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Post by yvoire on Dec 29, 2013 23:24:09 GMT
Bloodbones solution
Word of caution: fights are difficult to the point of being imbalanced in this book. There also is a lot of skill and luck tests where your life is at stake. You are going to need as high scores as possible.
Charge one of the pirates: this will make the fight easier. Fight the half ogre (don’t run away). After the following scene, go to the gambling pits. Visit the Amazing Armano (where you can win 10 gold and regain 1 luck). If you are stuck, the solution is: 121. Go to the arrow of providence. Be lucky! write down DNALSI. Leave the gambling pits and disregard the message: it’s just a trap. Add 2 hours and go to the markets. Check the more exotic wares in the Port of Crabs. Buy the shark’s teeth bracelet (it has 38 teeth) and the ivory lion charm for a total of 13 gold pieces. At your option, the potion of giant strenght can be a valid purchase. The rest is useless. Leave the talismonger. You have the ivory lion charm. Write down the directions for Madame Galbo. She has something useful for you. It’s up to you if you want to shop for more practical objects. Consider that from now on for the entire duration of the book you will only need 6 gold pieces for clues/objects that are crucial for the plot, so if you have a lot of money, equipping yourself for combat is a good idea. As I said, fights tend to be quite difficult in this book. The poison antidote is also a good choice. Leave the markets and add 1 hour. Follow the man. Go back the way you have come. Win the fight. Whether you’re lucky or not, fight Crivens and win. Keep the doubloon and the dagger. You have the world DNALSI. Enter the shop. Offer 2 gold pieces and get information: Bone Island lies 370 leagues East of the Port of Crabs. Time to look for the pirates’ secret base. You don’t have the word REGNAD. It’s time to visit Mandrake’s Lane Pay 4 gold pieces Madame Galbo and ask for the special compound, then leave Madame Galbo’s shop. Add 1 hour and Go to the ruined promontory. Investigate the light. Win the fight. Add the word ENUTROF and return to the lighthouse. Remember well the password Crossbones and then leave Mallan Point. Add 1 hour and go to the cemetery. You have none of these words. You have the crab doubloon. Be lucky! You know the password from your visit to the Lighthouse. There’s still plenty of time, so go left. Search. Be lucky! You’re going to need this jewel in the end. Remember the number of its sides, too. Add 1 hour and go back. Attack the beast. Open the door. It’s taken 8 hours or less. You have the shark’s teeth bracelet. How many teeth did I say it has? Open the door marked Captain. You may open the globe but you’ll have no need for its content. Open the chest (you’ll need the rum later, so don’t drink it). Examine the ship in a bottle (I just loved this one). Smash the bottle. Remember: 460 leagues south. Be lucky. Open the far door. Don’t get caught! Win the fight; you have the word ENUTROF. Remember the two coordinates you found previously. Avoid the crab reefs (and regain stamina). Ghost ship! Don’t we just love this book? Of course approach the ship. Personally board the Sea Maiden. Stand your ground. Go down the staircase. Win the fight. Write down the word NEDIAM, then go back to your ship. Pray you roll less than your stamina score.
Congratulations, you’re on Bone Island! Although in a horrible shape. Look for other survivors. Try to communicate with the creature. Offer something to Balinac. Give him the rum you found in Captain Cinnabar’s chest. Go with the primitive. Lots of useful goodies in this hut! Examine the potions: drink them both. If you want, examine the mythica. Examine the arcanum. Personally I find the insect repellant the most useful of these spells. There are quite some vicious insects in this island, and avoiding having to fight them is jolly well desirable, especially the one you’re about to encounter. However, considering the number of luck tests you are still going to have to take, the luck spell is not a bad idea either (but I only recommend it if you have the poison antidote). Leave the cell. Pass the test! Defeat this beast Go south You can quickly pass through the village: there’s nothing here Another filthy insect to fight: again, the insect repellant is very useful here. If you get bitten even once, you’ll die unless you have the poison antidote. Meet Scrimshaw the castaway. Press him about the treasure. Give Scrimshaw a present. You don’t need that shark’s teeth necklace anymore after all. Whatever you give him, don’t give him the ivory lion charm. You will need it. Set out for the caves. Enter the caves. Kill the bats Better be lucky, but if you are not, go further down the caves anyways. Be successful! Continue Dive into the water Take a closer look at the bone weapon Defeat the golem (which, by the way, I think is the coolest monster in this book. What golem do you have in a pirate story? A treasure golem! of course!) Leave the caves (don’t touch the treasure!) Time for random encounters. Whatever happens, you’ll reach the outskirts of a group of mud huts eventually. Enter the village. You do not have a darkwood armband. You do not have the word SITNAM Pass both skill tests! Your choice here. The challenge of the cat involves a nonlethal fight (you still can get wounded, mind you), the challenge of the shell involves lifting a giant shell which involves rolling four dice and scoring less than you stamina. It’s vital that you pass the challenge so choose wisely. You are using a bone sword! Now you know the sword’s name: Nightdeath. Time to face this creature. Go to the mountains. You do not have the word DEPACSE, so be lucky. Be lucky again. Archway to the right. (unless you feel like having a fight scene with a rather cool enemy, in which case go to the left. After that, go to the right) Be lucky! Proceed, then take the new path (ignore the statue room). Don’t get any double results in any of the four rolls! Go left. Fight the two zombie guards and defeat them. Help whoever is imprisoned here. You get the knowledge of a weakness of the zombies (during an attack round, reduce your attack strenght by 2, but as soon as you succeed, instead of inflicting damage you remove their mask, thus reducing their stamina by 2 - so it's like inflicting a regular wound - and their skill by 3). But most important, you get a clue for an upcoming puzzle: back two, forward two, back two, forward two". You'll make sense of it very soon. Go right. Succeed in the skill test. Go left Engage in combat Solve the puzzle. It's a ciphered phrase of course. Transcribing the letters on the illustration they are: VMGLVCTRJCEPAQVYNAJYOZGPMLQAMRYCPRADKTGRKKGQGJGTGLVGOCU. The cypher shifts letters alternating back two, then forward two, exactly like the imprisoned tribesmen told you in the previous encounter. Go on, do it. (On a funny side, I can’t help thinking that knocking two hundred and seventyfive times on a rock surface is going to reduce my knuckles to a bloody mess, but still...) Try to destroy the crystal. Win the fight with the snakes. Whether you’re lucky or not, now you have the word DEHSAMS. Hold your breath. Go on without hesitation. Run for it. Fight the scarachna again. Do not fail the skill thest! You have the ivory lion charm so this additional test should be easy enough. You do have the word DEHSAMS: time to kill Ramatu! Take the pearl. Absolutely take the fetish! Leave the temple. You do have the word NEDIAM. Whether you’re lucky or not, you’ll have to fight one or two of Cinnabar’s cronies. Pray you’ll roll a 5-6, or the fights will be two. As soon as you defeat Mirel the Red, a skill test will follow. Whether you are successful or not, it’s finally time to face Cinnabar himself. You do have the fetish. Use something against the horror. You have a blue eight-sided gem. You’re using a bone weapon called Nightdeath, remember? Thanks to the ivory charm and the blue gem, the fight against Quezkari becomes feasible (it would be nearly impossible otherwise). Congratulations! You just finished Bloodbones!
