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Post by The Count on Jul 21, 2021 23:26:35 GMT
Is it not possible to actually buy the 'good knife'? I don't think the quality of our utensils matters, and the good knife was just some (unintentionally misleading) flavour text
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Post by a moderator on Jul 22, 2021 17:26:38 GMT
Probably. Still, I once failed an amateur FF adventure (The Trial of Allibor's Tomb, IIRC) because I didn't buy a knife when I had the opportunity, so I thought it best to check.
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Post by linflas on Jul 23, 2021 7:53:12 GMT
Yes, flavour text. "good" => "proper" (post edited)
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Post by Peter on Jul 23, 2021 8:50:34 GMT
I agree with everything. And I hope we don't meet any connoisseurs who refuse to help us due to our vulgar dining behaviour.
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Post by linflas on Jul 26, 2021 8:30:12 GMT
863 The clearing you have just entered has a wide expanse of short grass, a soothing soft green colour. You are in clearing no. 49, if you have been here before, turn to 310. Otherwise continue reading. A small mound rises in the centre, where you can make out what looks like a rabbit hole. Suddenly, a slight movement in the grass attracts your attention, and it is not without surprise that you discover a small creature barely larger than a hare, round and fluffy, coming towards you with a curious, swaying gait. Its fur is a dark red, it wears a small green jacket from which six small, slender legs protrude, and it sports a huge cream moustache under small, black, shiny eyes. It stops a few steps away and stares at you, tilting its head to one side. "Pulu!" it says. Turn to 912 to attack it, although it is not threatening in any way and your ring is definitely cold. You can try to engage in conversation (turn to 34), give something to eat or drink (turn to 832), such as a potion or food that restores STAMINA points (cross this item off your Adventure Sheet if you choose this option), or try to bypass it and exit the clearing (turn to 699).
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kieran
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Post by kieran on Jul 26, 2021 8:39:45 GMT
Aw. Let's offer it some food.
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Post by linflas on Jul 26, 2021 16:31:01 GMT
832 You hand the item to the little creature, which squeals with delight and promptly grabs it. Now certain that it means you no harm, you venture to stroke it, thinking that despite its ugliness, it would certainly make an excellent companion. Satisfied, it reaches into the pockets of its little waistcoat and pulls out a gusseted watch with a cracked dial, which it holds out to you, chirping "Pulu, pulu !". Intrigued, you take the device, and discover that it is a Time Resetter! Only once, and only once, will you have the opportunity to go back in time one paragraph by turning the mechanism around (alas not if you are at the deadly end of your adventure; don't forget to undo any changes that have been made after reading the paragraph you are undoing).You carefully store the Time Resetter in your bag, and gain 1 LUCK point for this fruitful encounter with the Pulush, one of the few benevolent beings of the Swamp. The creature goes back to its burrow, and you can now leave the clearing to north (turn to 483), west (turn to 15) or east (turn to 350).
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Post by Peter on Jul 27, 2021 9:21:32 GMT
Great bargain! Shall we continue in the same direction we were going? Was that west?
Soon I will draw a map and make more informed decisions.
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kieran
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Post by kieran on Jul 27, 2021 10:58:49 GMT
Cool concept.
We were travelling east so I agree that we should keep heading that way.
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Post by linflas on Jul 30, 2021 9:14:03 GMT
350 For some time now, the vegetation seems to have been ravaged by fire, as you see half-burnt mangroves and willows everywhere. Even the grass has a reddish colour, and the mud seems to have been mixed with ashes, forming a more consistent paste than you have known since you entered the damned Swamp. A light wind rustles through your hair, laden with pungent, nauseating smells. In front of you is a new clearing, number 15. If you have already entered it, turn to 270. If not, read on. This clearing is bordered by thick cobwebbed thickets and a fire burns in the centre. The ground is covered in red ash, which gives an unusual appearance to this place which, seen from the sky, must look like a red dot in the green expanse of the Swamp. You look back at the fire: it has certainly been lit by a passing adventurer. As you calmly approach it (as your ring remains cold), your adventurer's sixth sense warns you of something... A figure is forming from the flames! These flames gradually take on a silvery hue, and end up forming the body of a man, even recreating a kind of toga (yes, firemen are also prudish). Around his neck hangs a spider-shaped Amulet made of greenish flames that are brighter than the others. His face then takes shape: it is that of an elderly man, bald and with a long bushy beard. A sparkling green gaze without pupils then lights up, like two burning embers in the middle of an ocean of flames. Dazed, you back away quickly before you hear a voice from beyond the grave echoing through the clearing: "My name is Zernaya. I was the Master of Spiders, until some foolish adventurer had the impudence to kill me. Fortunately, I had one last card in my hand and I was able to cast one last spell before I died. This allowed me to be reborn as Efrit, or Fire Genie if you prefer. The downside is that I can't get out of this clearing anymore, because my spell is tied to it." Your frightened look amuses the Master, whose eyes are more piercing than ever, and whose fiery face is distorted by a mocking sneer: "Although I am an evil Master, I offer you a chance to get away with it. Do you have the Bronze Owl?" If you own this item, turn to 660. If not, turn to 7.
