Post by champskees on Dec 25, 2013 9:29:03 GMT
Night Dragon was one of my favourite ff books when I was a kid. For some reason I don’t feel the same way now. Expect many combats, items to gather, and puzzles involving numbers and letters as per Martin’s style. My favourite part about this book is your nemesis. The Ancient One is badass. It is hard to die an instant death in Night Dragon; Martin has done a great job at keeping the book playable throughout. The ‘bonus points’ you allocate at the beginning of the adventure are a step in the right direction. I don’t like the overly complicated rules for so many of the fights, and I feel like the mechanics for the nemesis, honour and time scores were almost inconsequential. This being said, I think having things like a time track at least made players feel like time was running out, which helps pace the book a bit better. Nevertheless, a very solid entry in the series and a title that I think a lot of other ff authors could have learnt from.
Special mention to Vagsancho, guy begged like a dog for months to get me to write this up and now that it is available, he is not here to enjoy it. Ouch. Anyway, Merry Christmas!
Due to the amount of food that gets used automatically in the adventure as well as the amount of enemies you must face, Skill 9+, Stamina 18+ & Luck 9+ is recommended. This walkthrough assumes that you recieve only the minimum gold at the beginning. Items such as poison salve & potion of stamina will also help if you have extra gold coins.
You start with:
- +1 Initial Skill & +2 Initial Stamina (or +1 Luck - see table below)
- 12 Food.
- Sword.
- Lantern with Oil.
- Leather armour & shield.
- 2D6+3 Gold Pieces.
- Take 10 Gold Pieces.
- Take Silver Key.
Port Blacksand
- Buy some extra equipment first.
- Take Keg of Beer (-3 Gold Pieces).
- Take Steel Mirror (-3 Gold Pieces).
- Test Luck.
o Success:
o You’re heading to Rentarn by road.
o Fail:
o Pursue the thief.
o Fight this pair.
o Fight Sk 7 St 7 Thug & Sk 8 St 9 Thug together.
o Take 4 Gold Pieces.
o Test Luck.
• Success:
o Head for Weaver Gate.
• Fail:
o Make for Weaver Gate (-3 Gold Pieces, +1 Time Track).
Road to Rentarn
- Sleep outdoors for free (-4 Food, +6 Time Track).
- Make for the woodland.
- Give him a small keg of beer.
- Risk asking the Dwarf about the Dragon Reaches.
- Take Dwarven Coin ‘90’ (-2 Gold Pieces).
- Turn in for the night (-1 Food, +2 Time Track).
- Investigate the body.
- Carry him along the track, looking for help.
- Take Furs (+2 Time Track).
- Add 1 Honour.
Rentarn
- Sell some furs (+2 Time Track).
- Take 5 Gold Pieces.
- Make for the Rudderless Galley Tavern.
- Test Skill. Fail = 2 Damage.
- Fight Sk 8 St 7 Assassin.
- Fight Sk 8 St 8 Assassin.
- Fight Sk 8 St 8 Assassin.
- Take 3 Gold Pieces.
- Open the door.
- Take 3 Gold Pieces (+1 Luck).
- Add note: You may work one day for 3 Food (+2 Time Track, -1 Food).
o I recommend using this option to restore your stamina & food to full.
- Ask around for a person named Endimion (+2 Time Track, -1 Food).
- Spend another day trying the same strategy (+2 Time Track, -1 Food).
- Follow the man.
- Check new arrivals at the docks.
- Try to help the Dark Elf.
- Add note: Stormdrake Pass.
- Buy some extra equipment or food.
- Take Ice Pick (-3 Gold Pieces).
- Take Spiked Boots (-4 Gold Pieces).
- Leave Rentarn, you have already slept & rested here.
- Stormdrake = 19+20+15+18+13+4+18+1+11+5=124. Turn to Para 124.
- You want to go to the north-north-west. (+2 Time Track, -1 Food).
Dragon Enclave
- Test Skill. Fail = 2 Damage (+1 Time Track).
- Decide not to do so.
- Add 1 Honour.
- Southeast to the Frost Giants and the shield (+4 Time Track, -1 Food).
- Go to the town of Ismater (+2 Time Track, -1 Food).
Ismater
- Look for paid work.
