Post by champskees on Mar 18, 2014 9:28:15 GMT
When I was a kid, I thought Knights of Doom was amazing. It had enemies practically ripped from Warhammer (Chaos Knight Champion anyone?), lots of cool places to explore and many paths to choose from. After reading this book recently, I must admit my rose tinted memories pertaining to this book have been all but destroyed.
This book suffers from the same issues that broke Spellbreaker. Only an adventurer with very high Skill will have a chance against the overpowered monsters, but then you need to fail a Skill Test to receive a vital clue....grrrr. The other thing I hate is that you have to read almost every single paragraph to complete the adventure. I get it; you want me to read all of your great set pieces (some are blatantly copied from Hand, others are actually quite good), but this reads like a Hand adventure modified by Livingstone. The result: almost unplayable. A more balanced version of the book would have made this a great addition to the series.
For this adventure, I recommend 11 Skill, 20+ Stamina & 11+ Luck. As with Spellbreaker, I also recommend loaded dice, a couple that always roll 1s and a couple that always roll 6s.
You start with:
- Magic Sword.
- Warrior Skills: Ride, Weapon (Spear)
- Priest Skills: Banish Spirit, Holy Strike
- Test Luck. Fail = 3 Damage.
- Use the Banish Spirit special skill.
- Take Dwarven Breastplate (-1 Attack Strength, -1 Damage taken in battle).
- Take Paladin’s Lance (Test Skill+2 when used; 2 Damage to enemy if successful).
- Take 5 Food.
- Take Lantern & Tinderbox.
- Take 20 Gold Pieces.
- Take 2 Tots of Aranandus’s Restorative Potion (Restore Stamina to Initial Level when used).
- Try to talk your way out.
- Test Skill+1. Fail = 2 Damage & Lose 1 Honour.
- You do not have the Commune special skill.
- Test Luck. Fail = 2 Damage.
- Use the Banish Spirit special skill.
- Take Assassin’s Dagger.
- Add 1 to Time Elapsed (+1 Luck, +2 Stamina).
- Ride straight through.
- You are happy to meet this rider.
- Go with the messenger to Cleeve Manor.
- Listen to the minstrels.
- Add note: Ballad of the Crusader Part One: ‘Three’.
- Give the old soothsayer 3 Gold Pieces to have your future revealed to you (-3 Gold Pieces, +1 Luck).
- Add 1 to Time Elapsed (+4 Stamina).
- You do not have the Tracking special skill.
- Take the left fork.
- You do not have the Arcane Lore special skill.
- Test Luck. Fail = Start again (you have missed a crucial quest item).
- Try to gather some of the Ironbane fungus.
- Test Skill. Fail = Start again (you have missed a crucial quest item).
- Take Ironbane.
- Test Luck. Fail = 3 Damage, -1 Skill.
- Test Skill+1 (-1 if you have the Tracking special skill, -1 if you have a Boar Charm). If you succeed, restart (you have missed a crucial quest item). Note that you must fail this roll in order to learn the runic code which allows you to get a crucial quest item.
- This walkthrough assumes you failed the above roll.
- Investigate the source of the glinting.
- Add note: Rune Code on Para 112.
- Try to take the shield.
- Take Dragon Shield (-1 Enemy Attack Strength).
- You have the Ride special skill.
- You may use a Crossbow or Lance here.
- Fight Sk 8 St 8 Great Boar.
- Take Boar Tusks.
- Investigate the chanting.
- Burst into the clearing & interrupt the man.
- Fight Sk 8 St 10 Thornbeast.
- Add word: Nroht.
- Test Luck.
o If successful:
o Fight Sk 6 St 6 Cleric.
o Take Cleric’s Talisman.
o Fail: 1 Damage.
- Add 1 Honour.
- Ask him if you can recruit some of his soldiers to fight against Belgaroth’s forces.
- Add word: Ecrof.
- Take 3 Food.
- Test Luck.
o If successful: +1 Attack Strength in next fight.
o If fail: 2 Damage.
- Fight Sk 7 St 6 Murderer & Sk 6 St 8 Murderer & Sk 7 St 7 Murderer together.
o You only need to kill two of the murderers.
- You do not have a crossbow.
- You have the Ride special skill.
- Take Raven Charm.
- Take 3 Gold Pieces.
- Add 1 to Time Elapsed (-3 Gold Pieces, +2 Stamina).
- You want to visit the markets.
- Go to the market.
- Take Ziridian Charm (auto pass next 2 luck tests, -4 Gold Pieces).
- Enter this building.
- Take Witherwell (-4 Gold Pieces).
- Take Revelation (-6 Gold Pieces).
- Take Antitoxin (-3 Gold Pieces).
- Help the alchemist.
- Puzzle:
o Volcanic Ash = 4
o Sulphur Rock = 6
o Forest Dew = 5
o Ether Mist = 2
o Missing element is forest dew.
o Column three = 5+6+6+4=21.
o Column four = 4+2+2+5=13.
- 13+21=34. Turn to Para 34.
- Add note: Ballad of the Crusader Part Two: ‘Seven’.
- Take 13 Gold Pieces (amount paid for the potions).
- Try to recruit a small army.
- Agree to these terms & fight.