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Post by champskees on Aug 28, 2014 8:52:35 GMT
The solution above works, but it is not specific enough for me, and definitely does not present the optimal route - which is interesting considering the general linearity of the book. So I'm going to point out the flaws.
My main issues with the above solution:
Warns that the player will need as high scores as possible - not nearly as high as other books in the series. Suggests visiting the Amazing Armano - visit Calabrius' Calculator. Suggests the lion ivory charm is worth purchasing - benefits are redundant considering the stats needed to pass the rest of the book. Suggests the rest of the exotic items at the bazaar is useless - The Lock of Elvin Hair is essentially a permanent +1 Initial Luck for 6 Gold Pieces! Is not specific on whether you should buy anything from the regular shops - rope is useless, the other items are game changers. These need to be discussed in a solution. Suggests that you will need 6 gold pieces for the rest of the book - You need 0. You should spend all of your money at the shops as you get 6 gold pieces from Crivens. Avoids fighting Bladderwrack on the pirate ship - killing this weak enemy gives you 4 provisions & restores 4 stamina after the fight. Does not search for food when Bone Island is reached - missing out on 3 Provisions. Suggests the insect repellent is the most useful spell - are you kidding me? Suggests the final enemy is nearly impossible without the blue gem & lion charm - still statistically easier than many of the fights in the book considering you have a +2 attack strength bonus straight off the bat.
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,678
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Aug 28, 2014 22:05:14 GMT
sorry but i'm kind of in agreement with Champskees here. it's not a bad effort but has flaws and missed opportunities.
the fights are tough but i can only see 3 that i consider imbalanced: Great White Shark, Scarachna, Cinnabar.
i think the suggestion of taking Insect Repellent spell is due to believing the Scarachna is an insect. i too thought this at first. Jon Green himself confirms it is a monster and not an insect when i asked him.
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Post by champskees on Aug 29, 2014 7:56:28 GMT
As per the above, I believe there is a better solution to this book, which I detail below.
Bloodbones is a good Fighting Fantasy adventure. The gameplay is hard but victory is definitely achievable. The story is well paced, colourful and enjoyable. Each of your enemies isn’t just generic pirate x,y or z; many are unique, and this keeps combat fresh. The difficulty is unbalanced at times and there are many Test Attribute/Fail and Die tests you must make, particularly towards the end. The four in a row ‘Luke Sharp’ 2D6 tests at the end are probably the worst offenders. I recommend a Skill of 11+, a Stamina score of 18+ and a Luck score of 10+ for this adventure. With the +1 Initial Luck bonus from drinking the wizard's potion, you end up with an effective Luck value of 11, which can be used in combat extensively thanks to the Luck spell.
You start with: - Sword. - Backpack. - 2D6+12 Gold Pieces. - Lantern.
Port of Crabs – Day
- Charge one of the pirates. - Fight Sk 6 St 5 Pirate and Sk 6 St 7 Pirate together. - Face your opponent. - Fight Sk 8 St 9 Half-Ogre. o If hit, Roll D6. 6 = -2 Attack Strength next round. - Visit the Gambling Pits. - Investigate the Arrow of Providence. - You do not want to have a go. - Test Luck. Fail = Start again (you have missed a vital clue). - Add word: Dnalsi. - Move on to Calabrius’ Calculator. - Accept Calabrius’ challenge (-2 Gold Pieces). - Puzzle: 1+8=9+16=25+32=57+64=121. Turn to Para 121. - Take 10 Gold Pieces (+1 Luck). - Leave the Gambling Pits. - Take Iron Key ‘101’. - Add note: If you ever want to follow up this contact, Turn to Para 101 (do not do this). - Add 2 Hours. - Go to the markets. - Visit the lively Bazaar with its more exotic wares. - Take Shark’s Teeth Bracelet ‘38’ (-5 Gold Pieces). - Take Potion of Giant Strength (-8 Gold Pieces). o Restore Stamina to Initial Value & +2 Attack Strength next combat when used. - You did not buy the lion charm. - Look for more practical equipment around the markets. - Take Gas Globe (-6 Gold Pieces). o -2 Attack Strength to enemy when used. o Cannot be used on undead/demonic/magical creatures. - If you have 5+ Gold Pieces left (Initial Gold roll of 4+): o Take Flask of Grog (-3 Gold Pieces) - Restore 4 Stamina & +1 Attack Strength next combat when used. - Take X Food (-X Gold Pieces). Note: this will be 2+. - Leave the markets. - Add 1 Hour. - Follow the man. - Go back the way you have just come. - Fight Sk 7 St 5 Devotee & Sk 6 St 6 Devotee together. - Test Skill. Fail = 2 Damage. - Fight Sk 8 St 7 Crivens. o -1 Attack Strength due to monkey. o Roll D6 per round. Even = 1 Damage. - Take 6 Gold Pieces. - Take Crab Doubloon. - Take Throwing Dagger (Test Skill at beginning of each combat. Success = 2 Damage to enemy). - You have the word ‘Dnalsi’ written on your adventure sheet. - Enter the shop. - See if you can prompt his memory (-2 Gold Pieces). - Add note: Bone Island 370 leagues east. - Start looking for the pirates’ secret base. - You do not have the word ‘Regnad’ written on your adventure sheet.
Port of Crabs – Night
- Go to the ruined lighthouse. - Investigate the light. - Fight Sk 7 St 5 Wrecker, Sk 6 St 7 Wrecker & Sk 8 St 7 Wrecker together. o Use Throwing Dagger here. - Add word: Enutrof. - Take 5 Gold Pieces. - Take Skeleton Key. - Return to the lighthouse & investigate it further. - Take Candle. - Take 2 Dice. - Take 3 Food. - Add note: Password no longer Leviathan. Now Crossbones (+1 Luck). - Leave Mallan’s Point. - Add 1 Hour. - Go to the cemetery. - You have none of the words. - You have a Crab Doubloon. - Test Luck. Fail = Start again (you have missed a vital clue). - Add 1 Hour. - Crossbones = 3+18+15+19+19+2+15+14+5+19=129. Turn to Para 129. - Go left. - Remain here & make a thorough search of the hideout. - Take 5 Food. - Take 10 Gold Pieces. - Test Luck. Success = Take Blue Gem ‘8’. Fail = 3 Damage. - Add 1 Hour. - Attack it with your sword. - Fight Sk 10 St 10 Nine-Tails. o If hit: Roll D6. 6 = D6 Damage (Test Luck to avoid this damage). o Use Throwing Dagger here. - Open the door. - It has taken 8 hours or less. - You have a Shark’s Teeth Bracelet. Turn to Para 38 (+1 Luck).