- Add note: You may work one day for 2 Gold Pieces (+2 Time Track).
o I recommend working until you have at least 16 Gold Pieces.
- Explore the village.
- Enter the other shop (+1 Time Track).
- Add note: Shop owner’s name is Nevill.
- Take Potion of Invisibility (-6 Gold Pieces).
- Take Bottle of Catstink (-3 Gold Pieces).
- If you have 9+ Gold Pieces left: Take Luck Potion (restores ½ Initial Luck rounded down when used).
- If you have 7-8 Gold Pieces left: Take Vial of Smoke Powder (-2 Gold Pieces).
- Buy other supplies.
- Take 5 Food (-5 Gold Pieces).
- Leave Ismater (+2 Time Track).
- Journey eastwards to the land of the Frost Giants (+2 Time Track).
Shield Quest
- Your Nemesis score is less than 5 (+2 Time Track, -1 Food).
- Ignore him and sneak past him & on eastwards (+1 Time Track).
- Circle the perimeter, spying & trying to think up some indirect approach.
- You have a Potion of Invisibility.
o You bought it from Nevill.
o 14+5+22+9+12+12=74.
- Turn to Para 74.
- Lose 1 Honour (+2 Time Track).
- Test Luck (-3 from roll if using smoke powder & +1 Luck if successful).
o Fail = Fight Sk 10 St 15 Frost Giant.
o -3 to enemy’s attack strength for duration of combat.
- You have Catstink.
- Take Magic Shield ‘70’.
o Add note: +1 Attack Strength.
- You still seek Armour & Sword (+2 Time Track, -2 Food).
- You wish to strike out north-east for the Armour (+2 Time Track, -1 Food).
- You want to press on northwards (+2 Time Track, -1 Food).
- Your Nemesis score is 3 or below (+4 Time Track, -1 Food).
Armour Quest
- You do not have a viewing lens (+1 Time Track).
- Follow the tunnel straight ahead.
- Go down the steps ahead.
- Open the left hand door.
- Take Magical Armour ‘12’ (Damaged).
- Open the door opposite you.
- You want to fight the Stone Dwarf.
- Fight Sk 8 St 10 Stone Dwarf.
o If enemy’s attack strength is 3+ than yours in an attack round:
o Your weapon is broken.
o You only inflict 1 Damage per hit for duration of combat.
- Take Crossbow & Bolts.
- Take Flawed Magic Sword.
o +1 Attack Strength against non human opponents.
o -1 Attack Strength against human opponents.
- Make your way back up the stone steps.
- Descend the spiral staircase.
- You have a Dwarven Coin. 90*2=180. Turn to Para 180.
- You have the Magical Armour. 12*5=60. Turn to Para 60.
- Go north (+1 Time Track).
- You would rather walk along the track (+1 Time Track).
- Roll D6.
o If 5-6:
o Fight mountain basilisk (move on to next step).
o If 4:
o Spend a luck point and fight mountain basilisk (move on to next step).
o If 1-3:
o Go east (+1 Time Track).
o You do not dim your lantern.
o Test Luck. Fail = 4 Damage.
- Fight Sk 8 St 13 Mountain Basilisk.
o You have a Steel Mirror (-2 Attack Strength for duration of fight).
- Magical armour is repaired (+5 Time Track)
o Add note: +1 Attack Strength.
o Add note: +1 Attack Strength vs. Night Dragon & Stalkers (cumulative).
- You have a Dwarven Coin & wish to give it to the Dwarves.
o 90*3=270.
- Turn to Para 270.
- Take Potion of Stamina (restores ½ Initial Stamina when used).
- You do not have the Sword.
- Take up the offer of a dwarven guide to take you to the Mist Crypts (+4 Time Track).
Mist Crypts
- Open the door instead.
- Open the door with the blue mist behind it.
- Test Skill+4. Fail = D6 Damage & try again until successful.
o -1 to roll if you have Spiked Boots.
o -3 to roll if you also have an Ice Pick.
- 2 Damage & +1 Luck.
- Fight Sk 8 St 7 Skeleton.
o -1 Attack Strength for duration of combat.
o If enemy has 17+ Attack Strength in any round:
o Automatically hits you that round.
o Test Skill. Fail = -4 Attack Strength for next round.