- Fight Sk 10 St 11 Mercenary Champion.
o If hit, Roll D6. 4-6 = 3 Damage.
o If you roll a double 6 when calculating attack strength or you reduce enemy stamina to 4 or less: Add word: Ecrof.
o If enemy rolls a double 6 when calculating attack strength or your stamina is reduced to 4 or less, you lose & combat ends immediately.
- Pause for a moment to watch the mummers.
- Test Luck. Fail = 4 Damage.
- Fight Sk 8 St 7 Mummers’ Dragon.
- Test Skill.
o If successful:
o Fight Sk 7 St 6 Knight.
o Fight Sk 6 St 6 Witch.
o Fight Sk 6 St 7 Horsehead.
o Fight Sk 6 St 5 Pickpocket.
o Fight Sk 7 St 7 Oddfellow.
• Fight two at a time.
• -1 Attack Strength & 1 Damage per hit for duration of combat.
• Enemies are defeated once you have hit them twice.
• Combat will also end after 16 attack rounds.
o Take 8 Gold Pieces.
o Add 1 Honour.
o If fail:
o 3 Damage (-1Luck).
- You have ‘Nroht’ written on your adventure sheet.
- Investigate further.
- Knock on the door.
- You are not wearing a green cloak & hood.
- 4D6 Test Stamina. Fail = Death.
- Use the potion Witherwell (4 Damage, +1 Luck).
- Roll D6. 1-4 = Fight Sk 7 St 6 Initiate. If fight is longer than 6 rounds, death.
- Fight Sk 9 St 9 Bryar.
o If you do not have a Cleric’s Talisman, -2 to your attack strength for duration of combat.
- Roll D6.
o 1-2: Fear of Spiders.
o 3-4: Fear of Snakes.
o 5-6: Fear of Heights.
- Add 1 Honour.
- Take Twisted Staff.
- You were not captured by Master Graye the Miller.
- You want to visit Torrin (1 Damage).
- You have the Holy Strike special skill & wish to use it (D6 Damage to enemy).
- Fight Sk 8 St 9 Lich.
o After three attack rounds, -1 Attack Strength for duration of combat.
- Push on in hope of reaching your desired destination (+4 Stamina).
- Take Magical Chainmail (-1 Damage taken in battle, replaces Dwarven Breastplate, +1 Luck).
- Wait & see what happens.
- Test Luck. Fail = -1 Skill & 2 Damage.
- Fight Sk 7 St 6 Hellhound.
o After each round, Roll D6. 1-2 = 1 Damage.
- Fight D6+1 Sk 7 St 6 Hellhound’s (one at a time).
o Use Holy Strike once per fight (2 Damage to each enemy).
o +1 Attack Strength for duration of combat.
o After each round, Roll D6. 1-2 = 1 Damage.
- Add 1 to Time Elapsed (+1 Luck)
- Take 3 Food.
- If Honour is 9:
o Ride through & leave them in peace.
- If Honour is less than 9:
o Stop & argue in defence of your order.
o Agree to help these people.
o Go to the right.
o If Fear of Snakes:
o Test Skill+2.
• Success:
o -2 Attack Strength next fight.
o Fight Sk 8 St 11 Snakes.
o Use Antivenom here otherwise 4 Damage if hit by enemy.
o You have not read about this monster and you do not have the Arcane Lore special skill.
o Fight Sk 7 St 7 Cockatrice.
o If hit by enemy, 2 Damage & Roll D6.
• 1-2: No effect.
• 3: -1 Skill.
• 4: -2 Skill.
• 5: -3 Skill.
• 6: Death.
o You do not have the word ‘Enorc’ written on your adventure sheet.
o Add 1 Honour.
o Take 2 Food.
o Stay on the road heading south.
• Fail:
o Lose 1 Honour & -1 Luck.
o If you do not have a fear of snakes:
o Fight Sk 8 St 11 Snakes.
• Use Antivenom here otherwise 4 Damage if hit by enemy.
o You have not read about this monster and you do not have the Arcane Lore special skill.
o Fight Sk 7 St 7 Cockatrice.
• If hit by enemy, 2 Damage & Roll D6.
o 1-2: No effect.
o 3: -1 Skill.
o 4: -2 Skill.
o 5: -3 Skill.
o 6: Death.
o You do not have the word ‘Enorc’ written on your adventure sheet.
o Add 1 Honour.
o Take 2 Food.
o Stay on the road heading south.
- Help the people of Assart.
- You do not have the Battle Tactics special skill.
- 2D6*2 Damage.
o -2 to roll if you possess Holy Strike special skill.
o -2 to roll if you possess a Lance.
- Search the meeting house.
- Add note: Necromage’s name is Cadaver.
- Search the bell-tower.
- Try to stop the bell tolling.
- Add note: While in Myrton, -1 Skill to undead enemies (+1 Luck).
- Fight Sk 7 St 6 Vampire Bat.
- Take Lantern (you may only carry one).
- Search the graveyard.
- You possess a lantern.
- Enter the sepulchre right away.
- You have the Banish Spirit special skill & wish to use it.
- You do not have the Commune special skill.
- Test Luck. Fail = Add note: -1 Skill while in the sepulchre.
