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Post by champskees on Dec 12, 2014 6:19:44 GMT
Another great book from Jon Green. Reads like four little mini adventures that are tied together seamlessly. Had a lot of fun reading it, the design is excellent and the main character is actually a somebody in the world you are exploring, which is very refreshing. Highly recommended.
This solution recommends 9+ Skill and 18+ Stamina. Minimum luck and gold is fine, though more gold obviously allows for better equipment. This is the ‘iron turtle’ method; slow and steady, picking up pieces of equipment until you are super solid. There are many ways to complete this book due to its modular nature. This route provides a character with low attributes to have a decent chance of success. It also ensures you avoid the wrong ‘days’ when encountering certain enemies i.e. by using this solution you will never encounter Sturm on a Stormsday or a Fireday.
You start with:
- Wyrmbiter (+2 Attack Strength & +1 Damage vs Dragonkind). - Backpack. - 10 Provisions. - 2D6+12 Gold Pieces. - Lantern & Tinderbox. - Take Hunting Horn. - Take Dragon Tattoo.
001 Make for where the storm appears to be worst. 059 Test Luck. If fail: 087 2 Damage & -1 Attack Strength next combat. 100 You are not wearing a Sun Talisman. Fight Sk 8 St 9 Ice Elemental. If Fireday: -1 Skill & -2 Stamina to enemy. If hit by enemy, Roll D6: 1-2: Blizzard Breath (2 Damage). 3-5: Ice Hammer (3 Damage). 6: Icicle Strike (D6 Damage). 062 Travel south following the path of devastation left by the storm. 111 Move forward one Day (+1 Stamina). Turn round and head instead for Chalannabrad and the College of Mages. 127 Move forward one Day (+1 Stamina). 286 Move forward two Days (+2 Stamina). Choose Earth. 306 Take Potion of Giant Strength (+2 Skill & +1 Damage when used). 193 Travel to the Witchtooth Line. 157 Move forward three Days (+3 Stamina). Join the hunter and go after the Stormdrake. 313 You do not possess a Sabretooth Fang. Test Skill. If succeed: 357 Move forward one Day (+1 Stamina). Explore to the left. 378 Take Bag of Gems (worth 8 Gold Pieces). Take Potion of Levitation. Take Rope & Grapple. 246 Fight Sk 7 St 7 Hatchling. Wyrmbiter: +2 Attack strength & +1 Damage vs Drake. Fight Sk 6 St 7 Hatchling. Wyrmbiter: +2 Attack Strength & +1 Damage vs Drake. 032 Add codeword Mortsleam. Restore 1 Luck. If fail: 195 Fight Sk 9 St 12 Eelside Beast. 386 Move forward two Days (+2 Stamina).
Witchtooth Line
If it is Seaday or Stormsday: 250 Set out for the mine straight away, alone. Otherwise: 250 Go in search of Brokk the Brewer. 098 You are not prepared to pay that much. Do not buy any of the brews. Move forward one Day (+1 Stamina). 190 Follow the tunnel to the right. 005 Keep to your present course. 310 Go left along a damp tunnel. 399 Clamber over to the edge of the waterfall and let yourself down into the darkness. 009 If you do not have a Rope & Grapple: Test Luck. If fail: 038 D6+1 Damage. Lose 1/2 Provisions, rounded down. 080 Go right, following a low roofed cleft which heads downwards again. 387 Pause to drink from the pool. 132 Restore D6 Stamina. 171 Fight Sk 5 St 7 Giant Bat. Fight Sk 5 St 6 Giant Bat. Escape immediately (4 Damage). If you lose two attack rounds in a row: 201 Test Skill. If fail: Death. 273 Take the statuette with its bonds intact. 293 Fight Sk 8 St 11 Boulder Beast & Sk 8 St 10 Boulder Beast together. If Earthday: +1 Stamina to both enemies. Use Potion of Giant Strength here (+2 Skill, +1 Damage for duration of combat). Take Clay Statuette. Restore 1 Luck. Add Note: Earth Elemental Name is Arkholith. 010 Make for the Howling Plains.
036 Move forward one Day (+1 Stamina). Take up the Mayor’s offer of hospitality. 161 Restore Skill to Initial Level. Restore Stamina to Initial Level. Restore 2 Luck. Move forward four Days (+4 Stamina).
