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Post by a moderator on Feb 25, 2022 15:45:13 GMT
'Casket' would probably be a better translation for 'cassette'.
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Post by linflas on Feb 25, 2022 16:06:26 GMT
"You find two pouches of Medicinal Herbs that can restore up to 3 STAMINA points each and a cassette." A 'cassette'? An old tape for a Sony Walkman?
Or a maybe a "casquette", which is usually placed over the Walkman headphones
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Post by linflas on Feb 25, 2022 16:16:40 GMT
149 Before leaving the temple, you decide to go and find Berthold to tell him that all danger has passed. A few minutes later, you are in front of him, and the news seems to make him very happy: "Thank you, my friend," he says, "what would I have done without you? I don't have much to offer you... Except for some mushrooms. Oh, don't make that rotten face! They're very good and edible, and I've already eaten more of them than you will in your whole life." You give in to the old man's frank, debonair smile. Note that you now have a Handful of White Mushrooms in your backpack. If you eat them, you will regain 2 STAMINA points. You take your leave of Berthold and go your separate ways here.You gain 1 LUCK point for rescuing him.
If you have met Lord Bernard and want to find him (if you have not already done so), turn to 952. If you want to go out and continue your journey, turn to 237 to go west or 15 to go east.
952 You go to meet Lord Bernard in the northern part of the catacombs. After having explained to him what really happened, he cannot help but sigh and explain that he would have been searching for hours for this famous Master of Platypuses. In order to thank you for rescuing him from this sordid contract, he offers you the only possession that remains in his bag: a Fury Potion which, when swallowed at the start of a fight, gives you a +2 bonus on your Attack Strength for the first five rounds of that fight (a bonus that cannot be cannot be combined with the use of a Strength or Weakness Gem, but can be combined with the use of a magic sword for example). He then takes leave of you, greeting you and wishing you good luck for the rest of your adventure. You gain 1 LUCK point.
If you have met Berthold and want to find him (if you have not already done so), turn to 149. If you want to go out and continue your journey, turn to 237 to go west or 15 to go east.
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Post by vastariner on Feb 25, 2022 16:59:41 GMT
Except if you have already some in your equipment, you can keep the rope and the torch the Master of Platypuses had given to you.
I'd translate this as "unless you already have them in your possessions..."
Is there no Master amulet? Would be fun to launch a platypus army at the Master of Scorpions.
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Post by CharlesX on Feb 25, 2022 19:59:42 GMT
Suggest we go west as we haven't been there before.
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Post by linflas on Mar 2, 2022 10:26:03 GMT
237After 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.
(edit: previous team found nothing of interest, abandoned Master of Wolves house)
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Post by CharlesX on Mar 2, 2022 17:34:31 GMT
It's probably definitely cheating to check a previous team I wasn't on, even though Return To Scorpion Swamp is far darker than its professional predecessor. Either way, based on the fact we'd gain literally nothing but run a couple of risks of getting damaged if we go for entering the hut, leave the clearing straight away.
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Post by linflas on Mar 3, 2022 9:10:49 GMT
Well, I prefered telling you that there was nothing of interest because it's quite a pain for me to search the topic for already translated sections
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 CharlesX on Mar 3, 2022 15:59:22 GMT
Suggest we go North on the basis Team GoldEagle didn't.
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Post by The Count on Mar 3, 2022 20:24:38 GMT
Maybe we will find the Master of Wolves missing collection of special pictorials elsewhere...
I think there was a very useful item if we went West and another North of that so visiting there at some stage would be beneficial - might as well go now
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Post by CharlesX on Mar 3, 2022 20:48:58 GMT
Maybe we will find the Master of Wolves missing collection of special pictorials elsewhere... I think there was a very useful item if we went West and another North of that so visiting there at some stage would be beneficial - might as well go now So, do we go north, then West as I suggest, or stick with The Count's suggestion and to west, then north? Of course, we want to wheel East at some point to get the ridiculously useful Pulush (I think befriend him, get the turn back time ability, instead of the Health potion).
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Post by Peter on Mar 4, 2022 6:18:50 GMT
West then north, then maybe return here and go north.
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Post by linflas on Mar 4, 2022 9:13:29 GMT
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Post by CharlesX on Mar 4, 2022 14:44:47 GMT
The previous team climbed, so perhaps we should hide under the tree. Using my meta-knowledge (AKA cheating) I know that these are sword trees (not entirely surprising, as they were in Scorpion Swamp), which will be dangerous if we climb them - or if we don't do - but * fingers crossed * we will be able to get the bag if we take a break. Reminds me of the rainy FF thread .