- You do not have the Arcane Lore special skill.
- Go north.
- Do not use your Banish Spirit special skill.
- Prepare to fight.
- Add note: 5*Necromage’s name when at the Door of Skulls.
- Look for the knight’s tomb by going south.
- Open & search the last coffin.
- You do not have the word ‘Eugalp’ written on you adventure sheet (3 Damage).
- Use the code from Para 112 to translate runes on coffin lid.
- Translation:
o Ever onward through the land
o In the shrine the spear to find
o Great was his hope when he espie
o High upon a barren peak
o The templar shrine that he did seek
- Add note: Ballad of the Crusader Part Three: ‘Eight’.
- Take the ring at the risk of releasing another cloud of spores from the asphyxiating mould.
- Test Skill. Fail = 2 Damage (You do not have ‘Eugalp’ written down).
- Take Shield Ring.
- Go west.
- You have a Shield Ring.
- Add note: -1 Enemy Attack Strength while wearing the Shield Ring (+1 Luck).
- Fight Sk 7 St 6 Skeletal Dog.
o Use Holy Strike special skill (-1 Skill & 2 Damage to enemy).
o Swords only inflict 1 Damage per hit on this enemy.
- You know how to pass the Door of Skulls.
- Cadaver = 3+1+4+1+22+5+18=54. 54*5=270. Turn to Para 270.
- Fight Sk 9 St 5 Deathshead.
o Use Holy Strike special skill (-1 Skill & 2 Damage to enemy).
- Fight Sk 10 St 12 Cadaver.
o If you have Fear of Spiders, -1 Attack Strength for duration of battle.
o If enemy hits you twice in a row, D6+1 Damage.
- Add 1 Honour (+2 Luck).
- You do not have ‘Reggad’ written down on your adventure sheet.
- Take 5 Gold Pieces.
- Take 3 Food.
- Restore Stamina by 1/2 Initial Level (round fractions down).
- Add word: Ecrof.
- Set off in search of Aelfgar, the legendary Elf-Spear.
- Three clues: 378. Turn to Para 378.
- You would not like to give your dying friend a healing potion.
- Add word: Ronnoc.
- Test Skill. Fail = Start again (you have missed a vital quest item).
- D6/2*2 Damage (round fractions down).
- Fight Sk 7 St 6 Orc Wolf-Rider.
- Fight Sk 6 St 6 Orc Wolf-Rider.
- Fight Sk 7 St 5 Orc Wolf-Rider.
o You have the Ride special skill.
- Add 1 Honour.
- You have a Twisted Staff.
- Take Lein Sap.
- Take Elven Amulet.
- Ignore it & continue on your present path.
- Wait for these strange humanoids to make the first move.
- Go with these strange creatures.
- Points scored: 3-4.
o Trespassing in the forest: +3 Points.
o Hunting a wild boar in the forest: +2 Points.
o Having some of the fungus Ironbane: +2 Points.
o If you have a Cleric’s Talisman: -1 Point.
o Having a twisted staff: -1 Point.
o Having an Elven Amulet: -1 Point.
o Fighting Orc Wolf-Riders: -1 Point.
- Roll 2D6. If less than or equal to points scored, death.
- Fight Sk 12 St 12 Knight of the Flame.
o Enemy deals 3 Damage per hit.
- Add 1 to Time Elapsed (+2 Stamina).
- If you suffer from Fear of Heights:
o Test Skill+2. Fail = Death.
- If Honour is less than 11: start again (you have missed an important quest item).
- If your Honour is 11+:
o If you suffer from Fear of Spiders:
o Fight Sk 9 St 10 Veracna.
• -2 Attack Strength for duration of combat.
o If you suffer from Fear of Snakes:
o Fight Sk 8 St 13 Horned Serpent.
• -2 Attack Strength for duration of combat.
o If you suffer from Fear of Heights:
o Fight Sk 9 St 4 Fire Imp & Sk 8 St 4 Fire Imp & Sk 7 St 5 Fire Imp together.
• -2 Attack Strength for duration of combat.
- Wait to see what happens.
- Stay as you are.
- Restore any lost stamina as a result of any battles fought in this shrine thus far.
- Take Aelfgar.
o Add note: 11 Bands of Elven Runes.
o You have the Spear Weapon special skill (+1 Attack Strength).
- Remove any fear you have (+1 Luck).
- You have a shield.
- It has a Golden Dragon design.
- Restore Skill, Stamina & Luck to Initial Levels.
- Add 1 Honour Point.
- You have the Ride special skill.
- Test Skill-2 four times.
o Success:
o Fight Sk 9 St 11 Hill Giant.
o Fail any roll:
o 2 Damage.
o Fight Sk 9 St 11 Hill Giant.
• If hit by enemy, Roll D6.
o 5: 3 Damage.
o 6: 4 Damage.
- You have the word ‘Ecrof’ written down on your adventure sheet.
- Total Battle Strength: 7-12.
o Lord Varen of Cleeve Manor’s soldiers: 4 points.
o If Nasra Stronn’s Mercenaries from Havalok: 5 points.
o Villagers of Assart: 3 points.
o You do not have the Battle Tactics special skill.
- You have taken six days or less.
