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Post by linflas on Jun 18, 2021 8:01:16 GMT
Sure for the stamina Gem ? as it is the last one... Otherwise, you can have a meal (you have 4 in backpack) and restore 3 points ?
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Post by The Count on Jun 18, 2021 9:00:57 GMT
I think have a meal and save the gem
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Post by linflas on Jun 18, 2021 12:53:33 GMT
Yum yum.
Current stats = SKILL: 10 / STAMINA: 9 / LUCK: 9 / HEALTH: 13 / +1 Attack Strength
As kieran said, west leads back to clearing 29, with Aryoth, wolves, master of worms' house, swamp orcs. So, which direction ?
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Post by Peter on Jun 19, 2021 5:32:28 GMT
I'm confused. Aaargh! I'm lost!
What is south of here? Will that lead us back to familiar territory?
Should I start drawing a map?
Let's head further east for now.
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Post by linflas on Jun 22, 2021 8:58:47 GMT
163 After a while, the spongy path leads you into a new, damp clearing. In the centre stands a tree with a gigantic trunk, surrounded by thick bushes. You are in clearing no. 16. Three rough tracks are visible around the edge of the clearing, including the one you came in on. If you wish to take the time to walk around the giant tree, turn to 916. If you prefer to leave the area, you can take one of the following directions: West. Turn to 475. East. Turn to 748.
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kieran
Baron
Posts: 2,465
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Jun 22, 2021 9:31:33 GMT
May as well walk round it
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Post by vastariner on Jun 23, 2021 13:33:36 GMT
Yes. Damn, I need a map for this.
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Post by linflas on Jun 24, 2021 9:29:13 GMT
916 You inspect the perimeter of the giant tree trunk and find the skeleton of some unlucky and incompetent adventurer behind. You notice that he is still wearing a Talisman with Runic Signs around his neck, which you can take if you wish. But in doing so, you may disturb one or more of the tree's regular inhabitants. Test your Luck. If you are Lucky, you will not get anything more serious than a few leaves in your hair and some green stains on your clothes. You wonder whether your coquetry should be offended or your practicality should be pleased with the good camouflage these stains and leaves might provide. In any case, turn back to 163 to make another choice. If you are Unlucky, roll a die. If you get: 1: You are bitten by a CARNIVOROUS SQUIRREL and lose 1 LUCK point. 2: You are stung by a GIANT WASP and lose 1 STAMINA point. 3: You are stung on the arm by a RED ANT and lose 1 point SKILL point. 4: Your weapon get stuck into the VISQUEOUS RESIN secreted by this tree. If you do not lay down a spare weapon, you must deduct 2 SKILL points until you find another one. 5: You are bitten by a SWAMP MOSQUITO and lose 1 HEALTH point. 6: You are bitten by a SWAMP PUSTLE RAT. You lose 4 STAMINA points and 2 HEALTH points. You feel very weakened and develop a rat phobia!
Rolled 12. Unlucky !!!
Rolled 2.
Current stats = SKILL: 10 / STAMINA: 8 / LUCK: 8 / HEALTH: 13 / +1 Attack Strength
OR
you don't take the Talisman ?
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kieran
Baron
Posts: 2,465
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Jun 24, 2021 10:28:15 GMT
For the sake of a Luck point and a Stamina point, we may as well take the Talisman.
Also, do you reckon it's time to gobble down another meal?
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Post by linflas on Jun 24, 2021 12:07:28 GMT
Yum yum. 2 meals left.
Current stats = SKILL: 10 / STAMINA: 11 / LUCK: 8 / HEALTH: 13 / +1 Attack Strength
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kieran
Baron
Posts: 2,465
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Jun 26, 2021 23:44:24 GMT
Guess we'll continue east
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Post by linflas on Jun 28, 2021 9:19:19 GMT
748 You enter clearing 33. If you have been there before, turn to 413, if not, read on. You are struggling to cross a narrow gap between two large trees that are sinking their roots into the muddy, soggy ground. At the same time, you hear voices, and you reflexively flatten yourself behind a providential fern. You push aside two of its leaves to peer into the clearing, and the sight that comes into view is startling: a man and a woman are sitting on a tree trunk. Although their backs are turned to you, you hear them talking in a low voice. If you don't want to disturb them, you can walk back :
If you come from the south, turn to 15. If you come from the north, turn to 304. If you come from the west, turn to 163. If you come from the east, turn to 483. Otherwise, stand up and walk straight into the clearing by turning to 711.
