Post by champskees on Oct 29, 2013 6:34:44 GMT
Another awesome book by Hand. Moonrunner reminds me a lot of Midnight Rogue in many respects, having thief type skills and exploring a town, but I think it has superior characterisation and much better set pieces. Everyone remembers Conrad, I laughed when reading about Hogg & Kilmarney, and I thought the Corpse Master was quite interesting too. I thought the ending was a bit weak and handled poorly. If the title of the book is Moonrunner, develop the idea into a bit more than a few lines! Still, definitely in my Top 10. This walkthrough is designed to allow a minimum stats character to get by pretty easily, as Hand designs his gamebooks very well. I do recommend playing this book by yourself first though, otherwise you miss out on much of the detail Hand presents in this adventure.
- Take 2D6+12 Gold Pieces.
- Take 5 Food.
- Choose Skills: Acrobatics, Sleight of Hand, Lock Picking & Climb.
- Rush over to the window.
- You wish to jump down after him & have the Acrobatics Skill.
- Go to Craven Asylum.
- You have neither.
- Visit the Last Octopus.
- You have 0 words.
- Do not buy Koszak.
- Talk with the landlady.
- Ask about the Cabal of the Werewolf.
- Do as she says and beat a hasty retreat out of the tavern.
- Go with the strange woman (+4 Stamina).
- Take 2 Food.
- Take 30 Gold Pieces.
- Add note: After 9 Hours have passed, Turn to Para 75.
- Visit the Shrine of Belthegor.
- Continue on your way to the shrine of Belthegor.
- You do not have the Tracking Skill.
- Puzzle:
o The three boards have missing numbers.
o First board is (top row) 1,2,3 (middle row) 4,5,6 & (bottom row) 7,8,9
o Second board is (top row) 10,11,12 (middle row) 13,14,15 & (bottom row) 16,17,18
o Third board is (top row) 19,20,21 (middle row) 22,23,24 & (bottom row) 25,26,27
o Each number corresponds to a letter of the alphabet (A=1, B=2 C=3 and so on).
o The code at the bottom is a message.
o Each symbol refers to a part of a board. A square, for example, would refer to the middle square of a board. A ‘c’ shaped symbol refers to the middle right square of a board.
o If there is no arrow, refer to the first board. A square with no arrow would be 5. 5=’E’.
o If there is an arrow pointing up, refer to the second board. A square with an arrow up would be 14. 14=’N’.
o If there is an arrow pointing down, refer to the third board. A square with an arrow down would be 23. 23=’W’.
o The message reads: ‘The gifts of Belthegor number three hundred and twenty three.
- Turn to Para 323.
- Take Belthegor’s Mask.
- Use the mask. Choose Disguise Skill.
- Add 2 Hours.
- Visit Gustav Hollmann’s Chamber of Horrors.
- Wait your turn in the queue.
- Pay 3 Gold Pieces.
- Follow Hollmann & attempt to buy the Shroud.
- Pay D6+1 Gold Pieces.
- Take Angevin Shroud.
- You do not have the word ‘Cainam’ written down.
- Add 1 Hour.
- Visit Gallows Square.
- Seek to bribe them.
- You offered 14+ Gold Pieces to them.
- Pay the Man-Orcs 14 Gold Pieces.
- Take Wooden Hand.
- Go to the Necromancer’s abode.
- Try the door handle.
- You have the Lock Picking Skill & wish to use it.
- Wait for him in the unyielding blackness.
- Add word: Q’yann.
- Take Hand of Glory.
o Add note: If in combat, enemies fight at -1 Skill & You take 1 Damage.
- Add 3 Hours.
- Visit the Three Broken Fingers Tavern.
- Politely decline.
- You have the Sleight of Hand Skill (+1 Luck).
- You will not pay him just yet.
- You do not have a Vampire Costume.
- You are content to wait until they get their strength back.
- Tell Hogg to get back to work.
- Fight Sk 6 St 9 Mister Hogg & Sk 7 St 10 Mister Kilmarney together.
o Only fight for two rounds.
- Deal with them once & for all.
- Open the east door.
- 4D6 Test Stamina. Fail = 2 Damage.
- Refuse the ancient warrior.
- Take the Skull of Mora Tao.
- You do not have the word ‘Daednu’.
