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Post by evilwizard on Apr 16, 2023 15:48:46 GMT
Howl of the Werewolf Skill 10 Stamina 18 Luck 7
Items: Sword, Backpack, 70 Gold Pieces, Lantern & Tinderbox, Leather Armour, 16 Provisions, Signet Ring, Avokez, Retsis, Dloterof, Serpensa the Snake Woman, Rellik, Silver Dagger x5, Pair of Silver Candlesticks, Shield, Gilt Mirror, Brass Telescope, Lodestone, Wulfen Sword, Elixir of Expertise, 6 Silver Bullets, Fare Thee Well Potion, Healing Potion, Snilbog, Potion of Fortune, String of Pearls, Silver Crown , Gemstones, Aytak, Crossbow & 6 Silver Quarrels,
Kills: Wolves*, Werebear, Table, Chair, Flintlock Pistol 400, Ghoul Hound, 103, First Fang Hound, Second Fang Hound, Stone Griffin, First Zombie, Second Zombie, Third Zombie, Fourth Zombie, First Tenebrae, Second Tenebrae, Third Tenebrae, Werebat, Lurking Horror, The Malice, First Giant Fly, Second Giant Fly, Staggom, Ghoul Rats, Mandibled Monk, Mantis Monk, Maggot, Giant Jumping Spider, Aranaea the Spider Queen, Grey Wolf, Were Warg, Wax Golem, Silent Death, Arch Lycanthrope
*5 got inside the house if you are counting them separately
1 attempt, no allocation, Champskees guide, Victory.
How much gold did you start with? 13
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Post by hallucination on Apr 16, 2023 18:52:07 GMT
Daggers of Darkness Dice as they fell. 1st Attempt. Used champskees’ guide. Victory! Skill 11, stamina 19, luck 8 Items/notes: Potion of Skill; 10 provisions [6 remaining]; 10 gold coins [0 remaining]; lucky boot coin; purse of iron coins; Bogomil Medallion 1000; Invulnerability to Sword Strike; Power of Stormbringing Poison damage: 7 Fights won: Screecher; first and second Troll; first, second, and third Gremlin
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Post by juniorhornet on Apr 16, 2023 23:04:32 GMT
Howl of The Werewolf Skill 10 Stamina 17 Luck 7 Gold 18 Kills Wolf Pack, Wolves x5, Black Wolf, Werebear, Table, Chair, headless highwayman,Ghoul hound, puppets, Fang Hound x2, Zombie x4, Stone Griffen, Ravens, Glass Knight, Tenebrae x3, Lurking Horror, Regenerating Tentacle, The Malice
Still playing....
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Post by King Gillibran on Apr 17, 2023 12:18:04 GMT
Khare Cityport of Traps
Skill:5 Stamina: 17 Luck:12
Kills: Deathwraith, 2 Harpy
Victory!
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Post by a moderator on Apr 23, 2023 0:04:59 GMT
Around 23 hours to get in results for week 16.
Week 17 Sister Angela's Veil (Fighting Fantazine 16) (4 dice) The Rings of Kether (6 dice – standard stats and ship)
Please state if you use a guide, if you allocate dice at character creation rather than taking them as they fall, or if you make more than one attempt at a book. Only combats which you win should be included in the list of enemies defeated.
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Post by terrysalt on Apr 23, 2023 9:40:24 GMT
Sister Angela's Veil Skill: 12 Stamina: 20 Luck: 12
No complaints about my stats!
Assigned stats: No Guide: Yes Attempts: 1
Items: 4 provisions, holy water, potion of invisibility, meat cleaver, magic sword Kills: bats, calacorm wight-priestess Info: 176 - second of 2, next meal only heals 1, Grandier's secret - 128, door 1 - 141
Despite the magic sword giving me effectively a 2 skill advantage, the wight-priestess got me all the way down to 4 stamina. Still, I prevailed in the end and now Angela's ashes.
