This book is the ugly lovechild of Ian Livingstone and Stephen Hand. Inherited from Livingstone are the ridiculous 50/50 rolls, a billion necessary Skill/Luck Tests, and a treasure hunt for a list of peculiar items hidden throughout the book, from a Golden Scythe to Toe Shackles. Inspiration from Hand allows for some interesting encounters & adds strong atmosphere at times.
The gameplay is rubbish, but Green does have an incredible talent in creating memorable characters and personalities. I love how so many of the characters have names & a bit of detail added to them, really adds a lot of flavour to the story. I don’t think I have seen any FF authors write up characters this good since Talisman of Death.
For this adventure, I recommend 11 Skill, 18+ Stamina & 11+ Luck. You will also need the maximum amoutn of Gold. I also recommend loaded dice, a couple that always roll 1s and a couple that always roll 6s.
You start with:
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Sword.
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Lantern & Tinderbox.
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5 Food.
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D6+4 Gold Pieces.
Rassin Abbey
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Fight Sk 8 St 9 Brimstone Demon.
o -1 Attack Strength for duration of combat.
- Study some of the books in the library (+6 Stamina).
- Study
A Demonological Dissertation.
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Add note: Demonic Word of Command.
- Visit the herb garden first.
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Take Aramance.
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Add 2 Faith.
- You want to accompany Lady Hattana to Hallow’s Well.
Escort Job
- Stop.
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Fight Sk 7 St 7 Brigand.
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Fight Sk 11 St 12 Masked Brigand for two rounds.
- Do not give chase.
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Take Silver Key ‘252’.
Hallow’s Well
- Go with them.
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Take 10 Gold Pieces.
- Join the group of pilgrims.
- Enter the competition.
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Add note: The Protector cut out the Canker growing in Aryn’s Hill.
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Test Skill+2. Success =
Take 6 Gold Pieces.
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D6 Test Faith.
o Success:
o
Take Pilgrim’s Staff (+2 Stamina).
o
Add 2 Faith.
o Fail:
o Start again (your Faith will be too low to get essential quest items).
- Make your way to the healing well.
- Throw him a Gold Piece (-1 Gold Piece, +1 Luck).
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Add 1 Faith.
- Take the waters of the well (-2 Gold Pieces).
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D6+4 Test Faith.
o Success:
o
Take Heal All (restores Skill & Stamina to Initial levels & gain 2 Luck points when used).
o Fail:
o Start again (you have missed an essential quest item).
- Look round the stalls.
- Take a closer look at this stall.
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Take Shroud (-3 Gold Pieces).
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Add 2 Faith.
- You are finished at this stall.
- You are interested in purchasing a hawk.
- You can afford this price and want to buy the bird (-15 Gold Pieces).
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Take Hawk.
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Add note: One two away.
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Add note: Hawk has Sk 7 St 5, can attack once per battle against an enemy of your choice.
- See what Hemlock & Hogweed have to offer.
- You are interested in the common herbs.
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Take Drake Nettle (-1 Gold Piece).
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Take Scarlet Lady (-1 Gold Piece).
- Buy some rarer herbs.
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Take Phoenix Grass (-3 Gold Pieces).
- You want neither.
- Set off to the south.
- Help the person.
- Help the man buy giving him some of your provisions (-1 Food).
- Make your way towards the South Gate.
- You have spoken to the man from Aryll.
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Test Skill. Fail = Start again (you have missed an essential quest item).
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Test Luck. Fail = 2 Damage &
Rat Bite.
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Fight Sk 8 St 7 Piper.
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Take Charmed Pipes.
- Face the militiamen.
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Fight Sk 8 St 7 Militiaman &
Sk 7 St 8 Militiaman together.
o If you defeat the militiamen in 10 attack rounds or less:
o Start again (you have missed an essential quest item).
o If the battle takes longer than 10 attack rounds:
o Accept the mad beggar’s help.
- Hear the riddle.
- Answer is KEY. 11+5+25=41.
Turn to Para 41.
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Take Skeleton Key.
- Release Tira.
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Take Jar of Powder.
- Go south towards Aryll.
Aryll
- Look for a place further into the hills.
- Investigate further in the hope of finding shelter for the night (+2 Stamina).
- Retire for the night.
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Take 2 Food.
- Enter the village to see if you can help in any way.
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Add 1 Infection.
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Add note: If Infection score is 15+ in future, start again (you need the Heal All later).