7 You answer in the negative, which tends to offend him. He gives you a scornful look (at least, that's how you interpret it) then nods and says, "Hmm, not good. Your uselessness will cost you your life." Then his "face" comes to life, and you see a sword forming in his right hand. The end of it is lit up with a green colour similar to that of his eyes. Then he starts to move, and leaves the campfire to walk on the scorched ground: you now understand the origin of this colour. He comes towards you with an evil eye: make up your mind quickly! If you flee from the clearing where the Master cannot reach you, turn to 611. If you prefer to use magic, turn to 871. If you draw your sword and face him, turn to 717.
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Post by Peter on Jul 30, 2021 9:54:22 GMT
He will help us if we bring him the Bronze Owl. He is possibly too powerful to defeat in battle. I'd like to run away, and possibly come back later.
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Post by vastariner on Jul 30, 2021 20:16:12 GMT
Yes, run away, head east if we can.
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Post by Charles X. on Aug 8, 2021 21:39:47 GMT
Is this thread dead?! I was enjoying reading people's exploits. I say, one try for each Master until we get it. I would love to join a fresh PC team if the GM is willing to give it another try.
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Post by linflas on Aug 9, 2021 13:20:03 GMT
Not dead at all, I'm on holidays, checking the forum once per day, but not enough time to translate atm
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Post by Charles X. on Aug 9, 2021 14:51:29 GMT
Not dead at all, I'm on holidays, checking the forum once per day, but not enough time to translate atm Cool! Sorry to bother you & hope you're having a good time on hols. I would like to join your exciting group when you're back. Going on hol myself 1st 2 weeks of September so won't be posting then.
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Post by linflas on Aug 23, 2021 17:05:36 GMT
611 It suddenly seems better (to put it mildly) to leave the clearing as soon as possible. So you think it's been a long time since you've done a bit of running and it's high time to build up your little calves. So you start running like crazy, aiming for one of the exits. A nimble jump over the rock and it's time to show that your running performance exceeds that of an Efrit. After a few dozen metres (this clearing is bigger than it looks) you glance behind you to assess the distance between you and the Master. But surprise, surprise: he has turned into a fire spider with a human head waving two huge fangs made of green "fire". As a result, he moves - with eight legs - much faster than you: "You can't escape me!" he taunts behind your back as you feel an ominous heat coming dangerously close. Test your Luck. If you are Lucky, you manage to get out of the clearing in extremis. If you are Unlucky, the Master manages to bite you before you get out. The pain is intense (you lose 4 STAMINA points and 2 HEALTH points). Now, which way did you come out? From east, turn to 361. From west, turn to 863. From north, turn to 767.
Rolled 9 for Luck. No pain.
SKILL: 10 STAMINA: 20 LUCK: 10 HEALTH: 10
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CharlesX
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Post by CharlesX on Aug 23, 2021 17:32:15 GMT
Hi! Agree with vastariner, go East.
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Post by Peter on Aug 24, 2021 6:18:27 GMT
I concur.
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Post by linflas on Aug 24, 2021 9:33:25 GMT
361 You enter clearing no. 43. If you have been here before, turn to 670. If not, read on.
The landscape before your eyes seems bare to say the least. Only a few dead trees break the monotony of the scenery here and there. Your feet tread on muddy ground covered by a greyish mist, forcing you to be careful with every step you take. You are beginning to tire of the precautions you take to avoid ending up in a natural trap. The usual smell of the swamp - a mixture of rotting and foul water - assails your nostrils. To top it all off, the cold and high humidity turn your clothes sticky and itchy. You can't wait to get out of this place! as quickly as possible! You wonder what you could possibly find here that would be of interest. Just as you are thinking about this, your eye is drawn to a yellow shape at the foot of a dead tree. If you want to take a closer look, turn to 39. Otherwise, the ordinariness of the place encourages you to continue your exploration, turn to 208.
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CharlesX
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Post by CharlesX on Aug 24, 2021 10:00:43 GMT
Sounds interesting. I vote look at the yellow shape, and at the first sign of danger, we can always change course.
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Post by vastariner on Aug 25, 2021 7:22:35 GMT
Yeah, what's the point in travelling if one cannot pick up the odd souvenir?
