Post by champskees on Feb 13, 2014 7:44:44 GMT
This is an okay adventure. Could have been great, but a few things were amiss. Obviously if a player goes to all the trouble of finding the three hard to find keys to Arachnos’ lair, they should have some advantage. I also thought it quite limiting to make certain items mandatory i.e. the Truthstone. The most heinous faux pas however is the treatment of Arachnos. The finale is extremely anticlimactic, in fact when I first read the ending I double checked my calculations to make sure I didn’t skip a paragraph or something. Are you serious? Also, a lot of the paragraphs are wasted on one time choices or questions, so the adventure is a little shorter than the average FF.
For this adventure, I recommend 9+ Skill & 8+ Luck.
You start with:
- Sword.
- Scarlet Pearl.
- 10 Food.
- 20 Gold Pieces.
- Potion of Fortune (+1 to Initial & current Luck when used).
Arion
- Consume Potion of Fortune immediately.
- Stay in Arion.
- Add note: ‘Pen...’
- Try to find a place to sit.
- Try to join the group at his table.
- Respond to his taunts with insults of your own.
- Test Luck. Fail = Start again (you have missed an essential quest item).
- Test Skill. Fail = 2 Damage & -6 Gold Pieces & play again until successful.
- Take King Jonthane’s Letter ‘88’.
- Test Luck. Fail = Fight Sk 6 St 8 Thug & Sk 7 St 9 Yob together.
- Go and see what he wants (+1 Luck).
- Add note: ‘...garl’.
- Point out that the rest of his furniture is hardly less scarred & battered.
- Stay in Arion for a while.
- You have the royal letter.
- Go to ‘The Bushel’ on the right.
- Pay & go in (-2 Gold Pieces, +4 Stamina).
- Stay here, to be questioned by the guards.
- Say ‘Pengarl’.
- Add note: Go to Room ‘56’ tomorrow morning.
- Call it a day.
- Fight Sk 7 St 8 Pelagine.
o Your blows deal only 1 damage.
- Fight Sk 6 St 5 Pelaginette.
o Your blows deal only 1 damage.
- Remain in the city a while longer.
- Visit the guard. Turn to Para 56.
- Decide on the Truthstone.
- Take Truthstone.
- Go to the market-place.
- Take Needle & Thread (-2 Gold Pieces).
- Take Lodestone (-2 Gold Pieces).
- Take 2 Food (-2 Gold Pieces). Optional.
At this point you can either choose to learn the secret of the ogres and fight the Baron (who can be a real pain), or you can just leave Arion and fight the three ogres together at the end. I personally think either path works, but you will need at least 5 Gold Pieces at this point in order to make use of the Baron path.
If you want to kill the Baron first:
- Take Tinderbox & Flint (-2 Gold Pieces).
- Take Large Phial of Sallow Seed Oil (-2 Gold Pieces). Optional.
- Ensure you have at least three Gold Pieces left.
- Make your way down to the docks.
- Ask them if they know anything about Princess Telessa’s kidnap.
- You think it’s worth visiting the Baron.
- Fight Sk 7 St 16 Gutterlags.
o 1 Damage per even round.
- Look for another way in.
- Try to climb the wall.
- Climb the western wall.
- Test Luck. Fail = 1 Damage.
- Let yourself down into the passage & go southwards towards the Baron’s garden.
- Lift the hatch-door which appears to lead to a cellar.
- If you do not have any Sallow Seed Oil:
o Stay where you are.
o Fight Sk 7 St 8 Ogre.
o Go on through the hatch.
- Open the wooden door to the east.
- You have a Tinderbox.
- Search last month’s file (+1 Luck).
- Add note: The two other ogres loathe one another ‘312’.
- Roll D6.
o If 6:
o Take Note ‘261’.
o You have started a fire.
- Add note: Can remain in the Baron’s house for a maximum of 7 Paragraphs.
- Leave by the only available door.
- Leave the torture-chamber by the stone stairs leading up to a sound-proofed door.
- Stand your ground.
- Fight Sk 7 St 12 Baron Den Snau.
o If hit once: Provisions will only restore 3 Stamina for the rest of the adventure.
o If hit twice: Death.