- You have Aramance.
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Add note: Reduce any infection additions by 1.
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If you have a rat bite: +2 Infection.
- You have a set of charmed pipes.
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Add D6+1 Infection & take same in damage.
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Test Luck. Fail = Death.
- You have heard the name ‘Aryn’s Hill’ before (2 Damage).
- Investigate further.
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Fight Sk 6 St 5 Plague Rat.
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Add 2 Infection.
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D6+4 Test Faith.
o If fail:
o
Fight Sk 6 St 7 Plague Zombie &
Sk 7 St 6 Plague Zombie together.
o
Add 4 Infection.
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Test Luck.
o If fail:
o
Add D6/2+1 Infection.
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Fight Sk 7 St 11 Carrier Flies for three rounds.
o If hit by enemy,
Add 2 Infection instead of 2 Damage.
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Add note: while in crypt -2 Skill.
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Roll D6 for number of zombies.
o For each zombie:
o
D6+4 Test Faith.
• Fail =
Fight Sk 6 St 6 Plague Zombie &
Add 2 Infection.
- Throw your lantern at the monstrosity.
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Fight Sk 6 St 8 Canker.
o If combat lasts 9+ rounds, death.
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Add 4 Infection.
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Take 6 Gold Pieces (+2 Luck).
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Take 3 Food.
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Take Lantern.
- Make the long diversion south to Gwythain’s barrow.
Gwythain’s Barrow
- You have a Heal All & use it (+6 Stamina & Infection to zero; ignore other recorded effects).
- Reply that you wish to enter Gwythain’s Barrow.
- Puzzle: 56, 21, 35, 63, 42, 14. All multiples of 7.
Turn to Para 7.
- You have the Pilgrim’s Staff.
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Take Ilithorn Rose.
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Test Luck. Fail =
Test Skill. Fail = 1 Damage.
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Fight Sk 9 St 8 Barrow Guard.
o If hit by enemy,
Roll D6. 6 = 3 Damage inflicted instead of 2.
- Open the coffin.
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Take Golden Sickle.
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Take Skullsgrig.
- Take the shield.
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Take Shield (
+1 Initial & current Skill).
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Add 1 Faith.
- Leave the chamber.
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Fight Sk 8 St 7 Barrow Guard.
o If hit by enemy,
Roll D6. 6 = 3 Damage inflicted instead of 2.
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Fight Sk 8 St 10 Ogre.
- Take the new branch northwards.
Bandits
- Do as the outlaw says but with the intention of tricking her.
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Test Skill. Success =
You have their leader as hostage (-2 Enemies in next fight).
- 2 Damage.
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Roll D6.
o 1-2 = -2 Enemies in following fight.
o 3-4 = -1 Enemy in following fight.
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Fight Sk 8 St 6 Veteran Brigand.
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Fight Sk 6 St 7 Scarred Ruffian.
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Fight Sk 6 St 5 Dwarf Rogue.
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Fight Sk 8 St 7 Staff-Wielding Outlaw.
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Fight Sk 7 St 5 Blackguard.
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Fight Sk 7 St 7 Outlaw Leader.
o Fight two at a time.
o Cross off any previously defeated enemies from top of list.
o When Outlaw Leader’s stamina is 3 or less & all other enemies defeated:
o Press the woman for more information about the Mask.
- Make the diversion & go after the Mask.
- Try to imitate the call before proceeding (+1 Luck).
- First try to cause a distraction in order to divert attention away from your actions.
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Test Luck.
o Fail =
Fight Sk 9 St 10 Rogue Captain.
o If enemy wins two consecutive attack rounds:
• You fall to the ground (automatically lose next round).
o If combat lasts 8+ rounds, death.
- Go through the door to the right.
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Fight Sk 11 St 12 The Mask.
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Take Deliverer (
+1 Initial & current Skill, +1 Luck).
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Add 2 Faith.
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Take D6+6 Gold Pieces.
- You have a Silver Key on a chain.
Turn to Para 252.
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Take Elven Prayer Bead Necklace.
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Add 1 Faith.
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Test Skill.
o Succeed: 2 Damage.
o Fail: 4 Damage, -1 Skill.
Fenford
- Enter the Brindled Cat.
- Talk to the man in black.
- You do not have the Witch’s Mark or a Crescent Moon Amulet.
- You have the Ilithorn Rose.
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Add note: Password is The Four Phases of the Moon.