- Battle against Strength 10 Beast Men.
o If you force has the disadvantage:
o Fight Sk 9 St 12 Chaos Steed.
o -1 to enemy’s Battle Strength.
o Battle against Beast Men again.
• If you have the disadvantage:
o Fight Sk 8 St 9 Gorehorn.
o If enemy wins two consecutive rounds, Roll D6. Odd = 4 Damage.
o -1 to enemy’s Battle Strength.
o Battle against Beast Men again.
o If you have the disadvantage:
• Death.
- Fight Sk 12 St 14 Beast Man Champion.
o Enemy deals 3 Damage per hit.
- You have Lord Varen’s soldiers among your force.
- You have other allies.
- Fight Sk 7 St 7 Soldier.
o If fight lasts longer than four rounds, death.
- Command your men to retreat so you can break through the lines with Firemane to continue your mission.
- Tether Firemane here & sneak into the Beast Men’s camp for further investigation now that the night has fallen.
- Test Luck. Fail = Fight Sk 5 St 6 Rat Man & Sk 6 St 5 Rat Man together.
- Try to distract it & sneak past.
- Test Skill.
o If fail:
o Fight Sk 8 St 8 Chaos Beast Man.
• If fight lasts longer than six rounds, death.
- Throw the animal some food (-2 Food).
- Fight Sk 10 St 11 Murgrim.
- Take Celastrix’s Feather.
- Add note: Burn feather & call name three times (+1 Luck).
- Add 1 Honour.
- Add 1 to Time Elapsed (+2 Stamina).
- Fight Sk 12 St 12 Chaos Knight Champion.
o You do not have the Lance Weapon special skill (-1 Attack Strength).
o You possess the Ride special skill.
o If enemy wins two attack rounds, you are unhorsed (4 Damage & -2 Attack Strength for duration of combat).
o If you win two attack rounds before the enemy, your enemy is unhorsed (+2 Attack Strength for duration of combat).
- Look for another way in (+1 Luck).
- Explore the passageway further.
- Use your edged weapon to get past the gate (1 Damage).
- Fight the monster (do not Test your Luck here).
- Fight Sk 10 St 15 Reptilian.
- Fight Sk 4 St 5 Iron Eater.
o If enemy wins an attack round: Lose one piece of armour.
o If you win an attack round: enemy is automatically defeated.
- You do not have the Commune special skill.
- Test Skill. Fail = Death.
- You have the Banish Spirit special skill & wish to use it.
- Turn left & make a thorough investigation of the dead-end.
- You do not have the Tracking special skill.
- Test Skill. Fail = Start again (you have missed essential quest information).
- Puzzle: Answer is 6.
o Six numbers.
o Six points on the star.
o Opposite numbers are divisible by six.
- Turn to Para 6.
- You do not have the Arcane Lore special skill.
- Test Luck. Fail = Start again (you have missed essential quest information).
- Add note: Words of Power ‘Xi Syte Nind Naderd Nuhero’.
- Use Ironbane on it.
- Test Luck. Fail = Death.
- Test Luck. Fail = Death.
- You have the word ‘Ronnoc’ written on your adventure sheet.
- You do not have the Commune special skill.
- Use the Revelation potion.
- Add word: Rotiart (+1 Luck).
- You do not wish to use the Banish Spirit special skill here.
- You have a magical weapon.
- Fight Sk 9 St 9 Morgwyn.
o Use Holy Strike special skill (-1 Skill & 2 Damage to enemy).
o If enemy wins first round of combat: 4 Damage.
o If enemy wins second round of combat: 6 Damage.
- If hit by enemy at least once, Roll D6. 1-5 = -1 Skill.
- Use Forest of Lein Sap.
- You know five words of power. Backwards: One hundred and ninety six. Turn to Para 196.
- 3D6 Test Stamina. Fail = Death.
- You have the Holy Strike special skill.
- Fight 0-5 Sk 10 St 12 Chaos Knights.
o Your attacks only deal 1 Damage per hit.
o If an enemy hits you, Roll D6. Odd = 3 Damage instead of 2.
- D6+7 Test Honour. Fail = Death.
- Use the Holy Strike special skill (2 Damage).
- Fight Sk 12 St 17 Belgaroth.
o Enemy deals 3 Damage and -1 Honour per hit. 0 Honour = Death.
o Your attacks deal 1 Damage per hit to enemy.
o Only fight until enemy is reduced to 7 or less Stamina.
o You do not have the word ‘Reggad’ written down.
- You have the word ‘Rotiart’ written down on your adventure sheet.
- Taris Varen = 20+1+18+9+19+22+1+18+5+14=127. Turn to Para 127.
- Fight Sk 7 St 8 Raven.
- Fight Sk 10 St 11 Night-mare.
o Use Holy Strike special skill (-1 Skill & 2 Damage to enemy).
o Only fight until enemy is reduced to 6 or less Stamina.
- You have a Golden Feather. Celastrix = 3+5+12+1+19+20+18+9+24=111. 111*3=333. Turn to Para 333.
- You have the Ride special skill.
- Test Skill-2. Fail = Death.
- You possess Aelfgar. Turn to Para 11.
- You do not have the Target special skill.
- Test Skill. Fail = Death.