- Leave the house.
- Fight Sk 6 St 6 Porter.
Leaving Arion (Paragraph 200)
- You have King Jonthane’s Letter. Turn to Para 88.
- You have not heard the name before.
- Do NOT do as he says.
- Test Luck. Fail = 2 Damage.
- Fight Sk X-2 St 12 Fang-zen.
o X is your current Skill.
- Take 4 Gold Pieces (+1 Luck).
- Take 3 Food.
- Take Lamp.
- Seek shelter in Outpost.
- Stay.
- Spend the night in the burned out shell of a cottage.
- Cross the threshold of the cottage.
- Draw your sword in preparation for whatever it may turn out to be.
- Persist in a gentler approach.
- Add note: When you find yourself in a Stand of Oaks, add 50 to paragraph.
- Roll D6.
o 1-3:
o Fight Sk 6 St 8 Timber Wolf.
o Lose half your Provisions (rounded down).
o 4-6:
o Fight Sk 6 St 8 Timber Wolf.
- You are at a stand of oaks. 216+50=266. Turn to Para 266.
- Take Crescent Moon Key ‘112’ (+1 Luck).
- Follow the river upstream to the north.
- Try to cross the river on the bobbing platforms.
- Platform 1: Roll D6. 6 = 2 Damage & repeat until successful.
- Platform 2: Roll D6. 5-6 = 4 Damage & go back to Platform 1.
- Platform 3: Roll D6. 4-6 = 4 Damage & go to West Bank.
- Platform 4: Roll D6. 3-6 = 2 Damage & go to West Bank.
West Bank
- Camp until morning.
- Go north.
- Carry on.
- Stand & face the rattling horde of human skeletons.
- Offer them your sword (+1 Luck).
- Do not drink from the well.
- Fight Sk 6 St 7 Pterolin.
- Continue westwards.
- Turn slightly to the north past it.
- Fight Sk 9 St 14 Giant Nandibear for four rounds.
- Ignore it (+1 Luck).
- Push through in a westerly direction.
- Get up even though any movement seems hopeless.
- If you have a needle, lodestone & thread:
o Test Skill.
o If successful:
• You now have a compass.
• Go to Navigating with compass.
o If fail:
• You lost your needle.
• Go to Lost.
- If you do not have a needle, lodestone & thread:
o Go to Lost.
Lost
- Turn to Para 154.
- You have not been here before.
- Climb inside the hollow trunk (+1 Luck, +2 Stamina).
- Turn to Para 99.
- If you lost a needle:
o Attack it with your sword.
o Fight Sk 7 St 6 Marsh Orc.
o Search the body.
o Take 1 Gold Piece.
o Take Needle.
o You have recently lost a needle.
o You now have a compass.
o Go to Navigating with compass.
- If you did not lose a needle:
o Silently avoid it.
o Turn to Para 365.
o You have not been here twice before.
o Turn to Para 76.
o Do give in to the feeling.
o Fight Sk 10 St 16 Flesh-Eater.
o Turn to Para 311.
Navigating with compass
- Go north.
- Fight Sk 7 St 8 Marsh Orc & Sk 7 St 7 Marsh Orc together.
o If you take 4 Damage: Continue fighting them.
- The hut is still standing. Search it (2 Damage).
- Continue up the ladder (+2 Stamina).
- Take 3 Gold Pieces.
- Take ‘A’ Medallion. Stow it among your possessions.
- Go to the north.
- Fight Sk 6 St 14 Semerle.
o If you hit enemy, Roll D6. 5-6 = 2 Damage to yourself.
- Fight Sk 7 St 10 Hargon.
- You lose your compass here.
- Turn to Para 311.
Para 311 – Arachnos’ Lair
- Do not follow them.
- Pray to Glantanka.
- If Luck is less than 6, death.
- Restore 3 Stamina, lose D6 Stamina, +2 Luck.
- Go north (+2 Stamina, -2 Food).
- Walk along its eerily deserted main street.
- If your stamina is 14+:
o Explore it.
o Climb the stairs to the landing.
o Jump for the next stair up.
o Test Luck.
o If successful:
• Your stamina is 14+.
• Take Potion of Invisibility (+1 Luck).