- 2 Actions:
o Eat 2 Food or use some healing items if necessary.
- Fight Sk 10 St 14 Wizard-Wraith.
o In first four attack rounds, enemy deals 4 Damage per hit.
o After fight, if enemy hit you with its claws at least once, Roll D6. 1-4 = -1 Skill.
- Take 6 Gold Pieces.
- Take Magic Sword ‘80’.
o Add note: +1 Attack Strength.
o Add note: +2 Attack Strength vs Night Dragon & Stalkers (cumulative).
o Remember to deduct the +1 Attack Strength bonus from your flawed magic sword.
- You now have the Magic Sword, Armour & Shield. 80+12+70=162. Turn to Para 162.
Loremaster
- Restore Stamina & Luck to Initial values.
- You wish to seek whatever help you may in the Dreamtime.
Dreamtime
- Add note: If you die in the Dreamtime, Turn to Para 281 (end of Dreamtime section).
- If you have lost a Skill Point (or do so in the dreamtime):
o Follow the Gray Passage (+1 Time Track if Ice Pick, +2 Time Track if no Ice Pick).
o You have a magic sword.
o Fight Sk 8 St 7 Chillshadow.
o 1 Damage every round.
o Fight the advancing monster that remains here.
o Fight Sk 9 St 11 Bone Stalker.
o Enemy is a Stalker (add bonuses for Sword & Armour).
o -1 Attack Strength for duration of fight.
o Strongly recommend fighting enemy to the death.
o Take Magic Amulet.
o Roll D6+1 (max 6) for number of charges.
o Each charge cancels a Skill Drain effect.
o Use one now if your Skill was drained by the Wizard-Wraith.
o Leave by the red door.
o Roll D6-1 (+roll to Time Track).
- Follow the blue passage.
- Fight Sk X St X Mirror Image.
o Skill & Stamina scores of enemy equal to your own.
o Allowed one free action during combat.
- Fight the Mirror Demon.
- Fight Sk 10 St 10 Mirror Demon.
o If hit by enemy, Test enemy’s Skill (Skill 10). If successful, Test Skill. Fail = +1 Time Track & Turn to Para 281 (end of Dreamtime section).
o I recommend just slaying the demon instead of attempting to break the mirror.
- Take Magic Mirror ‘100’.
o 3 Charges (restore Skill to Initial, Stamina to Initial, cure a disease or destroy mirror & deal 6 Damage to an opponent).
- Follow the white passage.
- Add note: -1 Attack Strength while in white passageway.
- Stay & fight them.
- Fight Sk 9 St 14 Wraith Horde.
o If hit, Test Skill. Fail = -1 Skill until you awaken (use charges from amulet if necessary).
- Take Sphere of Light ‘244’.
- Follow the red passage.
- Roll D6-1 (+roll to Time Track).
- Follow the green passage.
- Wait & see what happens.
- Fight the Ogre.
- Fight Sk 8 St 21 Ogre.
o Enemy deals 3 Damage per hit.
- Untie the Ogre’s sack (+4 Stamina, +1 Luck).
- Climb the vine.
- Take 2 Seed Pods ‘16’.
- You have slain the Ogre.
- Enter the red tree door.
- Roll D6-1 (+roll to Time Track).
- Follow the black passage.
- Hurl it to the ground and smash it (2 Damage).
- Test Skill.
o Fail = You have a Magic Shield. Turn to Para 80.
o Do not use the shield (6 Damage).
- Fight Sk 12 St 16 Dream Dragon.
o Debateable whether you can add the bonuses for Sword & Armour here.
- Add note: -1 Skill & -2 Stamina to Night Dragon (+1 Luck).
- You have the Magic Sword, Armour & Shield.
- You have not been to that town.
- You prefer to challenge the Night Dragon at once, since a detour to Carnex will use up more precious time.
- Take up to 12 Food.
Night Dragon’s Lair
- You have a crossbow & wish to hunt (+3 Time Track).
- Your Nemesis score is 5 or below.
- 2 Damage unless you have Firewater.
- Decide to leave well alone here (+2 Time Track, -1 Food).
- Search around in the general area of the entrance (+1 Time Track).
