Post by champskees on Oct 27, 2013 8:35:58 GMT
Master of Chaos is a solid adventure from Keith Martin. The city is pretty fun to explore, and there are some great characters in the story, notably Jesper and the Dark Elf. Quite a few opponents have a high stamina score and as with Vault of the Vampire, there is no way to avoid fighting the villain at the end, so I recommend decent stats (9+ Skill, 19+ Stamina, good luck helps (for fights).
The Boat
- Take 2 Gold Pieces.
- Take Skills: Blindsight, Acute Hearing, Animal Wisdom.
- Stay quiet & ignore this (3 Damage).
- You have the Acute Hearing Skill (2 Damage).
- Passively suffer his beating (3 Damage).
- Attack the tentacle using the ball & chain as a weapon.
- Fight Sk 7 St 6 Tentacle.
o -3 Skill for duration of fight.
o Fight until you win or your Stamina is reduced to 3 or less.
- Drink the grog (+4 Stamina).
- Agree to the plan.
- You have the Blindsight Skill.
- Take 2 Food & 6 Gold Pieces.
The Warehouses
- You haven’t been in this district before.
- Apprehend the thief.
- You do not have the Tracking Skill.
- Take 4 Gold Pieces.
- Accept his offer.
- Take 4 Gold Pieces (+4 Stamina).
- Stay in this district.
- Add note: You have met Vesper.
- Agree to his plan (+2 Stamina).
- You have the Blindsight Skill.
- Take 240 Grammes of Saffron (+4 Stamina).
- Head for the markets to sell the saffron.
The Markets
- Take 15 Gold Pieces.
- Hang around in the Market district.
- This is the first time you have visited the Market district.
- You have the Animal Wisdom Skill.
- You want to buy it (-3 Gold Pieces).
- Take Silver Whistle (+1 Luck).
- Add note: You now have Jesper the mongoose with you.
- You have Jesper with you.
- Buy the eggs (-2 Gold Pieces).
- Take 10 Gold Pieces (+1 Notoriety).
Entertainer’s Square
- You have Jesper with you.
- Tell him he doesn’t have to do this.
- Take 5 Gold Pieces.
- Go to the shops for supplies.
Shops
- Visit the weapons store.
- Take Backpack & Waterskin (-2 Gold Pieces).
- Take Crossbow & 5 Bolts (-5 Gold Pieces, +1 Notoriety).
- Take Sword & Leather Armour (-13 Gold Pieces, +2 Notoriety).
- You want to do more shopping.
- Visit the stables & travel shop.
- Buy the camel.
- You have the Animal Wisdom Skill (-13 Gold Pieces).
- Add note: You now have a camel.
- Continue shopping.
- Visit Sukifiri’s Magic Shop.
- Take Potion of Stamina (-7 Gold Pieces. Restores ½ Stamina when used, +1 Notoriety).
- Go elsewhere.
- Visit the Old Quarter.
Old Quarter
- You haven’t been to the Old Quarter before.
- Try to stop the mule.
- You have the Animal Wisdom Skill.
- Test Skill+1.
o If fail:
o Give up trying to restrain the mule.
o Take 2 Gold Pieces.
o If succeed:
o Take 4 Gold Pieces.
- Visit Kanstrin’s Guursh Bar.
- Try to bribe your way in.
- Pay the bribe (-2 Gold Pieces).
- Leave & check the back of the building to see what the men are up to.
- Run up the stairs to attack.
- You have the Blindsight Skill.
- Fight Sk 8 St 7 Footpad.
- Do as the man tells you.
- Take 4 Gold Pieces.
- Talk with him.
- Take Potion of Healing (+5 Stamina when used).
- Take Bronze Bracelet.
- Head for the Gambling Hall.
- Head to the bar for some food & drink if you need it (-1 Gold, +4 Stamina).
- Sit down at a table & gamble.
- You have at least 3 Gold Pieces.
- Gamble with the Gnomes.
- Take 2 Gold Pieces.
- Refuse to do so.
- Fight Sk 6 St 6 Gnome & Sk 7 St 5 Gnome together.