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Post by evilwizard on Apr 23, 2023 14:17:27 GMT
Citadel of Chaos Skill: 7
Stamina: 19
Luck: 9
Magic: 15
Assigned stats: No
Guide: Yes
Attempts: 1
Spells: 2 Levitation, 2 ESP, 2 Weakness, Illusion, 2 Luck, 3 Stamina, Fire, Shielding, Creature Copy
Items: Copper Key, Ointment, Potion of Magick, 34 Gold, Enchanted Throwing Dagger, Hairbrush, Golden Fleece
Kills: Ape-Dog, Dog-Ape, Dwarf, Goblin, Orc, Tall Man*, Gark, Clawbeast
*not counted: Short Man
1 attempt, no allocation, no guide - victory
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Post by a moderator on Apr 23, 2023 14:27:20 GMT
Week 15 scoring 1st= evilwizard – 17 (stats bonus 2 + victory bonus 10 + most fights won bonus 5) 1st= terrysalt – 17 (stats bonus 2 + victory bonus 10 + most fights won bonus 5) 3rd: hallucination - 14 (stats bonus 4 + victory bonus 10) 4th: King Gillibran – 13 (stats bonus 4 + victory bonus 10 – missed deadline penalty 1) 5th: kieran – 4 (stats bonus 4) 6th: kalieum - 2 (stats bonus 2) 7th: juniorhornet - 1 (stats bonus 2 – missed deadline penalty 1)
Running totals 1st: terrysalt - 217 2nd: evilwizard - 216 3rd: hallucination - 177 4th: King Gillibran - 157 5th: peasantscribbler - 71 6th: kieran - 61 7th: juniorhornet - 44 8th: kalieum - 39 9th: nathanh – 33
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kieran
Baron
Posts: 2,472
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Apr 23, 2023 21:54:25 GMT
Daggers of Darkness Sk8 St20 Lu11
Fell for one of the many instant deaths on the way to Sharrabas - I was ambushed by orcs and a Mamlik Assassin paralysed then murdered me.
Kills:4 Marsh Goblin Mamlik Assassin Kazanid Guard Khomotad
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Post by evilwizard on Apr 23, 2023 23:37:45 GMT
Rings of Kether Skill 10 Stamina 15
Luck 7
Weapons 9 Shields 4
Items: 2 Smart Missiles, 5,000 Kopecs, 10 Energy Tablets, Satophil-d as evidence
Kills: Zera Gross, Asteroid Defences, ‘Blaster’ Babbet
1 attempts, no guide, no allocation, victory
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Post by kalieum on Apr 24, 2023 0:06:27 GMT
Feels bad that my Khare stats only netted me 2 points when the run would've been identical with hallucination's 4-point stat spread. Not like this is a serious competition anyway, I suppose. In any case! The Citadel of Chaos One attempt Stats rolled in order No guide Stats etc: Fell into a pit while messing around with an obviously trapped chest.
Skill 8/10 Stamina 14/20 Luck 8/8 Spells: 16
Kills: APE-DOG DOG-APE RHINO-MAN BLACK ELF GOLEM
Items: Magic sword (+1 to attacks though I'm a little suspicious it'll prove to be a plank of wood or something) Silver Mirror Gold: 8 White Wine (1x fire spell) Silver key (maybe???)
ESP 3/3 FIRE 1/2 ILLUSION 2/2 LUCK 1/2 SHIELD 2/2 STRENGTH 0/2 WEAKNESS 1/2 STAMINA 0/1
Writeup: Despite being the second book in the series, I don't have much experience with this one. I sort of feel the default for an FF fan nowadays is to have encyclopaedic knowledge of the first few books, but I would go as far as to say I'd never played this if I didn't have strong memories of giving a spider to the Ganjees, it gleefully proclaiming 'Racknee, you have returned!' and killing me. Or possibly the spider killed me. There're a couple of other bits I recall from reading others' playthroughs, but that's it as far as memories of my own experience with it go - at least at the start. Maybe more will come back to me as I go.
Character generation was pretty generous to me today. I'm surprised just how many spells it gives you, for some reason I thought you got maybe around 6 spells, not 2d6+6. Either way, I've ignored a couple and otherwise gone for a fair spread.
Reading the intro, what's a demi-sorcerer? Is he only half a sorcerer? Anyway, he's a bad guy I've got to kill to save a bunch of people from a war.
Oh hey, it's the dog-man and man-dog! I do remember these guys! I've a vague feeling pretending to be a herbalist can get me in - ah, but I need to guess a name. Well, I chose poorly and wasn't any luckier with my second attempt either. Oh, it was APE-DOG and DOG-APE, with an emphasis on the past tense. Probably would've been quicker to do that in the first place, really.
Finding myself in the courtyard, a pang of memory suggests that I might miss something important if I make a wrong choice here, but I've no idea which is the right one. I know if I survive long enough I'll eventually be funneled into the Ganjees, and I think I need moisturiser or cream or something to get past it. Crossing the courtyard gets me shot by arrows, which I'm a bit put out by given I'd just come in through the front gate; would legitimate visitors receive the same treatment? Sheltering inside a temple of sorts, I decide to drink from one of the chalices at the cost of a point of luck, before being told I head for the citadel itself. Well, I'm fairly sure I've missed something in the courtyard. Burning a tentacle and wasting a strength spell along the way, I discover the password is something I missed in the courtyard. Failing the luck roll thanks to the drink I had earlier, I try a weakness spell which probably wasn't worth the free hit he scored on me for doing so, before pummeling him into paste. Or, well, atrocious rolling meant he still scored a hit on me and tied another round, but the results are what matter.