- Squeeze along the very narrow passage.
- If you do not have a Rope, Test Skill. Fail = 2 Damage.
- Go down the winding stairs.
- Your Nemesis score is 6 or below.
- Attack the statue.
- Fight Sk 11 St 18 Stone Juggernaut.
o Enemy deals 3 Damage per hit.
o If enemy has 23 Attack Strength in any round:
o Automatically hits you that round for 6 Damage.
- If you have a Magic Mirror:
- Your Honour score is 1 or higher.
- 100*3=300. Turn to Para 300.
- Agree to this (5 Damage).
- Add 1 to Initial & current Skill.
- Add note: -1 Skill to Night Dragon.
- Make for the door opposite the entrance passage (+1 Time Track).
- Open the further right hand door.
- You do not have a set of iron keys, but you do have an ice pick & use lantern oil.
- Test Skill.
o If fail:
o Roll D6+Honour. 6 or less = -2 Attack Strength for duration of combat.
o Fight Sk 8 St 8 Iron Serpent & Sk 8 St 7 Iron Serpent together.
• First 3 attack rounds, enemies deal 3 extra poison damage.
- If you have a magical seed pod:
- You have a magical seed pod & wish to use it here. 16*20=320. Turn to Para 320.
- If you do not have a seed pod:
- Test Skill - 1. Twice.
- Each time you fail one of the above rolls: 1 Damage and +1 Time Track.
- Continue rolling until successful.
- Force open the flap (awkward...).
- You are willing to risk walking along in the dark, with the footing here treacherous.
- Press on forward to the pillars & chamber in front of you.
- You do not have oil (4 Damage).
- Roll D6 until you roll a 6. You may use a luck point to add +1 to Roll (+1 Time Track per attempt).
o If 1:
o Fight Sk 10 St 5 Dragon Imp.
• If enemy hits you, Roll D6:
o 1-4 = Only 1 Damage.
o 5-6 = 3 Poison Damage (0 Physical Damage).
o Repeat above step (Roll D6 again).
o If 2-5:
o Repeat above step (Roll D6 again).
- Follow the twisting passageway (+1 Time Track).
- Use a crossbow to fire at the creature.
- Test Skill. Fail = 4 Damage & -1 Attack Strength for duration of combat.
- Fight Sk 13 St 16 Bone Stalker Mage.
o First five rounds, enemy deals an additional 2 Poison Damage per hit.
o Enemy is a Stalker (add bonuses for Sword & Armour).
o -1 Attack Strength for duration of fight.
- You are ready to go there.
- Time Track/10 (rounded up) -6 = Amount of extra stamina added to Night Dragon.
- You do not have this book (-1 Skill; use a charge from the Magic Mirror to restore this).
- If you have a magical seed pod:
- 16*21=336. Turn to Para 336.
- If you do not have a seed pod:
- Go down the steps.
- Test Luck + 3. Fail = Lose 1 Skill and 4 Damage.
- Test Skill. Fail = 3 Damage.
- If you DO NOT have a sphere of light:
- When you hit enemy, roll D6. 6 = no damage.
- Stand your ground.
- You have a Magic Shield. 70*5=350. Turn to Para 350 (+1 Luck).
- If you have a Sphere of Light:
- Turn to Para 244.
- Add note: 1 Free Hit against Night Dragon & -1 Attack Strength to Night Dragon for first 5 rounds.
- You have a magic sword from the mist crypts.
- Add note: 1 Free Hit against Night Dragon.
- Fight Sk 17 St 32 Night Dragon.
o Enemy deals 3 Damage per hit.
o Use magic mirror to deal 6 Damage to enemy.
o Enemy is the Night Dragon (add bonuses for Sword & Armour).
o Add time track bonus to enemy’s stamina score.
o -2 Skill & -2 Stamina to Night Dragon due to previous encounters.
o If your stamina is reduced to 4 or less:
o You have a magic shield. 70/10=7. Turn to Para 7.
o Lose magic shield & its bonuses (+10 Stamina).
- Prepare to deal with whatever animates itself to fight you again.
- 4 Actions:
o Use healing items or eat food.
- Fight Sk 11 St 12 Night Dragon Skull.
o Debateable whether you can add the bonuses for Sword & Armour here.