- Take 5 Gold Pieces & 2 Magic Bolts (+1 Skill when used).
- You are too mean to pay this (-1 Food).
- Eat your other meal if you haven’t already (+4 Stamina if you do).
Leaving Preparations
- You are ready to leave the city.
- You have a Silver Whistle.
- You do not have a mark on your forehead.
- Your Notoriety is less than 8.
- You want to do some last minute shopping.
- Visit the food shops.
- Buy 20 Food (-10 Gold Pieces).
- Leave by turning to Para 388.
The Desert
- You have bought a camel (-2 Food).
- You have Jesper with you.
- Roll 2D6.
o On 2-9:
o Jasper kills the snake.
o On 10-12:
o You are riding a camel.
o You have the Animal Wisdom Skill.
- You have Jesper with you (-2 Food).
- Fight Sk 7 St 7 Mutant Orc.
o Fight until enemy’s Stamina is 2 or less.
- Kill the mutant.
- Lose D6/2 (round up) Food.
- You have a crossbow.
- Test Skill three times (-3 Bolts). If you succeed 2-3 times, you killed a deer for bragging rights (+3 Bolts). Otherwise you fail at life.
o If you killed a deer, you do not possess a lantern. The meat is useless to you (awkward fail).
- You do not have a Ring of Endurance (4 Damage). Eat a meal (+4 Stamina, -1 Food).
- You are riding a camel (-2 Food).
- You have a crossbow & bolts left.
- Fight Sk 8 St 10 Chaos Manticore.
- Take Silver Amulet ‘29’ Rays.
- Take 3 Gold Pieces.
- Eat enough meals to restore Stamina to full (-X Food).
- You can only take 12 Food with you.
- You do not have a Ring of Endurance (3 Damage).
Rahasta
- Try to find somewhere to sleep.
- You have Jesper with you (+4 Stamina).
- Leave for Kabesh at once.
- You have slept and rested in Rahasta.
- You do not have a Ring of Endurance (-4 Food, 3 Damage).
- You do not have a mark on your forehead.
- Add note: If you find the Golden Globe multiply enemy Skill & Stamina.
- Jesper is with you.
- Take 10 Food (+4 Stamina).
Ruins of Kabesh
- Go to Old Temple.
- Take one of the torches.
- Take Metal Torch.
- Leave and go elsewhere.
- Go to Ruined Senate House.
- Go straight into the building.
- Descend the stairs.
- You do not have a lantern.
- You have the Blindsight Skill.
- Stay & fight the scorpion.
- Fight Sk 7 St 8 Mutant Scorpion.
o If enemy hits, Roll D6. On 1-2, take 4 Damage instead of 2.
- You have the Blindsight Skill.
- Use clue with Globe (7*8=56). Turn to Para 56.
- Take Lantern, Rope, 6 Food (+1 Luck, +4 Stamina).
- Take Magic Sword (+1 to Skill in combat).
- Go to Mausoleum (2 Damage).
- Fight Sk 6 St 5 Skeleton & Sk 6 St 6 Skeleton together.
- You do not have an Iron Key.
- You do not have a forehead mark.
- Attack him.
- Fight Sk 10 St 15 Necromancer.
o I recommend using 2 luck points while fighting him.
o On first round, if enemy strikes you:
o -1 Skill for duration of fight.
o Each round, Roll D6. 1-3 = 1 Damage.
o If your Stamina is reduced to 4 or less:
o You have a Bronze Bracelet.
o Enemy takes 2 Damage.
o Sk 10 Ally fights in combat.
o If you win fight, drink from flask (+4 Stamina).
- Take Iron Key.
- Take The Three Hundred and Thirty Incantations of Ssassuzlit.
- Leave & go elsewhere in the ruins.
- Go to Warehouses (-1 Food).
- You have the Acute Hearing Skill.
- Test Skill -2. Fail = 3 Damage, -2 Skill & 1 Damage per round for next fight.
- Fight Sk 7 St 8 Chaos Mutant.
- Take a chance on searching here thoroughly.
- You do not have the Tracking Skill (3 Damage).
- Go down the steps.
- Move cautiously around the ledge to your right.