One result being I use my stamina spell because ow, this book has been pretty painful already. Trying downstairs, my other strength spell opens a door where I see a strange figure, and a catapult firing at me. Another pang of memory says this guy's a trickster of sorts and the projectile is illusory, which... wasn't quite correct. The no-longer-pretending-to-be-asleep leprechaun greets me, and while I'm fairly sure shaking his hand is the setup for another trick, I also feel being hostile is probably the gateway to tricks of a worse nature, so I'm not sure how to conduct myself here. Well, there goes a point of skill. He goes on to point out three doors and gives me a riddle as to which is the safe option that would be trivial to my character who's there and can actually see the room's layout, but to me the reader seems to be lacking the information to let me do more than rule out one of the options.
bronze brass COPPER brass BRONZE copper
My coinflip seems to have landed poorly, as I'm blinded then set upon by maybe a wolf or something. The book is quite insistent that I cast a spell to deal with it or I'll die, and I'm suddenly suspicious. Yep, my suspicions were on the mark this time. I get some items for my trouble, and the same set of door options. I already forget which one I just picked. In any case, I manage to wind up in the wine cellar, drink the wrong wine, and kill the cellar's caretaker. This nets me his weapon and some gold, and while checking if I was supposed to start with any gold (I didn't see any mention), I notice the premade characters all have six provisions though I can't find any mention of provisions in the rules other than how they're conspicuously absent from the "Stamina and Provisions" section. How odd.
Back to the adventure, I drink more wine, finding it's basically a fire spell in a bottle, and soon find myself in a room with some chests and what might be a stone golem. It could also be the victim of a medusa or basilisk or something, but I've got a mirror so I feel safe enough staying around to investigate, also opting to refresh my ailing Luck. In the end it turns out it's just a golem, which I wind up fighting (is 'I have 1 lower skill during this fight' really that much more interesting than giving the monster 1 more skill?). We trade a few hits but I'm eventually victorious, where I get to pick a box to open. I love games of Useful But Unnecessary Item/Mandatory Item/Trap! Or at least that's what I'm guessing this is. I choose... trap! And an injured shin does my character have no functional armour or something? A football player would have come out of that better off, come on. Anyway, I manage to choose trap again (farewell, skill point) before finding a key, which I promptly use on the wrong box which makes it vanish. At which point the book tells me my character has had enough of this ridiculous room and leaves. I think I might still have the key, though?
I find myself in a large dining room. I'm curious if they decided to make evil paintings a staple or maybe they hid something useful behind this one to catch out people who played the first book, then have to choose a staircase. Nothing happens as I climb so I assume I chose correctly. Faced with a blind choice of three doors I find myself in... a goblin nursery? I give them the pocket myriad because giving small children deadly weaponry is always a good idea, and am told something doesn't seem quite right. Nevertheless, I'm able to carry on, finding myself in a room with a chest surrounded by a deep trench. A faint feeling tells me nothing good comes from messing with it, but I'm climbing the tower and I think the Ganjees is in said tower, so I'm rather keen to check everything for moisturising cream or whatever it is.
Oh. I was right about what happened, but I was sure I had a levitation spell right up until I went to mark it off my list of spells. Well, flicking ahead to confirm, the very next room had the Ganjees so it was neither here nor there, really.
I actually quite enjoyed this one. Given how some of the early books are I didn't have high expectations and didn't really want to do this one (and only ended up with it because I failed to pick up a copy of Daggers of Darkness in time), but it felt interesting to play through while giving me some blatant options to explore to try different things on future attempts, while still letting me get pretty far despite being on the wrong track for at least some of it.
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Post by hallucination on Apr 24, 2023 20:48:43 GMT
The Rings of Kether Dice as they fell. 1st Attempt. Used champskees’ guide; ‘hard path’. Victory! Skill 9, stamina 17, luck 12, weapons strength 9, shields 4
Items/notes: smart missiles (0 remain); energy tablets (4 remain); credit (4,500 kopecks); Satophil-d [x]
Fights won: Zera Gross; Asteroid defences; ‘Blaster’ Babbet
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Post by kalieum on Apr 28, 2023 21:02:00 GMT
Sister Angela's Veil Stats rolled in order, one attempt, no guide. Stats etc: Ran into a pair of locked doors I couldn't open and immediately gave up as FF protagonists have all the motivation and perseverance of a pancake.