- Riding on your winged mount towards the Citadel you know that, thanks to your bravery, your homeland has been saved for a second time from the tyranny of Belgaroth, the Dread Lord, and his Knights of Doom.
This book suffers from the same issues that broke Spellbreaker. Only an adventurer with very high Skill will have a chance against the overpowered monsters, but then you need to fail a Skill Test to receive a vital clue....grrrr. The other thing I hate is that you have to read almost every single paragraph to complete the adventure. I get it; you want me to read all of your great set pieces (some are blatantly copied from Hand, others are actually quite good), but this reads like a Hand adventure modified by Livingstone. The result: almost unplayable. A more balanced version of the book would have made this a great addition to the series.
For this adventure, I recommend 11 Skill, 20+ Stamina & 11+ Luck. As with Spellbreaker, I also recommend loaded dice, a couple that always roll 1s and a couple that always roll 6s.
You start with:
- Magic Sword.
- Warrior Skills: Ride, Weapon (Spear)
- Priest Skills: Banish Spirit, Holy Strike
- Test Luck. Fail = 3 Damage.
- Use the Banish Spirit special skill.
- Take Dwarven Breastplate (-1 Attack Strength, -1 Damage taken in battle).
- Take Paladin’s Lance (Test Skill+2 when used; 2 Damage to enemy if successful).
- Take 5 Food.
- Take Lantern & Tinderbox.
- Take 20 Gold Pieces.
- Take 2 Tots of Aranandus’s Restorative Potion (Restore Stamina to Initial Level when used).
- Try to talk your way out.
- Test Skill+1. Fail = 2 Damage & Lose 1 Honour.
- You do not have the Commune special skill.
- Test Luck. Fail = 2 Damage.
- Use the Banish Spirit special skill.
- Take Assassin’s Dagger.
- Add 1 to Time Elapsed (+1 Luck, +2 Stamina).
- Ride straight through.
- You are happy to meet this rider.
- Go with the messenger to Cleeve Manor.
- Listen to the minstrels.
- Add note: Ballad of the Crusader Part One: ‘Three’.
- Give the old soothsayer 3 Gold Pieces to have your future revealed to you (-3 Gold Pieces, +1 Luck).
- Add 1 to Time Elapsed (+4 Stamina).
- You do not have the Tracking special skill.
- Take the left fork.
- You do not have the Arcane Lore special skill.
- Test Luck. Fail = Start again (you have missed a crucial quest item).
- Try to gather some of the Ironbane fungus.
- Test Skill. Fail = Start again (you have missed a crucial quest item).
- Take Ironbane.
- Test Luck. Fail = 3 Damage, -1 Skill.
- Test Skill+1 (-1 if you have the Tracking special skill, -1 if you have a Boar Charm). If you succeed, restart (you have missed a crucial quest item). Note that you must fail this roll in order to learn the runic code which allows you to get a crucial quest item.
- This walkthrough assumes you failed the above roll.
- Investigate the source of the glinting.
- Add note: Rune Code on Para 112.
- Try to take the shield.
- Take Dragon Shield (-1 Enemy Attack Strength).
- You have the Ride special skill.
- You may use a Crossbow or Lance here.
- Fight Sk 8 St 8 Great Boar.
- Take Boar Tusks.
- Investigate the chanting.
- Burst into the clearing & interrupt the man.
- Fight Sk 8 St 10 Thornbeast.
- Add word: Nroht.
- Test Luck.
o If successful:
o Fight Sk 6 St 6 Cleric.
o Take Cleric’s Talisman.
o Fail: 1 Damage.
- Add 1 Honour.
- Ask him if you can recruit some of his soldiers to fight against Belgaroth’s forces.
- Add word: Ecrof.
- Take 3 Food.
- Test Luck.
o If successful: +1 Attack Strength in next fight.
o If fail: 2 Damage.
- Fight Sk 7 St 6 Murderer & Sk 6 St 8 Murderer & Sk 7 St 7 Murderer together.
o You only need to kill two of the murderers.
- You do not have a crossbow.
- You have the Ride special skill.
- Take Raven Charm.
- Take 3 Gold Pieces.
- Add 1 to Time Elapsed (-3 Gold Pieces, +2 Stamina).
- You want to visit the markets.
- Go to the market.
- Take Ziridian Charm (auto pass next 2 luck tests, -4 Gold Pieces).
- Enter this building.
- Take Witherwell (-4 Gold Pieces).
- Take Revelation (-6 Gold Pieces).
- Take Antitoxin (-3 Gold Pieces).
- Help the alchemist.
- Puzzle:
o Volcanic Ash = 4
o Sulphur Rock = 6
o Forest Dew = 5
o Ether Mist = 2
o Missing element is forest dew.
o Column three = 5+6+6+4=21.
o Column four = 4+2+2+5=13.
- 13+21=34. Turn to Para 34.
- Add note: Ballad of the Crusader Part Two: ‘Seven’.
- Take 13 Gold Pieces (amount paid for the potions).
- Try to recruit a small army.
- Agree to these terms & fight.