The Open Seas
- Descend the staircase. - Test Skill. If fail: D6+1 Damage, roll of 6 = -1 Skill. - Fight Sk 8 St 10 Bladderwrack the Cook. o Use Throwing Dagger here. - Take 4 Food. - Sample some of Bladderwrack’s broth (+4 Stamina). - Open the door marked ‘Captain’. - Look at the globe. - Take 24 Gold Pieces. - Take Diamond Necklace. - Examine the chest. - Take Bottle of Rum (+4 Stamina when used). - Examine the ship in a bottle. - Smash the bottle (1 Damage). - Add note: Bone Island 460 leagues south. - Test Luck. - If success: o Open the far door. o Fight one round vs Sk 6 Pirate. Fail = Go to Captured! o Fight one round vs Sk 5 Pirate. Fail = Go to Captured! o Fight one round vs Sk 7 Pirate. Fail = Go to Captured! - If fail: You are Captured! o Test Skill. Fail = Death. o Fight Sk 7 St 6 Doctor Malefact, Sk 6 St 8 Garboil & Sk 7 St 7 Strake together. - Use Throwing Dagger here. - If combat takes 15+ rounds, death. - If you have a Flask of Grog, use it here (+4 Stamina, +1 Attack Strength next combat). - Fight Sk 9 St 10 Great White Shark. o -2 Attack Strength due to fighting underwater. o If combat takes X+ rounds, death. X=Current skill. - You have the word ‘Enutrof’ written on your adventure sheet. - You know where the Virago was headed. - 460-370=90. Turn to Para 90. - Go around the reefs (+6 Stamina, +1 Skill). - Persuade Conyn to approach the ghost ship. - Board the Sea Maiden to explore it further. - Stand your ground (+1 Luck). - Go down the staircase. - Fight Sk 10 St 10 Captain Velyarde. o Use Throwing Dagger here. - Add word: Nediam (+1 Luck). - 3D6 Test Stamina. Fail = Death. - Lose ½ Stamina.
Bone Island - Jungle
- Search the wreckage that has been washed ashore. - Roll D6. Even = Take Bottle of Rum (+4 Stamina when used). Odd = 2 Damage. - Search for food. - Take 3 Food. - Look for other survivors. - Offer the primitive something. - Give it a Bottle of Rum. - Go with the primitive. - Examine the potions. - Drink the Essence of Expertise. - Restore Skill to Initial Level. - Drink the Infusion of Fate. - Add 1 to Initial Luck. - Restore Luck to Initial Level. - Study the Mythica for tips on protection against Quezkari. - Study the Arcanum. - Learn spell: Fortune’s Favour: +3 Luck & 2 Damage whenever cast. - Leave the cell. - Test Skill. Fail = Death. - Fight Sk 11 St 12 Scarachna. o Use Throwing Dagger here. o Test Luck on first hit to deal extra damage. o If hit, Roll D6. 6 = 6 Damage. o Once enemy’s Stamina reduced to 7 or less, end combat. - You may use a tot of Poison Antidote to recover ½ Stamina loss from scorpion tail. - Change course totally & go southwards. - Quickly pass through the ruined village. - Fight Sk 7 St 6 Giant Mosquito. o Use Throwing Dagger here. - If hit once by enemy: Use Poison Antidote or death. - If you did not get hit by enemy: +1 Luck. - Press him about the treasure (+2 Stamina). - Give Scrimshaw a present (lose Diamond Necklace). - Set off to find Blackscar’s treasure. - You want to do just that. - Fight Sk 5 St 4 Vampire Bat. - Fight Sk 5 St 5 Vampire Bat. - Fight Sk 5 St 4 Vampire Bat. o Use Throwing Dagger here. o Bats not directly fighting you will deal 1 Damage to you every attack round. - Test Luck. Fail = D6+2 Damage & risk going further into the caves. - Test Skill. Fail = Death. - Continue. - Dive into the water. - Take a closer look at the bone weapon. - Fight Sk 9 St 10 Treasure Golem. o +1 Attack Strength due to Bone Sword. o Use Throwing Dagger here. - Take Bone Sword (+1 Attack Strength vs. Undead, Spirits or Magical Creatures). - Leave the caves straight away. - Roll D6. - If 5-6: o Fight Sk 6 St 6 Zombie Pirate. o Fight Sk 5 St 7 Zombie Pirate. o Fight Sk 7 St 6 Zombie Pirate. - Use Throwing Dagger here. +1 Attack Strength due to Bone Sword. - Add note: ‘397’. - Roll 2D6. o 2: Fight Sk 9 St 9 Giant Chameleon. - Use Throwing Dagger here. - If enemy attack strength is 21+ & it wins the attack round: 4 Damage & -1 Skill. - Add word: Depacse. o 3: - Fight Sk 7 St 6 Jango. - Fight Sk 8 St 7 Keelhaul Jack. - Fight Sk 7 St 7 Sima the Monkey Man. • Use Throwing Dagger here. - Take 8 Gold Pieces. - Take Small Bottle of Rum (+2 Stamina when used). o 4: - Run to the tribesman’s defence. - Fight Sk 7 St 7 Giant Praying Mantis. • Use Throwing Dagger here. • Only deal 1 Damage per hit to enemy. - Take 1 Food. - Add word: Sitnam. o 5: - Take Tiger Palm (restore ½ Stamina lost after one battle). o 6: - Fight Sk 9 St 13 Axebill. • Use Throwing Dagger here. o 7: - Attempt to wade across the river (2 Damage). - Fight Sk 6 St D6+6 Pirahnas. o 8: - Give the creature an item from your backpack. - Lose Iron Key (+2 Luck). o 9: - Fight Sk 8 St 7 Tendril. • Use Throwing Dagger here. • If enemy wins 3 consecutive rounds: Death. - Take 7 Gold Pieces (+1 Luck). - Take Green Jade Monkey Totem. o 10: - Watch the fight to its conclusion. - Resolve combat between Sk 8 St 10 Great Ape & Sk 7 St 11 Terrible Lizard. - Fight the surviving enemy from above combat. • Use Throwing Dagger here. o 11-12: No encounter. - Turn to Para 397. - Enter the village. - You do not have a Darkwood Armband. - If you do not have the word ‘Sitnam’ written on your adventure sheet: o Test Skill+1. Fail = Start again (you have missed a vital clue). o Test Skill+1. Fail = Start again (you have missed a vital clue). o Choose the challenge of the cat. o Fight Sk 8 St 7 Jaguar. -2 Attack Strength due to being unarmed. - If you are reduced to 3 Stamina or less: Start again (you have missed a vital clue). - You win if you ever hit enemy consecutively or if enemy is reduced to 2 Stamina or less. - Take Wristband of White Feathers (+1 Luck, +4 Stamina). - You are using a Bone Sword. - Add note: Nightdeath is name of bone sword. - Fight Sk 10 St 12 Spirit Beast. o +1 Attack Strength due to Bone Sword. - Take Bolarang (Test Skill at beginning of each combat. Success = 2 Damage to enemy). - Head into the mountains to find the Temple of Quezkari. - If you have the word ‘Depacse’ written on your adventure sheet: o Fight Sk 7 St 7 Chameleonite. - Use Bolarang here. - If you do not: Test Luck. o If fail: Fight Sk 7 St 7 Chameleonite. - Use Bolarang here. - Test Luck. Fail = Test Skill. Success = 1 Damage. Fail = Death.
