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* BoisterousBruiser: Hever is the lord of Fallow Dale and the owner of the evil-weakening Horn of Hever. He's a large man and a friendly, genial guy who greets you as "cousin" since you're both royalty. Like you, he's also more than ready to throw down in battle and can help you fight the Hellfire Spirit.



* GuestStarPartyMember:
** When Kevin tries to warn you about the traitor, you can either think about it by yourself or go ask Hever about it. If you go talk to Hever, he'll become trapped within the Hellfire Spirit's wall of fire along with you. He'll assist you in the fight, allowing you to do 3 points of Stamina damage instead of just 2 whenver you win an attack round.
** When your helmet is stolen by a group of Morgana's orcs, you can get Hever to send some of his troops to help you confront them. When you catch up to the orcs, Hever's soldiers will fight most of them for you, leaving you with only one fairly easy enemy.



* RoyalsWhoActuallyDoSomething: You play as a king who risks his life in person to stop a threat to the entire continent of Khul.

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* RoyalsWhoActuallyDoSomething: RoyalsWhoActuallyDoSomething:
**
You play as a king the ruler of Arion who risks his their life in person to stop a threat to the entire continent of Khul.Khul.
** Hever, the ruler of your northern neighbor of Fallow Dale, can help you fight the Hellfire Spirit if you ask him about Kevin's warning.
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That's actually a false lead by the book, and leads to instant death if you take the option.


* GiantSpider: You can encounter a massively bloated Bloodsucking Spider in the forest, which fortunately you can escape from because the beast is too heavy to pursue you.

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* GiantSpider: You can encounter a massively bloated Bloodsucking Spider in the forest, which fortunately you can escape from because the beast is too heavy to pursue you.forest.
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* CoolButInefficient: The Horn of Hever, which makes enemies suffer a small Skill penalty, but not all enemies, and oh the hoops you have to jump through to get it. Mainly you have to kill a saber-tooth tiger that's been ravaging the countryside, the fighting of which is challenging and a little weird, but which might've been one thing if that was all. To even be able to fight it, though, you have to succeed in a LuckBasedMission that involves rolling dice to see if you track it down within a few turns. Oh, and entering a certain pair of coordinates on the hunting map leads to insta-death.

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* CoolButInefficient: The Horn of Hever, which is played up as a legendary weapon your quest is doomed without. It makes enemies suffer a small Skill penalty, but not all enemies, and oh the hoops you have to jump through to get it. Mainly you have to kill a saber-tooth tiger that's been ravaging the countryside, the fighting of which is challenging and a little weird, but which might've been one thing if that was all. To even be able to fight it, though, you have to succeed in a LuckBasedMission that involves rolling dice to see if you track it down within a few turns. Oh, and entering a certain pair of coordinates on the hunting map leads to insta-death.



* FinalBoss: Not Morgana herself, but the mysterious Traitor, [[spoiler: a.k.a. Ifor Tynin, trying to doing you in with a dagger.]]

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* FinalBoss: Not Morgana herself, but the mysterious Traitor, [[spoiler: a.k.a. Ifor Tynin, trying to doing do you in with a dagger.]]
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* CoolButInefficient: The Horn of Hever, which makes enemies suffer a small Skill penalty, but not all enemies, and oh the hoops you have to jump through to get it. Mainly you have to kill a saber-tooth tiger that's been ravaging the countryside, the fighting of which is challenging and a little weird, which might be one thing if that was all. To be able to fight it at all, you have to succeed in a LuckBasedMission that involves rolling dice to see if you track it down within a certain number of turns. Oh, and entering a certain pair of coordinates leads to insta-death.

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* CoolButInefficient: The Horn of Hever, which makes enemies suffer a small Skill penalty, but not all enemies, and oh the hoops you have to jump through to get it. Mainly you have to kill a saber-tooth tiger that's been ravaging the countryside, the fighting of which is challenging and a little weird, but which might be might've been one thing if that was all. To even be able to fight it at all, it, though, you have to succeed in a LuckBasedMission that involves rolling dice to see if you track it down within a certain number of few turns. Oh, and entering a certain pair of coordinates on the hunting map leads to insta-death.
Is there an issue? Send a MessageReason:
None


* CavalryOfTheDead: If you slay the Kraken, the souls of the great warrior Galrin and his men will be released from their torment and swear to come to your aid if you find yourself in danger. Their help is essential to destroying Morgana's Golems.

