Post by champskees on May 17, 2014 3:52:58 GMT
What a mess. This book has the most amount of errors I have seen in any Fighting Fantasy title, so much in fact that you wonder what their quality control was at this point. The real shame is that the original entry (#38) was absolutely amazing and also one of the first Fighting Fantasy books I ever read. The story is interesting at times, there are a lot of codes and items to pick up along the way, but the book drags on and on, like many of Keith Martin’s previous entries.
I recommend a Skill of 10+, a Stamina score of 18+, a Luck score of 10+ and a Faith score of 5+ for this adventure. This book does have gameplay issues due to editing errors, namely the gold pieces issue, where it is impossible to have a gold piece to gain access to the coach early on. This solution assumes that the reader does not cheat by adding fictitious gold pieces after purchasing a horse.
You start with:
- Sword.
- Shield & Leather Armour.
- Backpack.
- Lantern.
- 12 Food.
- 10 Blood Points.
The Monastery
- Take the gold.
- Take 6 Gold Pieces.
- Test Luck. Fail = Keep on running.
- You have 1 Gold Piece & are willing to pay them (-1 Gold Piece).
- You don’t want to do this.
- Get up & explore the monastery.
- Explore to the east.
- Open the second door to the east.
- Take 2 Gold Pieces (+1 Luck).
- Search elsewhere in the east wing.
- Open the second door to the west.
- Test Luck. Success = Take 3 Gold Pieces.
- Make for the west wing.
- Open the first door to the north.
- You have not slain a monk in the monastery yet.
- Opt to attack him.
- Test Skill. Success = 2 Damage to enemy (+1 Luck).
- Fight Sk 9 St 11 Endrell.
- Lose D6/2 Blood Points (rounded up).
- Add 2 Blood Points.
- Fight Sk 8 St 10 Horned Vampire Bat.
- Leave the gold, unless you have only 7 Gold Pieces (in which case I advise taking the additional 7 Gold (-1 Faith)).
- Attack the occupant of the coach (-1 Luck).
- Add 1 Faith (3 Damage).
- Pursue the coach at once.
Pursuit of the coach
- If you have at least 8 Gold Pieces: You won’t hand over all your gold.
- Lose 2 Blood Points (-2 Food).
- You are on foot (-5 Food).
- Take 3 Food (-1 Gold Piece).
- Ask about healing or scholars who may be living in the area.
- You are willing to pay up (-1 Gold Piece).
- Seek out the eccentric old healer.
Healer’s House
- Make straight for the house (should be Para 166 instead of 98 as you do not have Bloodbane).
- Ask him about his magical or healing skills generally.
- Fight Sk 8 St 13 Sandar.
o Attempt to snatch his amulet (-2 Attack Strength).
o Enemy deals 3 Damage per hit.
- If you are able to snatch his amulet away:
o Take 1 Damage.
o Fight Sk 7 St 7 Zombie & Sk 7 St 7 Zombie together.
- After 2 attack rounds, +2 Attack Strength for duration of combat.
o Add 1 Faith Point.
o Explore the house.
- If you cannot take his amulet within three rounds:
o Fight Sandar (as above) & Fight Sk 7 St 7 Zombie & Sk 7 St 7 Zombie two at a time.
- Open the door to the east.
- Take 4 Food.
- Test Luck. Success = Take 5 Gold Pieces.
- Explore the west side of the house.
- Test Spot Skill.
- If successful:
- Open it.
- Enter & destroy the vampire’s coffin.
- Fight Sk 9 St 6 Death Imp.
- If hit by enemy, 3D6 Test Stamina. Fail = D6+1 Damage.
- Add 4 Blood Points.
- Open the door at the end of the corridor (+1 Luck).
- Take Gold Tassels (worth 5 Gold Pieces at a market).
- Take Herbal Restorative Brandy (+4 Stamina when consumed).
- Leave & head on your way.
- If you did not overcome Sandar in battle:
- Continue north-eastwards to Heydrich’s mansion house.
Back on the road
- 1 Damage.
- You are on foot.
- Fight Sk 7 St 6 Giant Raven & Sk 7 St 6 Giant Raven together.
- You did not fight on horseback.
- Lose 1 Blood Point.
- Go to your left through the woods (-1 Food).
- Go to his aid.
- Fight Sk 6 St 7 Wolf.
- Fight Sk 6 St 7 Wolf.