- 2 Actions:
o Use healing items or eat food.
- Test Skill. Fail = D6-1 Stamina.
- Test Skill. Fail = D6-1 Stamina.
- Test Skill. Fail = D6-1 Stamina.
- As the great, majestic form of the mighty Lord of Dragons rises into the heavens, you fall into a weary sleep. When, many hours later, you awaken, you will be glad that it was a dreamless slumber.
Special mention to Vagsancho, guy begged like a dog for months to get me to write this up and now that it is available, he is not here to enjoy it. Ouch. Anyway, Merry Christmas!
Due to the amount of food that gets used automatically in the adventure as well as the amount of enemies you must face, Skill 9+, Stamina 18+ & Luck 9+ is recommended. This walkthrough assumes that you recieve only the minimum gold at the beginning. Items such as poison salve & potion of stamina will also help if you have extra gold coins.
You start with:
- +1 Initial Skill & +2 Initial Stamina (or +1 Luck - see table below)
- 12 Food.
- Sword.
- Lantern with Oil.
- Leather armour & shield.
- 2D6+3 Gold Pieces.
- Take 10 Gold Pieces.
- Take Silver Key.
Port Blacksand
- Buy some extra equipment first.
- Take Keg of Beer (-3 Gold Pieces).
- Take Steel Mirror (-3 Gold Pieces).
- Test Luck.
o Success:
o You’re heading to Rentarn by road.
o Fail:
o Pursue the thief.
o Fight this pair.
o Fight Sk 7 St 7 Thug & Sk 8 St 9 Thug together.
o Take 4 Gold Pieces.
o Test Luck.
• Success:
o Head for Weaver Gate.
• Fail:
o Make for Weaver Gate (-3 Gold Pieces, +1 Time Track).
Road to Rentarn
- Sleep outdoors for free (-4 Food, +6 Time Track).
- Make for the woodland.
- Give him a small keg of beer.
- Risk asking the Dwarf about the Dragon Reaches.
- Take Dwarven Coin ‘90’ (-2 Gold Pieces).
- Turn in for the night (-1 Food, +2 Time Track).
- Investigate the body.
- Carry him along the track, looking for help.
- Take Furs (+2 Time Track).
- Add 1 Honour.
Rentarn
- Sell some furs (+2 Time Track).
- Take 5 Gold Pieces.
- Make for the Rudderless Galley Tavern.
- Test Skill. Fail = 2 Damage.
- Fight Sk 8 St 7 Assassin.
- Fight Sk 8 St 8 Assassin.
- Fight Sk 8 St 8 Assassin.
- Take 3 Gold Pieces.
- Open the door.
- Take 3 Gold Pieces (+1 Luck).
- Add note: You may work one day for 3 Food (+2 Time Track, -1 Food).
o I recommend using this option to restore your stamina & food to full.
- Ask around for a person named Endimion (+2 Time Track, -1 Food).
- Spend another day trying the same strategy (+2 Time Track, -1 Food).
- Follow the man.
- Check new arrivals at the docks.
- Try to help the Dark Elf.
- Add note: Stormdrake Pass.
- Buy some extra equipment or food.
- Take Ice Pick (-3 Gold Pieces).
- Take Spiked Boots (-4 Gold Pieces).
- Leave Rentarn, you have already slept & rested here.
- Stormdrake = 19+20+15+18+13+4+18+1+11+5=124. Turn to Para 124.
- You want to go to the north-north-west. (+2 Time Track, -1 Food).
Dragon Enclave
- Test Skill. Fail = 2 Damage (+1 Time Track).
- Decide not to do so.
- Add 1 Honour.
- Southeast to the Frost Giants and the shield (+4 Time Track, -1 Food).
- Go to the town of Ismater (+2 Time Track, -1 Food).
Ismater
- Look for paid work.
- Add note: You may work one day for 2 Gold Pieces (+2 Time Track).
o I recommend working until you have at least 16 Gold Pieces.
- Explore the village.
- Enter the other shop (+1 Time Track).
- Add note: Shop owner’s name is Nevill.
- Take Potion of Invisibility (-6 Gold Pieces).
- Take Bottle of Catstink (-3 Gold Pieces).