• Jump through the hole in the ground floor & pray that the water is deep enough.
o If fail:
• Roll D6. Even = 2 Damage. Odd = 3 Damage.
• Go back inside the imposing building you just left & jump into the flooded basement.
- If your stamina is <14:
o Carry on down the street.
o Go back inside the imposing building you just left & jump into the flooded basement.
- You did not drink from a well earlier.
- Climb the wall behind you.
- Wait.
- Take it.
- Take Helmet with ‘A’ symbol.
- If you have a Potion of Invisibility:
o Continue descending.
o Carry on down.
o Float past.
o You have a Potion of Invisibility.
o Fight Sk 7 St 7 Renegade Dwarf.
o Take 4 Gold Pieces.
- If you do not have a Potion of Invisibility:
o Enter this tunnel.
o Fight Sk 8 St 12 Ogre Smith.
o Take ‘A’ Helmet.
- Turn right.
- Move it up.
- You have a lamp.
- Continue straight on.
- Fight Sk 5 St 4 Giant Rat & Sk 5 St 4 Giant Rat together.
- Continue down the tunnel.
- A Millipede is not pursuing you.
- Fight Sk 9 St 14 Pool Crawler.
- Push the lever up (+1 Luck).
- You are wearing an ‘A’ helmet.
- Present an ‘A’ Medallion.
- If you know a secret about the two giants:
o 312+66=378. Turn to Para 378.
o If you have 10+ Gold Pieces:
o Fight Sk 9 St 12 Otus.
o If you have <10 Gold Pieces:
o Fight Sk 8 St 12 Ophis & Sk 8 St 10 Oman & Sk 9 St 12 Otus together.
- If you don’t know a secret about them:
o Fight Sk 8 St 12 Ophis & Sk 8 St 10 Oman & Sk 9 St 12 Otus together.
- You have a Truthstone. Use it on Otus.
- Puzzle:
o Lowest common multiple of 6,12,7 = 84.
o 1/6*84 = 14.
o 1/12*84 = 7.
o 1/7*84 = 12.
o 14+12+7 = 33. 33+5=38.
o 84-8 = 76. 76 is half of 38.
o Add note: Answer is 84.
- Use Otis’ clue. Turn to Para 84.
- Your bolt pierces Arachnos’ black heart. Telessa rushes into your arms. Without its leaders, Arachnos’ army will soon turn to civil war. The land is safe... for now.
For this adventure, I recommend 9+ Skill & 8+ Luck.
You start with:
- Sword.
- Scarlet Pearl.
- 10 Food.
- 20 Gold Pieces.
- Potion of Fortune (+1 to Initial & current Luck when used).
Arion
- Consume Potion of Fortune immediately.
- Stay in Arion.
- Add note: ‘Pen...’
- Try to find a place to sit.
- Try to join the group at his table.
- Respond to his taunts with insults of your own.
- Test Luck. Fail = Start again (you have missed an essential quest item).
- Test Skill. Fail = 2 Damage & -6 Gold Pieces & play again until successful.
- Take King Jonthane’s Letter ‘88’.
- Test Luck. Fail = Fight Sk 6 St 8 Thug & Sk 7 St 9 Yob together.
- Go and see what he wants (+1 Luck).
- Add note: ‘...garl’.
- Point out that the rest of his furniture is hardly less scarred & battered.
- Stay in Arion for a while.
- You have the royal letter.
- Go to ‘The Bushel’ on the right.
- Pay & go in (-2 Gold Pieces, +4 Stamina).
- Stay here, to be questioned by the guards.
- Say ‘Pengarl’.
- Add note: Go to Room ‘56’ tomorrow morning.
- Call it a day.
- Fight Sk 7 St 8 Pelagine.
o Your blows deal only 1 damage.
- Fight Sk 6 St 5 Pelaginette.
o Your blows deal only 1 damage.
- Remain in the city a while longer.
- Visit the guard. Turn to Para 56.
- Decide on the Truthstone.
- Take Truthstone.
- Go to the market-place.
- Take Needle & Thread (-2 Gold Pieces).
- Take Lodestone (-2 Gold Pieces).
- Take 2 Food (-2 Gold Pieces). Optional.