I guess you don't want to come back. Let's walk straight.
711 You walk slowly into the clearing. Before introducing yourself to its occupants, you study it with your eyes. It is bordered by a curtain of strong trees, of the same species as those you snuck in between. The ground is damp, but firm, and you could almost believe you were in a peaceful wood, such as the one your father used to take you to as a child. You smile as you think back to those sweet moments, but are brought back to reality when you realise that the man and woman are now standing a few feet away from you. The woman approaches you, and you can see her unattractive face: a prominent chin, a long nose and a squinting eye, topped by long, greasy hair. She is a little shorter than you, and clearly a few years older. Stopping in front of you, she says wearily, "Hi, baby girl." The man accompanying him, noble in bearing but also of respectable age, judging by his wrinkles and white legs, approaches you and exclaims: "Come on, Larka, cheer up! This young person can surely help us." Then, addressing you: "Good day, miss. Let me introduce myself: Andomir, Son of Agualpa of the House of Aldemor, errant knight. And my companion is the maiden Larka of Anghelm. We are currently engaged in a quest of the utmost importance. The plague, that scourge which ravages Fenmarge, will soon be vanquished, for we are bringing back with us antheric flowers, the panacea which all wizards are eagerly seeking!" And with these words, he shows large blue flowers before you. If you serve Goldeagle, turn to 606. If you serve Ophidiane, turn to 580. If your employer is Morgalux, turn to 561.
606 You definitely remember the shrub that Selator was fondly tending when you arrived at his house. And his flowers were certainly not blue! And what does this plague story mean? You begin to suspect the truth: someone has taken advantage of the gullibility of these fools to send them on an absurd mission into the heart of the swamp. You hesitate a little before asking: "And who entrusted you with this noble quest, my lord?" He smiles with all his yellow, decayed teeth and replies, "Oh, a nobleman from Willowbend, the Marquis of Ho... what was it again? The Marquis of Hoapranx, I think. He was dressed as a peasant, but that's because he's close to the people, he told me." There can be no doubt: these two fools have entered a swamp of untold perils because of a joke! You hold back a tremendous urge to laugh. If you want to tell them the truth, turn to 364. If you prefer not to, turn to 221.
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kieran
Baron
Posts: 2,465
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Jun 28, 2021 9:37:13 GMT
They seem decent sorts so let's tell them the truth.
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Post by linflas on Jun 28, 2021 9:49:18 GMT
364 "Er... ", you begin. "I think someone has tricked you. These flowers are definitely not antheric... and there's no plague in Fenmarge! Ha, ha! As for the Marquis of Hoapranx, a child would have noticed that it was a false name! One had to be really stupid to fall into this trap..." You can't take it anymore and burst out laughing, which exasperates the two adventurers. Larka is ready to pounce on you, but Andomir stops her and shouts: "This young lady has insulted me, and I demand that she duel me! My honour will not be cleared until her blood floods this land! May the Gods be our witnesses! ". He draws his blade, a fine rapier that has obviously seen better days, and points at you. If you want to try to reason with him, turn to 315. If you want to accept this ridiculous duel, turn to 422. If you don't have your sword anymore, turn to 6.
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kieran
Baron
Posts: 2,465
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Jun 28, 2021 10:04:22 GMT
I think try reasoning with him (and hopefully in a less patronising manner!)
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Post by linflas on Jun 28, 2021 10:31:56 GMT
315 Come now, Andomir, I... I," you stammer. My intention was not to... Ouch!" Despite your attempts to clear your name, the errant knight gives you a gash in the throat, from which a few drops of blood trickle. This wound is harmless, but costs you 1 stamina point. En garde, damsel!" he exclaims. Time for talking is over!" You have no choice but to fight Andomir of House Aldemor.
