but it takes time to rebuild.  Lose 1 turn.
Hey (2):  Although the Huruts plot to set the roost on fire, you catch them plotting and stop their nefarious act.  However, they fight you, and the battle is intense.  Lose 2 Breastplate and 2 Shield.
Shin (3):  A fierce hailstorm blows through the forest, putting out the Huruts' torches and driving them back with big falling chunks of ice.  Inhabitants of the Roost celebrate.  You gain 2 Provision.
Gimel (4):  The Huruts burn the Roost to the ground.  Everyone escapes safely, but you lose 2 Breastplate and 2 Shield.  Anyone passing the roost after this sees only blackened trees, loses 2 Shield, and does not roll for instructions.

20.  At last you arrive at the forbidding bridge to Vokon's Castle, surrounded by a deep chasm.
Count up the amount of spaces you would have moved if you had been allowed to continue.  Read the prompt matching the number.
0:  Hiding behind a boulder, you set up temporary camp on the cliffs opposite the castle, but you uncover a secret passageway into the castle.  Lose 1 Provision as you move to Square 28.
1:  The drawbridge closes as you approach, and you have to sneak in through the sewer.  Lose 2 Breastplate, but move ahead to Square 27.
2:  As you cross the drawbridge, a group of Huruts attack you.  You fight valiantly, but fall off the bridge.  Fortunately, you catch hold of a rock wall on the way down and return to the surface, but your armor gets dented.  Lose 2 Shield.
3:  Security is light at the gate.  After vanquishing two guards with your sword, a portcullis comes down behind you, and before you, so that you end up trapped in a corridor.  A friend outside releases a lever, allowing you to escape.  Lose 1 turn, but move to Square 28.
4:  You fight your way across the drawbridge, but get ambushed by Huruts once you get inside the gate.  They drag you to The Slime Pit (Square 29), but you fight your way before they can shackle you to the wall.

21.  You've entered a banquet hall.  Elaborate tapestries hang on the walls.  A long table stretches out in the center.  A beautiful princess approaches, using her magic to create plates brimming with delicious food.  "Please.  Sit down and dine with me."
Nun (1):  You take a seat, but you suddenly discover the food is rotten.  Your drink spills and damages your Breastplate.  She throws a magic fireball at you.  You escape, but lose 2 Breastplate and 1 Shield.
Hey (2):  You refuse, and the princess turns into a horrible monster.  You press your sword against her forehead and she turns into dust.
Shin (3):  You sit down and eat.  The food tastes okay, but it's laced with sleeping potion.  As your eyelids close, a group of Huruts grab you and drag you out of the castle.  Lose 2 Breastplate and move back to Square 20.
Gimel (4):  "No thanks," you say, stepping around her.  You discover she is a Hurut.  She makes skeletons arise from seats at the table and fight you, but you destroy them.  Move ahead 1 square.

22.  You stand in a stone corridor.  Before you lies a locked gate, flanked by two giant ogre statues.
Nun (1):  The statues come to life and attack you.  If you have no Key, lose 2 Shield and flee to either Square 21 or Square 23 and roll for instructions.  If you have the key, the statues stop attacking.  Lose 1 Shield and move to Square 25.
Hey (2):  Armies of Huruts come charging down from both hallways.  You hide in a barrel and wait for them to pass.  Lose 1 turn.
Shin (3):  You fight a mob of Huruts.  They outnumber you.  If you have no Key, flee to either Square 21 or Square 23.  If you have the Key, flee to Square 25.
Gimel (4):  The hallway is quiet.  You hear sinister laughter.

23.  You enter a prison block.  The accommodations look very unpleasant:  Rough beds with straw pillows, hole in the floor for a toilet.  Skeletons suggest that the prison wardens have been off duty for a long time.

24.  You enter a hall of mirrors.  At one end you see a glowing key.
If you didn't have to move to reach this square, spin for instructions, then, because you had to fight off a gang of Huruts, lose 2 Shield.
Nun (1):  You get lost in the maze.  Lose 1 turn, but draw a Key on your character sheet.
Hey (2):  After wandering around the mirrors for a few minutes, but the moment you step close to the exit, you discover you're only holding dirt magically disguised as a key.  Lose 1 turn.
Shin (3):  When you grab the Key, a trapdoor opens beneath your feet, and you land in a sewer outside the castle.  Go back to Square 20, but spin dreidel again.  If you spin Nun (1) or Shin (3), you lose 2 Breastplate, but keep the Key.  Draw a key on your character sheet.  If you spin Hey (2) or Gimel (4), lose 2 Breastplate.  You do not get a Key.
Gimel (4):  You see through the mirror illusions and take the Key.  Move to Square 21 with your prize.  Draw a key on your character sheet.

25.  First player that lands on this square reads instructions, regardless of whether it's their turn. 
You enter Vokon's Throne Room.  Eerie statues, grotesque tapestries of violent wars, and strangely carved marble pillars fill the shadowy place.  Upon seeing you, Vokon rises from his throne, shooting fiery arrows at you with his magic staff. 
If your Shield is not at 0, the arrows reflect back on him, and you destroy him with your sword.  If you have 0 Shield, the player closest to you rushes in to help. 
The battle is difficult.  Many statues get destroyed, the palace catches fire, but you are victorious, thanks to the weaponry and training Cordero provided you.
After Vokon's defeat, the land is once again at peace, and you return home for a well deserved celebration.