- Fight Sk 10 St 11 Mercenary Champion.
o If hit, Roll D6. 4-6 = 3 Damage.
o If you roll a double 6 when calculating attack strength or you reduce enemy stamina to 4 or less: Add word: Ecrof.
o If enemy rolls a double 6 when calculating attack strength or your stamina is reduced to 4 or less, you lose & combat ends immediately.
- Pause for a moment to watch the mummers.
- Test Luck. Fail = 4 Damage.
- Fight Sk 8 St 7 Mummers’ Dragon.
- Test Skill.
o If successful:
o Fight Sk 7 St 6 Knight.
o Fight Sk 6 St 6 Witch.
o Fight Sk 6 St 7 Horsehead.
o Fight Sk 6 St 5 Pickpocket.
o Fight Sk 7 St 7 Oddfellow.
• Fight two at a time.
• -1 Attack Strength & 1 Damage per hit for duration of combat.
• Enemies are defeated once you have hit them twice.
• Combat will also end after 16 attack rounds.
o Take 8 Gold Pieces.
o Add 1 Honour.
o If fail:
o 3 Damage (-1Luck).
- You have ‘Nroht’ written on your adventure sheet.
- Investigate further.
- Knock on the door.
- You are not wearing a green cloak & hood.
- 4D6 Test Stamina. Fail = Death.
- Use the potion Witherwell (4 Damage, +1 Luck).
- Roll D6. 1-4 = Fight Sk 7 St 6 Initiate. If fight is longer than 6 rounds, death.
- Fight Sk 9 St 9 Bryar.
o If you do not have a Cleric’s Talisman, -2 to your attack strength for duration of combat.
- Roll D6.
o 1-2: Fear of Spiders.
o 3-4: Fear of Snakes.
o 5-6: Fear of Heights.
- Add 1 Honour.
- Take Twisted Staff.
- You were not captured by Master Graye the Miller.
- You want to visit Torrin (1 Damage).
- You have the Holy Strike special skill & wish to use it (D6 Damage to enemy).
- Fight Sk 8 St 9 Lich.
o After three attack rounds, -1 Attack Strength for duration of combat.
- Push on in hope of reaching your desired destination (+4 Stamina).
- Take Magical Chainmail (-1 Damage taken in battle, replaces Dwarven Breastplate, +1 Luck).
- Wait & see what happens.
- Test Luck. Fail = -1 Skill & 2 Damage.
- Fight Sk 7 St 6 Hellhound.
o After each round, Roll D6. 1-2 = 1 Damage.
- Fight D6+1 Sk 7 St 6 Hellhound’s (one at a time).
o Use Holy Strike once per fight (2 Damage to each enemy).
o +1 Attack Strength for duration of combat.
o After each round, Roll D6. 1-2 = 1 Damage.
- Add 1 to Time Elapsed (+1 Luck)
- Take 3 Food.
- If Honour is 9:
o Ride through & leave them in peace.
- If Honour is less than 9:
o Stop & argue in defence of your order.
o Agree to help these people.
o Go to the right.
o If Fear of Snakes:
o Test Skill+2.
• Success:
o -2 Attack Strength next fight.
o Fight Sk 8 St 11 Snakes.
o Use Antivenom here otherwise 4 Damage if hit by enemy.
o You have not read about this monster and you do not have the Arcane Lore special skill.
o Fight Sk 7 St 7 Cockatrice.
o If hit by enemy, 2 Damage & Roll D6.
• 1-2: No effect.
• 3: -1 Skill.
• 4: -2 Skill.
• 5: -3 Skill.
• 6: Death.
o You do not have the word ‘Enorc’ written on your adventure sheet.
o Add 1 Honour.
o Take 2 Food.
o Stay on the road heading south.
• Fail:
o Lose 1 Honour & -1 Luck.
o If you do not have a fear of snakes:
o Fight Sk 8 St 11 Snakes.
• Use Antivenom here otherwise 4 Damage if hit by enemy.
o You have not read about this monster and you do not have the Arcane Lore special skill.
o Fight Sk 7 St 7 Cockatrice.
• If hit by enemy, 2 Damage & Roll D6.
o 1-2: No effect.
o 3: -1 Skill.
o 4: -2 Skill.
o 5: -3 Skill.
o 6: Death.
o You do not have the word ‘Enorc’ written on your adventure sheet.
o Add 1 Honour.
o Take 2 Food.
o Stay on the road heading south.
- Help the people of Assart.
- You do not have the Battle Tactics special skill.
- 2D6*2 Damage.
o -2 to roll if you possess Holy Strike special skill.
o -2 to roll if you possess a Lance.
- Search the meeting house.
- Add note: Necromage’s name is Cadaver.
- Search the bell-tower.
- Try to stop the bell tolling.
- Add note: While in Myrton, -1 Skill to undead enemies (+1 Luck).
- Fight Sk 7 St 6 Vampire Bat.
- Take Lantern (you may only carry one).
- Search the graveyard.
- You possess a lantern.
- Enter the sepulchre right away.
- You have the Banish Spirit special skill & wish to use it.
- You do not have the Commune special skill.
- Test Luck. Fail = Add note: -1 Skill while in the sepulchre.
- You do not have the Arcane Lore special skill.
- Go north.
- Do not use your Banish Spirit special skill.
- Prepare to fight.
- Add note: 5*Necromage’s name when at the Door of Skulls.