At this point you can either choose to learn the secret of the ogres and fight the Baron (who can be a real pain), or you can just leave Arion and fight the three ogres together at the end. I personally think either path works, but you will need at least 5 Gold Pieces at this point in order to make use of the Baron path.
If you want to kill the Baron first:
- Take Tinderbox & Flint (-2 Gold Pieces).
- Take Large Phial of Sallow Seed Oil (-2 Gold Pieces). Optional.
- Ensure you have at least three Gold Pieces left.
- Make your way down to the docks.
- Ask them if they know anything about Princess Telessa’s kidnap.
- You think it’s worth visiting the Baron.
- Fight Sk 7 St 16 Gutterlags.
o 1 Damage per even round.
- Look for another way in.
- Try to climb the wall.
- Climb the western wall.
- Test Luck. Fail = 1 Damage.
- Let yourself down into the passage & go southwards towards the Baron’s garden.
- Lift the hatch-door which appears to lead to a cellar.
- If you do not have any Sallow Seed Oil:
o Stay where you are.
o Fight Sk 7 St 8 Ogre.
o Go on through the hatch.
- Open the wooden door to the east.
- You have a Tinderbox.
- Search last month’s file (+1 Luck).
- Add note: The two other ogres loathe one another ‘312’.
- Roll D6.
o If 6:
o Take Note ‘261’.
o You have started a fire.
- Add note: Can remain in the Baron’s house for a maximum of 7 Paragraphs.
- Leave by the only available door.
- Leave the torture-chamber by the stone stairs leading up to a sound-proofed door.
- Stand your ground.
- Fight Sk 7 St 12 Baron Den Snau.
o If hit once: Provisions will only restore 3 Stamina for the rest of the adventure.
o If hit twice: Death.
- Leave the house.
- Fight Sk 6 St 6 Porter.
Leaving Arion (Paragraph 200)
- You have King Jonthane’s Letter. Turn to Para 88.
- You have not heard the name before.
- Do NOT do as he says.
- Test Luck. Fail = 2 Damage.
- Fight Sk X-2 St 12 Fang-zen.
o X is your current Skill.
- Take 4 Gold Pieces (+1 Luck).
- Take 3 Food.
- Take Lamp.
- Seek shelter in Outpost.
- Stay.
- Spend the night in the burned out shell of a cottage.
- Cross the threshold of the cottage.
- Draw your sword in preparation for whatever it may turn out to be.
- Persist in a gentler approach.
- Add note: When you find yourself in a Stand of Oaks, add 50 to paragraph.
- Roll D6.
o 1-3:
o Fight Sk 6 St 8 Timber Wolf.
o Lose half your Provisions (rounded down).
o 4-6:
o Fight Sk 6 St 8 Timber Wolf.
- You are at a stand of oaks. 216+50=266. Turn to Para 266.
- Take Crescent Moon Key ‘112’ (+1 Luck).
- Follow the river upstream to the north.
- Try to cross the river on the bobbing platforms.
- Platform 1: Roll D6. 6 = 2 Damage & repeat until successful.
- Platform 2: Roll D6. 5-6 = 4 Damage & go back to Platform 1.
- Platform 3: Roll D6. 4-6 = 4 Damage & go to West Bank.
- Platform 4: Roll D6. 3-6 = 2 Damage & go to West Bank.
West Bank
- Camp until morning.
- Go north.
- Carry on.
- Stand & face the rattling horde of human skeletons.
- Offer them your sword (+1 Luck).
- Do not drink from the well.
- Fight Sk 6 St 7 Pterolin.
- Continue westwards.
- Turn slightly to the north past it.
- Fight Sk 9 St 14 Giant Nandibear for four rounds.
- Ignore it (+1 Luck).
- Push through in a westerly direction.
- Get up even though any movement seems hopeless.
- If you have a needle, lodestone & thread:
o Test Skill.
o If successful:
• You now have a compass.
• Go to Navigating with compass.
o If fail:
• You lost your needle.
• Go to Lost.
- If you do not have a needle, lodestone & thread:
o Go to Lost.
Lost
- Turn to Para 154.
- You have not been here before.