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Post by linflas on Mar 9, 2022 8:35:56 GMT
135 The tree does not protect you completely from the rain, but it prevents you from getting completely soaked. You can eat one or more meals. Just as you are about to stay there until the rain ends, a flash of lightning followed by a thunderclap makes you reconsider your position: you intend to avoid the lightning, which might prefer the isolated tree to strike, even if it is at the cost of a good shower and a cold! As if that wasn't enough, you notice a GIANT SCORPION that has just emerged from the thicket surrounding the clearing. If you have the Amulet of the Scorpions, turn to 1039 immediately. It has noticed your presence and rushes towards you, the creaking of its joints and the clacking of its pincers drowning out the sound of raindrops. It is much faster than you, and with its back to the tree you will have to face it by turning to 996.
No need to eat meal.
996 You do not take your eyes off the Scorpion. At first it seems to hesitate, then suddenly it rushes towards the tree. Its paws wade through the mud, and when it reaches the base of the tree, it starts to climb. If you didn't know this before, now you will: scorpions can climb trees, even if they are as wide as the trunk is thick! The Scorpion's legs dig into the bark of the tree without much difficulty and its pincers are free to grab your feet, which can be a problem. Suddenly, the tree begins to shake and and crack violently. The Scorpion loses his balance and falls on his back. You are also thrown off balance and fall from your perch. Your hands absorb the fall, but it still costs you 1 STAMINA point. Against all odds, the giant animal promptly turns around on its on its feet. But you don't care, because your eyes focus on another feature. Turn to 40.
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Post by CharlesX on Mar 9, 2022 11:21:31 GMT
Suggest we take a side against The Scorpion because The Scorpion can attack with a dangerous sting which causes extra damage, test your luck for poison and that sort of thing. Don't think it's worth using magic, so shall we do a straight attack, aim for its claws or aim for a special attack to take out it's stinger? I suggest a special attack to take out it's stinger, the odds are the same we will get it or won't with our higher skill. We don't actually want to kill The Scorpion, just weaken it so it's less threatening if it wins.
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Post by Peter on Mar 10, 2022 6:04:56 GMT
Yes. Attack the scorpion's stinger.
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Post by The Count on Mar 13, 2022 16:33:55 GMT
By attack the stinger do you mean jump on its back?
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Post by CharlesX on Mar 13, 2022 16:50:25 GMT
Yup, the odds are barely against us if we jump on the Scorpion's back and we could well take out the stinger.
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Post by The Count on Mar 13, 2022 23:25:56 GMT
sounds like it could work
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Post by linflas on Mar 14, 2022 8:31:07 GMT
Sorry, I must retranslate section 40 which is rather stodgy. There have been rules updates... Please tell me if you misunderstand/read bad translation.
40 Before your astonished eyes, as well as those of the Scorpion, the tree begins to move. Its roots pull up with difficulty from the ground. Three small cavities begin to open on the trunk, forming the mouth and two eyes of a face frozen in a frightened expression. Four branches of the tree bend at several points and reach into two cavities on either side of the face, pulling out small swords. You are dealing with a colossal SWORD TREE, one of the most warlike varieties of Tree Man. With a series of crackling sounds, the Sword Tree stretches out, even as a flash of lightning in the distance draws its silhouette, which seems almost twice as large as the tree that was wisely rooted a few minutes before. You hear a dull roar, and you don't know whether it is the Sword Tree or thunder. You are about to react, but the Scorpion is ahead of you and rushes towards the Tree to attack it: apparently you are only a secondary opponent. It throws one of its pincers at the trunk of the tree, but the tree deflects the blow with one of its swords, then strikes back with one of its free arms. The two monsters don't seem to be interested in you, which leaves you some room for manoeuvre in the confrontation that follows. Due to the particular conditions of this skirmish, you will never be able to take a chance on awarding wounds.
Here's how it works: each of the two monsters faces the other first. As long as you do not intervere directly in the battle, you will have to calculate the Attack Strengths of the two creatures: the one with the greater Attack Strength will inflict two STAMINA points to the other (the Giant Scorpion will not use its tail against the Sword Tree because it is insensitive to venom). It is therefore possible to wait for one of the two to die before attempting to finish off the survivor.