- Look for the knight’s tomb by going south.
- Open & search the last coffin.
- You do not have the word ‘Eugalp’ written on you adventure sheet (3 Damage).
- Use the code from Para 112 to translate runes on coffin lid.
- Translation:
o Ever onward through the land
o In the shrine the spear to find
o Great was his hope when he espie
o High upon a barren peak
o The templar shrine that he did seek
- Add note: Ballad of the Crusader Part Three: ‘Eight’.
- Take the ring at the risk of releasing another cloud of spores from the asphyxiating mould.
- Test Skill. Fail = 2 Damage (You do not have ‘Eugalp’ written down).
- Take Shield Ring.
- Go west.
- You have a Shield Ring.
- Add note: -1 Enemy Attack Strength while wearing the Shield Ring (+1 Luck).
- Fight Sk 7 St 6 Skeletal Dog.
o Use Holy Strike special skill (-1 Skill & 2 Damage to enemy).
o Swords only inflict 1 Damage per hit on this enemy.
- You know how to pass the Door of Skulls.
- Cadaver = 3+1+4+1+22+5+18=54. 54*5=270. Turn to Para 270.
- Fight Sk 9 St 5 Deathshead.
o Use Holy Strike special skill (-1 Skill & 2 Damage to enemy).
- Fight Sk 10 St 12 Cadaver.
o If you have Fear of Spiders, -1 Attack Strength for duration of battle.
o If enemy hits you twice in a row, D6+1 Damage.
- Add 1 Honour (+2 Luck).
- You do not have ‘Reggad’ written down on your adventure sheet.
- Take 5 Gold Pieces.
- Take 3 Food.
- Restore Stamina by 1/2 Initial Level (round fractions down).
- Add word: Ecrof.
- Set off in search of Aelfgar, the legendary Elf-Spear.
- Three clues: 378. Turn to Para 378.
- You would not like to give your dying friend a healing potion.
- Add word: Ronnoc.
- Test Skill. Fail = Start again (you have missed a vital quest item).
- D6/2*2 Damage (round fractions down).
- Fight Sk 7 St 6 Orc Wolf-Rider.
- Fight Sk 6 St 6 Orc Wolf-Rider.
- Fight Sk 7 St 5 Orc Wolf-Rider.
o You have the Ride special skill.
- Add 1 Honour.
- You have a Twisted Staff.
- Take Lein Sap.
- Take Elven Amulet.
- Ignore it & continue on your present path.
- Wait for these strange humanoids to make the first move.
- Go with these strange creatures.
- Points scored: 3-4.
o Trespassing in the forest: +3 Points.
o Hunting a wild boar in the forest: +2 Points.
o Having some of the fungus Ironbane: +2 Points.
o If you have a Cleric’s Talisman: -1 Point.
o Having a twisted staff: -1 Point.
o Having an Elven Amulet: -1 Point.
o Fighting Orc Wolf-Riders: -1 Point.
- Roll 2D6. If less than or equal to points scored, death.
- Fight Sk 12 St 12 Knight of the Flame.
o Enemy deals 3 Damage per hit.
- Add 1 to Time Elapsed (+2 Stamina).
- If you suffer from Fear of Heights:
o Test Skill+2. Fail = Death.
- If Honour is less than 11: start again (you have missed an important quest item).
- If your Honour is 11+:
o If you suffer from Fear of Spiders:
o Fight Sk 9 St 10 Veracna.
• -2 Attack Strength for duration of combat.
o If you suffer from Fear of Snakes:
o Fight Sk 8 St 13 Horned Serpent.
• -2 Attack Strength for duration of combat.
o If you suffer from Fear of Heights:
o Fight Sk 9 St 4 Fire Imp & Sk 8 St 4 Fire Imp & Sk 7 St 5 Fire Imp together.
• -2 Attack Strength for duration of combat.
- Wait to see what happens.
- Stay as you are.
- Restore any lost stamina as a result of any battles fought in this shrine thus far.
- Take Aelfgar.
o Add note: 11 Bands of Elven Runes.
o You have the Spear Weapon special skill (+1 Attack Strength).
- Remove any fear you have (+1 Luck).
- You have a shield.
- It has a Golden Dragon design.
- Restore Skill, Stamina & Luck to Initial Levels.
- Add 1 Honour Point.
- You have the Ride special skill.
- Test Skill-2 four times.
o Success:
o Fight Sk 9 St 11 Hill Giant.
o Fail any roll:
o 2 Damage.
o Fight Sk 9 St 11 Hill Giant.
• If hit by enemy, Roll D6.
o 5: 3 Damage.
o 6: 4 Damage.
- You have the word ‘Ecrof’ written down on your adventure sheet.
- Total Battle Strength: 7-12.
o Lord Varen of Cleeve Manor’s soldiers: 4 points.
o If Nasra Stronn’s Mercenaries from Havalok: 5 points.
o Villagers of Assart: 3 points.
o You do not have the Battle Tactics special skill.
- You have taken six days or less.
- Battle against Strength 10 Beast Men.
o If you force has the disadvantage:
o Fight Sk 9 St 12 Chaos Steed.
o -1 to enemy’s Battle Strength.
o Battle against Beast Men again.