Skill 12/12 (-1) Stamina 23/23 Luck 4/7
Items Provisions 3/5 Alabaster mask Carving knife Sister Angela's Confession (turn to 128 to use)
Kills: BATS
Writeup: Looks like I've got good stats to take me into my second foray into fan-made mini-adventures. Unless this one relies on lots of luck tests, in which case I might be screwed. The backstory's brief - there's a holy relic, a veil of a long-dead nun, that's purportedly been stolen, and it's my job to find out where it is and put it back where it should be. It mentions it's suspected the theft is an inside job, and given section 1 has me riding up to the front gates of the convent, coupled with the small scale of 200-section adventures, I suspect this is true and the entire adventure will take place inside the convent. Given it's supposed to be a friendly location, I worry my 12 skill won't serve me particularly well here. Reading the note on the front door I'm instructed to leave my sword outside, maybe my high skill won't serve me so poorly after all; I can likely handle a -1 or -2 to my skill for being unarmed while avoiding angering anyone. Ah, so it's a -3 penalty. That's rather harsh compared to what you usually see in FF. Also I can't help but see a skill 12 opponent on the other side of the page from this section. Guess I just hope I don't hit that one without picking up a new weapon first. After knocking on the door and it being opened I'm given the option to stay outside after all, which I'm a little mystified by. *Surely* that's just a stupid choice that won't lead anywhere, but if so, why waste one of your only 200 sections on it? Well, I'm not biting. I follow the man inside, and, thinking I'm not here to see anyone in particular, accept his invitation to sit. I'm half expecting the next section to tell me he serves me a drink, I drink it without any input and it's drugged, but I'll see. Guess I'm overly cynical today. We talk awhile and he tells me to look for Father Grandier, who recently arrived for the same purpose, and recommends I bless myself with some nearby water. Following his advice, I'm accosted by a dwarf that I'm given the option to attack despite no apparent provocation. He warns me to avoid the dortoir at all costs - which I find noteworthy as that's the exact location the man who let me in said he doesn't go farther in than. I also have no idea what a dortoir is, but with any luck the text will make it clear as and when I have the option to go there. So far I'm feeling this is starting out as a decent mystery and that it's a shame it all has to be constrained to within 200 sections. So many FF books amount to 'kill everything in your way and hope you don't miss a key item or run into an instant death section'. I guess the series *is* aimed at children (despite the likely average age of enthusiasts these days). I look at the altar and manage to loiter around long enough for several monks and priestesses to file in. I'm not wearing a monk's habit (and wonder where I could have missed the opportunity to even collect one), so I quickly exit. I feel as though I may have missed something here, but hopefully it's nothing critical. Entering the main building, my poor luck score strikes as I'm trying to cross a room (also my irl luck, that die was clearly a 1 before it fell off the table and I rerolled it into a 6). The result of this is I slip on the very slippery floor, taking minor damage and shattering my vial of holy water. Best hope I avoid that Potenzia curse. My luck score strikes again as I do some questionable item acquisition, losing me more stamina to a trap though I get some fool's gold out of the bargain. Further along I find myself in the library, where I pick one of the books at random and apparently picked poorly as I gain no information. Nevertheless, visiting the library seems to alter what happens in the next room - a dressing room. Maybe the mask I pick up here wouldn't be here yet if I hadn't spent a while in the library? Next up I'm attacked by some vicious bats which must make life difficult for the convent's usual inhabitants, though even disarmed as I am I'm able to punch the bats to death without issue. I'm given a choice of several doors with varying descriptions, though as none mean anything to me I pick at random and wind up in a dining room. Searching the room allows me to arm myself with a carving knife, reducing my skill penalty to only -1. The next room I try turns out to be a sauna. I actually pass a luck test for once, which results in the man noticing my presence. Assuming this isn't a mistake in the section numbers this would mean him spotting me is a good thing, so I give him some food rather than attacking. The man, who turns out to be Father Grandier, gives me some key-sounding information - that there never was a veil and that Sister Angela is alive and the source of the corruption in the convent. He alludes that it's really 'Sister Angela's Evil', and gives me a scroll to confront her with should I find her. Following the direction he indicates I open a door to find myself face to face with a Calacorm, which seems easily bribed/distracted by the fool's gold I give it. Entering the room, I find it's a cell where a woman is chained to the walls with her back scarred from flogging. She begs me to let her go, but she's currently facing away from me and when is this ever not going to be a trap where the person turns around and reveals they're a hideous monster that then tries to kill you? Well apparently in this case, as I lose a luck for not immediately letting her go - I was searching the room first expecting to be able to make a more informed decision, but apparently doing so commits you to leaving her. Down the corridor the floor is strange and there's a metal statue of a warrior. It seems likely it'll activate if I do something poorly here, but none of the section numbers match the one for striding onwards without investigating the floor from the previous section. Standing and observing didn't trigger anything but didn't yield any extra information either (couldn't this section have been used for a 'do you want to let the prisoner go after all?' section?). Examining it seems liable to have me just stride up to it and trigger it, though creeping around will probably have me fail another luck test. Ehhh... I get past it without issue and find myself at a pair of doors with a 1 and 2 painted on them. I recall the Calacorm had a 1 on it, whatever that could indicate, so I try that one first only to discover it has a combination lock I don't know the code for. The text instructs me to try the other door, or 'if you have already tried that door without success', I fail. Given I don't think I've picked up anything that would let me get through whatever bars entry via door 2, I suspect I know how this run is going to end. Yep. Additional grumbling: I don't anticipate replaying Fantazine adventures so I read through the pdf a bit. It seems I was already doomed since I didn't read the right book at random in the library, so yay for that I guess. Apparently there was a changeling behind door 1 (which I would've received the combination to had I freed the chained up woman), from which I could've got a magic sword, which sounds potentially critical if Sister Angela is some sort of nasty undead.