- Enter the room & eat some sludge (+6 Stamina).
- Take 2 Food.
- Backtrack round to the right side of the ledge.
- Attack the guard.
- Try to snatch the helm from his head.
- Test Skill + 2. Fail = 2 Damage.
o You can try three times total.
o If you grab the helm:
o Take Moon Sword (+1 Initial Skill, 3x D6+1 Stamina Charges. +2 Luck).
o If you fail three times:
o Fight Sk 8 St 10 Insane Warrior.
• -1 to your Skill for duration of fight.
- Head straight towards the portcullis.
- You have an Iron Key.
- Write down that you are holding the Metal Torch.
- You wrote down ‘metal torch’.
- You have a Silver Amulet. Turn to Para 29.
- Head for the door.
- Walk across & sit by him (+4 Stamina).
- Try to grab the mage’s ring.
- Test Skill + 2. If successful:
o Spend a few precious seconds putting on the ring.
o Take Shanzikuul’s Skill Ring (+2 Initial Skill).
o Add note: -2 to enemy’s Skill next combat.
- Run into the wall of bones (4 Damage).
- Test Luck. Fail = 3 Damage.
- Fight Sk 13 St 16 Shanzikuul.
o If you reduce enemy’s stamina to 2 or less:
o Roll one more time for attack strength.
• If you have the higher attack strength:
o You kill Shanzikuul.
• If enemy has the higher attack strength:
o Leaf through a magical book.
o 330/3 = 110. Turn to Para 110.
o Cast spell of fortifying (+10 Stamina, +2 Luck).
o Restore 6 Stamina to Shanzikuul.
o Fight Sk 13 St 7-8 Shanzikuul.
- You have 30 seconds to do things.
- If you do not possess Shanzikuul's Ring: Take Ring (+2 Initial Skill). 10 Seconds.
o Use Potion of Healing (+5 Stamina). 10 Seconds.
o Use Potion of Stamina (+1/2 Initial Stamina rounded up). 10 Seconds.
o Use Charges from Moon Sword (+2-7 Stamina per charge). 10 Seconds.
- Fight Sk 10 St 13 Dark Elf.
- You return the Staff of Power to the wizards and discuss your reward. You smile & stretch out in comfort, knowing that you have deserved it a hundred times over!
The Boat
- Take 2 Gold Pieces.
- Take Skills: Blindsight, Acute Hearing, Animal Wisdom.
- Stay quiet & ignore this (3 Damage).
- You have the Acute Hearing Skill (2 Damage).
- Passively suffer his beating (3 Damage).
- Attack the tentacle using the ball & chain as a weapon.
- Fight Sk 7 St 6 Tentacle.
o -3 Skill for duration of fight.
o Fight until you win or your Stamina is reduced to 3 or less.
- Drink the grog (+4 Stamina).
- Agree to the plan.
- You have the Blindsight Skill.
- Take 2 Food & 6 Gold Pieces.
The Warehouses
- You haven’t been in this district before.
- Apprehend the thief.
- You do not have the Tracking Skill.
- Take 4 Gold Pieces.
- Accept his offer.
- Take 4 Gold Pieces (+4 Stamina).
- Stay in this district.
- Add note: You have met Vesper.
- Agree to his plan (+2 Stamina).
- You have the Blindsight Skill.
- Take 240 Grammes of Saffron (+4 Stamina).
- Head for the markets to sell the saffron.
The Markets
- Take 15 Gold Pieces.
- Hang around in the Market district.
- This is the first time you have visited the Market district.
- You have the Animal Wisdom Skill.
- You want to buy it (-3 Gold Pieces).
- Take Silver Whistle (+1 Luck).
- Add note: You now have Jesper the mongoose with you.
- You have Jesper with you.
- Buy the eggs (-2 Gold Pieces).
- Take 10 Gold Pieces (+1 Notoriety).
Entertainer’s Square
- You have Jesper with you.
- Tell him he doesn’t have to do this.
- Take 5 Gold Pieces.
- Go to the shops for supplies.
Shops
- Visit the weapons store.
- Take Backpack & Waterskin (-2 Gold Pieces).
