kieran
Baron
Posts: 2,453
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on May 31, 2021 14:12:08 GMT
Let's go south, just to be unconventional
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Post by The Count on May 31, 2021 19:58:13 GMT
I think South will have pick up stuff so agree
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Post by Peter on Jun 1, 2021 7:29:20 GMT
I won't try to over-rule. South sounds good.
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Post by linflas on Jun 1, 2021 7:58:02 GMT
810 You proceed inside the catacombs, heading south. You walk through many corridors, hallways, crypts, cells, though there is nothing but the heavy smell of dust rising up as you walk heavily or rummage through the narrow cavities. Finally, you suddenly notice a faint glow, and you quietly approach. Pausing a few seconds to see if you are going to take by surprise the one who obviously lives in this part of the catacombs, you hear a voice say, "Come here, friend! If you see my light, I see yours. Come and see an old man who has been lost in this maze for months. " Cautiously advancing, you are now a few metres away from the man. He is wearing a patched up old tunic and a beard that he seems to be trying to trim with a knife. The room in which he is standing has numerous tubs in which mushrooms are grown, which he obviously must eat to stay alive. He also uses water that flows through a metal pipe. You are quite surprised at how easily moisture can seep into this place. "At last, some company," the man chuckles, then laughs loudly, probably due to the poor living conditions he has to endure. "What are you doing here? Have you been sent by that deceitful Master of Platypuses?" Hearing that name, you reach for your weapon. Would you have found the man? "Calm down, I don't want to hurt you, or him, or anyone else. - Who are you? - An adventurer, like you. My name is Berthold. I was on a mission... to collect amulets from the Masters, but I failed. My employer wanted to kill me, so I fled here. I waited a few months before I got out. When I left, I came face to face with the Master of Platypuses! He instantly tried to stab me, so I went back to this place to seek refuge. He didn't follow me, so I concluded that he was probably claustrophobic. I guess there is a mark on me so that people know I was a Master Hunter before. I've been living here ever since, waiting for someone to release me. - So you don't know where the Master is? I mean, the previous one? - When I arrived here, the ruins were empty. I lived at the surface for almost a month. Then I went down into the catacombs to commune with the spirits. And when I had enough... well, you know my story. So when I came here, there was no Master. If you consider you have heard enough and leave the old man where he is, turn to 202 and head north this time (if you have not already done so) or 841 if you want to head up to the surface. If you think this man is lying about who he is, and you want to fight him by surprise, turn to 377.
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Post by Peter on Jun 1, 2021 8:49:27 GMT
Hmmm, no more talking. So walk away or give him a bash? I'm starting to think the man on the throne is the Master, with some sort of identity issue (he was the old Master and has changed bodies, or something). Berthold is probably being mostly honest, but I suspect he has something of value. He is an adventurer, his employer wanted to kill him, so maybe he is hiding an amulet. And those mushrooms could be nutritious (or at least interesting to eat). He might be a good person, undeserving of hostilities, but I think, on the balance of things, fighting him is more likely to be the best choice.
Attack!
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kieran
Baron
Posts: 2,453
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Jun 1, 2021 10:19:23 GMT
Not sure I agree. He's not threatening us and even if he is lying, the "new" Master of Platypuses doesn't seem all that trustworthy either. He might have some loot but not sure how any of it would help in our search for the merchants/patrolmen. I think leave him and head north.
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Post by The Count on Jun 1, 2021 12:16:21 GMT
I don't believe the Master of Platypuses, and I don't believe this guy either! I say attack.
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Post by linflas on Jun 1, 2021 13:10:12 GMT
377 You seize the moment when the man looks down to attack him. Test your Luck. If you are Lucky, you inflict a superficial wound on your victim's right arm, who already loses 2 STAMINA points and 1 SKILL point. If you are Unlucky, he dodges your blow and pushes you to the ground. You then lose 2 STAMINA points. If you want to attack him fairly, you don't need to Test your Luck.
BERTHOLD SKILL: 7 STAMINA: 10
If you win, you pick an amulet he wears around his neck. Unfortunately, it doesn't feature a platypus as you thought. It is a Rectangular Plate with his name engraved on it. If you think you have completed this maze, exit at 841. If, however, you still want to visit the northern part of the catacombs (if you haven't done so already), turn to 202.
Do you test your luck or attack him fairly ? Then, I do the dice for the fight.
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Post by vastariner on Jun 1, 2021 14:09:02 GMT
Low skill, so let's just go for it, not waste luck.