Howling Plains
083 Blow your Hunting Horn. 123 Restore 1 Luck. 223 Add codeword Noollab. 263 Move forward one Day (+1 Stamina). Take the left hand path. 303 Head right. 208 Take the left hand path. 079 Follow the left hand path. 119 Test Luck. If fail: 136 D6+1 Damage.
166 If you do not have a Rope & Grapple: Test Skill & Test Luck. If fail either, Roll D6: 1: 4 Damage & Lose 2 Skill. 2: 4 Damage. 3-4: D6+2 Damage. 5: 3 Damage & Lose 1 Skill. 6: Roll 2 more times on table. Repeat the above skill/luck tests until successful.
256 Reply that you come seeking aid. 108 Answer is seven. Turn to Para 7. 007 Add Note: Air Elemental Name is Zephyrus. Restore 1 Luck. 159 Move forward one Day (+1 Stamina). 394 Head for Mount Pyre. 309 Move forward one Day (+1 Stamina). Test Luck. If fail: 218 2 Damage & -1 Attack Strength first two rounds of next combat. 346 Fight Sk 7 St 9 Tremor Worm. 011 Take the farmer up on his offer. You have not travelled to the Eelsea yet. 093 Move forward four Days (+4 Stamina). Take 4 Provisions. Restore 1 Luck.
Eelsea
050 Visit the markets. 091 Take Chainmail Armour (-8 Gold Pieces). Add note: Whenever you take damage, Roll D6. 1-3 = -1 Damage inflicted. Take Potion of Strength (-4 Gold Pieces). 121 Search the city for something that will let you breathe underwater. 221 Visit the Academy of Naval Sorcerers. Hire the wizard (-10 Gold Pieces). Add note: Prospero is with you. 252 You have Prospero with you. 272 Test Luck. If fail: 147 Fight Sk 9 St 10 Great Eel. 359 Move forward one Day (+1 Stamina). Call on the aid of Prospero Seacharmer. 393 Add note: +1 Skill whilst underwater (this can go above your Initial Skill score). 315 Take Potion of Strength with you whilst underwater. 337 Make for the wreck. 317 Swim up to the deck. Fight Sk 7 St 8 Hammerhead. Fight Sk 7 St 7 Hammerhead. Explore whatever lies beyond the door. 287 Risk lifting the key from the captain’s neck. 257 Take Golden Key ‘17’. Explore inside the hull. 217 Break the door down. 177 You have a Golden Key. Turn to Para 17. 017 Take Coral Crown. Roll D6: 1-2: Take Silver Necklace (worth 6 Gold Pieces), a Bag of Gems (worth 12 Gold Pieces) & D6+6 Gold Pieces. 3-4: Take Doubloons (worth 2D6+12 Gold Pieces). 5-6: Take Ruby Ring (worth 5 Gold Pieces), a Large Diamond (worth 15 Gold Pieces) & 2D6+6 Gold Pieces. Restore 1 Luck. 163 Fight Sk 6 St 12 Skeleton Crew.
-------RED PATH------ OR BLUE PATH IF CURRENT STAMINA > 17----------- 006 Keep heading towards the cave. 046 Fight Sk 7 St 10 Reef Dwellers. 076 Recommended you use Potion of Strength here if Stamina < 18. 3D6 Test Stamina. If fail: 096 Death. 116 Add codeword Retsnom. 146 Push on with your quest to find the temple. 179 Attempt to flee. 282 You have the codeword Retsnom. 200 Cross off the codeword Retsnom. Restore 1 Luck.
--------BLUE PATH IF CURRENT STAMINA < 18---------- 006 Descend into the Devilfish Rift. 146 Push on with your quest to find the temple. 179 Draw your sword. 242 Fight Sk 10 St 12 Abyssal Horror. If hit by enemy: Roll D6: 1-2: 2 Damage. 3-5: 1 Damage, -1 attack strength next round, you are held. 6: If you are held: D6 Damage. Otherwise: roll again (another 6 will mean D6 Damage).