• If you have the disadvantage:
o Fight Sk 8 St 9 Gorehorn.
o If enemy wins two consecutive rounds, Roll D6. Odd = 4 Damage.
o -1 to enemy’s Battle Strength.
o Battle against Beast Men again.
o If you have the disadvantage:
• Death.
- Fight Sk 12 St 14 Beast Man Champion.
o Enemy deals 3 Damage per hit.
- You have Lord Varen’s soldiers among your force.
- You have other allies.
- Fight Sk 7 St 7 Soldier.
o If fight lasts longer than four rounds, death.
- Command your men to retreat so you can break through the lines with Firemane to continue your mission.
- Tether Firemane here & sneak into the Beast Men’s camp for further investigation now that the night has fallen.
- Test Luck. Fail = Fight Sk 5 St 6 Rat Man & Sk 6 St 5 Rat Man together.
- Try to distract it & sneak past.
- Test Skill.
o If fail:
o Fight Sk 8 St 8 Chaos Beast Man.
• If fight lasts longer than six rounds, death.
- Throw the animal some food (-2 Food).
- Fight Sk 10 St 11 Murgrim.
- Take Celastrix’s Feather.
- Add note: Burn feather & call name three times (+1 Luck).
- Add 1 Honour.
- Add 1 to Time Elapsed (+2 Stamina).
- Fight Sk 12 St 12 Chaos Knight Champion.
o You do not have the Lance Weapon special skill (-1 Attack Strength).
o You possess the Ride special skill.
o If enemy wins two attack rounds, you are unhorsed (4 Damage & -2 Attack Strength for duration of combat).
o If you win two attack rounds before the enemy, your enemy is unhorsed (+2 Attack Strength for duration of combat).
- Look for another way in (+1 Luck).
- Explore the passageway further.
- Use your edged weapon to get past the gate (1 Damage).
- Fight the monster (do not Test your Luck here).
- Fight Sk 10 St 15 Reptilian.
- Fight Sk 4 St 5 Iron Eater.
o If enemy wins an attack round: Lose one piece of armour.
o If you win an attack round: enemy is automatically defeated.
- You do not have the Commune special skill.
- Test Skill. Fail = Death.
- You have the Banish Spirit special skill & wish to use it.
- Turn left & make a thorough investigation of the dead-end.
- You do not have the Tracking special skill.
- Test Skill. Fail = Start again (you have missed essential quest information).
- Puzzle: Answer is 6.
o Six numbers.
o Six points on the star.
o Opposite numbers are divisible by six.
- Turn to Para 6.
- You do not have the Arcane Lore special skill.
- Test Luck. Fail = Start again (you have missed essential quest information).
- Add note: Words of Power ‘Xi Syte Nind Naderd Nuhero’.
- Use Ironbane on it.
- Test Luck. Fail = Death.
- Test Luck. Fail = Death.
- You have the word ‘Ronnoc’ written on your adventure sheet.
- You do not have the Commune special skill.
- Use the Revelation potion.
- Add word: Rotiart (+1 Luck).
- You do not wish to use the Banish Spirit special skill here.
- You have a magical weapon.
- Fight Sk 9 St 9 Morgwyn.
o Use Holy Strike special skill (-1 Skill & 2 Damage to enemy).
o If enemy wins first round of combat: 4 Damage.
o If enemy wins second round of combat: 6 Damage.
- If hit by enemy at least once, Roll D6. 1-5 = -1 Skill.
- Use Forest of Lein Sap.
- You know five words of power. Backwards: One hundred and ninety six. Turn to Para 196.
- 3D6 Test Stamina. Fail = Death.
- You have the Holy Strike special skill.
- Fight 0-5 Sk 10 St 12 Chaos Knights.
o Your attacks only deal 1 Damage per hit.
o If an enemy hits you, Roll D6. Odd = 3 Damage instead of 2.
- D6+7 Test Honour. Fail = Death.
- Use the Holy Strike special skill (2 Damage).
- Fight Sk 12 St 17 Belgaroth.
o Enemy deals 3 Damage and -1 Honour per hit. 0 Honour = Death.
o Your attacks deal 1 Damage per hit to enemy.
o Only fight until enemy is reduced to 7 or less Stamina.
o You do not have the word ‘Reggad’ written down.
- You have the word ‘Rotiart’ written down on your adventure sheet.
- Taris Varen = 20+1+18+9+19+22+1+18+5+14=127. Turn to Para 127.
- Fight Sk 7 St 8 Raven.
- Fight Sk 10 St 11 Night-mare.
o Use Holy Strike special skill (-1 Skill & 2 Damage to enemy).
o Only fight until enemy is reduced to 6 or less Stamina.
- You have a Golden Feather. Celastrix = 3+5+12+1+19+20+18+9+24=111. 111*3=333. Turn to Para 333.
- You have the Ride special skill.
- Test Skill-2. Fail = Death.
- You possess Aelfgar. Turn to Para 11.
- You do not have the Target special skill.
- Test Skill. Fail = Death.
- Riding on your winged mount towards the Citadel you know that, thanks to your bravery, your homeland has been saved for a second time from the tyranny of Belgaroth, the Dread Lord, and his Knights of Doom.