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Post by linflas on Aug 25, 2021 14:56:59 GMT
39 Cautiously, you approach and finally see a bunch of mushrooms whose yellowish colouring rubs off a little against the greyness of the surroundings. These mushrooms seem to have grown in the middle of a puddle of liquid, also yellow, from which emanates a smell that makes you shudder... Confused, you try to understand where the strange sensation you feel when you breathe in this sweet, slightly dizzying scent comes from... You call upon your memory, but it seems that you have to dig deep into it to find the origin of your trouble... Test your Luck. If you are Lucky, turn to 749. If not, turn to 133.
Rolled 5 for Luck. SKILL: 10 STAMINA: 20 LUCK: 9 HEALTH: 10
749 Suddenly, a scene from your childhood comes to mind. You had completely forgotten about it...
It is late in the day. You are lying in bed with your eyes wide open. For some time now, you have had the greatest difficulty in reaching sleep. Your mother is worried that you are coming down with something. Unless her anxiety has infected you... It's been days since your father was supposed to return from his expedition, but he's still not here... No one has heard from him, no one knows what has happened to him... You know that your mother prays for him every night in the hope, each time disappointed, that in the morning he will finally be back. You, on the other hand, are not afraid. Your father is a hero, and a hero, everyone knows, is invincible. One day, you too will perform heroic deeds. You will face monsters, discover lost treasures, deal with magicians, travel through dangerous wilderness... You are deep in thought when your mother enters the room. She smiles at you. She laughs at you, but her smile cannot hide the wrinkles in her face caused by anxiety... She speaks to you in a soft voice, however, and presents you with a cup full of ochre liquid with a sweet smell... You swallow it immediately, suppressing a grimace, and lie down again. You vaguely see your mother get up and walk towards the front door of your room as your mind wanders back to the unexplored lands of your future exploits... Shapes begin to move without you being able to fix them, landscapes mixing and mingling as your imagination fluctuates, and finally you capsize. your imagination, and finally you slowly capsize in the world of dreams...
A blink later, you are back in the clearing. How long ago that time was... You look again at the fragrant mushrooms. They are probably producing the yellow liquid that your mother used to give you as a sleeping draught. You decide to pick the bouquet at random and put it in your bag. Note that you have a Bouquet of Fragrant Mushrooms, and turn to 1037.
1037 You are about to leave when you suddenly notice something you had not noticed before. At the foot of the dead tree, the mud seems to be marked, as if something had stood there... You lean forward to examine the mark. The contours are irregular, rather large and elongated. A shape that closely resembles that of a human body... And whoever was lying there, you doubt very much that he was just taking a nap! You examine the surroundings carefully, but find nothing. Your eyes fall back on the puddle of yellow liquid, and you think of the mushrooms you picked up... Is there a connection between all this? Deep in thought, you slowly walk away from the clearing... Turn to 208.
208 There are two ways to leave the clearing. If you choose to leave the clearing from the north, turn to 218. If you choose to leave the clearing from the west, turn to 350.
218 You wade through the muck for a long time before reaching clearing no. 6. If this is the first time you have reached it, continue reading. Otherwise, turn immediately to 792.
This part of the swamp is a real quagmire where your progress is both slow and exhausting. Each new step pushes you halfway through the mud, whose slimy voracity has almost cost you your boots on several occasions. The treacherous terrain has caused you to fall a few times, and your state of filth is even more appalling than it was before. Fortunately for you, your sense of smell has capitulated to the unbearable miasma of the swamp and you are unable to discern the slightest smell. The landscape around you is very monotonous and you find it hard to stay alert. The vegetation is mainly limited to slender reeds and various aquatic plants. plants. You are forced to walk around the muddy pools that sometimes open up in your path. The fauna is more discreet and less noisy than in other parts of the marsh, but it is not non-existent. Scorpions - the largest of which is no longer than the length of your little finger - hunt for insects among the grass. Toads follow your approach with their bulging eyes. But you don't hear a bird. The heavy, damp atmosphere is only disturbed by the sound of your difficult progress. Eager to escape the bog at last, you try to hasten your pace when, without warning, your leg sinks knee-deep into the mud! Caught completely off guard, you try to regain your footing, but the ground seems to have lost all solidity around you. In no time at all, you are already knee-deep in mud. You feel a surge of uncontrollable panic, but your adventurous instincts immediately kick in to stem it. As long as you stay calm, you should be able to get out of this natural trap. But a shiver of terror runs down your spine as you feel your Copper Ring suddenly warm up and you hear something approaching from behind you. Turn to 738.