Temple of Quezkari
- Pass under the archway to the right. - Test Luck. Fail = D6+2 Damage. - Take the new path. - Roll 2D6. Double = Death. - Roll 2D6. Double = Death. - Roll 2D6. Double = Death. - Roll 2D6. Double = Death. - Go left. - Fight the guards. - Fight Sk 8 St 6 Mask Zombie. - Fight Sk 8 St 6 Mask Zombie. o Use Bolarang here. o +1 Attack Strength due to Bone Sword. - Help whoever is imprisoned here. - Add note: If fighting Mask Zombies: Can attack with -2 Attack Strength. If hit enemy: -3 Skill & 2 Damage to enemy (not recommended). - Add note: Back two, forward two (+1 Luck). - Test Skill. Fail = Death. - Go left. - Engage in combat. - Fight Sk 8 St 7 Mask Zombie. - Fight Sk 8 St 6 Mask Zombie. o Use Bolarang here. o +1 Attack Strength due to Bone Sword. - Solve the puzzle to open the door. - Puzzle: Use ‘back two, forward two’ clue here. o Start at V at right of skull. o V-2 = T (2 steps back in the alphabet) o Next letter is M. M+2 = O (2 steps forward in alphabet). - Complete translation: To enter the cryptal chamber knock twenty five times eleven times. - 25*11=275. Turn to Para 275. - Try to destroy the huge crystal. - Fight Sk 8 St 11 Snakes. o Enemy deals 4 Damage per hit (using a tot of poison antidote will reduce this to 2 Damage). o Use Bolarang here. - Test Luck. Success = 2 Damage. Fail = D6+2 Damage. - Add word: Dehsams. - Hold your breath. - Go on without hesitation. - Run for it. - Fight Sk 11 St 12 Scarachna. o Use Bolarang here. o Use Gas Globe here (-2 Enemy attack strength). o If hit, Roll D6. 6 = 6 Damage. o If enemy ever wins consecutive rounds: Death o If 13 rounds: Fight Sk 7 St 6 Mask Zombie, Sk 8 St 6 Mask Zombie & Sk 7 St 5 Mask Zombie together with Scarachna! - Test Skill. Fail = Death. - You do not have an Ivory Lion Charm. - 3D6 Test Stamina. Fail = Death. - You have the word ‘Dehsams’ written on your adventure sheet. - Fight Sk 10 St 9 Ramatu. o -1 Attack Strength due to screaming dagger. o +1 Attack Strength due to Bone Sword. o Use Bolarang here. - Pick up the fetish (+1 Luck). - Take Fetish. - Grab the pearl (+2 Luck). - Restore Stamina to Initial Value. - Restore Skill to Initial Value. - Leave the temple (1 Damage). - You have the word ‘Nediam’ written on your adventure sheet.
Endgame
- Test Luck. Fail = 5 Damage. - Roll D6. o 1-2: Fight Sk 8 St 8 First Mate Hobbes. - Use Bolarang here. o 3-4: Fight Sk 10 St 11 Chaos Champion. - Use Bolarang here. - If hit enemy, Roll D6. 1-3 = 1 Damage to enemy. - If hit, Roll D6. 5-6 = 3 Damage. - Fight Sk 11 St 10 Mirel the Red. o Use Bolarang here. o Use Luck to inflict extra damage here (at least twice) o Cast Fortune’s Favour to refill Luck to full (you will restore all your stamina very soon). - Test Skill. Fail = 2 Damage & -2 Attack Strength for first round next combat. - Use Potion of Giant’s Strength (Restore Stamina to Initial Value, +2 Attack Strength next combat). - Fight Sk 12 St 16 Cinnabar. o -1 Attack Strength due to parrot. o +1 Attack Strength due to Bone Sword. o Each round, Roll D6. 5-6 = 1 Damage. o Use Bolarang here. o Use Luck to deal extra damage as much as possible. - You have a Fetish (+1 Luck). - If you have a Blue Gem: Try to use something against the horror. o Use Blue Gem. Turn to Para 8 (+1 Luck). o Add note: -3 Skill & 6 Damage to next enemy. - If you do not have a Blue Gem: Attack it with your weapon. - You are using a bone weapon & know how to awaken the power within. - Nightdeath = 14+9+7+8+20+4+5+1+20+8=96. Turn to Para 96. - Fight Sk 13 St 18 Quezkari. o Enemy deals 3 Damage per hit. o +1 Attack Strength due to Bone Sword. o +1 Attack Strength due to Wristband of White Feathers. - The cruel pirate lord Cinnabar has been destroyed, along with his evil master Quezkari, and the Pirates of the Black Skull are no more. Your homeland is safe.
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Post by champskees on Aug 29, 2014 8:09:38 GMT
Quick side discussion on whether to take the chainmail.
The chainmail (-1 enemy attack strength, -1 to Skill when Testing Skill), would in many gamebooks be an excellent choice. In Bloodbones, it soon becomes a liability, particularly towards the end. There are at least seven vital skill tests in this solution, two of which have a -1 penalty attached to them. For a Skill 11 character, your chances of passing all of these tests drops from ~72% to ~45%.
One way to offset this is by choosing the skill spell and using it everytime you have to Test your Skill. This is actually a viable method, but it is not as effective when compared to the above solution as you lose the ability to choose the luck spell (which makes a big difference in many combats) and have to spend the additional 6 Gold just to buy the chainmail in the first place!
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,678
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Aug 29, 2014 16:43:01 GMT
starting with a Luck score of 10+ is essential as buying the Grog and Provisions are vastly important to keep you alive. in your solution, it is very possible to get killed before you obtain enough provisions to sustain you since you can't always rely on a good roll for your starting gold.
for a Skill 11+ character, the chainmail isn't worth it.
i'm not sure about the Bolerang on the same vibe that you can't gain bonuses for using two weapons in combat, although it doesn't specifically state that you can't use two weapons before combat either.
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Post by champskees on Aug 29, 2014 23:16:49 GMT
starting with a Luck score of 10+ is essential as buying the Grog and Provisions are vastly important to keep you alive. in your solution, it is very possible to get killed before you obtain enough provisions to sustain you since you can't always rely on a good roll for your starting gold. for a Skill 11+ character, the chainmail isn't worth it. i'm not sure about the Bolerang on the same vibe that you can't gain bonuses for using two weapons in combat, although it doesn't specifically state that you can't use two weapons before combat either. So sub the Lock of Hair for some more provisions and prioritise the Grog? You're right, Luck 9 is a tad too low for a gold poor character. Important change - I will edit the above soon.
The more I think about it though, the more I feel that the chainmail combined with the skill spell is super effective, especially considering there are no Skill Test/Die until after you receive the spell. The +1 attack strength in combat will offset the damage taken when you need to use the spell. I still think you need Skill 11+ though, so I don't think it is necessarily a better solution.
The Bolarang & Throwing Dagger usage is pretty cheeky, you should really only be able to use one before your enemy closes in to melee range. I guess I was just listing what could be used in each combat. I will also edit this to make it practical.