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* CavalryOfTheDead: If you slay the Kraken, the souls of the great warrior Galrin and his men will be released from their torment and swear to come to your aid if you find yourself in danger. Their [[spoiler:Their help is essential to destroying Morgana's Golems.]]
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* CoolButInefficient: The Horn of Hever, which makes enemies suffer a small Skill penalty, but not all enemies, and oh the hoops you have to jump through to get it. Mainly you have to kill a saber-tooth tiger that's been ravaging the countryside, the fighting of which is challenging and a little weird, which might be one thing if that was all. To be able to fight it at all, you have to succeed in a LuckBasedMission that involves rolling dice to see if you track it down within a certain number of turns. Oh, and entering a certain pair of coordinates leads to insta-death.

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By TRS decision Whip It Good is now a disambiguation page. Moving entries to appropriate tropes when possible.


* ElementalWeapon: The Hellfire Spirit wields a fiery whip in combat.



* WhipItGood: The Hellfire Spirit wields a whip in combat.

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fix typos and clean up the prose throughout


You're a king, a monarch of Arion, a wise and benevolent ruler respected by all. One day, your court wizard Ifor Tynin informs you of a terrible peril: the fell sorceress Morgana is preparing her plans to invade Khul, using a series of twelve magical sigils to animate twelve monstrous Golems that will do her bidding. Powered by masks infused with the power of mayhem and holding the essence of all things, these undead monsters will be unstoppable, but she still lacks one sigil, the last one, which will allow her to set her plans in motion. Therefor, it's up to you, skilled in the arts of war, blessed by the land and nearly impervious to the arts of magic, to venture north, towards the towering peaks of Krill Garnash, find Morgana's lair and kill her before she finds the last sigil. That being said, this is not going to be an easy task, for many evil creatures lurk in the lands between Arion and the peaks, and a sinister plot is aiming for your life...

Masks of Mayhem overall plays like a standard Fighting Fantasy adventure: you need to recover precious items that will save your life and follow a specific path to obtain enough clues to successfully end the game and triumph, though this can also be a source of frustration.

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You're a king, YOU are a monarch of Arion, a wise and benevolent ruler respected by all. One day, your court wizard Ifor Tynin informs you of a terrible peril: the fell sorceress Morgana is preparing her plans to invade Khul, using a series of twelve magical sigils to animate twelve monstrous Golems that will do her bidding. Powered by masks infused with the power of mayhem and holding the essence of all things, these undead monsters will be unstoppable, but she still lacks one sigil, the last one, final sigil which will allow her to set her plans in motion. Therefor, it's It's up to you, skilled in the arts of war, blessed by the land and nearly impervious to the arts of magic, to venture north, towards the towering peaks of Krill Garnash, Garnash. You must find Morgana's lair and kill her before she finds the last sigil. That being said, this is not going to be an easy task, for many evil creatures lurk in the lands between Arion and the peaks, and a not to mention the sinister plot is aiming for against your very life...

Masks of Mayhem overall plays like a standard Fighting Fantasy adventure: you need to recover precious items that will save your life and follow a specific path to obtain enough clues to successfully end complete the game and triumph, though this can also be a source of frustration.
adventure.



* AboveGoodAndEvil: Most animals you encounter are immune to the Horn of Hever, since they're not truly evil, only hungry.
* AttackOfTheMonsterAppendage: If you camp on the shore of Lake Nekros, a Kraken will attack you with his many tentacles, which you have to fight from the shore. In a slight subversion, the head will eventually peek out of the water, giving you a shot at slashing it open and kill the beast istantly.

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* AboveGoodAndEvil: Most animals you encounter are immune to the Horn of Hever, which hurts "evil creatures", since they're not truly evil, only hungry.
* AttackOfTheMonsterAppendage: If you camp on the shore of Lake Nekros, a Kraken will attack you with his its many tentacles, which you have to fight from the shore. In a slight subversion, the head will eventually peek out of the water, giving you a shot at slashing it open and kill killing the beast istantly.instantly.