Additionally there's the odd detail where you can lose your weapon at the changeling, but only suffer a -2 for doing so rather than the -3 for disarming at the start.
Reading through what remained of the rest of the adventure confused me for a good while - I thought the Wight-Priestess *was* Sister Angela (only skimming the text at that point didn't help), so I would've used the scroll there and accidentally skipped the final bit of the adventure. Regardless, it turns out I was more-or-less on the correct path - had I read the right book (blind 1/3 chance!) and set the woman free (with all the sections I've seen that seem to amount to 'are you sure? are you really sure?' or offering an additional option that does literally nothing I'm still grumbling that they didn't offer one for freeing the woman after checking the situation out), I would've been on course for failing a critical luck test at the very end and losing anyway! Or dying by walking through the mirror. Or possibly not realising that 'Sister Amandla' and the very vague 'if you know of something else to do here' text meant 'use the scroll'.
Luck is really my least favourite mechanic in FF, particularly how failed luck tests still cost a point of luck. In some adventures luck is barely used and feels irrelevant beyond maybe making some combats a little easier, and in the rest you may as well scrap any character with a single-digit luck score. This seems to be one of the latter category. Sure FF has a fair amount of winning or losing due to random chance, but it's never as in your face about it as when a low starting luck roll is followed by Test Your Luck or lose.
I think I liked the writing rather more than the gamebook execution on this one.
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Post by a moderator on Apr 29, 2023 23:12:41 GMT
A little under 24 hours to get in results for week 17.
Week 18 House of Hell (5 dice – standard stats and Fear) Siege of Sardath (4 dice)
Notes for House of Hell FEAR is to be generated by rolling one die, halving the result (rounding down) and adding 9. You must get the appropriate clue in order to use the correct password. The SKILL bonus for wielding the Kris knife is not to be taken as an Attack Strength bonus.
Please state if you use a guide, if you allocate dice at character creation rather than taking them as they fall, or if you make more than one attempt at a book. Only combats which you win should be included in the list of enemies defeated.
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Post by terrysalt on Apr 30, 2023 1:32:12 GMT
Siege of Sardath Skill: 12 Stamina: 15 Luck: 8
Assigned stats: Yes Guide: Yes Attempts: 1
Items: sword, bow, 6 arrows, 15 gold, 9 herbs, council ring, 1: dried chameleonite blood, 2: condensed mist, 7: shapechanger brain, 4 leaf clover, mystery potion X, potion of strength, vial of sleeping draught, 14 coiled snake ring, brain slayer amulet XXIX, brass key, climbing rope, lightning sphere, red gem, crystal ball, 3: lycanthrope saliva, S key, gaoler's keys, ring of 3 centuries
Kills: Morn Preeler, mirror demon*, giant wolf spider, mould zombie**, Thyra Migurn, toa suo, dark elf, young dark elf, elite dark elf
Info: sign of summoning: rap 3 times, 96 to use potion, 178, Istu 12/15, +20 to run for secret door, 243 to read fungus book, 3 damage against dark elves (4 battles), no luck test when looking at dark elf architecture, liquid, powder then solid, -10 at "because you are human", knocking sequence 61578, +10 at what is it
Assigning stats saved me as otherwise I would only have had 7 skill. Thankfully I had a 6 among my otherwise awful rolls and was able to win the book easily.