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Post by DuckE on Dec 19, 2014 19:23:42 GMT
Good job on your all of your solutions champskees! Just played this book and I've got a few things to say. I somehow managed to complete this with sk-10 stam-20 luck-10 eighth try. Personally I think that the ivory luck charm, shark bracelet, potion of giant strength and a poison antidote.. Provisions if you have any gold left. This is because the ivory charm gets you to madame galbo which allows you to insta-kill all of the mask zombies ( saves quite a few stamina) reduces significantly the chances of dying to the stamina test, so you don't have to drink the potion of giant strength early, and makes quezkari much easier. I agree, by far, that fortunes favour is the best spell, if not OP, as it makes luck tests in the temple of quezkari obselete and makes battles much easier because ,test your luck, become helpful to do 4 damage to enemies.
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Post by champskees on Dec 20, 2014 10:29:08 GMT
Good job on your all of your solutions champskees! Just played this book and I've got a few things to say. I somehow managed to complete this with sk-10 stam-20 luck-10 eighth try. Personally I think that the ivory luck charm, shark bracelet, potion of giant strength and a poison antidote.. Provisions if you have any gold left. This is because the ivory charm gets you to madame galbo which allows you to insta-kill all of the mask zombies ( saves quite a few stamina) reduces significantly the chances of dying to the stamina test, so you don't have to drink the potion of giant strength early, and makes quezkari much easier. I agree, by far, that fortunes favour is the best spell, if not OP, as it makes luck tests in the temple of quezkari obselete and makes battles much easier because ,test your luck, become helpful to do 4 damage to enemies. Your opinion is yours, note however that the solution above is not based on opinion, it is based on probability. In comparison, your choices are mathematically inferior.
If you followed the above solution instead of your own suggestions, you would have stood a significantly greater chance of survival.
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Post by DuckE on Dec 20, 2014 13:19:32 GMT
Good job on your all of your solutions champskees! Just played this book and I've got a few things to say. I somehow managed to complete this with sk-10 stam-20 luck-10 eighth try. Personally I think that the ivory luck charm, shark bracelet, potion of giant strength and a poison antidote.. Provisions if you have any gold left. This is because the ivory charm gets you to madame galbo which allows you to insta-kill all of the mask zombies ( saves quite a few stamina) reduces significantly the chances of dying to the stamina test, so you don't have to drink the potion of giant strength early, and makes quezkari much easier. I agree, by far, that fortunes favour is the best spell, if not OP, as it makes luck tests in the temple of quezkari obselete and makes battles much easier because ,test your luck, become helpful to do 4 damage to enemies. Your opinion is yours, note however that the solution above is not based on opinion, it is based on probability. In comparison, your choices are mathematically inferior.
If you followed the above solution instead of your own suggestions, you would have stood a significantly greater chance of survival.
Oh. Do you work out the exact probability of each route and base it from their. If so, you've a very good job as It would have taken a ton of time.
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,678
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Dec 20, 2014 17:38:01 GMT
it's not just a matter of probability but also timing, equipment usage, and a bit of common sense through experience. i can safely say that my maths skills are rock bottom so i don't have the benefit of being able to use probability in my own solutions. the simplest way of finding the best solution is first identifying all items that are the most useful to you. these will usually be items that increase your Attack Strength (or decrease an enemy's) in combat, and items that take a chunk out of an opponent's Stamina. then you make a rough estimate of seeing if those items are worth the effort of obtaining. then identify and note all the opponent's that you MUST fight with either a high Skill score and/or the worst debilitating powers and when you must face them. the rest is easy since by then you will already know at which point it is best to use which items and when not to waste them.
using your solution DuckE, i would not only waste Gold on the Ivory Charm but also struggle to reach the final nemesis Quezkari who you deemed as a tough opponent. here's why: the Mask Zombies are not a problem for a Skill 10+ hero and any Stamina you may lose can easily be rectified with provisions - never attempt to remove the masks; buy something more useful than the charm to use against a tough opponent later, such as Grog or Gas Globes and prioritise them before the Antidote; if you plan to drink the Potion of Giant Strength at any point other than against Cinnabar, chances are you've already lost; by the time you fight Quezkari, you should have the necessary items to fight him at an advantage therefore you can blow all your other items before this final combat but remember to use those items only against the really tough enemies.
tough opponent's are: Cat o Nine Tails, Great White Shark, Scarachna, Ramatu, Mirel, Cinnabar
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Post by champskees on Dec 21, 2014 1:24:01 GMT
Your opinion is yours, note however that the solution above is not based on opinion, it is based on probability. In comparison, your choices are mathematically inferior.
If you followed the above solution instead of your own suggestions, you would have stood a significantly greater chance of survival.
Oh. Do you work out the exact probability of each route and base it from their. If so, you've a very good job as It would have taken a ton of time. There there.
In addition to everything Sylas has said, you do not need to work out the exact probability for each path of an FF book. You only have to work out which path is better than the others available to you. There are sometimes some minor choices that need to be calculated exactly i.e. which sword to use in the Sorcery! series. Otherwise it can be fairly easy to determine the correct path (or something very close to it).
In the case of Bloodbones, the linearity of the adventure means that the only real choices you have involve your equipment. As Sylas has pointed out, the lion charm is far less effective than the other items available. This does not require an algorithm to solve, it is obvious by comparison. Same with the poison antidote (but to a lesser extent).
In short, you have not put enough thought into your decision making process and as a result you are clearly wrong. If you are going to criticise a solution I propose, that's fine - if you can justify it. Otherwise I will enjoy tearing you to shreds. Tread warily, my friend.
This being said, it appears your problem solving skills are as good as your sentence structure and grammar. As such, I suppose I shouldn't expect much from you in the first place. My apologies.
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Post by DuckE on Dec 21, 2014 9:57:37 GMT
You're right. I admit that you probably spent a lot more time thinking about the solution that I did. Mine wasn't necessarily the best solution, it was just the one I used at the time. Anyway I am typing it quickly on a iPad so my grammar is aweful.
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Post by Vagsancho on Jul 23, 2015 11:09:26 GMT
I look forward to feel this FF book. I will play it in android, since i do not have the book. Will i loose somrthing of the "magic" by reading in android?
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Post by hynreck on Jul 23, 2015 14:22:01 GMT
Yes, a little. Androids and magic are rarely mixed together, after all. There's the force in Star Wars, some questionable elements in the Riddick universe, so I guess mysticism isn't out of the question. Maybe it will be enough.
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Post by a moderator on Oct 28, 2018 20:55:38 GMT
Androids and magic are rarely mixed together, after all. Both are present in Challenge of the Promethean Guild, issue 11 of gamebook magazine Proteus.
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Post by johnbrawn1972 on Oct 28, 2018 23:32:12 GMT
The one thing I will mention is the equipment namely the Gas Globes and Chainmail Coat. First the Gas Globes are probably even more useful than they appear in the topmost solution because the text implies you buy three individual Gas Globes and so you can use them against three individual opponents. Second the idea to use the Chainmail Coat seems to me a very good one and then use the spell at the end. Has this been tested?
My solution has reverted to the idea of the 6gp -1 to luck roll boost. This makes things a lot easier and I have gone with 12/24/12 because any book that needs those stats to have a 1 in 3 chance of success means the reader needs all possible help. I have gone with minimum gold pieces as you seem to acquire enough to buy what is necessary.
I am not sure of the reasoning whereby you need to worry about provisions as you seem to acquire plenty before the difficult opponents show up. You acquire 8 meals before Nine-Tails and then 4 meals shortly afterwards.
