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Post by champskees on Sept 13, 2014 3:57:24 GMT
Howl of the Werewolf is perhaps one of my favourite FF adventures. There is so much done right here that I feel it is the authors best contribution to the series (up to this point). The paragraphs are huge and written well, the story is great and the protagonist (you) goes through several ‘changes’ on his/her journey. There is also a lot of paras: over 500! The design of the book is excellent. Although there are elements that have been almost ripped out of previous titles, the game mechanics in this book are still quite original. In fact the balancing in this book is excellent. Overall I strongly recommend this book. I recommend almost minimum stats for this adventure but the fight with Ulrich could be close, and the Lurking Horror can be a problem if you fail the luck roll and you did not get a good ability from your first transformation. Picking up the shield in the vampires castle can help with the Lurking Horror issue, but it is a lot of trouble to get and requires at least half a dozen extra combats to fight & the potential to lose a Skill point anyway if you miss both of the coffins, up to you whether you go for it. This path is designed to get you through the book in the safest way possible. I will be posting another solution which grabs all 5 silver daggers & defeats all 5 members of the Cadre Infernal at a later date.
You start with:
- Sword. - Backpack. - 2D6+6 Gold Pieces. - Lantern & Tinderbox. - Leather Armour. - 10 Food.
- Seize the initiative & charge the wolf. - Fight Sk 7 St 8 Black Wolf for two rounds. - Fight ends immediately if you reduce enemy to 7 Stamina or less. - 2 Damage. - Take a closer look at it first. - Take Signet Ring. - Add 3 Change. - Go in search of the wisewoman Grandmother Zekova. - Let the wisewoman bleed you before administering the potion (3 Damage). - Minus 2 Change. - 2D6 Test Change (1) (you automatically pass). - Assign yourself to the door, Ulrich and Zekova to the windows. - Roll D6 for each enemy (there are 8). o 1-2 = Door. - First enemy is stopped by the door. - Fight other Sk 6 St 5 Wolves who came through the door one at a time (+1 Attack Strength). o 3-4 = First window. - First and second enemies are stopped by Ulrich. o 5-6 = Second window. - First enemy is stopped by Zekova. - Fight remaining Sk 6 St 5 Wolves together. - You have a Signet Ring. - Add word: Avokez. - Fight Sk 7 St 7 Black Werewolf. - Go straight to Ulrich’s aid. - Fight Sk 8 St 10 Werebear. - If you are hit 3+ times: Add 1 Change. - Skirt around Strigoiva and take the road heading north. - You do not have the codeword Enirhs. - Turn tail & run (2 Damage). - Risk a night out on the moors under the stars. - Fight Sk 7 St 6 Ghoul Hound. - If you are hit 4+ times: Add 1 Change. - You do not have the codeword Retsis. - Pass by & enter the village of Balci itself. - 2D6 Test Change (1-3). - If fail: o Pay entry fee (-2 Gold Pieces). o Visit Madame Zelda. o You do not want to spend any longer here. o Leave the Carnivale. o You do not have the codewords Retsis or Egnarts. - Do not buy a meal here. - Follow the well-worn track that leads south-east towards the forest. - Scramble over the wall to investigate further. - Fight Sk 8 St 8 Wolf Were. - If you are hit 3+ times: Add 1 Change. - Fight ends immediately if you reduce enemy to 4 Stamina or less. - Tell him the truth that you are seeking a cure for lycanthropy. - You have written down the codeword Avokez. - Read Grymm’s Folk Lore of Lupravia. - Add note: Shiversprite. - Drink it (+1 Luck). - Minus 4 Change. - Take 