*fight was with Istu, not me ** 2 rounds only
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Post by a moderator on Apr 30, 2023 14:45:33 GMT
Week 16 scoring 1st: evilwizard – 19 (stats bonus 4 + victory bonus 10 + most fights won bonus 5) 2nd: hallucination - 17 (stats bonus 2 + victory bonus 10 + most fights won bonus 5) 3rd: terrysalt – 12 (stats bonus 2 + victory bonus 10) 4th: kieran – 2 (stats bonus 2) 5th: kalieum - 1 (stats bonus 1 – missed deadline penalty 1)
Running totals 1st: evilwizard - 235 2nd: terrysalt - 229 3rd: hallucination - 194 4th: King Gillibran - 157 5th: peasantscribbler - 71 6th: kieran - 63 7th: juniorhornet - 44 8th: kalieum - 40 9th: nathanh – 33
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kieran
Baron
Posts: 2,472
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Apr 30, 2023 22:27:30 GMT
Rings of Kether Sk8 St21 Lu10 WS11 Sh4
Got beaten up by a security guard and hauled into prison
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Post by King Gillibran on May 1, 2023 6:54:09 GMT
Rings of Kether
Skill 9 Stamina 16 Luck 11 Shields 2 Weapons 10
Kills Zera Gross, Asteroid Defence, Blaster Babbet
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Post by King Gillibran on May 1, 2023 7:02:14 GMT
House of Hell
Skill: 12 Stamina: 19 Luck: 11 Fear: 10
Assigned stats.
Kills: Hunchback(2 rounds) 2 Great Danes, Franklins(1 round), Hell Demon.
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Post by CharlesX on May 1, 2023 7:29:00 GMT
House of Hell
Skill: 12 Stamina: 19 Luck: 11 Fear: 10
Assigned stats.
Kills: Hunchback(2 rounds) 2 Great Danes, Franklins(1 round), Hell Demon.
I know I'm not participating, but out of interest, did you count the +3\+6 Skill bonus as going above the cap? I imagine there would be no difference in points awarded, and that either interpretation would be OK (so long as you explain beforehand if you disregard Skill cap).
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Post by King Gillibran on May 3, 2023 7:05:44 GMT
House of Hell
Skill: 12 Stamina: 19 Luck: 11 Fear: 10
Assigned stats.
Kills: Hunchback(2 rounds) 2 Great Danes, Franklins(1 round), Hell Demon.
I know I'm not participating, but out of interest, did you count the +3\+6 Skill bonus as going above the cap? I imagine there would be no difference in points awarded, and that either interpretation would be OK (so long as you explain beforehand if you disregard Skill cap). I counted it as skill not Attack strength. It gave me no bonus.
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Post by hallucination on May 3, 2023 20:08:24 GMT
Siege of Sardarth Skill 9, stamina 15, luck 8 Dice as they fell. 1st Attempt. Used champskees’ guide. Victory! Items/notes: Bow, arrows (6), sword, gold pieces (20), bundles of herbs (3), Council Signet Ring, “1” Dried chameleonite blood, “2” condensed mist from Mithir Forest, “7” pickled whole shape changer brain, four leaf clover, Sign of Summoning: wrap 3 times, Mystery Potion X, Potion of Strength, Vial of Sleeping Draught [x], “178” in circle, Veiled Guardian, Seven Coiled Snake Ring (—> 14 coils), Brain Slayer Amulet “IX” (—>”XXIX”), brass key, climbing rope, Fangnir’s Encyc. of Sub. Flora — Dangerous fungi 243, Sword Charged against Dark Elves and Black Flyers, Lightning Sphere, Red Gem, Small Crystal Ball (skip luck requirement looking at Dark Elf lair), Lycanthrope Saliva “3”, knocking 61578, large key S, Jailer’s keys, Ring of Three Centuries, Iron Keys [x] Fights won: Mirror Demon (Istu’s battle); Giant Wolf Spider; Mould Zombie (2 rounds only); Thyra Migurn; Toa-Suo; Dark Elf; Young Dark Elf; Elite Dark Elf
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Post by kalieum on May 5, 2023 4:23:57 GMT
House of Hell One try Stats rolled in order No guide Stats etc Scared to death by opening a door with a corpse that fell on me.
Skill 9/12 (no weapon) Stamina 15/23 Luck: 12/12 Fear: 12/11
Inventory: NOTHING
Kills etc: HUNCHBACK (reduced below 4)
Info: Lady Margaret of Danvers: 1802-1834 (no idea if useful, but numbers.) Man in grey in the Asmodeus room has betrayed the master's trust.