---------BOTH PATHS----------- 222 Try taking the shell. 321 Try to explain your reasons for seeking the Sea God’s aid. 341 You are wearing a Coral Crown. 381 Take Shell of the Seas ‘12’. Restore 1 Luck. You do not have the codeword Retsnom. 318 You have a shell with you. Turn to Para 12. 012 Add Note: Water Elemental Name is Oceanus. 318 You recovered treasure. 069 Lose 1/2 Treasure you found underwater. Move forward one Day (+1 Stamina). Head for Mount Pyre. 022 Move forward three Days (+3 Stamina). Look for more practical equipment. 041 If Highday: -1GP to cost of all items purchased except Meals. If gold > 9 (or over 8 if it is Highday): Take Breastplate (-10 Gold Pieces). Add note: Whenever you take damage, Roll D6. 1-4 = -1 Damage inflicted. If gold > 6 (or over 8 if it is Highday): Scour the market for more unusual items. 070 Take Potion of Giant Strength (-7 Gold Pieces). Search the market for more practical equipment. 041 While Gold > 0 and Provisions < 10: Take Provisions (-1 Gold Piece). Leave Crystal City. Move forward one Day (+1 Stamina).
Mount Pyre
189 Continue on foot through the rugged terrain. 232 Fight Sk 7 St 7 Hobgoblin Chief, Sk 6 St 6 Hobgoblin Bandit, Sk 6 St 6 Hobgoblin Bandit, Sk 7 St 6 Hobgoblin Bandit together. Hobgoblin Bandits all enter combat after two rounds. Move forward two Days (+2 Stamina). 109 Turn right. 219 Keep to your current course. 249 Venture into the cave to claim the crystal. 269 Take Fire Crystal F. 319 You have a Dragon Tattoo. Go left.
If you have a Rope & Grapple: 339 299 If you do not have a Rope & Grapple: 339 Proceed with caution over the bridge. 265 3D6 Test Stamina. If fail: 225 You have missed an important quest item & D6+2 Damage (If 6+ Damage: -1 Skill & -1 Luck). This solution assumes you pass this roll. 185 Turn left. 155 Take Fire Crystal I. 125 Fight Sk 7 St 6 Bone-Fire & Sk 6 St 6 Bone-Fire together. If Fireday: +2 Stamina to both enemies. 103 Keep heading towards the magma flow. 141 Risk crossing using the stepping stones. 312 Stand & fight the hardening Magma Beast. 191 Fight Sk 8 St 9 Magma Beast & Sk 7 St 8 Magma Beast together. Second enemy enters combat after three rounds. If Fireday: +2 Stamina to both enemies. If you lose four rounds in a row: Death. 251 Take Fire Crystal L. Continue along the larger tunnel. 274 Fight Sk 9 St 11 Firewyrm. Wyrmbiter: +2 Attack strength & +1 Damage vs Wyrm. If hit: Roll D6. 5-6 = 4 Damage. 314 Restore 1 Luck. Take Warhammer. Take 2D6+6 Gold Pieces. Take Fire Crystal A. Take Fire Crystal S. 344 You have a Dragon Tattoo. Go right. 364 Pass through the stone jaws. 384 Test Luck. If fail: 4 Damage (-1 Damage if Dragon Tattoo). Return to the last junction. 300 Take Fire Crystal H. 245 You have all six fire crystals. Filash = 6+9+12+1+19+8=55. Turn to Para 55. 055 Add Note: Fire Elemental Name is Vulcanus. 114 Add 1 to Time Track. Go left. 174 Add 1 to Time Track. Head right. 224 Add 1 to Time Track. Keep going straight on. 304 Add 1 to Time Track. Your Time Track is 4. Restore 1 Luck. 388 3 Damage. Restore 1 Luck. Move forward two Days (+2 Stamina). Make your assault on Balthazar Sturm’s Weather Machine.