- Help bury his friend.
- Lose 1 Blood Point.
- Add 1 Faith.
- You have a merchant with you.
- Talk to the merchant whose life you saved.
- Merchant’s name is Roban. Roban = 18+15+2+1+14 = 50. 50*2=100. Turn to Para 100.
- Take 5 Gold Pieces.
- Take 3 Food.
- Buy some supplies or equipment.
- Purchase the following in order – make sure you have 3 Gold left.
- Sell Gold Tassels (+5 Gold Pieces).
- Take Magic Sword (+1 Attack Strength, -15 Gold Pieces).
- Take 10 Metres of Rope (-1 Gold Piece).
- Ghoulbane (three uses, +2 Attack strength vs ghouls one combat, -3 Gold Pieces).
- Ask around to find a sage or scholar.
- Lose 1 Blood Point.
- Bribe the guard (-1 Gold Piece).
- Do not wait; follow Harquar to his house.
- Climb up the wall to get to the upstairs room.
- Test Skill+2 (no modifier if using a rope). Fail = 1 Damage & Try again until successful (note amount of failed attempts as X).
- Fight Sk 7 St 8 Vampiric Jelly.
o Harquar has 9-X Stamina & takes 1 Damage every round.
o Enemy does not damage you if it wins an attack round.
o If Harquar dies, start again (you have missed an essential clue).
- Take Harquar’s Notes ‘15’.
- Add 2 Blood Points.
- Make for the witches.
Crag Peak
- -4 Food or Lose 2 Blood Points.
- Go straight into Stunkaster.
- Sleep rough (-1 Food).
- Take 6 Food (-2 Gold Pieces).
- Go up & speak with the crones.
- Ask if you can help them in some way.
- Agree to Shevala’s plan.
- Investigate it.
- Take 4 Gold Pieces.
- Take Flask of Oil.
- Take Skeleton Key ‘13’.
- Test Luck. Fail = Death.
- Fight Sk 8 St 10 Huge Basilisk.
o -2 Attack Strength for duration of fight.
o If you have a Silver Mirror, Roll D6 per round. 1 or 6 = Enemy dies.
- Retreat from the area but keep a watch on it (+1 Luck).
- Follow the older crone.
- Bear off to the left.
- Fight Sk 6 St 6 Goblin.
o If hit, Roll D6. 1-4 = 1 Poison Damage.
- Fight Sk 9 St 11 Shevala.
o If hit, Roll D6. 1-4 = 1 Poison Damage.
o If you reduce enemy to 2 or less Stamina without killing her:
- Kill her off (+1 Faith) OR tie her up & gag her (Take Potion of Stamina & +1 Luck).
- Open that locked door now.
- Take 20 Gold Pieces worth of Treasure.
- Take 3 Food.
- Return to the magical barrier & risk going through the archway.
- Read through any papers or books you have for some clues.
- Lose 1 Blood Point.
- You have Harquar’s notes. 15*8 = 120. Turn to Para 120 (+1 Luck).
- Take Magical Gauntlets (+1 Attack Strength).
- Take Potion of Stamina (restores 1/2 Initial Stamina when used).
- Take Unknown Potion ‘11’.
- Add note: Ghoulcrypts.
- Head for the surface.
- You have not slain the second witch Carollar.
- Test Skill. If fail:
o 2 Damage
o Fight Sk 8 St 7 Demonling.
- If hit, Roll D6. 1 = 3 Damage. 6 = 4 Damage & -2 Attack Strength for two rounds.
- Leap the fissure & attack her with your sword.
- Test Skill. If fail:
o 3 Damage.
o Fight Sk 7 St 6 Cauldron Lizard.
- If enemy is still alive after 3 attack rounds: D6 Test Faith.
• Success = -1 Attack Strength until witch is dead.
• Fail = -2 Attack Strength until witch is dead.
- Add 1 Luck.
- You have a Magic Sword.
- Fight Sk 10 St 10 Carollar.
- Add 1 Faith.
- Take 15 Gold Pieces worth of Treasure.
- Take Red Crystal Heart ‘90’.
- Add 5 Blood Points.
- Make for the mansion house.
- -4 Food.
- Take X Food (-1 Gold Piece per 2 Food).
- Press on towards the mansion.
The Mansion
- Try to climb the walls.
- Test Skill (+2 if you do not have a Rope). Fail = 2 Damage & repeat until successful.