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,678
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Oct 29, 2018 16:45:52 GMT
The one thing I will mention is the equipment namely the Gas Globes and Chainmail Coat. First the Gas Globes are probably even more useful than they appear in the topmost solution because the text implies you buy three individual Gas Globes and so you can use them against three individual opponents. Second the idea to use the Chainmail Coat seems to me a very good one and then use the spell at the end. Has this been tested? My solution has reverted to the idea of the 6gp -1 to luck roll boost. This makes things a lot easier and I have gone with 12/24/12 because any book that needs those stats to have a 1 in 3 chance of success means the reader needs all possible help. I have gone with minimum gold pieces as you seem to acquire enough to buy what is necessary. I am not sure of the reasoning whereby you need to worry about provisions as you seem to acquire plenty before the difficult opponents show up. You acquire 8 meals before Nine-Tails and then 4 meals shortly afterwards. This solution is perfectly fine...as long as you have maxed out attributes.
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Post by sunil on Nov 22, 2021 19:57:42 GMT
Don't forget to deduct 1 Gold Piece right at the start before you fight the pirates - you pay the landlord for a glass of ale.
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Post by CharlesX on Apr 30, 2022 15:26:05 GMT
Champskee's advice on one random jungle encounter is a touch incorrect imho. If you face the fighting Great Ape and Terible Lizard, DO NOT watch the fight to its conclusion. Instead, your best bet is to side with the Great Ape against the Terrible Lizard (it wins without a roll), and then flee. You get out scot free, with no combat or any damage, and miss nothing .
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Post by Berzerkules on Jun 8, 2022 21:48:49 GMT
Oh. Do you work out the exact probability of each route and base it from their. If so, you've a very good job as It would have taken a ton of time. There there.
In addition to everything Sylas has said, you do not need to work out the exact probability for each path of an FF book. You only have to work out which path is better than the others available to you. There are sometimes some minor choices that need to be calculated exactly i.e. which sword to use in the Sorcery! series. Otherwise it can be fairly easy to determine the correct path (or something very close to it).
In the case of Bloodbones, the linearity of the adventure means that the only real choices you have involve your equipment. As Sylas has pointed out, the lion charm is far less effective than the other items available. This does not require an algorithm to solve, it is obvious by comparison. Same with the poison antidote (but to a lesser extent).
In short, you have not put enough thought into your decision making process and as a result you are clearly wrong. If you are going to criticise a solution I propose, that's fine - if you can justify it. Otherwise I will enjoy tearing you to shreds. Tread warily, my friend.
This being said, it appears your problem solving skills are as good as your sentence structure and grammar. As such, I suppose I shouldn't expect much from you in the first place. My apologies.
Hey, Chamskees, why be such a jerk? He wasn't criticizing your solution; he was just asking questions... and he complimented how much work you put into your solution. And yet you insult him? Why? Thankfully for you, he was kind enough to overlook your misspelling of "criticise," the comma splices (should be a semi-colon in "does not require an algorithm to solve ; it is obvious..."), and your redundant phrasing (we don't need "to you" at the end of "...than the others available to you," for instance). Hm. It appears your ability to treat people with respect is as good as YOUR grammar and sentence structure, I guess.
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Post by CharlesX on Jun 8, 2022 22:11:47 GMT
There there.
In addition to everything Sylas has said, you do not need to work out the exact probability for each path of an FF book. You only have to work out which path is better than the others available to you. There are sometimes some minor choices that need to be calculated exactly i.e. which sword to use in the Sorcery! series. Otherwise it can be fairly easy to determine the correct path (or something very close to it).
In the case of Bloodbones, the linearity of the adventure means that the only real choices you have involve your equipment. As Sylas has pointed out, the lion charm is far less effective than the other items available. This does not require an algorithm to solve, it is obvious by comparison. Same with the poison antidote (but to a lesser extent).
In short, you have not put enough thought into your decision making process and as a result you are clearly wrong. If you are going to criticise a solution I propose, that's fine - if you can justify it. Otherwise I will enjoy tearing you to shreds. Tread warily, my friend.
This being said, it appears your problem solving skills are as good as your sentence structure and grammar. As such, I suppose I shouldn't expect much from you in the first place. My apologies.
Hey, Chamskees, why be such a jerk? He wasn't criticizing your solution; he was just asking questions... and he complimented how much work you put into your solution. And yet you insult him? Why? Thankfully for you, he was kind enough to overlook your misspelling of "criticise," the comma splices (should be a semi-colon in "does not require an algorithm to solve ; it is obvious..."), and your redundant phrasing (we don't need "to you" at the end of "...than the others available to you," for instance). Hm. It appears your ability to treat people with respect is as good as YOUR grammar and sentence structure, I guess. That is an 8 year old conversation and Champskees hasn't visited these message boards for 6 months or something. Champskees is\was an intelligent contributor and writer but also a proud and arrogant one who would shoot on sight. Check the Vault Of The Vampire solution thread and you will see what I mean.
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,678
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Jun 8, 2022 22:35:12 GMT
Hey, Chamskees, why be such a jerk? He wasn't criticizing your solution; he was just asking questions... and he complimented how much work you put into your solution. And yet you insult him? Why? Thankfully for you, he was kind enough to overlook your misspelling of "criticise," the comma splices (should be a semi-colon in "does not require an algorithm to solve ; it is obvious..."), and your redundant phrasing (we don't need "to you" at the end of "...than the others available to you," for instance). Hm. It appears your ability to treat people with respect is as good as YOUR grammar and sentence structure, I guess. That is an 8 year old conversation and Champskees hasn't visited these message boards for 6 months or something. Champskees is\was an intelligent contributor and writer but also a proud and arrogant one who would shoot on sight. Check the Vault Of The Vampire solution thread and you will see what I mean. In addition, the recipient took no offense and admitted it was simply how he played it at the time rather than it being the best option. He acknowledges that the given solution is indeed better. I wouldn't try fighting other people's battles especially when the battle never really existed in the first place.
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Post by daredevil123 on Jun 8, 2022 22:44:22 GMT
Pretty sure Champskees's comments have been criticised before ('criticise' being the standard British English spelling, BTW), although the relevant posts seem to have been deleted. I, for one, think it's pointless to go over this again, particularly as Champskees is no longer active on the forum - and tended to be perfectly reasonable when criticisms of his solutions were actually valid.
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Post by vastariner on Jun 9, 2022 23:38:14 GMT
('criticise' being the standard British English spelling, BTW) Actually, it isn't...the OED has -ize as the preferred spelling, as it is etymologically correct (the Greeks verbed nouns by adding -ιζειν / -izein to form an infinitive, and the critic- bit is the Greek κριτος / kritos meaning "judge") and -ise is an affectation that was done to imitate French and dissociate the aristocracy from the colonials.
I am sort of OCD on the OED:
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Post by daredevil123 on Jun 10, 2022 10:07:29 GMT
('criticise' being the standard British English spelling, BTW) Actually, it isn't...the OED has -ize as the preferred spelling, as it is etymologically correct (the Greeks verbed nouns by adding -ιζειν / -izein to form an infinitive, and the critic- bit is the Greek κριτος / kritos meaning "judge") and -ise is an affectation that was done to imitate French and dissociate the aristocracy from the colonials.