26.  You enter a barracks.  A Hurut sits by himself behind a desk near the entrance.  You notice a key ring dangling from his belt.
Nun (1):  The Hurut sleeps.  You sneak behind him and take his Key.  Unfortunately for you, he wakes up and calls his allies to fight you.  You escape with the Key, but have a brutal fight.  Lose 2 Shield and 2 Breastplate.  Draw a key on your character sheet.
Hey (2):  The Hurut sees you, but doesn't sound the alarm.  Instead he asks you for a bribe in exchange for the Key.  Lose 1 Gold and 1 Provision, but draw a Key on your character sheet.  If you have no Gold or Provision,  he sounds the alarm and you get dragged to Square 20.
Shin (3):  The Hurut challenges you to a game of riddles for his Key.  Spin dreidel.  If you spin Nun (1) or Shin (3), you lose, and walk defeated to Square 20.  If Hey (2) or Gimel (4), you receive the Key.  Draw a key on your character sheet.
Gimel (4):  The Hurut jumps up from the table and attacks you with his axe.  You defeat him in battle.  In exchange for sparing his life, you get his Key.  Lose 1 Shield, but gain the Key.  Draw Key on character sheet.

27.  The canyon opens up on a desert floor.  Scorpions scuttle amid the rocks.

28.  Wind whistles eerily through the cliffs.  Shadowy figures march around high among the rocks, and dart off when you look their way.

29.  Rocks fall down on you as you cross a canyon.  You think it's just random falling debris, but when you look up at the cliffs, you see someone throwing them.  Luckily you are unhurt.

30.  You are in Cordero's healing cave.  Your injuries have been healed, and your armor has been restored.  Cordero provides you with magic shoes that protect you from the desert heat.  Do not spin dreidel when you pass Square 10.  Note:  Skip over Square 8 on your next move.

31.  You find yourself in a tent, with Cordero binding your wounds.  Your injuries have been healed and your armor restored.

32.  Brr!  In the mountains, the temperature has dropped close to zero.  You shiver as you make it over the pass.

33.  You travel down the mountains and cross a narrow gorge.  The wind whistles through the rocky outcrops.  Rocks tumble down from above.  Once and awhile you get pelted with chert or a small stone, but you are unhurt.

34.  The sun beats down heavily on the desert sand.  A tarantula crawls over a bleached cow skull.  No water in sight, but there are cacti.

35.  You enter a dark, spooky cavern system beneath a mountain.  Water drips down from the stalactites.  Bats stare at you with glowing eyes.  You face a tribe of goblins.
Nun (1):  They capture you, threatening to feed you to a dragon if you don't tell them the location of Cordero's house.  You tell them, but lose all your armor, and they feed you to the dragon anyway.  Lucky for you, it was only a dream.  Unfortunately, it also means you lost all your progress.  Move back to Square 31.
Hey (2):  Goblins shoot you with Magic Arrows of Rot.  The weapons eat away at parts of your Breastplate and Shield (Lose -2 Breastplate, -2 Shield).
Shin (3):  You find an edible looking mushroom, but it's poisonous.  You get sick and have to take medicine.  Lose 1 turn.
Gimel (4):  You find morel mushrooms.  Add 1 Provision.

36.  A massive mineral formation stands in the center of the cavern.  The cave echoes the hissing sound of an underground river.

37.  Yucca plants and flowering cacti grow along the way.  You stop to drink at an oasis.

38.  An underground river leads you to another section of cave, which you can only hope leads to the surface.

39.  You at last reach the mouth of the cave.  The sun seems blinding after being in the dark so long.

40.  You enter a maze-like catacomb full of coffins and skeletons and eerie statues.  The silence is deafening.
Nun (1):  A group of skeletons gets up and attacks you.  You destroy them with your sword, but your Breastplate gets damaged.  Lose 2 Breastplate.
Hey (2):  Cordero's friend Hasshub digs a scroll out of his pocket.  "This is powerful writing from Cordero," he says, placing the scroll in a skeleton's mouth.  "I was instructed to use it here."  The skeleton grows skin and hair and becomes a mighty warrior.  Read Ezekiel 37:1-19.  Put a cross on your shield.  For two damaging encounters, anytime your armor gets damaged, you only lose half the points.
Shin (3):  You get lost in the maze.  Lose 1 turn.
Gimel (4):  A bunch of coffins fall over.  You get scared and run out screaming.  Move back 1 square.

41.  You enter a crypt containing sarcophagi of fallen heroes.  As you reach what appears to be a dead end, you bump a coffin.  It turns out to be a secret stairway to the next room.

42.  You enter a spooky burial vault with walls covered in skulls and bones.  Ancient monks, although nonviolent, had some very strange ideas about interior decorating.

43.  The tunnels narrow as you reach the end of the catacombs  At the far end, a rotten egg smell wafts in, and you can see the cap of an active volcano in the distance.

44.  You discover an underground waterfall.  Water rushes into a pool illuminated by glowing cave fungus.

45.  Not the most pleasant room in the castle.  A steam powered machine forces grimy waste from chamber pots down through rusty pipes to a pool that drains into an underground sewer.  It smells terrible, which is why the exit resembles a submarine hatch.

46.  You're in a pit full of green slime that eats away at your armor.  Lose 1 Breastplate and 1 Shield. 
Nun (1):  Tentacles come out of the slime and try to pull you deeper into the ooze.  You fight free, but it takes time.  Lose 1 turn.
Hey (2):  You discover the skeleton of an unfortunate hero, who had been carrying treasure.  Add 2 Gold to your inventory.
Shin (3):  Your sword and armor glow, burning a path through the sludge.  Move ahead 1 square.
Gimel (4):  You are overwhelmed by the bad smell, retreating into the corridor.  Move back 1 square.


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