Sturm’s Weather Machine
350 You have visited four locations. 237 Add 1 Luck (can go above Initial Score). You already have the codeword Mortsleam. You have the codeword Noollab. 149 You have the codeword Mortsleam. 363 You have a Hunting Horn. 342 014 Explore the bottom deck. 054 Open the unmarked door. 184 Take a look at the Log Book. 215 Add note: Activate ‘270’. Add Note: Deactivate ‘072’. Open the other wooden door. 259 Cut the interconnecting ropes with your sword. 288 Add 2 Ship Damage. Restore 1 Luck. 054 Leave the bottom deck and explore elsewhere. 391 Explore the middle deck. 126 Open the door to the fore. 380 Your damage score is less than 6. 331 You do not have the codeword Notamotua. 262 Fight Sk 11 St 16 Juggernaut. If you have a Potion of Giant Strength: Use it here. If you win two consecutive rounds: 241 Deactivate Juggernaut. 072+100=172. Turn to Para 172. 172 Restore 1 Luck. 156 You have not started a fire. Your damage score is still less than 12. 368 Do not call on Zephyrus. 112 Fight Sk 10 St 9 Human Torch. If Fireday: +1 to enemy Skill & Stamina. Fight until enemy reduced to 3 Stamina or less. 267 You have the Shell of the Seas and know the name of a Water Elemental. Oceanus = 15+3+5+1+14+21+19=78. Turn to Para 78. 078 You know the name of a Fire Elemental. Vulcanus = 22+21+12+3+1+14+21+19=113. Turn to Para 113. 113 You know the name of an Earth Elemental. Arkholith = 1+18+11+8+15+12+9+20+8=102. Turn to Para 102. 102 397 One action: Drink Potion of Levitation. If you do not possess Potion of Levitation: Drink Potion of Strength if you still possess it. Fight Sk 10 St 10 Balthazar Sturm. If Stormsday: +1 Skill to enemy & enemy deals 1 additional damage per hit. You are using a Warhammer. If you did not drink a Potion of Levitation: -1 Attack Strength. Fight ends when enemy is reduced to 2 Stamina or less. 056 You know the name of an Air Elemental. Zephyrus = 26+5+14+8+25+18+21+19=138. 138*2=276. Turn to Para 276. 276 400 You are now known as Stormslayer!
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kieran
Baron
Posts: 2,458
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Dec 12, 2014 11:38:16 GMT
I generally find her reviews pretty entertaining but she certainly isn't very fair at times. Personally I would love Stormslayer if it weren't for Mount Pyre.
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Post by 123 on Jan 4, 2017 20:39:26 GMT
I destroyed the Eye of the Storm on my 4th attempt... but didn't get the unusual backpack and died. Does that count as a success?
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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 17, 2017 0:22:13 GMT
I always felt it was best to NOT to cause any damage on board ship.
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Post by JMISBEST on Aug 20, 2017 17:04:18 GMT
I generally find her reviews pretty entertaining but she certainly isn't very fair at times. Personally I would love Stormslayer if it weren't for Mount Pyre. That's why I use guides, 99% of which are or where off this website since I discovered it, but saying that the 1st time I played this book I choose the right route on the way out of Mount Pyre, but to be honest that was by pure luck
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Post by johnbrawn1972 on Apr 8, 2018 20:08:17 GMT
After Sylas post below I will post three possible routes for 7/14/7.
All three create nearly impossible demands. This project has been like squeezing a balloon where pressure creates a huge bulge elsewhere.
The only fruits of this project are possibilities that could be realised. Slightly more advantageous gold rolls might allow both pieces of armour, a Potion of Giant Strength, a Potion of Skill and Prospero Seacharmer.
So ultimately the project is nearly impossible but has yielded some results which could influence Champskees if he fixes the bugs in his solution.
The Gordian Knot seems to be the problem of surviving the four mini-adventures while being able to become armoured enough to survive the last three encounters. This has been almost insurmountable.
One strategy I have tried is to drop the very helpful Potion of Strength at Eelsea so you can buy a Potion of Giant Strength. I have tried to take advantage of the rule to give half to Katarina but the rule does not say whether to round up or down. I have obeyed the rule so I give her the bag of gems worth 12gp but retain the silver necklace 6gp and 7gp for myself. This allows the purchase of the Breastplate and Potion of Giant Strength.
To survive Eelsea this has made Propero Seacharmer mandatory and it is especially helpful to have purchased the Chainmail Armour rendering the 3d6 stamina roll must more probable.
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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 Apr 11, 2018 22:28:30 GMT
It looks like a LOT of those fights would kill you unless you got seriously lucky rolls. Not unheard of but highly improbable. Add to that the extra difficulty coming from many enemies having a table to roll from for even worse debilitating effects and the picture becomes grim. It's not a bad route through the book with those stats but more than likely the first fight will be the end for you.