During each round, the following passive actions are available to you: - Flee without fearing for your life (you will not lose any STAMINA point). In this case you leave the clearing by the north (turn to 299) or by the east (turn to 237). Be careful, if you flee after interfering in the fight and one of the monsters has its attention focused on you, you will have to take the wounds of a normal flight! - Use an item or a Magic Gem on yourself. Resolve the effects immediately and move on to the next round. - Do nothing, move on to the next round.
If you enter the fight, you must first choose the creature you will attack. At the beginning of the fight, you get two extra points to your Attack Strength to symbolise their relative disinterest in you. After choosing the type of attack you will make, calculate the Attack Strength of each contestant. If you have the highest Attack Strength, you inflict 2 STAMINA points on the opponent you have chosen and it will focus its attention on you during the next round (this also applies if you inflict damage with another means such as an object, a Magic Gem, etc). If one of the monsters has the greatest Attack Strength, it inflicts 2 STAMINA points to the opponent on whom its attention is focused, and 1 point to the other. This second attack is valid for the scorpion as long as it has both of its claws and for the Sword Tree as long as it has more than one arm. If the Scorpion's Attack Strength is calculated as 11 or 12 on the dice, it is attacking you with its tail: you will lose one HEALTH point in addition to the expected STAMINA damage. Finally, the one with the second highest Attack Strength inflicts the usual damage on the opponent it/she has targeted, but only if the latter has the lowest Attack Strength.
Each time you attack you have the following actions: - Use an item or a Magic Gem on one of the monsters; turn to 1029 to choose your Gem. - Classic attack: choose your opponent. If your opponent is not interested in you, remember the bonus of two extra points to your Attack Strength; otherwise, calculate your Attack Strength normally. - Amputation: Try to cut off a claw of the Scorpion or an arm of the Sword Tree. You can attempt this attack as many times as you like, but you can only succeed twice on the Scorpion (it only has 2 claws) and 4 times on the Sword Tree (it only has 4 arms). Reduce your Attack Strength by 2 points for this technique. If the attack succeeds, the chosen opponent will permanently lose 1 SKILL point. - Special attack against the Giant Scorpion: jump on its back to cut off its poisonous stinger. You have a 1 point penalty to your Attack Strength for successfully climbing. If you succeed, turn to 1008. - Try to grab the spear embedded in the trunk of the Sword Tree. You have a 1 point penalty to your Attack Strength. If you succeed, turn to 126. - Try to climb the Sword Tree (Be careful, you can't do this if the Tree is on fire, it would be suicidal). You have a 1 point penalty to your Attack Strength to succeed in climbing. If you succeed, turn to 1001.
GIANT SCORPION SKILL: 9 STAMINA: 12 LARGE SWORD TREE SKILL: 10 STAMINA: 11
If you were already fighting the Scorpion when the Sword Tree woke up, don't forget to take into account any losses you had already inflicted on it. If the Giant Scorpion dies, note the Tree's STAMINA and turn to 967. If the Sword Tree dies first, note the Scorpion's STAMINA and turn to 1020. Finally, if you are killed in the fight, complete the fight anyway. If the Giant Scorpion is victorious, turn to 554; if it is the Sword Tree, turn to 356.
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Post by CharlesX on Mar 14, 2022 9:06:41 GMT
I say, stick with the original strategy, try to cut off the stinger, and after that just leave the two to fight it out 'emselves!
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Post by linflas on Mar 14, 2022 11:15:19 GMT
H=hero, S=scorpion, T=tree Round 1: H does nothing. S rolls 9, T rolls 9 >> S loses 2 STA. Round 2: H jump on S back. H rolls 6. S rolls 4. T rolls 9 >> S loses 2 STA because of T. Then, turn to 1008.
1008
You leap onto the Scorpion's back, but the rain has made its shell slippery. You can either give up moving forward on its back by jumping backwards onto solid ground (return to 40, and continue the fight), or try to keep your balance and reach the tail of the Scorpion by hitting it as hard as possible with your weapon. You must first Test your Skill to try to stay on the Scorpion's back (if you fail, you fall and get hurt, lose 1 STAMINA point and return to 40 to continue the fight). You must then Test your Skill again in order to hit the tail, if you succeed, you manage to cut the stinger, which has the effect of seriously injuring the Scorpion, and in the medium term condemns it to death, deprived of its most lethal weapon, a vital part of its anatomy. This causes it to lose 4 STAMINA points, but, if it does not die, to gain 1 SKILL point, as the giant arthropod is mad with rage. If you fail, the Scorpion realises what you are trying to do and performs a stampede to throw you off balance.