- Take Crossbow & 5 Bolts (-5 Gold Pieces, +1 Notoriety).
- Take Sword & Leather Armour (-13 Gold Pieces, +2 Notoriety).
- You want to do more shopping.
- Visit the stables & travel shop.
- Buy the camel.
- You have the Animal Wisdom Skill (-13 Gold Pieces).
- Add note: You now have a camel.
- Continue shopping.
- Visit Sukifiri’s Magic Shop.
- Take Potion of Stamina (-7 Gold Pieces. Restores ½ Stamina when used, +1 Notoriety).
- Go elsewhere.
- Visit the Old Quarter.
Old Quarter
- You haven’t been to the Old Quarter before.
- Try to stop the mule.
- You have the Animal Wisdom Skill.
- Test Skill+1.
o If fail:
o Give up trying to restrain the mule.
o Take 2 Gold Pieces.
o If succeed:
o Take 4 Gold Pieces.
- Visit Kanstrin’s Guursh Bar.
- Try to bribe your way in.
- Pay the bribe (-2 Gold Pieces).
- Leave & check the back of the building to see what the men are up to.
- Run up the stairs to attack.
- You have the Blindsight Skill.
- Fight Sk 8 St 7 Footpad.
- Do as the man tells you.
- Take 4 Gold Pieces.
- Talk with him.
- Take Potion of Healing (+5 Stamina when used).
- Take Bronze Bracelet.
- Head for the Gambling Hall.
- Head to the bar for some food & drink if you need it (-1 Gold, +4 Stamina).
- Sit down at a table & gamble.
- You have at least 3 Gold Pieces.
- Gamble with the Gnomes.
- Take 2 Gold Pieces.
- Refuse to do so.
- Fight Sk 6 St 6 Gnome & Sk 7 St 5 Gnome together.
- Take 5 Gold Pieces & 2 Magic Bolts (+1 Skill when used).
- You are too mean to pay this (-1 Food).
- Eat your other meal if you haven’t already (+4 Stamina if you do).
Leaving Preparations
- You are ready to leave the city.
- You have a Silver Whistle.
- You do not have a mark on your forehead.
- Your Notoriety is less than 8.
- You want to do some last minute shopping.
- Visit the food shops.
- Buy 20 Food (-10 Gold Pieces).
- Leave by turning to Para 388.
The Desert
- You have bought a camel (-2 Food).
- You have Jesper with you.
- Roll 2D6.
o On 2-9:
o Jasper kills the snake.
o On 10-12:
o You are riding a camel.
o You have the Animal Wisdom Skill.
- You have Jesper with you (-2 Food).
- Fight Sk 7 St 7 Mutant Orc.
o Fight until enemy’s Stamina is 2 or less.
- Kill the mutant.
- Lose D6/2 (round up) Food.
- You have a crossbow.
- Test Skill three times (-3 Bolts). If you succeed 2-3 times, you killed a deer for bragging rights (+3 Bolts). Otherwise you fail at life.
o If you killed a deer, you do not possess a lantern. The meat is useless to you (awkward fail).
- You do not have a Ring of Endurance (4 Damage). Eat a meal (+4 Stamina, -1 Food).
- You are riding a camel (-2 Food).
- You have a crossbow & bolts left.
- Fight Sk 8 St 10 Chaos Manticore.
- Take Silver Amulet ‘29’ Rays.
- Take 3 Gold Pieces.
- Eat enough meals to restore Stamina to full (-X Food).
- You can only take 12 Food with you.
- You do not have a Ring of Endurance (3 Damage).
Rahasta
- Try to find somewhere to sleep.
- You have Jesper with you (+4 Stamina).
- Leave for Kabesh at once.
- You have slept and rested in Rahasta.
- You do not have a Ring of Endurance (-4 Food, 3 Damage).
- You do not have a mark on your forehead.
- Add note: If you find the Golden Globe multiply enemy Skill & Stamina.
- Jesper is with you.
- Take 10 Food (+4 Stamina).
Ruins of Kabesh
- Go to Old Temple.
- Take one of the torches.
- Take Metal Torch.