- Explore the stables and coach house.
- Explore the coach.
- Fight Sk 7 St 8 Zombie Coach.
o -1 Attack Strength for duration of combat.
- Test Luck. Fail = 1 Damage.
- Add 3 Blood Points.
- Leave & make for the mansion house itself.
- Open the eastern door.
- Open the first door to the south.
- Fight Sk 9 St 10 Vampyre.
- Fight Sk 9 St 9 Vampyre.
o If either enemy has an attack strength of 21:
- Take 1 Damage per round.
- Latent Vampirism Affliction.
- If bit again, death.
- Take 6 Gold Pieces worth of Treasure.
- Try and wake her (-1 Food).
- Add note: +2 Attack Strength for 3 fights while in the mansion.
- Open the south door in front of you.
- Fight Sk 8 St 7 Bear Trophy.
- Take 2 Flasks of Herbal Liqueur (+4 Stamina when used).
- Open the north door in front of you.
- Enter here.
- Fight Sk 9 St 10 Glassblower.
o First three rounds: Enemy deals 4 Damage if you are hit. You deal 0 Damage (you deflect its blow).
o After third round: 1 Damage per round from enemy, if enemy wins round it only dodges your blows.
o Use Vantiane here (+2 Attack Strength).
- Take Oil of Disenchantment ‘260’.
- Explore another part of the east wing you have not visited before.
- Open the north door behind you (1 Damage).
- Test Spot Skill. Fail = 1 Damage & try again until successful.
- Fight Sk 7 St 5 Proto-Zombie.
o 1 Damage per round from enemy.
o Enemy gains 1 Stamina point per round until it is defeated.
o If enemy wins round it only dodges your blows.
- Open the door to the east and enter the kitchens.
- D6 Test Faith+4. If fail:
o Fight Sk 7 St 8 First Zombie Pair.
o Fight Sk 8 St 8 Second Zombie Pair.
- Take 4 Food.
- Take Flask of Oil.
- Go to the end of the passage and turn south.
- Go back to the main entrance hall.
- Enter the west wing.
- D6+3 Test Faith. Success = -1 Skill & 3 Damage to enemy below.
- Fight Sk 8 St 12 Ghoul Pack.
o If hit three times by enemy, death.
- Make for the south passage.
- Open the door in front of you.
- Force the door open & go in.
- Talk to him.
- If you do not have an Affliction: Ask about the man’s experiments (+1 Luck).
- If you have an Affliction: Ask about getting help for your afflictions.
- Remove all Afflictions (+1 Luck).
- Attack him.
- Fight Sk 7 St 5 Imp & Sk 7 St 6 Imp together.
- Fight Sk 8 St 9 Doktor Verruckte.
- Climb the stairs & search further.
- Take 2 Food.
- Take 3 Gold Pieces.
- Take Blackfire ‘130’.
- You would rather drink neither, return to the passage.
- Backtrack to the west passage.
- Open the door to the north.
- Fight Sk 10 St 14 Grand Revenant.
- Use Oil of Disenchantment. 260/2 = 130. Turn to Para 130.
- You are carrying Harquar’s letters. 15*10 = 150. Turn to Para 150.
- If Faith is 8+:
o +1 Luck.
o Fight Sk 8 St 3 Ghoul.
o Fight Sk 8 St 7 Ghoul.
- If you are struck 4 times by the Ghouls, death.
- If Faith is <8:
o Fight Sk 8 St 7 Ghoul & Sk 8 St 7 Ghoul together.
- If you are struck 4 times by the Ghouls, death.
- Use Vantiane or Ghoulbane here (+2 Attack Strength)
- Open the door to the west.
- Four actions: Acid or longbow (Test Skill. Success = 4 Acid Damage or 2 Longbow Damage to Ghoul Pack).
- Fight Sk 9 St 10 Ghoul Pack.
o Use Ghoulbane or Vantiane here (+2 Attack Strength).
o If hit four times, death.
- Fight Sk 7 St 16 Zombie Pack.
- Add 1 Faith (+1 Luck).
- Open the left hand door to the south.
- You have a Red Crystal Heart. 90*2+20 = 200. Turn to Para 200.
- Jump through & follow him (3 Damage).
- Add note: Five Knights of the Thorn. Seek the Fifth one.
- You have a Red Crystal Heart.
- Knights of the Thorn = 5. 5*4-1 = 19. Turn to Para 19.