Anyway, you jump off the Scorpion: Test your Skill one last time: if you fail you sprain your ankle slightly and lose 1 STAMINA point. Return to 40 and continue the fight. Note that if you have successfully cut off the Scorpion's tail, you cannot return to this paragraph.
Skill tests : rolled 5, 7 and 4. Scorpion loses 4 STAMINA but gains 1 SKILL because of rage, and focuses attention on us. Back to 40. Stats : H=11/17, S=10/4 and T=10/11 Round 3: H fights S, rolls 10. S fights H, rolls 11! T fights S, rolls 5 >> H/S draw. T misses (lower AS than S). Round 4: ?
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Post by CharlesX on Mar 14, 2022 15:03:04 GMT
Not sure I understand these long but complicated rules. Is it correct the Scorpion is no longer attacking us but rather solely attacking the sword tree, and the 1 skill increase was only for 1 round, not the whole battle? If so, we can sit it out now we've dealt with the sting threat.
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Post by linflas on Mar 16, 2022 8:23:46 GMT
Stats: H=11/17, S dead, T=10/9
967 The final blow that the Giant Scorpion suffers causes it to cower in on itself. From its wounds flows a black blood that the driving rain immediately washes away. If the Sword Tree is still , turn to 1012, otherwise turn to 989.
1012 The moving tree is facing you, and you must deal with it. If it has already suffered STAMINA losses, don't forget to take this into account.
LARGE SWORD TREE SKILL: 10 STAMINA: 11
You cannot attempt any special attacks, but you can Flee. If you do, remember to take damage, then head north (turn to 299), or east (turn to 237). If you defeat the Sword Tree, turn to 1027. If it kills you, turn to 554.
Won fight. Losing only 2 STA. Sheet updated.
1027 In the fall after the fatal blow, the Sword Tree desperately throws one of its branches holding a sword towards the sky, which has the effect of attracting a bolt of lightning. The explosion caused by the falling lightning rips off almost all the branches. All that remains of the Sword Tree is a long, crackling log. Turn to 989.
989 You have defeated your two opponents! The rain starts to ease off, but you don't pay much attention to it, as you are busy catching your breath. You notice that the backpack hanging from the top of the tree (whether you untied it or not) has come out of the fight intact. You pick it up and open it to find a beautiful pair of leather boots. You try them on happily: they are Dodge Boots, which will allow you to be quicker to avoid hits. So, in future fights, you can Test your Luck to reduce the impact of a wound and deduct 1 point from the roll. Also be careful, if you miss your attempt, you will always lose extra points: these boots make quick movements easier, but they do not prevent you from doing anything! This is an exceptional find, however, and you gain 3 LUCK points. The storm is almost over, and you are about to leave the clearing. Will you go north (turn to 299), or east (turn to 237)?
According to the authors, those Dodge Boots are way too powerful. But they haven't updated the rules about yet.
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Post by philsadler on Mar 16, 2022 8:52:49 GMT
"According to the authors, those Dodge Boots are way too powerful. But they haven't updated the rules about yet."
Agreed. But they will also make fights even longer and more boring because you'll be tempted to TYL every single time you are hit. What if they allowed you to deduct 1 point from your TYL rolls whenever you're hit in combat?
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Post by linflas on Mar 16, 2022 9:01:38 GMT
Good idea, will apply it in future fights. Edited post.
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Post by CharlesX on Mar 16, 2022 11:49:00 GMT
"According to the authors, those Dodge Boots are way too powerful. But they haven't updated the rules about yet." Agreed. But they will also make fights even longer and more boring because you'll be tempted to TYL every single time you are hit. What if they allowed you to deduct 1 point from your TYL rolls whenever you're hit in combat? Does "whenever you're hit in combat" only apply to TYL to reduce combat damage to you, not to attacking an opponent, as I think it does? If so, I think you are changing an item that is (agreed) too powerful to one that will very rarely be used (who tests their luck in self-defence combat except when you are on 2 stamina to escape a killing blow?). And there is no reason being hit should increase the power of Dodge Boots, if that is what you mean. Suggest they give a plus 1 point bonus to any TYL combat rolls?
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Post by linflas on Mar 24, 2022 8:34:38 GMT
Next clearing ?
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Post by vastariner on Mar 24, 2022 8:39:03 GMT
Not sure what this means - probably "but they do not allow you to do everything!"
Keep going north?
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