* CavalryOfTheDead: If you slay the Kraken, the souls of the great warrior Galrin and his men will be released from their torment and swear to come to your aid if you find yourself in danger. Their help is essential to destroy Morgana's Golems.

to:

* CavalryOfTheDead: If you slay the Kraken, the souls of the great warrior Galrin and his men will be released from their torment and swear to come to your aid if you find yourself in danger. Their help is essential to destroy destroying Morgana's Golems.



* DisabilityImmunity: Ice Hulks, large Yeti like monsters, are ''so'' dimwitted they don't really register pain (the narrator suggests they literally have no brain.) This works in their favour in combat, at least in the short term, as they continue attacking when hit rather than hesitate as most beings would.
* DiscOneFinalBoss: The Hellfire Spirit sent by your enemy to stop you at Hever Castle around half-way through the plot, which also confirms you that there's someone else working with Morgana and wanting you to fail.
* DroppedABridgeOnHim: While TheManyDeathsOfYou is surely no stranger in this series, the rather short and terse description of your deaths come off as rather sudden and out of the blue, such as being struck down by a random thunderbolt in a marsh or being bitten by a tiny venomous snake hiding inside an anonymous pouch.
* DungeonCrawling: Near the beginning of the game, you can go through a series of underground caverns in the hills, which actually let you find a valuable item. Subverted with Morgana's lair: there's only a short passage to reach her and her Golems, the other ways/doors leading to mortal traps.

to:

* DisabilityImmunity: Ice Hulks, large Yeti like monsters, are ''so'' dimwitted they don't really register pain (the pain; the narrator suggests they literally have no brain.) brain. This works in their favour in combat, at least in the short term, as they continue attacking when hit rather than hesitate as most beings would.
* DiscOneFinalBoss: The Hellfire Spirit sent by your enemy to stop you at Hever Castle around half-way halfway through the plot, which also confirms you suggests that there's someone else working with Morgana and wanting you to fail.
Morgana.
* DroppedABridgeOnHim: While TheManyDeathsOfYou is surely no stranger in this series, the rather short and terse description of your deaths can come off as rather sudden and out of the blue, such as being struck down by a random thunderbolt in a marsh or being bitten by a tiny venomous snake hiding inside an anonymous pouch.
* DungeonCrawling: Near the beginning of the game, you can go through a series of underground caverns in the hills, which actually let lead you find to a valuable item. Subverted with Morgana's lair: there's only a short passage to reach her and her Golems, the other ways/doors leading to mortal deadly traps.



* EnemyCivilWar: If you confess to the two barbarians who caught you that you're here to kill Morgana, they'll start fighting against each other and you must roll a Luck check: if you're Lucky, the barbarian who wins supports your plan and lets you go.
* EvilPlan: Morgana intends to gather 12 magical sigils, imbued with the essence of nature itself, and turn them into the titular masks of mayhem and use them to power her Golems to conquer the world. [[spoiler: Ifor also neglected to mention that you carry the last sigil, and the "quest" was actually a way to deliver you to Morgana.]]

to:

* EnemyCivilWar: If you confess to the two barbarians who caught you that you're here to kill Morgana, they'll start fighting against each other and you must roll a Luck check: test your Luck: if you're Lucky, the barbarian who wins supports your plan and lets you go.
* EvilPlan: Morgana intends to gather 12 twelve magical sigils, imbued with the essence of nature itself, and turn them into the titular masks of mayhem and use mayhem, using them to power her Golems to conquer the world. [[spoiler: Ifor also neglected to mention that you carry the last sigil, and the "quest" was actually a way to deliver you that sigil directly to Morgana.]]