738 You turn around to discover to your horror that your vulnerable situation has attracted the attention of a GIANT SCORPION! If you have the Amulet of the Master of Scorpions, turn immediately to 961. This monstrous species figures prominently in most of the scary rumours circulating about the swamp, but according to your father, it is actually quite rare. Unfortunately, the specimen now before you seems to be unaware of this crucial fact! Its chitinous carapace is shiny black, quite heavily covered with silt and plant debris. Its pincers are long and slender and the menacing stinger at the end of its tail would be well above your head even if you were not currently stuck. The monster is already only a few metres away from you, but it is now moving extremely slowly. It is clearly aware of the danger of the quagmire around you and you think that this is probably not the first time it has found its sustenance in this way. You only have a few moments of respite to act before it is able to reach you. If you try to get up on land, which will necessarily bring you closer to the Scorpion, turn to 637. If you use a Growth Gem, turn to 248. If you use an Ice Gem, turn to 463. If you remain motionless, turn to 300.
(please report translation mistakes)
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CharlesX
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Post by CharlesX on Aug 25, 2021 16:02:52 GMT
My thoughts: the Giant Scorpion is probably very dangerous. In Deathtrap Dungeon the Giant Scorpion has stats of Skill 9\10 Stamina 9\10 and 2 attacks and a lethal sting (if it ever rolls 12 for attack strength). If we try and run away it could backfire and the swamp mire could take us deeper down, we could even die. If we remain motionless there might be a luck test which we don't know we'll pass. I think this monster is dangerous enough it justifies using magic. A growth spell could make us a bigger target for the scorpion sting, and I 'd rather immobilize this beast than fight, so I suggest the ice gem.
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Post by a moderator on Aug 25, 2021 16:08:11 GMT
(please report translation mistakes) 749 - A liquid would be better described as a 'sleeping draught' than a 'sleeping pill'. 218 - 'Batrachians' is a bit scientific-sounding. 'Frogs' or 'Toads' might be preferable. And 'with their with their' needs to lose a 'with their'.
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Post by vastariner on Aug 25, 2021 18:16:40 GMT
βρεκεκεκεκεκεξ κοαξ κοαξ κοαξ
What gems do we have?
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CharlesX
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Post by CharlesX on Aug 25, 2021 18:36:52 GMT
βρεκεκεκεκεκεξ κοαξ κοαξ κοαξ Meaning, exactly? Write in Queen's English, dammit!
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Post by linflas on Aug 26, 2021 7:51:38 GMT
Thanks greenspine, post edited.
Peter chose these Gems : 1 SKILL, 3 STAMINA, 1 LUCK, 2 FIRE, 2 ICE, 1 ILLUSION
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Post by a moderator on Aug 26, 2021 10:14:49 GMT
βρεκεκεκεκεκεξ κοαξ κοαξ κοαξ Meaning, exactly? Write in Queen's English, dammit! Based purely on stuff learned through cultural osmosis, I would guess that it's something to do with Aristophanes' The Frogs.
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kieran
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Post by kieran on Aug 26, 2021 15:51:15 GMT
I agree that the ice gem seems a good shout.
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Post by linflas on Aug 27, 2021 9:15:20 GMT
463 You realise almost immediately that you have done a terrible mistake. The Ice Stone's magic completely solidifies the quagmire in which you are half immersed, trapping your legs in a frozen vice! If you are no longer in danger of being swallowed up by the mire, you are however an easy prey for the Giant Scorpion! It stands still for a moment, perhaps confused by the sudden alteration your magic has caused. But with its primitive brain soon, the Scorpion realises that it can now safely reach you and it moves forward onto the frozen surface. You swing your sword in desperation, ready to strike it down as soon as it comes into range. Test your Luck by adding 2 to the result of the dice. If you are Lucky, turn to 723. If you are Unlucky, turn to 681.
Rolled 4 + 2. Lucky !
SKILL: 10 STAMINA: 20 LUCK: 8 HEALTH: 10
723 You hold the Scorpion's claws at bay with your sword, but the monster has a considerably more powerful weapon at its disposal. Fortunately, your instinct warns you just as it is about to strike with its tail. By reflex, you barely manage to deflect the blow with the flat of your blade and the deadly sting hits the ice beside you. But this setback does not prevent the Scorpion from immediately attacking again. The ice holding your legs captive forces you to deduct 2 points from your SKILL score for the whole fight.
GIANT SCORPION SKILL: 8 STAMINA: 9
Every fourth assault, the Giant Scorpion will attack with its tail rather than its claws. If it succeeds in this attempt, the virulent venom it injects into you will break your resistance and your adventure will come to an end. If you win the fight, you will finally - and not without difficulty - be able to free yourself from the ice the Gem created. Turn to 278.
We're dead baby... killed by the tail at the 8th assault...
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