ANDOMIR SKILL: 9 STAMINA: 16
The first of you whose STAMINA score falls below 5 is declared to have lost. If it is you, turn to 371. If it is your opponent, turn to 938.
Won fight.
Current stats = SKILL: 10 / STAMINA: 8 / LUCK: 8 / HEALTH: 13 / +1 Attack Strength
938 Phew! Not without difficulty, you have managed to defeat Andomir, a very experienced swordsman. He kneels down in front of you and declaims: "O fine lady! You have beauty and bravery, and I cannot win against such assets. Do with me as you please, my lady, for I am yours hand and foot." Hesitantly, you start to babble, but Larka acts in your stead: she gets up and kicks your suitor in the ribs, who rolls to the side and hits a tree. He's not moving," you say. Is he... "Dead? Him? It would take more than that to defeat Andomir!" laughs Larka. "He's a bloody womaniser, but you've got to hand it to him, he's tougher than he looks. But there's no way he's going to sleep until Fenmarge. Come on, get up, you slacker!" She slaps him several times, which finally wakes the knight up. "I mean, we still need to know where Fenmarge is," she sighed. "We've been lost in this muddy hole for a week and I can't take it anymore." "Fenmarge? You're not far away now", you inform her. "Take this way and you will be there in a few minutes." The two adventurers look at you with respect. A mere young girl who manages to defeat a strong knight and who, on top of that, can easily find her way around the Scorpion Swamp? Not something you see every day, you think to yourself. A few minutes later, you are alone again. The clearing is not worth a visit, so you can leave it by going north to 304, south to 15, west to 163, or east to 483.
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Post by Peter on Jun 29, 2021 7:03:30 GMT
How big is this swamp? Shall we continue east, or turn north? I vote north, unless others want to keep going east.
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kieran
Baron
Posts: 2,465
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Jun 29, 2021 17:04:00 GMT
Yeah north sounds good to me
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Post by linflas on Jul 1, 2021 7:25:45 GMT
304 Since you have been following this path, you turn to see that the number of frogs happily splashing around in the murky waters of the Swamp has increased significantly. You think you are heading for some magical place, when suddenly you see the path widen. You enter clearing 11, if you have been here before turn to 298. Your suspicions about the unusual nature of this clearing prove to be well founded. In front of you are thousands of frogs of all sizes, most of them frolicking and croaking in the small pools that dot the clearing. You walk carefully and then you see a huge mushroom standing in the middle of the clearing. On it you see a small man sitting cross-legged. He is rather corpulent, his mouth is unusually wide and his eyes are closed: it looks as if he is in some kind of meditation. But the most important thing is that he wears a frog-shaped amulet around his neck... So this tiny man is a MASTER?
Then a little red-spotted tree frog wakes you up and says: "Hi, my name is Jania. You look like a brave warrior lost in this putrid swamp," it says kindly. "Do you want to talk to my Master? He might be able to help you, if you are friendly to him. " If the word 'Frogs' is written on your Adventure Sheet, turn immediately to 960 (but note the number of this paragraph so you can return to it if necessary).
Recovering from the surprise of this sudden appearance, you must now make a choice. If you are going to see the Master turn to 122. If you prefer to leave, you can do so without any problem by one of the exits of the clearing. Will you choose : North? Turn to 786. South? Turn to 748. East? Turn to 813. West? Turn to 613.
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kieran
Baron
Posts: 2,465
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Jul 1, 2021 10:14:06 GMT
Let's talk to him
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Post by vastariner on Jul 1, 2021 14:27:34 GMT
Agreed, impolite not to say hi.
Just hope we don't croak.