I am sort of OCD on the OED:
I was taught to prefer 'criticise' at school, and grammarist.com backs me up, but it seems you're a much better etymologist than me!
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Post by vastariner on Jun 10, 2022 18:15:50 GMT
I have the advantage of having studied Indo-European philology...
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Post by johnbrawn1972 on Jun 14, 2023 18:16:55 GMT
Bloodbones. 10/14/10. 14gp - -1gp. deduct 1 Gold Piece from your Adventure Sheet 13gp -Charge one of the pirates -1st Pirate sk6 st5 2nd Pirate sk6 st7(same time) Will you face your opponent -Half-Ogre sk8 st9(if it wins round 1d6=6=-2 attack strength for 1 round) 14st-12st -or you could visit the notorious Gambling Pits, a possible source of information and a way of increasing your Gold Pieces -the Arrow of Providence -If you do not want to have a go, you leave the Arrow of Providence - 2d6 <=luck=ok >luck=start again 9L -Dnalsi. Will you now move on to Calabrius’s Caculator -If you want to accept Calabrius’s challenge - -2gp. Turn 121 11gp - 10gp. +1 luck. Or leave the Gambling Pits 21gp 10L - Room 101. Iron key. +2 hours(+2) -The markets -or you can visit the Port of Crabs’ lively Bazaar with its more exotic – and expensive – wares - -5gp Shark’s Teeth Bracelet 38 teeth 16gp - -8gp Potion of Giant-Strength stamina to initial +2 attack strength 8gp -If not, you can either look for more practical equipment around the markets - -6gp Chainmail Coat -1 attack strength +1 to Test your Skill 10(-1)S 2gp - -2gp 2 provisions 2 meals 0gp - +1 hour(+3). Will you follow the man -or go back the way you have just come -1st Devotee sk7 st5 2nd Devotee sk6 st6(same time) - 2d6 <=skill=ok >skill=-2 stamina 1 meal 12st-10st-14st -Crivens sk8 st7(-1 attack strength due to parrot)(1d6=even=-1 stamina) 0 meals 14st-12st-14st - 6gp. Crab Doubloon. Throwing Dagger. If you have the word ‘Dnalsi’ written on your Adventure Sheet 6gp -Do you want to enter the shop -Do you want to see if you can prompt his memory with a couple of Gold Pieces - -2gp. 370 leagues East 4gp -you could start looking for the pirates’ secret base -If not -at the ruined lighthouse on the promontory to the south-east of the port -If you want to investigate this light -1st Wrecker sk7 st5 2nd Wrecker sk6 st7 3rd Wrecker sk8 st7(same time)(use throwing dagger)(use 1 luck for extra damage) 9L -Enuterof. 5gp. Skeleton Key. Return to the lighthouse and investigate it further 9gp -Candle. Two dice. 4 meals. +1 luck. Leave Mallan’s Point 4 meals 10L - +1 hour(+4). To the cemetery -None of the words -If you have a Crab Doubloon - 2d6 <=luck=ok >luck=start again 9L - +1 hour(+5). Turn 129 -Will you go left -Do you want to remain here and make a thorough search of the hideout - 5 meals. 10gp. 2d6 <=luck=eight-sided Blue Gem >luck=-3 stamina +1 hour(+6) 9 meals 19gp 8L -Do you want to attack it with your sword -Nine-Tails sk10 st10(1d6=-1d6 stamina. 2d6 <=luck=avoid damage)(use throwing dagger) 8 meals 14st-6st-10st -Do you want to open the door -If it has taken 8 Hours or less -Turn 38 - +1 luck. Descend the staircase 9L - 2d6 <=skill=ok >skill=-1d6+1 stamina and 6=-1 skill -Bladderwrack The Cook sk8 st10(use throwing dagger) - 4 meals. +4 stamina. The door marked ‘Captain’ 12 meals 10st-14st -The globe - 24gp. Diamond Necklace. Or first examine the chest 43gp -Bottle of Rum +4 stamina(give to primitive)Or the ship in a bottle -If you want to smash the bottle - -1 stamina. 460 leagues south. 2d6 <=luck=ok >luck=2d6 <=skill=Doctor Malefact sk7 st6 Garboil sk6 st8 Strake sk7 st7* 14st-13st 8L -Open the far door -1st Pirate sk6 2nd Pirate sk5 3rd Pirate sk7. Or evaded all three of the rogues ranged against you -*Great White Shark sk9 st10(-2 attack strength while underwater)(defeat in <10 attack rounds)(use 3 luck for extra damage) 13st-5st 5L -If you have the word ‘Enuterof’ recorded on your Adventure Sheet -turn 90 -or around them - +6 stamina. +1 skill 10(-1)S 5st-11st -If you want to try to persuade Conyn to approach the ghost ship -Do you want to board the Sea Maiden to explore it further -or stand your ground - +1 luck. Go down the staircase 6L -Captain Velyarde sk10 st10(use throwing dagger) 10 meals 11st-7st-14st -Nediam. +1 luck 7L - 3d6 <=stamina=ok >stamina=death - -1/2 stamina. Search the wreckage that has been washed ashore 9 meals 14st-7st-11st - 1d6 odd=-2 stamina even=Bottle of Rum +4 stamina 11st-9st -Search for food - 3 meals 12 meals -Look for other survivors -Offer the primitive something -If you give it a Flask of Grog or a Bottle of Rum -If you want to go with the primitive -Examine the potions -Drink the ‘Essence of Expertise’ -Restore skill to initial -Drink the ‘Infusion of Fate’ - +1 to initial luck and initialise 11L -Study the Mythica -Study the Arcanum -Trueskill -2 stamina. Leave the cell -Trueskill -2 stamina 2d6<=skill=ok >skill=start again 10 meals 9st-7st-14st -Scarachna sk11 st12(wins round 1d6 6=-6 stamina)(reduce to <8 stamina)(use throwing dagger)(use 1 luck for extra damage) 14st-12st 10L -or change course totally and go southwards -Do you want to quickly pass through the ruined village -Giant Mosquito sk7 sk6(use throwing dagger) +1 luck 11L - +2 stamina. Do you want to press him about the treasure 12st-14st -Lose diamond necklace -Will you now set off to find Blackscar’s treasure -If you want to do just that -1st Vampire Bat sk5 st4 2nd Vampire Bat sk5 st5 3rd Vampire Bat sk5 st4(use throwing dagger) - 2d6 <=luck=ok >luck=-1d6+2 stamina. If you survive the cave-in will you risk going further into the caves 10L -cast Trueskill -2 stamina 2d6 <=skill=ok 14st-12st -Do you want to continue -Will you dive into the water -Take a closer look at the bone weapon -Treasure Golem sk9 st10(+1 attack strength due to bone sword)(use throwing dagger) -Undead, spirits or magical creatures +1 attack strength. Will you now leave the caves straight away - 1d6 1-4=ok 5-6=1st Zombie Pirate sk6 st6 2nd