Post by champskees on Aug 12, 2015 10:50:21 GMT
A few issues with this one. You start with 5 meals worth of provisions, but it seems there is only one opportunity in the adventure to consume them. A new low for FF adventures by catering for D&D rules, however I still couldn’t help myself from constantly comparing the enemies/tests between the two rulesets. Interesting to see what the equivalent test is in D&D. Ultimately it is a pretty unbalanced affair which requires a Skill of 10+ to stand a decent chance. My apologies for the rather mundane evaluation.
You start with:
- Sword.
- Backpack.
- Take Potion of Strength (2 Doses).
- 5 Meals.
- Shield.
- Test Luck. Success = 2 Damage to next enemy.
- Fight Sk 6 St 6 Goblin.
- Take Spear.
- Take Dagger.
- Take ‘G’ Bronze Medallion.
- Go west.
- Open the door.
- Fight Sk 5 St 6 Goblin & Sk 5 St 5 Goblin together.
- Search the bodies.
- Take 3 Gold Pieces.
- Take Pendant with Axe Symbol.
- Take Pair of Dice.
- Search the room.
- Test Skill.
- If success:
o You have a double axe pendant.
o Test Skill. If fail: Test Luck. Fail = D6 Damage.
o Fight Sk 6 St 6 Goblin Shaman.
- If enemy wins 2 consecutive rounds: Test Luck. Fail = D6 Damage.
o Take 7 Gold Pieces.
o Take Firestorm Scroll.
o Take Flask (2 doses) – each dose restores 2D6 Stamina when used.
- If fail:
o Leave via the door in the north wall.
o You have not defeated the Goblin Shaman.
o Examine the racks of implements.
o Fight Sk 9 Whip for one round.
o Fight Sk 9 Whip & Sk 6 St 6 Goblin Shaman together.
o Take 7 Gold Pieces.
o Take Firestorm Scroll.
o Take Flask (2 doses) – each dose restores 2D6 Stamina when used.
o Take 2 Gems (worth 25 Gold Pieces each).
- Go back to the crossroads and choose another direction.
- Go north.
- Open the door.
- Roll D6. If 2-5: 1 Damage & Roll until 1 or 6.
- If 1 or 6: Stay in the doorway.
- Fight Sk 6 St 5 Goblin.
- Fight Sk 5 St 6 Goblin.
- Fight Sk 5 St 5 Goblin.
- Examine the chest.
- Take 12 Gold Pieces.
- Take Potion of Fortune (2 Doses).
- Use the Potion of Fortune immediately (+2 Initial Luck).
- Do not open the package.
- Pick up one of the spears.
- You may eat here.
- Leave the room.
- Go south.
- Go east.
- Leave through the north door.
- Go east.
- Open the door.
- Search the debris.
- Test Luck. Success = Pick it up. Take Gold Amethyst Amulet.
- Shut the door and carry on east around the corner.
- Carry on north.
- Open the door (2 Damage).
- Fight Sk 9 St 8 Imitator.
- If you have an Amethyst Amulet:
o Attack.
- If you don’t:
o Investigate the hoard.
o 2 Damage & you are trapped in coils (see below).
- Fight Sk 8 St 10 Scitalis.
o If hit by enemy: trapped in coils (next hit on enemy will have no effect).
- Take 2 Gems (worth 25 Gold Pieces each).
- Take Magic Sword (+1 Attack Strength).
- Go back to 103 and choose another way.
- Go west.
- Ignore it and continue north.
- Just stay still.
- Say you have been sent by the Magician’s Guild (+1 Luck).
- Open the door.
- You have a scroll.
- Roll 2D6.
- If 8+:
o D6 Damage.
o Roll 2D6. If 6+: You have an object inscribed with a ‘G’ rune.
o Fight Sk 8 St 12 Worker Antmen.
- If 2-7:
o 2 Damage (+1 Luck).
- You have a Spear or Dagger.
- Test Skill.
- If success: 2 Damage to next enemy.
- If fail: Test Luck. Success = Roll D6. 1-4 = 1 Damage. 5-6 = 2 Damage. Fail = D6 Damage.
- Fight Sk 10 St 15 Galthazzeth.
- If enemy wins 2 consecutive rounds: Roll D6.
o 1-2: Test Skill. Success = Roll D6. 1-4 = 1 Damage. 5-6 = 2 Damage. Fail = D6 Damage.
o 3-4: Test Skill. Fail = Roll D6. 1-4: -1 Skill. 5-6 = -2 Skill.
o 5-6:
- If you have an Amethyst Amulet: Enemy will not use this spell again.
- If you don’t: There are now four Galthazzeths (three are illusions).
• Continue combat. If you hit enemy, Test Luck.
o Fail = 2 Damage, -1 Galthazzeths.
o Success = 2 Damage to enemy. Return to standard combat.
- Fight Sk 4 St 30 Clone Slime for three rounds.
- Fight Sk 3 St 5 Slime Figure & Sk 3 St 5 Slime Figure together.
- 10 Damage to Clone Slime.
- Fight Sk 3 St 5 Slime Figure & Sk 3 St 5 Slime Figure together.
- 10 Damage to Clone Slime.
- If Clone Slime is still alive: Fight Sk 3 St 5 Slime Figure & Sk 3 St 5 Slime Figure together.
- Test Luck.
o If success: Test Skill. If fail: Fight Sk 6 St 7 Man Octopus. -2 Attack strength during combat.
o If fail: Fight Sk 6 St 7 Man Octopus. -2 Attack strength during combat.
- Take Potion of Skill (one dose).
- Take Dagger (+2 Luck).
- Read the scroll.
- Take Map.
- Test Skill. Fail = Test Luck until successful. Luck < 3 = Death.
- Restore 2 Luck.
- Fight Sk 10 St 14 Slithering Horror (2 attacks per round).
- Restore D6 Luck.
- You have a map.
- Test Skill. Fail = Test Luck until successful. Luck < 3 or fail 4 times in a row = Death.
- After a long trek, you return to the Magician’s Guild with Galthazzeth’s touchstone, and tell your story.