- If you have 9+ Gold Pieces left: Take Luck Potion (restores ½ Initial Luck rounded down when used).
- If you have 7-8 Gold Pieces left: Take Vial of Smoke Powder (-2 Gold Pieces).
- Buy other supplies.
- Take 5 Food (-5 Gold Pieces).
- Leave Ismater (+2 Time Track).
- Journey eastwards to the land of the Frost Giants (+2 Time Track).
Shield Quest
- Your Nemesis score is less than 5 (+2 Time Track, -1 Food).
- Ignore him and sneak past him & on eastwards (+1 Time Track).
- Circle the perimeter, spying & trying to think up some indirect approach.
- You have a Potion of Invisibility.
o You bought it from Nevill.
o 14+5+22+9+12+12=74.
- Turn to Para 74.
- Lose 1 Honour (+2 Time Track).
- Test Luck (-3 from roll if using smoke powder & +1 Luck if successful).
o Fail = Fight Sk 10 St 15 Frost Giant.
o -3 to enemy’s attack strength for duration of combat.
- You have Catstink.
- Take Magic Shield ‘70’.
o Add note: +1 Attack Strength.
- You still seek Armour & Sword (+2 Time Track, -2 Food).
- You wish to strike out north-east for the Armour (+2 Time Track, -1 Food).
- You want to press on northwards (+2 Time Track, -1 Food).
- Your Nemesis score is 3 or below (+4 Time Track, -1 Food).
Armour Quest
- You do not have a viewing lens (+1 Time Track).
- Follow the tunnel straight ahead.
- Go down the steps ahead.
- Open the left hand door.
- Take Magical Armour ‘12’ (Damaged).
- Open the door opposite you.
- You want to fight the Stone Dwarf.
- Fight Sk 8 St 10 Stone Dwarf.
o If enemy’s attack strength is 3+ than yours in an attack round:
o Your weapon is broken.
o You only inflict 1 Damage per hit for duration of combat.
- Take Crossbow & Bolts.
- Take Flawed Magic Sword.
o +1 Attack Strength against non human opponents.
o -1 Attack Strength against human opponents.
- Make your way back up the stone steps.
- Descend the spiral staircase.
- You have a Dwarven Coin. 90*2=180. Turn to Para 180.
- You have the Magical Armour. 12*5=60. Turn to Para 60.
- Go north (+1 Time Track).
- You would rather walk along the track (+1 Time Track).
- Roll D6.
o If 5-6:
o Fight mountain basilisk (move on to next step).
o If 4:
o Spend a luck point and fight mountain basilisk (move on to next step).
o If 1-3:
o Go east (+1 Time Track).
o You do not dim your lantern.
o Test Luck. Fail = 4 Damage.
- Fight Sk 8 St 13 Mountain Basilisk.
o You have a Steel Mirror (-2 Attack Strength for duration of fight).
- Magical armour is repaired (+5 Time Track)
o Add note: +1 Attack Strength.
o Add note: +1 Attack Strength vs. Night Dragon & Stalkers (cumulative).
- You have a Dwarven Coin & wish to give it to the Dwarves.
o 90*3=270.
- Turn to Para 270.
- Take Potion of Stamina (restores ½ Initial Stamina when used).
- You do not have the Sword.
- Take up the offer of a dwarven guide to take you to the Mist Crypts (+4 Time Track).
Mist Crypts
- Open the door instead.
- Open the door with the blue mist behind it.
- Test Skill+4. Fail = D6 Damage & try again until successful.
o -1 to roll if you have Spiked Boots.
o -3 to roll if you also have an Ice Pick.
- 2 Damage & +1 Luck.
- Fight Sk 8 St 7 Skeleton.
o -1 Attack Strength for duration of combat.
o If enemy has 17+ Attack Strength in any round:
o Automatically hits you that round.
o Test Skill. Fail = -4 Attack Strength for next round.
- 2 Actions:
o Eat 2 Food or use some healing items if necessary.
- Fight Sk 10 St 14 Wizard-Wraith.
o In first four attack rounds, enemy deals 4 Damage per hit.
o After fight, if enemy hit you with its claws at least once, Roll D6. 1-4 = -1 Skill.
- Take 6 Gold Pieces.