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Post by linflas on Jun 1, 2021 15:04:36 GMT
Current stats = SKILL: 10 / STAMINA : 17
Rolls
| Staminas
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| 17 / 10
| 7 / 4
| 17 / 8
| 5 / 3
| 17 / 6
| 5 / 6
| 17 / 4
| 6 / 7
| 17 / 2
| 7 / 3
| 17 / 0
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An easy win, as expected. No stamina lost. Where do we go next ?
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kieran
Baron
Posts: 2,453
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Jun 1, 2021 22:32:21 GMT
May as well see what lies to the north.
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Post by linflas on Jun 2, 2021 7:17:20 GMT
202 You are walking in the northern part of the catacombs. You make your way along, making sure that the rope tied around you is not broken. You walk through corridors and passageways without finding anything of interest. Just as you are thinking of going back, you take a bend and hit something, or rather someone, because you realise from the light of your torch that it is a man in armour who has fallen backwards. He is only wearing armour covering his torso and a helmet, but what is most astonishing is his weapon: it is a wooden stick with feathers attached to it, the same feathers that the Master of Platypuses wears on his head: "Who are you?" you ask. - Lord Bernard, the man replies, rising to his feet. - What are you doing here? - Here? (then in a more threatening tone) You, what are you doing here? - Answer my question first! you say, exasperated. - Okay, okay... I was looking for something to equip myself with, you see, I lost my shin pads into the mud of the swamp. Up There is that sweet young man who says he's the Master of Platypuses, and offers me something if I'll do a job for him. - Search for an impostor, right? - That's right, an impostor! You see, the man upstairs is the Master of Platypus, who defeated a rebellion a few years ago. A schemer wanted to take his place, because they were similar, he wanted to take the throne. You should know that the Master of Platypuses is an exception among the other Swamp Masters: his role is inherited from father to son. - Wait a minute, you say. But that's not it at all! It's the opposite, the Master upstairs has overthrown the old Master, who's been lurking here in the catacombs, and the latter wants to take back his old title, but he's unworthy of it so... "
For a few moments you remain silent... Suddenly, Lord Bernard grabs an axe that he had hidden and tries to hack you! What will you do? If you fight him to the death, turn to 766. If you want to disarm him, you must Test your Skill. If you fail, you lose 2 STAMINA points. If you succeed, turn to 548. You can try to disarm him as many times as you want, if you decide to change your technique and fight him to the death, turn to 766.
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kieran
Baron
Posts: 2,453
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Jun 2, 2021 8:08:50 GMT
I think this time, we'd be perfectly justified to fight, but I'm intrigued by the option to disarm so let's try that.
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Post by linflas on Jun 2, 2021 9:20:38 GMT
Rolled 8
548 "Why do you attack me?" you shout to Bernard, keeping him at bay with your sword. - "Miss, I'm sorry, but I was convinced that you were the Master of Platypuses, an evildoer in disguise. That's what the Master upstairs told me." - "Something is obviously wrong" ,you announce, aiming your weapon downwards, showing that you trust Bernard. "What more can you say about him?" - "He seemed strange to me. He convinced me that to beat the false master you needed that stick (he indicates the wooden club with three feathers), but after all, I don't see why! And then... he seemed disturbed. He was talking to himself! I thought for a moment that there was a counsellor behind him, but now I'm sure he was alone..." - "Strange indeed", you say thoughtfully. - "Listen, I'll continue to scan this part if you agree", he says, pointing to the north of the passage with a shivering arm. "Good luck to you!" With these words, Lord Bernard leaves you alone. So you head south. If you want to go back up, turn to 841. If you want to visit the catacombs further south (if you have not already done so), turn to 810.
Back to the exit.
841 You finally come to the surface. The Master of Platypuses seems satisfied that you have done so quickly, and he holds out his hand like a beggar so that you can give him the long-awaited amulet. If you give a Rectangular Amulet with the name Berthold engraved on it, turn to 408. If you give a Round Golden Amulet with a red pearl, turn to 33. If you tell him that the Master is not in the catacombs but somewhere else, write the answer (the place) on your Adventure Sheet, then turn to 312. Finally, if you come back empty-handed, turn to 760.
We have the Rectangular Amulet.