- Add 3 Hours.
- You have now spent 9 Hours. Turn to Para 75 (+4 Stamina).
- Go and see what has happened.
- Wait until Channing is busy then search the body.
- You have the Sleight of Hand Skill.
- Take Rosy Chalice Brooch (+1 Luck)
- Take 1 Food.
- Return to the Last Octopus.
- You do not have the Inmate’s Locket.
- You have a Rosy Chalice Brooch.
- Do nothing & await the inevitable.
- Do as she commands.
- Tell her that you dare to join the Inner Order.
- Take Icon of Baphet-as-Werewolf (+1 Luck).
- Climb up the belltower.
- Fight Sk 7 St 8 Fogwalker.
o If win, Roll D6. 6=Death.
- You have the Climb Skill & wish to climb the tower.
- Add note: You will no longer face any Fogwalkers in future.
- Go to the door with the wooden sign.
- Ignore the Fogwalker.
- You have a Baphet-as-Werewolf Icon.
- Take Red Key.
- Add word: Rednel.
- You have the Acrobatics Skill.
- Search Kriswell’s home.
- Take 10 Gold Pieces.
- Take Hexalpha.
- Ignore the Fogwalker.
- Go to the door with the rose-shaped handle.
- Ignore the Fogwalker.
- You have a Red Key.
- You used a Red Key and you have the word Rednel.
- Ignore him & go after the Magus (+1 Luck).
- Run up the hillside & hide behind some rocks.
- You have the Disguise Skill (2 Damage).
- Eat food until at full stamina.
- Pretend that you don’t understand.
- You have the Hexalpha.
- You have the Lock Picking Skill.
- Enter the tower by the gate on the left.
- You are disguised as a Zombie.
- You have the Climb Skill.
- Gruul has D6+6 Notura Points.
- Roll D6 until Gruul has no more Notura Points:
o 1: -6 Notura. You have the Skull of Mora Tao.
o 2: -5 Notura. You have the Hand of Glory & the word Q’yann.
o 3: -4 Notura. You lose all of your special skills.
o 4: -3 Notura. You have the Angevin Shroud.
o 5: -2 Notura. -1 Luck.
o 6: -1 Notura. -1 Skill.
- You do not have the word Rennur.
- 2D6 Test Stamina. Fail = Death.
- Take Gruul straight to Royal Lendle.
- Gruul is sentenced to imprisonment for the rest of his unnatural life. You leave the city to rejoin your family in Narbury. For you, the war is finally over.
- Take 2D6+12 Gold Pieces.
- Take 5 Food.
- Choose Skills: Acrobatics, Sleight of Hand, Lock Picking & Climb.
- Rush over to the window.
- You wish to jump down after him & have the Acrobatics Skill.
- Go to Craven Asylum.
- You have neither.
- Visit the Last Octopus.
- You have 0 words.
- Do not buy Koszak.
- Talk with the landlady.
- Ask about the Cabal of the Werewolf.
- Do as she says and beat a hasty retreat out of the tavern.
- Go with the strange woman (+4 Stamina).
- Take 2 Food.
- Take 30 Gold Pieces.
- Add note: After 9 Hours have passed, Turn to Para 75.
- Visit the Shrine of Belthegor.
- Continue on your way to the shrine of Belthegor.
- You do not have the Tracking Skill.
- Puzzle:
o The three boards have missing numbers.
o First board is (top row) 1,2,3 (middle row) 4,5,6 & (bottom row) 7,8,9
o Second board is (top row) 10,11,12 (middle row) 13,14,15 & (bottom row) 16,17,18
o Third board is (top row) 19,20,21 (middle row) 22,23,24 & (bottom row) 25,26,27
o Each number corresponds to a letter of the alphabet (A=1, B=2 C=3 and so on).
o The code at the bottom is a message.
o Each symbol refers to a part of a board. A square, for example, would refer to the middle square of a board. A ‘c’ shaped symbol refers to the middle right square of a board.
o If there is no arrow, refer to the first board. A square with no arrow would be 5. 5=’E’.
o If there is an arrow pointing up, refer to the second board. A square with an arrow up would be 14. 14=’N’.
o If there is an arrow pointing down, refer to the third board. A square with an arrow down would be 23. 23=’W’.
o The message reads: ‘The gifts of Belthegor number three hundred and twenty three.