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Take Shackles.
- Brave the perils of Blackmire.
Blackmire
- Follow this gruesome trail.
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Test Luck.
o If fail:
o
Fight Sk 8 Marsh Assailant.
• No stamina loss during fight.
• Need to win two rounds in a row within six rounds or death.
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Fight Sk 8 St 10 Fen Beast.
- You were not sent into the marsh by a group of farmers.
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Take Mistletoe & cut it with a Golden Sickle.
- Go right.
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Take Malague.
- Go straight on.
- Go left.
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Take Death’s Shroud.
- Go right.
- Try to communicate with it.
- You have plants, herbs & fungi and want to accept Sam’s kind offer.
- Use Skullsgrig, Drake Nettle & Phoenix Grass to make a Salamander Potion.
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Take Salamander Potion ‘116’.
- Use Malague, Death’s Shroud & Mistletoe to make Venom’s Bane.
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Take Venom’s Bane ‘331’.
- Visit Enthus’ Tomb (+4 Stamina).
- Try to invoke the spirit of the priest so that he may aid you on your quest.
- Use the candles and a prayer.
- You have the herb Scarlet Lady (-2 to Test Faith roll below).
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D6+8 Test Faith. Fail = Start again (you have missed an essential quest item).
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Fight Sk 9 St 8 Revenant.
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Take Page with Spell of Locking ‘376’.
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Take Holy Amulet (+1 Luck).
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Add 1 Faith.
- You do not have the potion Clearsee.
- Politely decline.
- You have Gwythain’s sword, Deliverer.
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Fight Sk 10 St 9 Wraith Rider.
Selwick
- Restore 4 Stamina points.
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Test Skill. Fail = 2 Damage.
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Test Luck. Fail = 3 Damage.
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Fight Sk 6 St 3 Grimalkin.
o If enemy hits you 3+ times, -1 Skill.
- Help the people of Selwick (+1 Luck).
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Fight Sk 8 St 8 Crow’s Foot.
- You have a Jar of Powder.
- Sprinkle the powder on the tailless rat.
- You have a Set of Shackles.
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Fight Sk 5 St 4 Black Cat,
Sk 2 St 2 Toad,
Sk 5 St 3 Grimalkin &
Sk 3 St 2 Bat together.
o If Grimalkin hits you 3+ times, -1 Skill.
- You have a Falcon and wish to send it after the Raven.
Turn to Para 12.
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Add word: Raven (+1 Luck).
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Take Healing Salve (+6 Stamina when used).
Tallow
- You want to drink a Salamander Potion now.
- You do not have the Witch’s Mark or a Crescent Moon Amulet.
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Roll D6. 1-3 = Death.
- You have drunk the Salamander Potion.
Turn to Para 116.
- You know a Demonic Word of Command.
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Lose 1 Faith (+5 Stamina).
- You have the word ‘Raven’ written down.
Claybury
- Look for them somewhere else.
- Password: 50*4=200.
Turn to Para 200.
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D6+4 Test Faith. Fail = Death.
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Fight Sk 9 St 8 Dread Demon.
- Go to the monastery.
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Fight Sk 7 St 8 Demon Bat.
o On its third strike, enemy deals an extra 5 Damage.
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Test Luck. Fail = 4 Damage.
- Lead the resistance into battle against the Cauldron of Midnight.
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Roll D6.
o 1-3:
D6+3 Test Faith. Fail =
Fight Sk 7 St 6 Hob.
o 4-5:
Fight Sk 8 St 7 Enchantress.
o If enemy wins a round,
Roll D6. 5-6 = Lose next round automatically.
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Fight Sk 9 St 10 Goat-Headed Demon.
- Read the Spell of Locking.
Turn to Para 376.
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Test Skill. Fail = Start again (You needed to lock the Demafrauge).
- The Demafrauge has been locked.
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Fight Sk 12 St 18 Kurakil.
o After each round,
Roll D6. 5-6 = 2 Damage.
- You have the potion called Venom’s Bane.
Turn to Para 331.
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Fight Sk 10 St 9 Nazek.
o Fight until enemy’s Stamina is reduced to 2 Stamina or less.
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D6+7 Test Faith. Fail = Bad ending.
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Yelling you bring the Blessed Blade down with such force that it goes straight through Nazek’s body into the plinth beneath. Nazek is dead. The rest of the fighting is soon over & the Cauldron of Midnight is no more.