3 Food. - Follow the Maun path south-east. - Write number: ‘103’. - +1 Initial and Current Skill. - +2 Initial and Current Stamina. - Add 1 Change. - Roll D6. o 1: Add ability: Call of the Wild (-1 enemy attack strength. Does not affect magical/artificial/undead creatures). o 2: Add ability: Red in Tooth & Claw (no penalty for fighting unarmed). o 3: Add ability: The Quickening (+1 Initial & Current Skill). o 4: Add ability: Unnatural Vigour (Restore ½ Damage after a combat, -1 Damage from non-combat damage). o 5: Add ability: Night Creature (lantern no longer required). o 6: Add ability: Cursed Bloodline (4 Damage, Add 1 Change). - Turn to Para 103. - You think you know the sprite’s name. - Shiversprite = 19+8+9+22+5+18+19+14+18+9+20+5=168. Turn to Para 168 (+1 Luck). - You do not have the codeword Nethcir. - Press on and leave Maun. - Investigate the ruins to the west. - Persist with your investigations. - You have a lantern. - 2D6 Test Change (2-3). Fail = Read some interesting backstory of the Cadre Infernal. - Climb down into the pit to find out what is at the bottom. - Test Luck. Fail = 3 Damage & -1 Skill. - Fight Sk 9 St 10 Lurking Horror. - Reach into the water and take the blade (+1 Luck). - Take Wulfen Sword (+1 Attack Strength, 3 damage to ‘Were’ creatures). - Extend the search for artefacts. - Take Silver Mirror. - Take Ebon Wand. - Take Bloodstone Amulet. - Take Garnet Ring. - Fight Sk 7 St 4 Regenerating Tentacle. - Fight Sk 8 St 9 The Malice. - Press on north to Vargenhof. - Fight Sk 7 St 7 Moth Man. - Avail yourself of the services Vargenhof has to offer. - Spend a little time perusing the alchemists stall. - Take Elixir of Expertise (-6 Gold Pieces, restore Skill to Initial Value & +1 Attack Strength next combat when used). - If you have money left: o Peruse the market for more practical equipment. o Take Breastplate (-8 Gold Pieces, if hit Roll D6. 1-3 = -1 Damage taken). o Take X Food (-X Gold Pieces). - Leave Vargenhof altogether. - Write number: ‘140’. - +1 Initial and Current Skill. - +2 Initial and Current Stamina. - Add 1 Change. - Roll D6. Reroll if you already possess a skill. o 1: Add ability: Call of the Wild (-1 enemy attack strength. Does not affect magical/artificial/undead creatures). o 2: Add ability: Red in Tooth & Claw (no penalty for fighting unarmed). o 3: Add ability: The Quickening (+1 Initial & Current Skill). o 4: Add ability: Unnatural Vigour (Restore ½ Damage after a combat, -1 Damage from non-combat damage). o 5: Add ability: Night Creature (lantern no longer required). o 6: Add ability: Cursed Bloodline (4 Damage, Add 1 Change). - Turn to Para 140. - You do not have the codeword Aytak. - Try to hide without the beggar’s help. - 2D6 Test Change (3-4). - If fail: o Fight Sk 7 St 8 Were Warg & Sk 8 St 7 Were Warg together. o If you are hit 3+ times: Add 1 Change. - Along the passageway to the left. - Enter & attack her. - Fight Sk 6 St 6 Crone. - If hit by enemy: Roll D6: o 1-2: 2 Damage. o 3-4: 3 Damage. o 5: 2 Damage & -1 Skill. o 6: 2 Damage, -1 Luck & Add 1 Change. - Fight ends immediately if you reduce enemy to 2 Stamina or less. - Let the witch live (+1 Luck). - Add note: Deduct 50 from para when in Map Room. - Finish her first, just to be sure (+1 Luck). - Sample some of the concoction she was brewing. - Restore 1/2 of your Initial Stamina. - Minus 4 Change. - Leave & pass through the double doors at the top of the grand staircase. - Enter the Map Room (ignore the clue the crone gave you). - 2D6 Test Change (1 unless the crone hit you). Fail = Add 1 Change. - Choose the door straight ahead of you. - Offer the wolf-woman