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Post by arekkusu on Jun 24, 2018 16:57:01 GMT
A few notes about champskees' solution:
* misses a free Luck point at the telescope in the turret room * only counts two days (not four) trekking to Chalannabrad * acquires a Warhammer from the FIREWYRM, and another one with Sylas * assumes that HATCHLINGS, GIANT BATS and BRASS MONKEYS are fought together * explores the middle deck twice
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Post by champskees on Jun 26, 2018 4:02:04 GMT
A few notes about champskees' solution: * misses a free Luck point at the telescope in the turret room * only counts two days (not four) trekking to Chalannabrad * acquires a Warhammer from the FIREWYRM, and another one with Sylas * assumes that HATCHLINGS, GIANT BATS and BRASS MONKEYS are fought together * explores the middle deck twice I knew I was being naughty with the middle deck, but it fits oh so perfectly...I guess I'll admit to breaking the rules then. Will revisit the book in a few months with jb.
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Post by champskees on Sept 25, 2018 8:20:17 GMT
During the underwater section in Eelsea, you cannot enjoy the benefits of the breastplate, wyrmskin cloak or the chainmail, as they would all be too heavy for you to reach the surface again. Yay or nay?
p98, Wyvern's Wing. Should it apply to test your luck opportunities in combat? Seems inconsistent to burn through luck points when fighting a monster, but then automatically pass any other luck test.
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Post by johnbrawn1972 on Sept 25, 2018 9:36:11 GMT
During the underwater section in Eelsea, you cannot enjoy the benefits of the breastplate, wyrmskin cloak or the chainmail, as they would all be too heavy for you to reach the surface again. Yay or nay? p98, Wyvern's Wing. Should it apply to test your luck opportunities in combat? Seems inconsistent to burn through luck points when fighting a monster, but then automatically pass any other luck test. No way to the first one. First there is nothing in the rules. Second the Breathing Helmet could pull you back to the surface. The Potion of Underwater Breathing is magical so we can nudge this a bit as to basic movement. Prospero Seacharmer gives you the agile ability so this applies magically again even if your speed is slowed down a bit in terms of encumbrance. Third in my system it would make Eelsea impossibly difficult ergo this idea must be wrong!
The text(I am at work) says something like you automatically pass any test your luck tests not you are permanently lucky so yes to the waterfall luck test and no using it in combat.
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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 Sept 25, 2018 17:30:26 GMT
I would say yes to ALL luck tests. The penalty is still losing luck points in the process.
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Post by daredevil123 on Sept 25, 2018 17:57:01 GMT
During the underwater section in Eelsea, you cannot enjoy the benefits of the breastplate, wyrmskin cloak or the chainmail, as they would all be too heavy for you to reach the surface again. Yay or nay? p98, Wyvern's Wing. Should it apply to test your luck opportunities in combat? Seems inconsistent to burn through luck points when fighting a monster, but then automatically pass any other luck test. You can only take two items underwater with you, which you must "carry about your person". I don't think the armour fits this description, so it's probably a nay. I don't think Wyvern's Wing applies in combat. If it was it would be far too overpowered and surely this was not the author's intent. Also, the book states you are automatically Lucky when you HAVE to Test your Luck, but in combat you don't HAVE to Test your Luck - you choose to. It does seem inconsistent though.
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Post by johnbrawn1972 on Sept 25, 2018 18:47:03 GMT
This is insane.
I am in passionate mode.
"You will have to leave your backpack behind" Note not your personal encumbrance such as armour. "Although its waterproof it wasn't designed to survive a journey to the bottom of the sea. However you can take Wyrmbiter" Are you seriously saying it counts as one item? "with you, along with two other items, which you carry about your person, but no food". This is basically telling you to take either 1 or 2 Potions of Stamina.
The reference to your backpack makes it clear. Lets say Champskees system allows you to take 2 Potions of Stamina down to the seabed then that is what the rules are about otherwise it is insane where you would have to be starkers and if that was the case how could you 'carry' the 2 Potions of Stamina attached to your 'non-existent' belt.
The 'idea' is to be armoured to the eyeballs and have Prospero Seacharmer plus a Potion of Stamina(and another?) otherwise Eelsea is insanely difficult.
Wyvern's Wing explicitly states "Every time you have to Test your luck..." not if you want to use it in combat. It is there if you want to protect yourself from the waterfall and its serious consequences.
Passion over.
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Post by champskees on Sept 26, 2018 6:09:47 GMT
My issue with the application of Wyvern's Wing in combat was indeed that it uses the word 'HAVE' in its description. As using it in combat is optional, it does create an issue for me. Sylas, I believe the Wyvern's Wing specifically states that you do not lose luck points on top of being lucky. This creates an overpowered brew imo, so i'm going to take it as applying only when you 'have' to test your luck, not when you 'want' to. Like I said, this creates an inconsistency that I don't like, but it seems fair.