- Turn to Para 323.
- Take Belthegor’s Mask.
- Use the mask. Choose Disguise Skill.
- Add 2 Hours.
- Visit Gustav Hollmann’s Chamber of Horrors.
- Wait your turn in the queue.
- Pay 3 Gold Pieces.
- Follow Hollmann & attempt to buy the Shroud.
- Pay D6+1 Gold Pieces.
- Take Angevin Shroud.
- You do not have the word ‘Cainam’ written down.
- Add 1 Hour.
- Visit Gallows Square.
- Seek to bribe them.
- You offered 14+ Gold Pieces to them.
- Pay the Man-Orcs 14 Gold Pieces.
- Take Wooden Hand.
- Go to the Necromancer’s abode.
- Try the door handle.
- You have the Lock Picking Skill & wish to use it.
- Wait for him in the unyielding blackness.
- Add word: Q’yann.
- Take Hand of Glory.
o Add note: If in combat, enemies fight at -1 Skill & You take 1 Damage.
- Add 3 Hours.
- Visit the Three Broken Fingers Tavern.
- Politely decline.
- You have the Sleight of Hand Skill (+1 Luck).
- You will not pay him just yet.
- You do not have a Vampire Costume.
- You are content to wait until they get their strength back.
- Tell Hogg to get back to work.
- Fight Sk 6 St 9 Mister Hogg & Sk 7 St 10 Mister Kilmarney together.
o Only fight for two rounds.
- Deal with them once & for all.
- Open the east door.
- 4D6 Test Stamina. Fail = 2 Damage.
- Refuse the ancient warrior.
- Take the Skull of Mora Tao.
- You do not have the word ‘Daednu’.
- Add 3 Hours.
- You have now spent 9 Hours. Turn to Para 75 (+4 Stamina).
- Go and see what has happened.
- Wait until Channing is busy then search the body.
- You have the Sleight of Hand Skill.
- Take Rosy Chalice Brooch (+1 Luck)
- Take 1 Food.
- Return to the Last Octopus.
- You do not have the Inmate’s Locket.
- You have a Rosy Chalice Brooch.
- Do nothing & await the inevitable.
- Do as she commands.
- Tell her that you dare to join the Inner Order.
- Take Icon of Baphet-as-Werewolf (+1 Luck).
- Climb up the belltower.
- Fight Sk 7 St 8 Fogwalker.
o If win, Roll D6. 6=Death.
- You have the Climb Skill & wish to climb the tower.
- Add note: You will no longer face any Fogwalkers in future.
- Go to the door with the wooden sign.
- Ignore the Fogwalker.
- You have a Baphet-as-Werewolf Icon.
- Take Red Key.
- Add word: Rednel.
- You have the Acrobatics Skill.
- Search Kriswell’s home.
- Take 10 Gold Pieces.
- Take Hexalpha.
- Ignore the Fogwalker.
- Go to the door with the rose-shaped handle.
- Ignore the Fogwalker.
- You have a Red Key.
- You used a Red Key and you have the word Rednel.
- Ignore him & go after the Magus (+1 Luck).
- Run up the hillside & hide behind some rocks.
- You have the Disguise Skill (2 Damage).
- Eat food until at full stamina.
- Pretend that you don’t understand.
- You have the Hexalpha.
- You have the Lock Picking Skill.
- Enter the tower by the gate on the left.
- You are disguised as a Zombie.
- You have the Climb Skill.
- Gruul has D6+6 Notura Points.
- Roll D6 until Gruul has no more Notura Points:
o 1: -6 Notura. You have the Skull of Mora Tao.
o 2: -5 Notura. You have the Hand of Glory & the word Q’yann.
o 3: -4 Notura. You lose all of your special skills.
o 4: -3 Notura. You have the Angevin Shroud.
o 5: -2 Notura. -1 Luck.
o 6: -1 Notura. -1 Skill.
- You do not have the word Rennur.
- 2D6 Test Stamina. Fail = Death.
- Take Gruul straight to Royal Lendle.
- Gruul is sentenced to imprisonment for the rest of his unnatural life. You leave the city to rejoin your family in Narbury. For you, the war is finally over.