408 The amulet falls into the greedy hands of the Master of Platypuses (cross this Rectangular Amulet off your Adventure Sheet) who widens his eyes and screams: "No! You numpty! Holy crap! You've made a mistake, this is the wrong amulet!" You look down. Perhaps Berthold was telling the truth after all? Did you kill an innocent man? You clench your fists and think that it was just a coincidence, but in your heart of hearts you are filled with doubt. Lose 1 LUCK point. Now, if you have a Round Golden Amulet with a red bead, and you want to give it away, turn to 33. If you say that the Master is not in the Catacombs but somewhere else, note the answer (the location) on your Adventure Sheet, then turn to 312. Finally, if you don't want to tell and you don't have another amulet, turn to 760.
Current stats : SKILL = 10 / STAMINA = 17 / LUCK = 8
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Post by Peter on Jun 2, 2021 9:33:23 GMT
Sorry Kieran, good call on Berthold. I don't see any clues about where the Master might be, so I don't know what we could say. I guess we should say we have nothing, unless someone has a better idea.
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kieran
Baron
Posts: 2,453
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Jun 2, 2021 22:29:01 GMT
Yeah, can't see anything for it but to own up and say we have no idea where he is.
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Post by a moderator on Jun 3, 2021 12:47:39 GMT
Quick translation suggestion for section 202: 'Search for an impostor' would probably be better - 'Search an impostor' implies trying to find something hidden on the impostor, rather than seeking the individual himself.
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Post by linflas on Jun 3, 2021 13:06:29 GMT
760 The Master of Platypuses then greets you, saying that he will find another adventurer more skilled to carry out this vital mission. As you turn to leave, he throws a Gem towards you, and an Evil Platypus, a kind of beast resembling the monsters depicted on the armrests, stands before you.
EVIL PLATYPUS SKILL: 7 STAMINA: 9
If you win this fight, you turn back to the Master and he announces: "That was the only reward you deserved for abandoning the mission." If you leave, turn to 15 if you head east or 237 if you head west. If you want to confront him for revenge, turn to 289.
Current stats = SKILL: 10 / STAMINA : 17
Rolls | Staminas
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| 17 / 9
| 4 / 10
| 15 / 9
| 2 / 8
| 13 / 9
| 12 / 8
| 13 / 7
| 7 / 7
| 13 / 5
| 3 / 7
| 11 / 5
| 7 / 4
| 11 / 3
| 10 / 8
| 11 / 1
| 11 / 9
| 11 / 0
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Ouch ! Bad rolls this time... Do we take revenge or leave west (as we won't go back to first clearing i guess) ?
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Post by The Count on Jun 3, 2021 14:45:21 GMT
He made us kill a poor cuddly Platypus and we killed an innocent man due to his deceit! I say we teach him a lesson.
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Post by vastariner on Jun 3, 2021 15:39:56 GMT
Yeah, kick his ass.
Point of order on the fight though...evil platypus starts on St9. How come, after we win the first attack round, it's on 10? And surely we win the third attack round which would reduce it to St5? I think we should be on St13.
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Post by linflas on Jun 3, 2021 15:53:06 GMT
Oops, my mistake. I leave the fight as it is, because starting at ST10 or ST9 is the same with FF rules. Moved down roll rows, switched Platypus ST10 to 9 and so on.
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Post by linflas on Jun 4, 2021 6:29:02 GMT
289 "Not until I've slain you", you declare, pointing your weapon valiantly at him. The Master of Platypuses smiles, then grabs his sceptre like a fighting stick and rushes towards you, chanting words.
MASTER OF PLATYPUSES SKILL: 8 STAMINA: 6
If you kill him, you find that he does not wear an amulet like any other Master. This weird character was just a wizard gone mad, probably embarrassed by the fact that he was not a Master. Finally, you rush eagerly to the throne to pull out the chest hidden underneath. However, the chest resists. Despite strenuous attempts to open it, you manage to do nothing but damage your fingernail. You do find some dried leaves in a corner that might heal you. There are two pouches of Medicinal Herbs that will restore up to 3 STAMINA points each. One thing that struck you moreover: the song sung by the Master of Platypuses was not a lithurgic hymn... but rather a bawdy scream...
Now all you have to do is leave this place. Leave the temple and turn to 15 if you want to go east or to 237 if you want to go west.
Current stats = SKILL: 10 / STAMINA: 11 Rolls | Staminas |
| 11 / 6
| 8 / 7
| 11 / 4
| 8 / 5
| 11 / 2
| 6 / 7
| 11 /0
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Spoiler/solution : actually, the "location" where the fake Master is "at the surface, the temple, just right here". According to what revealed Lord Bernard and Berthold, you might guess that Master of Platypuses is schizophrenic and played the two roles in turn of old and new master.