- Climb inside the hollow trunk (+1 Luck, +2 Stamina).
- Turn to Para 99.
- If you lost a needle:
o Attack it with your sword.
o Fight Sk 7 St 6 Marsh Orc.
o Search the body.
o Take 1 Gold Piece.
o Take Needle.
o You have recently lost a needle.
o You now have a compass.
o Go to Navigating with compass.
- If you did not lose a needle:
o Silently avoid it.
o Turn to Para 365.
o You have not been here twice before.
o Turn to Para 76.
o Do give in to the feeling.
o Fight Sk 10 St 16 Flesh-Eater.
o Turn to Para 311.
Navigating with compass
- Go north.
- Fight Sk 7 St 8 Marsh Orc & Sk 7 St 7 Marsh Orc together.
o If you take 4 Damage: Continue fighting them.
- The hut is still standing. Search it (2 Damage).
- Continue up the ladder (+2 Stamina).
- Take 3 Gold Pieces.
- Take ‘A’ Medallion. Stow it among your possessions.
- Go to the north.
- Fight Sk 6 St 14 Semerle.
o If you hit enemy, Roll D6. 5-6 = 2 Damage to yourself.
- Fight Sk 7 St 10 Hargon.
- You lose your compass here.
- Turn to Para 311.
Para 311 – Arachnos’ Lair
- Do not follow them.
- Pray to Glantanka.
- If Luck is less than 6, death.
- Restore 3 Stamina, lose D6 Stamina, +2 Luck.
- Go north (+2 Stamina, -2 Food).
- Walk along its eerily deserted main street.
- If your stamina is 14+:
o Explore it.
o Climb the stairs to the landing.
o Jump for the next stair up.
o Test Luck.
o If successful:
• Your stamina is 14+.
• Take Potion of Invisibility (+1 Luck).
• Jump through the hole in the ground floor & pray that the water is deep enough.
o If fail:
• Roll D6. Even = 2 Damage. Odd = 3 Damage.
• Go back inside the imposing building you just left & jump into the flooded basement.
- If your stamina is <14:
o Carry on down the street.
o Go back inside the imposing building you just left & jump into the flooded basement.
- You did not drink from a well earlier.
- Climb the wall behind you.
- Wait.
- Take it.
- Take Helmet with ‘A’ symbol.
- If you have a Potion of Invisibility:
o Continue descending.
o Carry on down.
o Float past.
o You have a Potion of Invisibility.
o Fight Sk 7 St 7 Renegade Dwarf.
o Take 4 Gold Pieces.
- If you do not have a Potion of Invisibility:
o Enter this tunnel.
o Fight Sk 8 St 12 Ogre Smith.
o Take ‘A’ Helmet.
- Turn right.
- Move it up.
- You have a lamp.
- Continue straight on.
- Fight Sk 5 St 4 Giant Rat & Sk 5 St 4 Giant Rat together.
- Continue down the tunnel.
- A Millipede is not pursuing you.
- Fight Sk 9 St 14 Pool Crawler.
- Push the lever up (+1 Luck).
- You are wearing an ‘A’ helmet.
- Present an ‘A’ Medallion.
- If you know a secret about the two giants:
o 312+66=378. Turn to Para 378.
o If you have 10+ Gold Pieces:
o Fight Sk 9 St 12 Otus.
o If you have <10 Gold Pieces:
o Fight Sk 8 St 12 Ophis & Sk 8 St 10 Oman & Sk 9 St 12 Otus together.
- If you don’t know a secret about them:
o Fight Sk 8 St 12 Ophis & Sk 8 St 10 Oman & Sk 9 St 12 Otus together.
- You have a Truthstone. Use it on Otus.
- Puzzle:
o Lowest common multiple of 6,12,7 = 84.
o 1/6*84 = 14.
o 1/12*84 = 7.
o 1/7*84 = 12.
o 14+12+7 = 33. 33+5=38.
o 84-8 = 76. 76 is half of 38.
o Add note: Answer is 84.
- Use Otis’ clue. Turn to Para 84.
- Your bolt pierces Arachnos’ black heart. Telessa rushes into your arms. Without its leaders, Arachnos’ army will soon turn to civil war. The land is safe... for now.