Writeup: So, House of Hell. I know a little about this one from some playthroughs I've read, but the primary thing I know is that I don't know it anywhere near well enough to have a chance of beating it. Still, I've only won one so far, so why change? At least I can hope for low stats to get a better points bonus...
Oh come on. Alright, may as well get on with it. I've got the wizard books version of this, so the first thing I do is check the premade characters to see if any have a Fear score of 7. They don't, so good job there, whoever made those characters. I also couldn't help but notice part of the standard spiel - "Luck - and magic - are facts of life in the fantasy world you are about to explore". The minor nitpicking I'm about to do is obvious, so I'll skip right past that.
As noted by likely anyone who's ever done a writeup of this book, it's unusual in that it's set in the present day of what's likely the real world - though there's a little bit of spookiness going on. The background section - which I already notice a typo on - details my character driving their car on a bumpy road in driving rain just before midnight, before hitting a stranger - the man who told me to take this road in the first place! With my car's battery suddenly dead, I have no choice but to ask to use the phone in the house I've conveniently broken down in front of... and off I go!
Knocking on the front door, I ignore the most obvious 'you are walking into a horror b-movie line' and follow the butler inside. Seriously, if I ever knock on a stranger's door in real life and am told that the master is expecting me, I'm staying outside. I'm fairly sure I need to get some information before retiring to a room, however that may happen, so I poke around a bit. Looking at some paintings, one speaks to me and tells me to avoid the white wine, which is apparently spooky enough to scare me a full eleventh of the way to death despite my character being composed enough to lean in and place their ear to the painting's moving lips to hear the message.
Okay I've got to stop writing paragraphs where half of it is just me being overly verbose about a minor nitpick. It's a bad habit of mine. I run for the door as recommended, more for the show of making an effort than in any expectation of it actually doing anything. Before anything else can happen, the butler returns with another man who he introduces as Lord Kelnor, the Earl of Drumner, who the painting lady warned me about. The dates on the painting and me driving a car don't add up, so there's either some supernatural life extension stuff going on or he's actually just a vampire or something. I don't want to stereotype based on appearances.
I'm about to play along and drink the brandy, but the warning voice in the back of my head pipes up as I'm typing a line to that effect, noting that the painting lady wouldn't necessarily know all of the things to avoid, just whatever she ran afoul of, so I choose the apparently wrong option instead. Good job, inner voice of caution! The meal comes up next and I opt for the red wine with duck, followed by the cheeseless dessert on a vague feeling the cheese is drugged. This seems to be correct as I'm taken to my room with the option to go poking around before retiring for the night. I'm pretty sure the entire point of getting through the meal without being drugged is to get something important before waking up the next day in the room anyway, so off I go... or at least I try to - I'm locked in! I hide behind the door as someone enters the room, and I'm unsure if I should be attacking him or locking him in the room. While agonising over the decision I notice this thread in the browser window behind the wordpad window I'm typing in where someone has a hunchback as one of their combats. Given half the people here are using guides - and there's art here that looks very hunchback-y - I follow suit.
Pummeling him swiftly, I question him about the people in the house. He tells me the Master has got something special going on tonight, and all are friends of the master except the one in grey, in the Asmodeus room. This sounds like useful information, though hardly something I couldn't have stumbled upon anyway, so I'm concerned I may be missing something critical already. Nevertheless, I'm forced to leave and start exploring the house.
My understanding of this part of the book is that there're a whole bunch of rooms with diabolical names to go look in, some critical while others might just kill you. Other than the Asmodeus room intel I have nothing to act on, and I'm pretty sure visiting literally every room is a death sentence, so I'm going to roll a die to determine if I enter any given named room, with a 66% chance of entering.
Ah, I wasn't expecting multiple room options at once. Are these mutually exclusive? Well, the dice say I don't go into either, so I guess I won't find out just yet.
Next I approach, and enter the Balthus room. Hm, isn't there a zombie behind the curtains? I investigate the box instead, but the book decides I'm investigating the curtains anyway. Being right is small comfort in the face of 2 more fear and the total of 8 stamina damage I take. Apparently all the box contains is the key to the door, which presumably had locked itself behind me. Well that was a waste of time. The dice then determine I ignore the unmarked door, but I've decided they don't have my best interests at heart and overrule them. This leads me to the Diabolus room, which I enter and immediately dislike my options. I risk resting as I'm pretty beaten up, which goes well until I'm spooked by a ghost which I listen to it only for it to spook me even more. Figuring the window is only going to earn me even more fear, I return to the main corridor where the dice determine I ignore yet another door.