The Eelsea armour issue is more of a DnD type question. I did some quick research on the net, and if the chainmail is short (which I assume it is considering it provides less protection than a breastplate), it should be fine for a fit adventurer. The weight isn't as bad underwater due to the water's density. The cloak is made out of Wyrmskin and so would be quite thick, and the breastplate would add a few pounds too.
Individually, I think a fit adventurer type wearing one of these items would be fine. But together, in addition to the clothing you are already wearing, and carrying the Dragon Shield and treasure back up to the surface etc etc, that is a lot of dead weight. For the cloak in particular, I could see this being a potential death trap if you get tangled in it. Then, in terms of the chainmail and breastplate, they are not magical, and I assume they are not waterproof either. After using them down in the depths, would they still be as effective?
Upon further inspection, however, para 315: 'the weight of your armour and sword drag you down towards the submerged reef'. As all methods reach that paragraph, I think this question is resolved quite tidily.
I will also assume that Potions of Stamina cannot be used during combat to provide consistency with other FF titles. I do however, see them being able to be used in short spaces between combats where provisions should not really be allowed i.e in between facing the various Sturm elementals in the final sections.
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Post by johnbrawn1972 on Sept 26, 2018 11:53:42 GMT
Referring to the last paragraph above when I am being assaulted, in my council role, by a pair of ruffians in between the attacks I always wolf down some iron rations and a swig of mead.
If the adversary is on a different paragraph then it is fine to scoff a chicken leg at your leisure otherwise it renders many books near impossible.
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Post by johnbrawn1972 on Sept 26, 2018 14:28:57 GMT
I do not know how I know this but my mysterious powers of perception tell me Champskees is working on a Stormslayer solution where the boundaries of the book are being tested to breaking point.
How I know this I do not know.
You can all rest assured my solutions are absolutely perfect so the effort expended here is strictly superfluous.
The fact I have no idea about the mathematics is not even a remote consideration.
If I acknowledge the mathematics I wonder if a slight improvement to skill might yield dividends and render my solutions workable.
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Post by philsadler on Sept 26, 2018 16:52:20 GMT
Referring to the last paragraph above when I am being assaulted, in my council role, by a pair of ruffians in between the attacks I always wolf down some iron rations and a swig of mead. If the adversary is on a different paragraph then it is fine to scoff a chicken leg at your leisure otherwise it renders many books near impossible.
This silly 'eating provisons whilst falling from a cliff is fine, but not in a fight' is avoided in my books because I use healing potions (which provide either 4ST or 1DST depending on the book), this also gets rid of the ridiculous 'eating provisions will heal your wounds.
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Post by lordomnibok on Sept 26, 2018 17:14:39 GMT
You can all rest assured my solutions are absolutely perfect so the effort expended here is strictly superfluous. The fact I have no idea about the mathematics is not even a remote consideration. Skill = 1 D6 + 6 Stam = 2 D6 + 12 Self confidence = 1 D20 + 50
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Post by champskees on Sept 27, 2018 3:50:53 GMT
Referring to the last paragraph above when I am being assaulted, in my council role, by a pair of ruffians in between the attacks I always wolf down some iron rations and a swig of mead. If the adversary is on a different paragraph then it is fine to scoff a chicken leg at your leisure otherwise it renders many books near impossible.
This silly 'eating provisons whilst falling from a cliff is fine, but not in a fight' is avoided in my books because I use healing potions (which provide either 4ST or 1DST depending on the book), this also gets rid of the ridiculous 'eating provisions will heal your wounds.
Agree the entire concept of eating provisions to restore stamina points is flawed. I always liked the idea of healing herbs, the LW books used Laumspur? which I thought made more sense. I always imagine my character applying some first aid during meal breaks too i.e if you have enough time to sit down and eat a meal, you are probably able to quickly stitch up and examine/clean wounds. I guess I sort of see the use of provisions in FF as general rest time/more than just eating some food.