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Post by linflas on Jul 1, 2021 15:50:06 GMT
122 You follow the little frog as it leads you hopping to its Master. Your ring is cold, which tells you that there is no danger and makes you comfortable, because you can feel a very powerful magical aura coming from the Master. When you reach him, he suddenly says: "Welcome, young adventurer! What can I do for you? " If you answer him with the same kindness, turn to 482. If you prefer to attack him, turn to 311. You can also, frightened or not wishing to waste your time, run towards one of the exits of the clearing. Will you choose: North? Turn to 786. South? Turn to 748. East? Turn to 813. West? Turn to 613.
As you are so polite...
482 Whom do you serve? Goldeagle Turn to 779. Ophidiane Turn to 519 Morgalux Turn to 392.
779 You speak to the Master of the missing Patrolmen and ask him if he has any information to give you. "I don't know anything about it," he replies coldly. You are a little bewildered and disappointed by this answer. The most surprising thing is that the surrounding noise becomes more intense and gloomy. Your ring is beginning to give off heat... Why would you be in danger? You have a choice: If you attack the Master to force him to give you information, turn to 585. If you prefer to leave the clearing, you run towards an exit. Will you choose : North? Turn to 786. South? Turn to 748. East? Turn to 813. West? Turn to 613.
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kieran
Baron
Posts: 2,465
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Jul 2, 2021 9:39:53 GMT
Something strange is going on, but attacking seems a bit of a drastic way to respond. I suggest we run to the west.
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Post by vastariner on Jul 3, 2021 23:08:31 GMT
I agree to retreat, maybe we could get some info and come back in due course. Which way did we come in? I suggest going out the opposite.
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Post by The Count on Jul 4, 2021 10:43:26 GMT
Yes, come back later - and then attack! For now, go West
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Post by Peter on Jul 5, 2021 8:49:53 GMT
Um... yes, west. He definitely knows something and he is willing to kill to keep it secret. We will need to return to this amphibious fibber.
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Post by linflas on Jul 5, 2021 9:19:52 GMT
613 As you walk along a slightly less muddy path, you are suddenly dazzled by something. If you have already entered clearing 48, turn to 75, otherwise read on. You discover a Mirror resting among some clumps of grass. Perhaps a Merchant lost it on one of his journeys... (You can note this on your Adventure Sheet). Anyway, you can't help but look at yourself for a few minutes and you are sad to see: where is the charming young girl your father once cherished? You are covered in mud, your hair is like the mane of your dead pony. Your face is pale, so pale that only a Vampire could be pleased with it. Your large eyes fill with tears, running down the dried mud streaks on your cheeks, like two streams through the green hills of your homeland. You quickly overcome your grief, finding the strength to lift your boot again and take another step, ignoring the danger and thinking that your father will be proud of you, where he is and whatever happens! Your worries become clearer when you hear, at the end of the rising path, some unpleasant noises: there is a fight going on down that hill. Your adventurous instincts urge you to go and see what is going on. The sight that awaits you is astonishing! A handsome, blond man in armour is fighting a gigantic, repulsively ugly lizard: it measures at least four metres, has enormous clawed legs, a mouth with teeth that you would expect to be extremely sharp and, oddly enough, a horn at the end of its snout. Could this be the mythical GARGANTIS? This fabulous lizard is considered to be one of the most dangerous monsters on all of Titan: there is one on every continent according to the stories told to children, and few people can testify to this. It seems that you have this formidable honour. But now you have to make a decision. If you want to help the mysterious adventurer, turn to 533. If you prefer to rush away, turn to 439.
As a reminder : Current stats = SKILL: 10 / STAMINA: 8 / LUCK: 8 / HEALTH: 13 / +1 Attack Strength
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Post by vastariner on Jul 5, 2021 10:04:58 GMT
Time for a quick snack before going in to help? I would be hoping to use a spell, perhaps.
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Post by philsadler on Jul 5, 2021 10:20:59 GMT
I want to help the the lizard! Seriously though, I thought that particular creature walked on its hind legs? It's not clear from the description, unless I'm wrong?
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Post by linflas on Jul 5, 2021 10:31:07 GMT
Yes, wrong automatic translation. "Il mesure au moins quatre mètres", literally "It measures at least four metres." Post edited.
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