Past this I finally enter a door again, and am immediately frightened to death as a corpse falls on me. That's a shame, it felt like I might have even been doing well until I hit the 'you must have a map to have a chance' section of the book. Eh, whatever, I knew it was probably going to end by me blundering into a room I shouldn't.
Well, that was that. It was okay I guess, but the horror genre just doesn't do it for me so I found the overall experience pretty bland.
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Post by a moderator on May 6, 2023 23:10:01 GMT
A little under 24 hours to get in results for week 18.
Week 19 Island of the Lizard King (4 dice) The Temple of the Pharaoh (Warlock magazine 13) (4 dice)
Please state if you use a guide, if you allocate dice at character creation rather than taking them as they fall, or if you make more than one attempt at a book. Only combats which you win should be included in the list of enemies defeated.
Everybody who won The Rings of Kether did so exactly the same way, so they all get the 'most fights won' bonus. If just one of you had skipped picking up the Satophil, and consequently fought the Skill 7 Arcturian Vanque, you'd have had that bonus all to yourself.
Week 17 scoring 1st= evilwizard – 19 (stats bonus 4 + victory bonus 10 + most fights won bonus 5) 1st= hallucination - 19 (stats bonus 4 + victory bonus 10 + most fights won bonus 5) 3rd: King Gillibran – 18 (stats bonus 4 + victory bonus 10 + most fights won bonus 5 – missed deadline penalty 1) 4th: terrysalt – 16 (stats bonus 1 + victory bonus 10 + most fights won bonus 5) 5th: kieran – 2 (stats bonus 2) 6th: kalieum – 1 (stats bonus 1)
Running totals 1st: evilwizard - 254 2nd: terrysalt - 245 3rd: hallucination - 213 4th: King Gillibran - 175 5th: peasantscribbler - 71 6th: kieran - 65 7th: juniorhornet - 44 8th: kalieum - 41 9th: nathanh – 33
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kieran
Baron
Posts: 2,472
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on May 6, 2023 23:30:48 GMT
House of Hell Sk11 St22 Lu7 Fe11
A lot of silly mistakes resulted in me getting scared to death by a spooky book.
Victories: 4 Hunchback White-Haired Man Great Dane x2
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Post by terrysalt on May 7, 2023 2:14:01 GMT
Temple of the Pharaoh Skill: 12 Stamina: 20 Luck: 7
Assigned stats: No Guide: Yes Attempts: 1
items: fire axe, backpack, 3 provisions, rope, metal mirror, flash gun, notebook, signet ring, gold tipped staff, gold shield, relics, stone scarab kills: statues, scribe, terratakamen (3 rounds) info: Those stats were completely wasted
Not having access to the magazine, I played the guide and it was both quick and easy to win.
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Post by evilwizard on May 7, 2023 17:54:15 GMT
Siege of Sardath Skill 10 Stamina 22 Luck 8
Items: Sword, Bow & Quiver (6 Arrows), Signet Ring, 34 Gold Pieces, 11 Herbs, 1: Dried Chameleonite Blood, 2: Condensed Mist from the Mithrir Forest, 7: Pickled Whole Shapechanger Brain, Four Leaf Clover, Mystery Potion X, Potion of Strength, Vial of Sleeping Draught, Leather Bundle, Itsu, Seven Coiled Snake Ring, Brain Slayer Amulet, Brass Key, Climbing Rope, Fangnirs Encyclopaedia of Subterranean Flora, Lightning Sphere, Red Gem, Small Crystal Ball, 3: Lycanthrope Saliva, S Key, Jailers Keys, Ring of Three Centuries, Iron Keys,
Kills: First Black Flyer, Second Black Flyer, Giant Wolf Spider, Thyra Migurn, First Toa Suo, Second Toa Suo, Third Toa Suo, Dark Elf, Young Dark Elf, Elite Dark Elf
Don’t count: Morn Preeler (1 round), Sorrel (arrow), Mirror Demon (Itsu fight), Mould Zombie (2 rounds)
1 attempt, no allocation, no guide, victory
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Post by evilwizard on May 7, 2023 19:22:40 GMT
Island of the Lizard King Skill 8 Stamina 16 Luck 7
Items: Sword, backpack, 10 Provisions, Potion of Fortune, Iron Bar
Kills: First Pirate, Second Pirate, Pirate Captain
One attempt, no allocation, no guide, defeat - strangled by the vine of a carnivorous tree
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Post by kalieum on May 7, 2023 23:39:25 GMT
I played Sister Angela's Veil in week 17, seems I got missed in the scoring?
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Post by a moderator on May 8, 2023 0:03:53 GMT
I played Sister Angela's Veil in week 17, seems I got missed in the scoring? Results updated to include you. Apologies for the omission.
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