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Post by champskees on Sept 27, 2018 4:24:41 GMT
I do not know how I know this but my mysterious powers of perception tell me Champskees is working on a Stormslayer solution where the boundaries of the book are being tested to breaking point. How I know this I do not know. You can all rest assured my solutions are absolutely perfect so the effort expended here is strictly superfluous. The fact I have no idea about the mathematics is not even a remote consideration. If I acknowledge the mathematics I wonder if a slight improvement to skill might yield dividends and render my solutions workable. Heh, well I'll tell you where i'm at atm. I quite enjoyed coding Night, so I began looking at Stormslayer a few weeks ago. I think Green has produced an amazing piece of work here. He has dramatically improved upon Martin's 'hub' approach to gamebooks with this entry. It is actually odd that this is the only FF book that offers such flexibility with path choice. Even when offered several methods of completing an adventure, there is generally only one, maybe two paths that offer an undeniable advantage. This book really offers a fair go no matter what order you choose and I think that was Green's intention. There is no obvious route that offers complete superiority over the others. He offers multiple items/paths to overcome many of the set pieces throughout the book, but more importantly, he offers these alternatives in a balanced manner. I find this to be exceptional, for any gamebook. I do prefer Howl of the Werewolf overall, but in terms of design, this is a close 10. Although a low skill character has very little chance, it makes sense that your character would be rather skilled anyway considering his experience and accomplishments. From the beginning I have been strongly biased towards acquiring armor and going from there. I still feel this is the correct approach to maximise survival. The use of the Giant Strength potion is interesting and I can see merit for its acquisition and use. The code I am writing is again, more complex that any I have written so far. I am essentially coding about 70% of the gamebook (leaving out the obvious 'wrong choices'), and from there testing to see what works and what doesn't. The optimal solution will likely elude me, but I will be able to test different methods quite quickly, which will be necessary given the myriad of choices available to the player. I still have to write the Howling Plains sections, the Witchtooth Line sections, and the endgame from 350 onwards, so I imagine I will have something to contribute by November.
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Post by johnbrawn1972 on Sept 27, 2018 11:40:57 GMT
For a low skill character the choices are limited if you want access to both markets.
A high skill character can go just about anywhere but I have not explored this very much.
As someone said a long time ago I have attempted what I have not because it is easy but because it is hard. (Quite possibly impossible in fact. Where is my calculator?)
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Post by champskees on Oct 6, 2018 4:50:59 GMT
Well, after having a play around with certain key variables I think I have settled on a particular route. I started with John's three solutions, which presented as follows: As you can see, both route 1 and route 3 showed promise. The route offered is actually excellent, so I did use about 90% of the route as a foundation. The solution I worked on is really just a more refined version of this route with a couple of changes, key insights as follows: What route is best for a low skill character?Likely to be Witchtooth, Howling Plains, Eelsea and finally Mount Pyre. Should I visit the tower in the beginning?No. What items should I get?The breastplate and the chainmail are amazing. The Potion of Giant Strength is also an excellent choice, really helps with the Stone Elementals. How much damage should I do to the Ship before facing the Juggernaut?This is a very interesting issue. Turns out Sylas is right: you are generally best off doing minimal damage to the ship. The main problem is that in order to damage the ship, you generally need to damage yourself or face a list of enemies. The tradeoff between reducing the Juggernaut's skill is simply not worth it. The deactivate code, combined with the Warhammer, Chainmail and Breastplate works wonders; even a 7/14/7 character has ~15% chance of defeating the Juggernaut with these items. Which of the two starting items should I select?This does vary with the path you end up following, but the Horn was useful, particularly if you need the Balloon in order to reach the Flying Weather Machine. The Dragon Tattoo made a significant difference in almost all paths, personally this is a must have. Does the day of the week matter?Well, the initial roll can make life a lot easier if you roll a 3 (for fireday). After that, I found I was able to avoid all other disadvantages associated with the day of the week. This was done by using/not using the option of visiting Brokk in the Witchtooth Line. This decision will add/not add another day, meaning you can manipulate the day to ensure you are not going to face enemies on their day. One other note; in order to get onto the flying weather machine, imo you cannot just choose to stand there and wait to be carried up lol. You are only able to do this if you have no other way of getting up there. Because of this, the Balloon seems to be the best way to go. All in all, thankyou to Sylas and John for their ideas, which sped up this exercise considerably.
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Post by johnbrawn1972 on Oct 6, 2018 16:42:34 GMT
In Yorkshirean this is rate good.
Amazing how I never noticed you can use the bonus against the hatchlings so much easier. That is autistic tunnel vision for you!
I am a little puzzled about the red/blue path and labels. I would have thought the Abyssal Monster should always be avoided? Even with 14 stamina you have a 90% chance of passing the stamina roll. I do not understand the reasoning here?