- Leave and go elsewhere.
- Go to Ruined Senate House.
- Go straight into the building.
- Descend the stairs.
- You do not have a lantern.
- You have the Blindsight Skill.
- Stay & fight the scorpion.
- Fight Sk 7 St 8 Mutant Scorpion.
o If enemy hits, Roll D6. On 1-2, take 4 Damage instead of 2.
- You have the Blindsight Skill.
- Use clue with Globe (7*8=56). Turn to Para 56.
- Take Lantern, Rope, 6 Food (+1 Luck, +4 Stamina).
- Take Magic Sword (+1 to Skill in combat).
- Go to Mausoleum (2 Damage).
- Fight Sk 6 St 5 Skeleton & Sk 6 St 6 Skeleton together.
- You do not have an Iron Key.
- You do not have a forehead mark.
- Attack him.
- Fight Sk 10 St 15 Necromancer.
o I recommend using 2 luck points while fighting him.
o On first round, if enemy strikes you:
o -1 Skill for duration of fight.
o Each round, Roll D6. 1-3 = 1 Damage.
o If your Stamina is reduced to 4 or less:
o You have a Bronze Bracelet.
o Enemy takes 2 Damage.
o Sk 10 Ally fights in combat.
o If you win fight, drink from flask (+4 Stamina).
- Take Iron Key.
- Take The Three Hundred and Thirty Incantations of Ssassuzlit.
- Leave & go elsewhere in the ruins.
- Go to Warehouses (-1 Food).
- You have the Acute Hearing Skill.
- Test Skill -2. Fail = 3 Damage, -2 Skill & 1 Damage per round for next fight.
- Fight Sk 7 St 8 Chaos Mutant.
- Take a chance on searching here thoroughly.
- You do not have the Tracking Skill (3 Damage).
- Go down the steps.
- Move cautiously around the ledge to your right.
- Enter the room & eat some sludge (+6 Stamina).
- Take 2 Food.
- Backtrack round to the right side of the ledge.
- Attack the guard.
- Try to snatch the helm from his head.
- Test Skill + 2. Fail = 2 Damage.
o You can try three times total.
o If you grab the helm:
o Take Moon Sword (+1 Initial Skill, 3x D6+1 Stamina Charges. +2 Luck).
o If you fail three times:
o Fight Sk 8 St 10 Insane Warrior.
• -1 to your Skill for duration of fight.
- Head straight towards the portcullis.
- You have an Iron Key.
- Write down that you are holding the Metal Torch.
- You wrote down ‘metal torch’.
- You have a Silver Amulet. Turn to Para 29.
- Head for the door.
- Walk across & sit by him (+4 Stamina).
- Try to grab the mage’s ring.
- Test Skill + 2. If successful:
o Spend a few precious seconds putting on the ring.
o Take Shanzikuul’s Skill Ring (+2 Initial Skill).
o Add note: -2 to enemy’s Skill next combat.
- Run into the wall of bones (4 Damage).
- Test Luck. Fail = 3 Damage.
- Fight Sk 13 St 16 Shanzikuul.
o If you reduce enemy’s stamina to 2 or less:
o Roll one more time for attack strength.
• If you have the higher attack strength:
o You kill Shanzikuul.
• If enemy has the higher attack strength:
o Leaf through a magical book.
o 330/3 = 110. Turn to Para 110.
o Cast spell of fortifying (+10 Stamina, +2 Luck).
o Restore 6 Stamina to Shanzikuul.
o Fight Sk 13 St 7-8 Shanzikuul.
- You have 30 seconds to do things.
- If you do not possess Shanzikuul's Ring: Take Ring (+2 Initial Skill). 10 Seconds.
o Use Potion of Healing (+5 Stamina). 10 Seconds.
o Use Potion of Stamina (+1/2 Initial Stamina rounded up). 10 Seconds.
o Use Charges from Moon Sword (+2-7 Stamina per charge). 10 Seconds.
- Fight Sk 10 St 13 Dark Elf.
- You return the Staff of Power to the wizards and discuss your reward. You smile & stretch out in comfort, knowing that you have deserved it a hundred times over!