* {{Foreshadowing}}: The introduction mentions how you have an innate distrust of sorcerers, in spite of the presence of your loyal advisor Ifor Tynin. [[spoiler: Turns out you were right to be wary.]]
* GiantSpider: An encounter in the forest is with a massively bloated Bloodsucking Spider, an encounter you can escape from because the beast is too heavy to pursue you.
* {{Golem}}: A plot point, Morgana wants to use the power of the Masks to enforce her twelve magical Golems, which, in spite of being described as made of rock and earth, are also referred to as "Undead" for some reason.
* HalfHumanHybrid: In a village you meet a man who's large enough to make you suspect he had Troll blood in him. Enemies include the Blackhearts (Dark Elves-Orcs hybrids) and the Doragar (Troll-Orcs hybrids).

to:

* {{Foreshadowing}}: The introduction mentions how you have an your innate distrust of sorcerers, in spite of despite the presence of your loyal advisor Ifor Tynin. [[spoiler: Turns out you were right to be wary.]]
* GiantSpider: An You can encounter in the forest is with a massively bloated Bloodsucking Spider, an encounter Spider in the forest, which fortunately you can escape from because the beast is too heavy to pursue you.
* {{Golem}}: A plot point, Morgana wants to use the power of the Masks to enforce empower her twelve magical Golems, which, in spite of being described as made of rock and earth, are also referred to as "Undead" for some reason.
* HalfHumanHybrid: In a village you meet a man who's large enough to make you suspect he had has Troll blood in him. Enemies include the Blackhearts (Dark Elves-Orcs hybrids) and the Doragar (Troll-Orcs hybrids).



* {{Invisibility}}: You can obtain a Cape of Temporary Invisibility which, as the name suggest, does make you invisible, but only for a short time.
* KickTheDog: The Traitor casts a deadly spell on your good friend Kevin when he tries to warn you of his presence and forcibly turns him into the fiery Hellfire Spirit you have to kill.

to:

* {{Invisibility}}: You can obtain a Cape of Temporary Invisibility which, as the name suggest, suggests, does make you invisible, but only for a short time.
* KickTheDog: The Traitor casts a deadly spell on your good friend Kevin when he tries to warn you of his presence and forcibly turns him into the fiery Hellfire Spirit Spirit, which you then have to kill.



* LoudOfWar: The Horn of Heven is an item you must recover to succeed, and weakens evil creatures in combat.
* LuckBasedMission: The Tiger hunt section: you have a map divided in a series of squares and a limited amount of rolls: each roll determines the direction you move in and the direction the tiger moves to. Once you're both in the same square, the battle begins, otherwise the beast escapes you.
** One of the most infamous in the entire book series. After a fight with an alligator, you have to roll 2d6, and you HAVE to roll a 2, 3, 11, or 12 to get an item required to win, which calculates as only a 1 in 6 chance of being able to win, regardless of any stats!!! This is one of the few books where the chances of winning the book are almost entirely independent from your character stats - with a max Skill, Stamina and Luck only having a 11% chance of beating the book, but a significantly weaker Skill 10, Stamina 14, Luck 10 character still having a 5% chance to win!
* TheMole: Halfway through you learn of a traitor who's secretly helping Morgana and hindering your quest. [[spoiler: Namely, FinalBoss Ifor Tynin.]]
* NeverSmileAtACrocodile: On the way north you may fall in a river and have to defend yourself from a ferocious alligator.
* NiceJobBreakingItHero: [[spoiler: Your entire quest is a way to send Morgana the last sigil she requires to win.]]

to:

* LoudOfWar: The Horn of Heven is an item you must recover to succeed, and which weakens evil creatures in combat.
* LuckBasedMission: LuckBasedMission:
**
The Tiger hunt section: you have "tiger hunt" section. You are shown a map divided in a series of squares and have a limited amount number of rolls: each rolls. Each roll determines the direction you move in and the direction the tiger moves to. moves. Once you're both in the same square, the battle begins, otherwise begins. If you don't meet each other in time, the beast escapes you.
tiger escapes.
** One of the most infamous in the entire book series. After a fight with an alligator, you have to roll 2d6, and you HAVE to '''must''' roll a 2, 3, 11, or 12 to get an item required to win, which calculates as win. This by itself is only a 1 in 6 chance of being able to win, regardless of any stats!!! your stats. This is one of the few books where the chances of winning the book are almost entirely independent from your character stats - with a max Skill, Stamina and Luck only having a 11% chance of beating completing the book, book successfully, but a significantly weaker Skill 10, Stamina 14, Luck 10 character still having only a 5% chance to win!
win.
* MeaningfulName: [[spoiler: The traitor's name conceals a numeric code, hiding the word "forty" in "Ifor Tynin". This is the secret reference you must turn to in order to confront him when you have the opportunity.]]
* TheMole: Halfway through the adventure, you learn of a traitor who's secretly helping Morgana and hindering your quest. [[spoiler: Namely, FinalBoss Ifor Tynin.]]
* NeverSmileAtACrocodile: On the way north north, you may fall in a river and have to defend yourself from a ferocious alligator.
* NiceJobBreakingItHero: [[spoiler: Your entire quest is a way lie invented by the traitor in order to send give Morgana the last sigil she requires to win.needs.]]