Somewhere else I did say my solution might be workable with a slight increase in skill so 9/14/7 feels about right. In my system I realised you needed to be able to beat the first encounter hence the Sun Talisman. Your more realistic 9 skill makes the Sun Talisman redundant so you can choose the Dragon Tattoo which makes things much easier. My extreme system was relying on armour at this point.
Your mathematics has eased the tension in my system and I like your very neat way of avoiding a supercharged Balthazar Sturm with the day adjustment.
Another factor which surprised me was avoiding damage at the end but the more realistic 9 skill makes this workable especially with the deactivate code.
Seeing as I was fighting till the last with my two hobby horses at least they were on the right lines so I will avoid the paraquat.
As far as I can tell this leaves just Bloodbones and Howl Of The Werewolf and is it just a case of writing them up?
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Post by daredevil123 on Oct 6, 2018 18:24:32 GMT
As far as I can tell this leaves just Bloodbones and Howl Of The Werewolf and is it just a case of writing them up? There's also The Port of Peril and The Gates of Death. Although I imagine Gates will have a 100% success rate with any stats.
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Post by johnbrawn1972 on Oct 6, 2018 19:12:18 GMT
As far as I can tell this leaves just Bloodbones and Howl Of The Werewolf and is it just a case of writing them up? There's also The Port of Peril and The Gates of Death. Although I imagine Gates will have a 100% success rate with any stats. These have been cracked already? It has not been sequential so it is just the two I mentioned above?
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Post by daredevil123 on Oct 6, 2018 19:32:02 GMT
There's also The Port of Peril and The Gates of Death. Although I imagine Gates will have a 100% success rate with any stats. These have been cracked already? It has not been sequential so it is just the two I mentioned above? Port and Gates have had the optimal routes worked out but the probabilities haven't been calculated yet. Bloodbones and Howl are the only ones whose solutions can be updated (although due to Bloodbones's linearity I don't think much will change).
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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 6, 2018 21:33:58 GMT
These have been cracked already? It has not been sequential so it is just the two I mentioned above? Port and Gates have had the optimal routes worked out but the probabilities haven't been calculated yet. Bloodbones and Howl are the only ones whose solutions can be updated (although due to Bloodbones's linearity I don't think much will change). Bloodbones might be a bit linear, but it's still tricky working out what to buy at the market.
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Post by champskees on Oct 6, 2018 22:39:30 GMT
In Yorkshirean this is rate good. Amazing how I never noticed you can use the bonus against the hatchlings so much easier. That is autistic tunnel vision for you! I am a little puzzled about the red/blue path and labels. I would have thought the Abyssal Monster should always be avoided? Even with 14 stamina you have a 90% chance of passing the stamina roll. I do not understand the reasoning here? Somewhere else I did say my solution might be workable with a slight increase in skill so 9/14/7 feels about right. In my system I realised you needed to be able to beat the first encounter hence the Sun Talisman. Your more realistic 9 skill makes the Sun Talisman redundant so you can choose the Dragon Tattoo which makes things much easier. My extreme system was relying on armour at this point. Your mathematics has eased the tension in my system and I like your very neat way of avoiding a supercharged Balthazar Sturm with the day adjustment. Another factor which surprised me was avoiding damage at the end but the more realistic 9 skill makes this workable especially with the deactivate code. Seeing as I was fighting till the last with my two hobby horses at least they were on the right lines so I will avoid the paraquat. As far as I can tell this leaves just Bloodbones and Howl Of The Werewolf and is it just a case of writing them up? Just on the red/blue path... I was originally looking at ways to improve the chances for a High Skill, Stamina 14 character. I was surprised when the computer spat out higher success rates for 18+ Stamina characters to fight the abyssal horror. The reason it works is because you don't need to use the Potion of Strength underwater to pass the 3D6 test, so you have a higher chance of using it elsewhere. The other reason is that the abyssal horror is fairly weak vs a high skill character. Half the time he will only inflict 1 damage before armor, the D6 damage is quite rare. The percentiles for Stamina 24 were virtually identical though, could have left that as blue.
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Post by johnbrawn1972 on Oct 7, 2018 20:45:39 GMT
Hi Champskees
Your solution tables in your solution have been through a wash cycle. Are you aware?
I am not sure what I will do with my solutions now. Maybe amend to just one with 9/14/7. Is this just an esteem thing?
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