- Take Magic Sword ‘80’.
o Add note: +1 Attack Strength.
o Add note: +2 Attack Strength vs Night Dragon & Stalkers (cumulative).
o Remember to deduct the +1 Attack Strength bonus from your flawed magic sword.
- You now have the Magic Sword, Armour & Shield. 80+12+70=162. Turn to Para 162.
Loremaster
- Restore Stamina & Luck to Initial values.
- You wish to seek whatever help you may in the Dreamtime.
Dreamtime
- Add note: If you die in the Dreamtime, Turn to Para 281 (end of Dreamtime section).
- If you have lost a Skill Point (or do so in the dreamtime):
o Follow the Gray Passage (+1 Time Track if Ice Pick, +2 Time Track if no Ice Pick).
o You have a magic sword.
o Fight Sk 8 St 7 Chillshadow.
o 1 Damage every round.
o Fight the advancing monster that remains here.
o Fight Sk 9 St 11 Bone Stalker.
o Enemy is a Stalker (add bonuses for Sword & Armour).
o -1 Attack Strength for duration of fight.
o Strongly recommend fighting enemy to the death.
o Take Magic Amulet.
o Roll D6+1 (max 6) for number of charges.
o Each charge cancels a Skill Drain effect.
o Use one now if your Skill was drained by the Wizard-Wraith.
o Leave by the red door.
o Roll D6-1 (+roll to Time Track).
- Follow the blue passage.
- Fight Sk X St X Mirror Image.
o Skill & Stamina scores of enemy equal to your own.
o Allowed one free action during combat.
- Fight the Mirror Demon.
- Fight Sk 10 St 10 Mirror Demon.
o If hit by enemy, Test enemy’s Skill (Skill 10). If successful, Test Skill. Fail = +1 Time Track & Turn to Para 281 (end of Dreamtime section).
o I recommend just slaying the demon instead of attempting to break the mirror.
- Take Magic Mirror ‘100’.
o 3 Charges (restore Skill to Initial, Stamina to Initial, cure a disease or destroy mirror & deal 6 Damage to an opponent).
- Follow the white passage.
- Add note: -1 Attack Strength while in white passageway.
- Stay & fight them.
- Fight Sk 9 St 14 Wraith Horde.
o If hit, Test Skill. Fail = -1 Skill until you awaken (use charges from amulet if necessary).
- Take Sphere of Light ‘244’.
- Follow the red passage.
- Roll D6-1 (+roll to Time Track).
- Follow the green passage.
- Wait & see what happens.
- Fight the Ogre.
- Fight Sk 8 St 21 Ogre.
o Enemy deals 3 Damage per hit.
- Untie the Ogre’s sack (+4 Stamina, +1 Luck).
- Climb the vine.
- Take 2 Seed Pods ‘16’.
- You have slain the Ogre.
- Enter the red tree door.
- Roll D6-1 (+roll to Time Track).
- Follow the black passage.
- Hurl it to the ground and smash it (2 Damage).
- Test Skill.
o Fail = You have a Magic Shield. Turn to Para 80.
o Do not use the shield (6 Damage).
- Fight Sk 12 St 16 Dream Dragon.
o Debateable whether you can add the bonuses for Sword & Armour here.
- Add note: -1 Skill & -2 Stamina to Night Dragon (+1 Luck).
- You have the Magic Sword, Armour & Shield.
- You have not been to that town.
- You prefer to challenge the Night Dragon at once, since a detour to Carnex will use up more precious time.
- Take up to 12 Food.
Night Dragon’s Lair
- You have a crossbow & wish to hunt (+3 Time Track).
- Your Nemesis score is 5 or below.
- 2 Damage unless you have Firewater.
- Decide to leave well alone here (+2 Time Track, -1 Food).
- Search around in the general area of the entrance (+1 Time Track).
- Squeeze along the very narrow passage.
- If you do not have a Rope, Test Skill. Fail = 2 Damage.
- Go down the winding stairs.
- Your Nemesis score is 6 or below.
- Attack the statue.
- Fight Sk 11 St 18 Stone Juggernaut.
o Enemy deals 3 Damage per hit.
o If enemy has 23 Attack Strength in any round:
o Automatically hits you that round for 6 Damage.