Zombie Pirate sk5 st7 3rd Zombie Pirate sk7 st6(use throwing dagger)(+1 attack strength due to bone sword) - 2d6 2=Giant Chameleon sk9 st9(if it has attack strength 20 or 21 it wins round)(use throwing dagger)Depacse 3=Jango st7 sk6 Keelhaul Jack sk8 st7 Sima the Monkey Man sk7 st7(use throwing dagger)8gp. Bottle of rum +2 stamina 4=Will you run to the tribeman’s defence Giant Praying Mantis sk7 st7(use throwing dagger)(you only cause 1 damage)1 meal. Sitnam 5=Tiger Palm restores half stamina restored lost in battle 6=Axebill sk9 st13(use throwing dagger) 7=attempt to wade across the river. -2 damage. Piranhas sk6 st1d6+6 8=Give the creature an item from your backpack. Iron Key. +2 luck 9=Tendril sk8 st7(use throwing dagger) 10=Watch the fight to its conclusion. Giant Ape sk8 st10 Terrible Lizard sk7 st11 Resolve(use throwing dagger) 11-12 No encounter -Will you enter the village -If not -If you have the word ‘Sitnam’ recorded on your Adventure Sheet=ok. Otherwise=Trueskill -4 stamina 2d6+1(roll twice) <=skill=ok the Challenge of the Cat Jaguar sk8 st7(-2 attack strength due to being unarmed)(win 2 consecutive rounds or reduce to <3 stamina) 10(-1)(-2)S=9S 12st-8st-6st -Wristband of White Feathers. +1 luck. +4 stamina. If you are using a bone sword 6st-10st 11L -Spirit-Beast sk10 st12(+1 attack strength due to bone sword)(use throwing dagger) 10st-8st -Bolarang. Or into the mountains to find the temple of Quezkari -If you have the word ‘Depacse’ on your Adventure Sheet=Chameleonite sk7 st7(Use Bolarang)If not=2d6 <=luck=ok >luck=Chameleonite sk7 st7(use Bolarang) 10L/11L - 2d6 <=luck=ok >luck=2d6 Trueskill -2 stamina <=skill=-1 stamina 9L/10L -or by passing through the archway to the right - 2d6 <=luck=ok >luck=-1d6+2 stamina 8L/9L -or take the new path - 2d6(four times)double=death -or left -Will you fight the guards -1st Mask Zombie sk8 st6 2nd Mask Zombie sk8 st6(use bolarang) -Do you want to help whoever is imprisoned here - +1 luck 9L/10L - 2d6 cast Trueskill -2 stamina <=skill=ok 8st-6st -Left -Will you engage in combat -1st Mask Zombie sk8 st7 2nd Mask Zombie sk8 st6 -If you want to solve the puzzle to open the door -turn 275 -If you want to try to destroy the huge crystal -Snakes sk8 st11(4 damage instead of 2)(use Bolarang) 9 meals 6st-10st - 2d6 <=luck=-2 stamina. Dehsams >luck=-1d6+2 stamina 7 meals 10st-8st-14st 8L/9L -or hold your breath -or go on without hesitation -will you run for it -Scarachna sk11 st12(Wins round 1d6=6=-6 stamina)(Lose 2 rounds in succession=death)(>12 rounds elapse 1st Mask Zombie sk7 st6 2nd Mask Zombie sk8 st6 3rd Mask Zombie sk7 st5)(use Bolarang)(if luck=9 use 1 luck for extra damage) 4 meals 14st-1st-13st 8L - 2d6 Trueskill -2 stamina <=skill=ok 3 meals 13st-11st-14st - 3d6 <=stamina=ok -If you have the word ‘Dahsams’ written on your Adventure Sheet -Ramatu sk10 st9(-1 attack strength due to screaming dagger)(+1 attack strength due to bone sword)(use Bolarang) 14st-8st - +1 luck. Pick up the fetish 9L -Will you now grab the pearl -Restore stamina and skill to initial. +2 luck. Or leave the temple 8st-14st 11L - -1 stamina. If you have the word ‘Nediam’ written down on your Adventure Sheet 14st-13st - 2d6 <=luck=ok >luck=-5 stamina 10L - 1d6 1-2=First Mate Hobbes sk8 st8(use Bolarang) 3-4=Chaos Champion sk10 st11(if you hit 1d6 1-3 only cause 1 damage)(if hits you 1d6 1-3=-3 stamina)(use Bolarang) 5-6=ok 2 meals 13st-7st-11st -Mirrel the Red sk11 st10(use Bolarang) 11st-3st -cast Trueskill -2 stamina 2d6 <=skill=ok 3st-1st -(Use Potion of Giant-Strength) 10(-1)(+2)=13S 1st-14st -Cinnabar sk12 st16(-1 attack strength due to parrot)(each round 1d6 5-6=-1 stamina)(+1 attack strength due to bone sword)(use Bolarang) 0 meals 14st-6st-14st -If you have a Fetish - +1 luck. Will you try to use something against the horror 11L -turn 8 or if you cannot or do not want to use any of the above you will have to use your weapon** - -3 skill and -6 stamina to enemy. +1 luck 11L -**turn 96 -Quezkari sk11 st12(use 2 luck for extra damage)sk13 st18(use 4 luck for extra damage)(+1 attack strength due to Wristband of Feathers)(+1 attack strength due to bone sword)(if it hits you causes 3 damage)(use Bolarang) 14st-2st 7L
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Post by CharlesX on Jun 14, 2023 18:26:13 GMT
Bloodbones. 10/14/10. 14gp - 1d6 1-4=ok 5-6=1st Zombie Pirate sk6 st6 2nd Zombie Pirate sk5 st7 3rd Zombie Pirate sk7 st6(use throwing dagger)(+1 attack strength due to bone sword) - 2d6 2=Giant Chameleon sk9 st9(if it has attack strength 20 or 21 it wins round)(use throwing dagger)Depacse 3=Jango st7 sk6 Keelhaul Jack sk8 st7 Sima the Monkey Man sk7 st7(use throwing dagger)8gp. Bottle of rum +2 stamina 4=Will you run to the tribeman’s defence Giant Praying Mantis sk7 st7(use throwing dagger)(you only cause 1 damage)1 meal. Sitnam 5=Tiger Palm restores half stamina restored lost in battle 6=Axebill sk9 st13(use throwing dagger) 7=attempt to wade across the river. -2 damage. Piranhas sk6 st1d6+6 8=Give the creature an item from your backpack. Iron Key. +2 luck 9=Tendril sk8 st7(use throwing dagger) 10=Watch the fight to its conclusion. Giant Ape sk8 st10 Terrible Lizard sk7 st11 Resolve(use throwing dagger) 11-12 No encounter I hate to quote myself, but I don't get why you or Champskees would stay for an entirely unnecessary fight that might be damaging and time-consuming when there is an easy way out. I say, if you roll and witness the Ape and Lizard-man fight:
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Post by CharlesX on Apr 10, 2024 11:46:44 GMT
A very rough % chance of completing an FF worked out by extrapolating Champskees Table Skill, 3 permutations for Stamina and Luck.
Bloodbones Odds of Victory 4.46%
Technically 4.45(727 recurring)%, so even allowing for things like an extra point of Stamina and margin of error your odds are 'not good'. This is arguably an unbalanced gamebook.
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