* OrcusOnHisThrone: Morgana won't leave her lair at all, except for a possible curse in Pikestaff Plains.

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* OrcusOnHisThrone: Morgana won't leave her lair at all, except for a possible curse one encounter in Pikestaff Plains.Plains where she can cast a curse on you.



* PantheraAwesome: Your visit to Fallow Dane include hunting a massive Saber-tooth Tiger and killing it in combat. If you win, you get to keep her claws as a memento.
* PunnyName: A plot relevant one. [[spoiler: In order to fight the FinalBoss and win, you must guess which paragraph to go, using your suspect's name as a reference. That name being I''for Ty''nin.]]

to:

* PantheraAwesome: Your visit to Fallow Dane include includes hunting a massive Saber-tooth Tiger and killing it in combat. If you win, you get to keep her claws as a memento.
* PunnyName: A plot relevant one. [[spoiler: In order to fight the FinalBoss and win, you must guess which paragraph to go, using your suspect's name as a reference. That name being I''for Ty''nin.]]
memento.



* SquishyWizard: Subverted with Morgana: her STAMINA score is quite low for a BigBad, and as a matter of fact, she had a risible score of 6. However, her defensive spells are so powerful you can only deal 1 point of damage per hit, which essentially makes it as hard as any battle with a standard foe with 12 STAMINA.

to:

* SquishyWizard: Subverted with Morgana: her STAMINA Stamina score is quite low for a BigBad, and as a matter of fact, she had a risible score of 6. at only six. However, her defensive spells are so powerful that you can only deal 1 point of damage per hit, which essentially makes it as hard as any a normal battle with against a standard foe with 12 STAMINA.Stamina.



* TakingAThirdOption: Early on, you have to go to Fallows Dane either by crossing a lake, Affen Woods or some hills. Which way is correct? [[spoiler: Answer: all three of them, in the mentioned order (in Affen Woods the Elves will teleport you to the hills).]]

to:

* TakingAThirdOption: Early on, you have to go to Fallows Fallow Dane either by crossing a lake, Affen Woods Woods, or some hills. Which But which way is correct? [[spoiler: Answer: all All three of them, in the mentioned order (in Affen Woods Woods, the Elves will teleport you to the hills).]]



* TheUndead: You get skeletons, Wights, a wall made of grasping corpse claws, the Hellfire Spirit and, apparently, Morgana's Golems.
* WeHaveReserves: Surprisingly enough, Morgana with her Golems. If you manage to destroy them, she will scoffs, telling you that she can make more to replace the fallen ones.

to:

* TheUndead: You get can encounter skeletons, Wights, a wall made of grasping corpse claws, the Hellfire Spirit and, Spirit, and apparently, Morgana's Golems.
* WeHaveReserves: Surprisingly enough, Morgana with her Golems. If you manage to destroy them, she will scoffs, telling you that she can make more to replace the fallen ones.