- If you have a Magic Mirror:
- Your Honour score is 1 or higher.
- 100*3=300. Turn to Para 300.
- Agree to this (5 Damage).
- Add 1 to Initial & current Skill.
- Add note: -1 Skill to Night Dragon.
- Make for the door opposite the entrance passage (+1 Time Track).
- Open the further right hand door.
- You do not have a set of iron keys, but you do have an ice pick & use lantern oil.
- Test Skill.
o If fail:
o Roll D6+Honour. 6 or less = -2 Attack Strength for duration of combat.
o Fight Sk 8 St 8 Iron Serpent & Sk 8 St 7 Iron Serpent together.
• First 3 attack rounds, enemies deal 3 extra poison damage.
- If you have a magical seed pod:
- You have a magical seed pod & wish to use it here. 16*20=320. Turn to Para 320.
- If you do not have a seed pod:
- Test Skill - 1. Twice.
- Each time you fail one of the above rolls: 1 Damage and +1 Time Track.
- Continue rolling until successful.
- Force open the flap (awkward...).
- You are willing to risk walking along in the dark, with the footing here treacherous.
- Press on forward to the pillars & chamber in front of you.
- You do not have oil (4 Damage).
- Roll D6 until you roll a 6. You may use a luck point to add +1 to Roll (+1 Time Track per attempt).
o If 1:
o Fight Sk 10 St 5 Dragon Imp.
• If enemy hits you, Roll D6:
o 1-4 = Only 1 Damage.
o 5-6 = 3 Poison Damage (0 Physical Damage).
o Repeat above step (Roll D6 again).
o If 2-5:
o Repeat above step (Roll D6 again).
- Follow the twisting passageway (+1 Time Track).
- Use a crossbow to fire at the creature.
- Test Skill. Fail = 4 Damage & -1 Attack Strength for duration of combat.
- Fight Sk 13 St 16 Bone Stalker Mage.
o First five rounds, enemy deals an additional 2 Poison Damage per hit.
o Enemy is a Stalker (add bonuses for Sword & Armour).
o -1 Attack Strength for duration of fight.
- You are ready to go there.
- Time Track/10 (rounded up) -6 = Amount of extra stamina added to Night Dragon.
- You do not have this book (-1 Skill; use a charge from the Magic Mirror to restore this).
- If you have a magical seed pod:
- 16*21=336. Turn to Para 336.
- If you do not have a seed pod:
- Go down the steps.
- Test Luck + 3. Fail = Lose 1 Skill and 4 Damage.
- Test Skill. Fail = 3 Damage.
- If you DO NOT have a sphere of light:
- When you hit enemy, roll D6. 6 = no damage.
- Stand your ground.
- You have a Magic Shield. 70*5=350. Turn to Para 350 (+1 Luck).
- If you have a Sphere of Light:
- Turn to Para 244.
- Add note: 1 Free Hit against Night Dragon & -1 Attack Strength to Night Dragon for first 5 rounds.
- You have a magic sword from the mist crypts.
- Add note: 1 Free Hit against Night Dragon.
- Fight Sk 17 St 32 Night Dragon.
o Enemy deals 3 Damage per hit.
o Use magic mirror to deal 6 Damage to enemy.
o Enemy is the Night Dragon (add bonuses for Sword & Armour).
o Add time track bonus to enemy’s stamina score.
o -2 Skill & -2 Stamina to Night Dragon due to previous encounters.
o If your stamina is reduced to 4 or less:
o You have a magic shield. 70/10=7. Turn to Para 7.
o Lose magic shield & its bonuses (+10 Stamina).
- Prepare to deal with whatever animates itself to fight you again.
- 4 Actions:
o Use healing items or eat food.
- Fight Sk 11 St 12 Night Dragon Skull.
o Debateable whether you can add the bonuses for Sword & Armour here.
- 2 Actions:
o Use healing items or eat food.
- Test Skill. Fail = D6-1 Stamina.
- Test Skill. Fail = D6-1 Stamina.
- Test Skill. Fail = D6-1 Stamina.
- As the great, majestic form of the mighty Lord of Dragons rises into the heavens, you fall into a weary sleep. When, many hours later, you awaken, you will be glad that it was a dreamless slumber.