Road to Ghoulcrypts
- -6 Food.
- If you have a Longbow: Test Skill. Success = +3 Food. Fail = +1 Food.
- Take X Food (-1 Gold Piece per 2 Food).
- Crouch down, wait & see what happens.
- If you have a Longbow: 2 Damage to enemy below.
- If you do not have a Longbow: +2 Attack Strength in first round of next combat.
- Fight Sk 10 St 14 Corpse Golem.
o If enemy has an attack strength of 20+: automatically hits you.
o If enemy has an attack strength of 22: 4 Damage instead of 2.
- Leave & begin your search of the Ghoulcrypts alone.
- Find somewhere to stay for the night (-1 Gold Piece).
- Take X Food (-1 Gold Piece per 2 Food).
- Lose 2 Blood Points.
Ghoulcrypts
- Go straight on past it.
- Take the left hand platform.
- Back out.
- Fight Sk 11 St 4 Cave Wisp.
- If you do not have Climbing Boots & Rope:
o Decide just to dive in & hope for the best.
o Test Skill. Success = 2 Damage. Fail = Death.
- Just walk straight ahead.
- 2D6 Test Faith. If fail: Fight Sk 8 St 13 Skeleton Horde.
- March straight ahead.
- Open the door with the shield design at the end of the passage.
- Enter the second Knight’s tomb.
- You have a Skeleton Key. 13*7 = 91. Turn to Para 91.
- Take Magical Chainmail (+1 Attack Strength, +1 Luck).
o Special ability: +10 Stamina, lose attack strength bonus (once only).
- Enter the fifth Knight’s tomb.
- You have neither affliction.
- Take Magic Sword ‘Imperator’ (+1 Attack Strength & +2 Attack Strength vs. all Undead).
o Special ability: Special strike against a Vampire or Vampyre. Deals 8 Damage instead of 2 if hit enemy (once only).
o Special ability: Ignore one spell cast against you.
- Restore Skill to Initial Level (+2 Luck).
- Remove any afflictions.
- Take 1 Damage.
- Fight Sk 9 St 10 Ghoul Pack.
o If hit three times, death.
o Use Ghoulbane here (+2 Attack Strength).
- Test Skill+2. Fail = Lose 1 Blood Point & try again.
- Attack the Count’s bizarre, ghoul-like thing.
- Hurl Blackfire at the monster. 130*3 = 390. Turn to Para 390.
- Fight Sk 10 St 13 Megaghoul for two rounds.
o Enemy deals 4 Damage per hit.
- Drink a mystery potion. 11*16 = 176. Turn to Para 176.
- 4 Damage to next enemy.
- You have the Red Crystal Heart. 90-10 = 80. 80*4 = 320. Turn to Para 320.
- You have the sword Imperator.
- Damage to enemy = Blood Points/5 (round fractions up).
- If your Faith score is 8/9: -1 enemy Skill.
- If your Faith score is 10+: -2 enemy Skill.
- You have a sheaf of letters from Harquay (+1 Luck).
- Fight Sk 15 St 30 Reiner Heydrich.
o When enemy’s Stamina is 10 or less:
- -2 Enemy attack strength.
- If hit, Roll D6. 5 = 4 Damage. 6 = You will die in 4 rounds unless you overcome him first.
- Use sword’s special power when enemy Stamina is 8 or below to attempt to kill him outright.
- If you reduce the Count’s stamina to 4 or less without killing him outright:
o Test your Spot Skill. Success = You notice a flash from the left hand archway opposite.
o Perform some other action.
o Restore Stamina to full using a Potion of Stamina or Brandy (1 or 2 Actions).
o Enter the left hand archway.
o Attack her.
o Fight Sk 9 St 9 Katarina Heydrich.
o Add note: -1 Skill & 4 Damage to next enemy.
o Divide no. of actions you took earlier by two (rounded down) and add to next enemy’s Stamina.
o Fight Sk 11 St 10 Reiner Heydrich.
- Enemy deals 3 Damage per hit.
- If hit, Roll D6. 6 = 6 Damage & 2D6 Test Stamina. Fail = Death.
- If you kill the Count outright:
o One action: use a Potion of Stamina or Brandy.
o Fight Sk 9 St 9 Katarina Heydrich.
You have eliminated one of Titan’s most ancient evils, and are ready to take your place among the ranks of its most legendary heroes.