* AWinnerIsYou: Sadly enough, the terse and short style mentioned above also applies to the writing of paragraph 400, which makes the whole series of events after Morgana's fight come off as hastily written and unsatisfying. [[note]] This trope sentence is longer than paragraph 400, by the way. [[/note]]

to:

* AWinnerIsYou: Sadly enough, the terse and short style mentioned above also applies to the writing of paragraph 400, which makes the whole series of events after Morgana's fight come off as hastily written and unsatisfying. [[note]] This trope sentence trope's description is longer than paragraph 400, by the way. [[/note]]
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None

Added DiffLines:

** One of the most infamous in the entire book series. After a fight with an alligator, you have to roll 2d6, and you HAVE to roll a 2, 3, 11, or 12 to get an item required to win, which calculates as only a 1 in 6 chance of being able to win, regardless of any stats!!! This is one of the few books where the chances of winning the book are almost entirely independent from your character stats - with a max Skill, Stamina and Luck only having a 11% chance of beating the book, but a significantly weaker Skill 10, Stamina 14, Luck 10 character still having a 5% chance to win!

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* EnchantedForest: Affen Forest is a wood infested with spiders, spriggans and, luckily, Elves open to dialogue.



* TheLostWoods: Affen Forest, a wood infested with spiders, spriggans and, luckily, Elves open to dialogue.
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dewicking Our Elves Are Better per trs


* OurElvesAreBetter: The Wood Elves you meet are the typical guardians of the forest, and are willing to help you in your quest, especially if you killed some Spriggans earlier.

to:

* OurElvesAreBetter: OurElvesAreDifferent: The Wood Elves you meet are the typical guardians of the forest, and are willing to help you in your quest, especially if you killed some Spriggans earlier.
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None


* TakingAThirdOption: Early on, you have to go to Fallows Dane either by crossing a lake, Affen Woods or some hills. Which way is correct? [[spoiler: Asnwer: all three of them, in the mentioned order (in Affen Woods the Elves will teleport you to the hills).]]

to:

* TakingAThirdOption: Early on, you have to go to Fallows Dane either by crossing a lake, Affen Woods or some hills. Which way is correct? [[spoiler: Asnwer: Answer: all three of them, in the mentioned order (in Affen Woods the Elves will teleport you to the hills).]]



* AWinnerIsYou: Sadly enough, the terse and short style mentioned above also applies to the writing of paragraph 400, which makes the whole series of events after Morgana's fight come off as hastily written and unsatisfying.

to:

* AWinnerIsYou: Sadly enough, the terse and short style mentioned above also applies to the writing of paragraph 400, which makes the whole series of events after Morgana's fight come off as hastily written and unsatisfying. [[note]] This trope sentence is longer than paragraph 400, by the way. [[/note]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DisabilityImmunity: Ice Hulks, large Yeti like monsters, are ''so'' dimwitted they don't really register pain (the narrator suggests they literally have no brain.) This works in their favour in combat, at least in the short term, as they continue attacking when hit rather than hesitate as most beings would.
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None




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\n [[caption-width-right:350:'''WHERE. IS. MY. MOISTURIZER???''']]
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* BigfootSasquatchAndYeti: An Ice Hulk appears in the story: these creatures are related to Yetis and literally brainless. Unfortunately, the one you meet wants you for a meal.

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!!'''Masks of Mayhem contains examples of:'''

to:

!!'''Masks !!''Masks of Mayhem contains Mayhem'' provides examples of:'''
of:



* AWinnerIsYou: Sadly enough, the terse and short style mentioned above also applies to the writing of paragraph 400, which makes the whole series of events after Morgana's fight come off as hastily written and unsatisfying.

to:

* AWinnerIsYou: Sadly enough, the terse and short style mentioned above also applies to the writing of paragraph 400, which makes the whole series of events after Morgana's fight come off as hastily written and unsatisfying.unsatisfying.
----
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Added DiffLines:

* SquishyWizard: Subverted with Morgana: her STAMINA score is quite low for a BigBad, and as a matter of fact, she had a risible score of 6. However, her defensive spells are so powerful you can only deal 1 point of damage per hit, which essentially makes it as hard as any battle with a standard foe with 12 STAMINA.
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None

Added DiffLines:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ff23.jpg]]


''Masks of Mayhem'' is the 23[[superscript:rd]] entry of the ''Literature/FightingFantasy'' series of gamebooks, written by Robin Waterfield.