Of course, you won't return to the first clearing.
237 After just a few metres, the path you are following leads to a new clearing. This is clearing no. 13. If you have been here before, turn to 649. In the middle of the area is a small, shabby log hut. From the looks of it, it must have been abandoned for years. Weeds have grown everywhere and there is not a living soul around, which confirms your impression. If you want to investigate the house, turn to 290. If you want to leave the clearing straight away, turn to 692.
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Post by The Count on Jun 4, 2021 8:06:29 GMT
Investigate the hut
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Post by a moderator on Jun 4, 2021 8:45:56 GMT
Translation suggestion: 'chest' would be better than 'cassette', which is mainly used to refer to audio and video tapes in English.
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Post by linflas on Jun 4, 2021 13:14:33 GMT
290 You cautiously approach the little house and turn the shabby door handle. Unfortunately for you, it won't turn and for good reason: the door is securely locked! As you stand idly by the door, wondering what to do, you remember a specific detail from your father's stories: the Master of Wolves lived in a wooden hut to the west, very close to the Swamp entrance. And from your father's descriptions, it sounds like it's here. Except that the clearing seems to have been abandoned for years. It is therefore likely that the Master of Wolves was killed by a travelling adventurer or even by your own father. Indeed, your father never wanted to tell you if he had killed the wizard or not. You must now decide what to do next. If you attempt to break down the door of the hut, turn to 354. If you prefer not to hang around, turn to 692.
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Post by vastariner on Jun 4, 2021 13:18:15 GMT
Smash the mofo down.
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Post by linflas on Jun 4, 2021 15:01:55 GMT
354You take a run-up and swing wildly against the door. Test your Skill. If you succeed, turn to 367. If you fail, turn to 92. Rolled 8.367The door swings open and you fall face first into the hut. You get up with a grumble and look around. The house is sparsely furnished: a small table, two chairs, a few cupboards and an unmade bed in a corner. Everything is covered with a thick layer of dust, probably from the time the owner was killed. Needless to say, there is not a soul in sight. If you want to search the hut, turn to 223. If you want to leave it as soon as possible, turn to 301. Search the hut... i suppose.223 The hut being so small, the search turns out to be very quick. Apart from some food that has rotted over time stored in the cupboards, you unfortunately find nothing of interest. It seems that the Master didn't have many distractions in his spare time. You are about to leave when you suddenly think of looking under the mattress of the bed: perhaps the Master had his little secrets too? You put your hand under the mattress and feel the touch of a cold object on your hand. You take it out of its hiding place to examine it more closely: it is a frame with a drawing obviously made by a child. You can see a large man with a moustache squatting next to a child whose arms are wrapped around the neck of a puppy... Or maybe a wolf cub... As you too think of your childhood with your father, a deep nostalgia invades your heart... As time has passed on the drawing, it would be difficult to recognise the people scribbled on it... You put the frame on the bedside table, hoping that one day one of these people will come back here. After taking a long breath, you detach your gaze from the bedside table and decide to leave this abandoned place. Turn to 301. 301 As you reach the door, a skinny, gaunt wolf blocks your path. Although he is only skin and bones, you realise that he intends to make up for his nutritional deficit. There is no escape from this fight. WOLF SKILL: 6 STAMINA: 8 Despite his forced diet, your opponent is surprisingly agile and you must therefore deduct 1 point from your SKILL score for this fight. If you are victorious, you decide not to linger any longer in the area and quickly leave the clearing, turn to 692. Current stats = SKILL: 10 (-1) / STAMINA: 11
Rolls | Staminas |
| 11 / 8
| 8 / 9
| 11 / 6
| 2 / 4
| 11 / 4
| 11 / 8
| 11 / 2
| 11 / 5
| 11 / 0
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I'll translate section 692 later.
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Post by The Count on Jun 5, 2021 0:04:49 GMT
I'm sure the Master of Wolves kept his special pictorials somewhere less obvious that under the mattress...
Seems a bit wasteful for there not to be anything in the hut.
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Post by linflas on Jun 5, 2021 10:20:33 GMT
692 There are three ways to leave the clearing. If you want to head north, turn to 475. If you are more attracted to the east, turn to 61. Finally, if west is more to your liking, turn to 963.
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Post by The Count on Jun 5, 2021 10:30:06 GMT
I think West
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