You're a king, a monarch of Arion, a wise and benevolent ruler respected by all. One day, your court wizard Ifor Tynin informs you of a terrible peril: the fell sorceress Morgana is preparing her plans to invade Khul, using a series of twelve magical sigils to animate twelve monstrous Golems that will do her bidding. Powered by masks infused with the power of mayhem and holding the essence of all things, these undead monsters will be unstoppable, but she still lacks one sigil, the last one, which will allow her to set her plans in motion. Therefor, it's up to you, skilled in the arts of war, blessed by the land and nearly impervious to the arts of magic, to venture north, towards the towering peaks of Krill Garnash, find Morgana's lair and kill her before she finds the last sigil. That being said, this is not going to be an easy task, for many evil creatures lurk in the lands between Arion and the peaks, and a sinister plot is aiming for your life...

Masks of Mayhem overall plays like a standard Fighting Fantasy adventure: you need to recover precious items that will save your life and follow a specific path to obtain enough clues to successfully end the game and triumph, though this can also be a source of frustration.

----
!!'''Masks of Mayhem contains examples of:'''

* AboveGoodAndEvil: Most animals you encounter are immune to the Horn of Hever, since they're not truly evil, only hungry.
* AttackOfTheMonsterAppendage: If you camp on the shore of Lake Nekros, a Kraken will attack you with his many tentacles, which you have to fight from the shore. In a slight subversion, the head will eventually peek out of the water, giving you a shot at slashing it open and kill the beast istantly.
* BigBad: Morgana, evil sorceress of Krill Garnash.
* CavalryOfTheDead: If you slay the Kraken, the souls of the great warrior Galrin and his men will be released from their torment and swear to come to your aid if you find yourself in danger. Their help is essential to destroy Morgana's Golems.
* CoolSword: Besides your starting sword, you can obtain an ancient broadsword from a Wight you kill.
* DeathMountain: The lair of Morgana, the five peaks of Krill Garnash, with plenty of monsters, dangers and barbarians serving the sorceress.
* DiscOneFinalBoss: The Hellfire Spirit sent by your enemy to stop you at Hever Castle around half-way through the plot, which also confirms you that there's someone else working with Morgana and wanting you to fail.
* DroppedABridgeOnHim: While TheManyDeathsOfYou is surely no stranger in this series, the rather short and terse description of your deaths come off as rather sudden and out of the blue, such as being struck down by a random thunderbolt in a marsh or being bitten by a tiny venomous snake hiding inside an anonymous pouch.
* DungeonCrawling: Near the beginning of the game, you can go through a series of underground caverns in the hills, which actually let you find a valuable item. Subverted with Morgana's lair: there's only a short passage to reach her and her Golems, the other ways/doors leading to mortal traps.
* EnemyCivilWar: If you confess to the two barbarians who caught you that you're here to kill Morgana, they'll start fighting against each other and you must roll a Luck check: if you're Lucky, the barbarian who wins supports your plan and lets you go.
* EvilPlan: Morgana intends to gather 12 magical sigils, imbued with the essence of nature itself, and turn them into the titular masks of mayhem and use them to power her Golems to conquer the world. [[spoiler: Ifor also neglected to mention that you carry the last sigil, and the "quest" was actually a way to deliver you to Morgana.]]
* FinalBoss: Not Morgana herself, but the mysterious Traitor, [[spoiler: a.k.a. Ifor Tynin, trying to doing you in with a dagger.]]
* {{Foreshadowing}}: The introduction mentions how you have an innate distrust of sorcerers, in spite of the presence of your loyal advisor Ifor Tynin. [[spoiler: Turns out you were right to be wary.]]
* GiantSpider: An encounter in the forest is with a massively bloated Bloodsucking Spider, an encounter you can escape from because the beast is too heavy to pursue you.
* {{Golem}}: A plot point, Morgana wants to use the power of the Masks to enforce her twelve magical Golems, which, in spite of being described as made of rock and earth, are also referred to as "Undead" for some reason.
* HalfHumanHybrid: In a village you meet a man who's large enough to make you suspect he had Troll blood in him. Enemies include the Blackhearts (Dark Elves-Orcs hybrids) and the Doragar (Troll-Orcs hybrids).
* HaveAGayOldTime: A travelling merchant's carriage is described as "gaily coloured".
* HopelessBossFight: Morgana's Eleven Golems, if you don't know how to summon Galrin and his men.
* {{Invisibility}}: You can obtain a Cape of Temporary Invisibility which, as the name suggest, does make you invisible, but only for a short time.
* KickTheDog: The Traitor casts a deadly spell on your good friend Kevin when he tries to warn you of his presence and forcibly turns him into the fiery Hellfire Spirit you have to kill.
* KidnappingBirdOfPrey: A Giant Bloodhawk tries to devour you on your way to north.
* LivingMacGuffin: [[spoiler: You have the last Sigil with you, the Sigil of Royalty.]]
* LivingShadow: At one point, your shadow turns into a monstrous silhouette and tries to kill you.
* TheLostWoods: Affen Forest, a wood infested with spiders, spriggans and, luckily, Elves open to dialogue.
* LoudOfWar: The Horn of Heven is an item you must recover to succeed, and weakens evil creatures in combat.
* LuckBasedMission: The Tiger hunt section: you have a map divided in a series of squares and a limited amount of rolls: each roll determines the direction you move in and the direction the tiger moves to. Once you're both in the same square, the battle begins, otherwise the beast escapes you.
* TheMole: Halfway through you learn of a traitor who's secretly helping Morgana and hindering your quest. [[spoiler: Namely, FinalBoss Ifor Tynin.]]
* NeverSmileAtACrocodile: On the way north you may fall in a river and have to defend yourself from a ferocious alligator.
* NiceJobBreakingItHero: [[spoiler: Your entire quest is a way to send Morgana the last sigil she requires to win.]]
* NoSell: Ifor Tynin mentions that you're naturally resistant to magic and impervious to both good and evil spells.
* OrcusOnHisThrone: Morgana won't leave her lair at all, except for a possible curse in Pikestaff Plains.
* OurDragonsAreDifferent: Morgana's hideout is guarded on the outside by a massive Ice Dragon, which sports feathery wings and shoots ice from its nostrils.
* OurElvesAreBetter: The Wood Elves you meet are the typical guardians of the forest, and are willing to help you in your quest, especially if you killed some Spriggans earlier.
* PantheraAwesome: Your visit to Fallow Dane include hunting a massive Saber-tooth Tiger and killing it in combat. If you win, you get to keep her claws as a memento.
* PunnyName: A plot relevant one. [[spoiler: In order to fight the FinalBoss and win, you must guess which paragraph to go, using your suspect's name as a reference. That name being I''for Ty''nin.]]
* ReptilesAreAbhorrent: Venomous snakes, alligators, dragons... reptiles are not your friends on this quest.
* RoyalsWhoActuallyDoSomething: You play as a king who risks his life in person to stop a threat to the entire continent of Khul.
* SandWorm: Or rather, Snow Worm: the Chion encountered in the snowy peaks.
* SealedGoodInACan: Vashti, the sorceress locked in a mystical dimension in the Maiden Vale, whose help you must seek halfway through. You can end up trapped inside her dimension if you don't know how to leave though.
* TakeOverTheWorld: The ultimate goal of Morgana herself.
* TakingAThirdOption: Early on, you have to go to Fallows Dane either by crossing a lake, Affen Woods or some hills. Which way is correct? [[spoiler: Asnwer: all three of them, in the mentioned order (in Affen Woods the Elves will teleport you to the hills).]]
* TitleDrop: The titular ''masks'' imbued with the force of ''Mayhem'' are mentioned right in the intro.
* TheUndead: You get skeletons, Wights, a wall made of grasping corpse claws, the Hellfire Spirit and, apparently, Morgana's Golems.
* WeHaveReserves: Surprisingly enough, Morgana with her Golems. If you manage to destroy them, she will scoffs, telling you that she can make more to replace the fallen ones.
* WhipItGood: The Hellfire Spirit wields a whip in combat.
* AWinnerIsYou: Sadly enough, the terse and short style mentioned above also applies to the writing of paragraph 400, which makes the whole series of events after Morgana's fight come off as hastily written and unsatisfying.

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