something from your possessions. - Offer the brides a Bloodstone Amulet. - Depart as instructed. - Use Elixir of Expertise (restore Skill to Initial Value & +1 Attack Strength next combat). - Bow before the Count, in the hope you will be able to strike when his guard is down. - 3D6 Test Change (1 unless the crone hit you). Fail = Death. - Use some other weapon. - You are fighting with the Wulfen sword. Wulfen = 23+21+12+6+5+14=81. Turn to Para 81. - -1 enemy Skill in next combat (+1 Luck). - Fight Sk 12 St 16 Arch Lycanthrope for seven rounds. - Fight ends immediately if you reduce enemy to 6 Stamina or less. - If you are hit at least once: Add 1 Change. - 3D6 Test Change (2 unless the crone hit you). - If success: +1 Luck. - If fail: o +1 Initial & Current Skill. o +2 Initial & Current Stamina. o Add word: Degnahc. - Add 4 Stamina to enemy. - Fight Sk 12 St X Arch Lycanthrope. - If you have codeword Degnahc: Death. - You have collected no daggers at all. - You killed the Arch-Lycanthrope with the Wulfen Sword. - Fight Sk 10 St 14 Wolf-Demon. - You do not have the codeword Deliugeb. - Thanks to you, the land of Lupravia has been freed.
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Post by champskees on Sept 18, 2014 10:50:39 GMT
Big Dog Solution This solution is for the reader who wishes to kill all members of the Cadre Infernal, grab all of their Silver Daggers and use the ritual to defeat the Arch Lycanthrope at the end. It is recommended you have 10 Skill due to the tough fight with the first Cadre member (Serpensa), though minimum Luck is fine. I’ve got to say it is very gratifying to actually kill all five of the ‘bosses’ in the book, adds some replayability to the adventure.
You start with:
- Sword. - Backpack. - 2D6+6 Gold Pieces. - Lantern & Tinderbox. - Leather Armour. - 10 Food.
Howl of the Werewolf
- Seize the initiative & charge the wolf. - Fight Sk 7 St 8 Black Wolf for two rounds. - Fight ends immediately if you reduce enemy to 7 Stamina or less. - 2 Damage. - Take a closer look at it first. - Take Signet Ring. - Add 3 Change. - Go in search of the wisewoman Grandmother Zekova. - Let the wisewoman bleed you before administering the potion (3 Damage). - Minus 2 Change. - 2D6 Test Change (1) (you automatically pass). - Assign yourself to the door, Ulrich and Zekova to the windows. - Roll D6 for each enemy (there are 8). o 1-2 = Door. - First enemy is stopped by the door. - Fight other Sk 6 St 5 Wolves who came through the door one at a time (+1 Attack Strength). o 3-4 = First window. - First and second enemies are stopped by Ulrich. o 5-6 = Second window. - First enemy is stopped by Zekova. - Fight remaining Sk 6 St 5 Wolves together. - You have a Signet Ring. - Add word: Avokez. - Fight Sk 7 St 7 Black Werewolf. - Go straight to Ulrich’s aid. - Fight Sk 8 St 10 Werebear. - If you are hit 3+ times: Add 1 Change. - Skirt around Strigoiva and take the road heading north. - You do not have the codeword Enirhs. - Turn tail & run (2 Damage). - Spend what remains of the night at The Gibbet Tree. - Pay for half board (-3 Gold Pieces, +4 Stamina). - Speak to the intense young man. - Add word: Retsis. - Make for your own bed. - Fight Sk 5 St 6 Table & Sk 6 St 4 Chair together. - Satisfy your curiosity & investigate further. - Enter & explore further. - Force the lock. - Take Flintlock Pistol ‘400’. - Burst into the stable without further hesitation. - Wipe out the markings on the floor (+1 Luck). - Test Luck. - If fail: o Fight Sk 7 St 6 Ghoul Hound. o If you are hit 4+ times: Add 1 Change.
Boss I: Serpensa
- You have the codeword Retsis. - Pay the entrance fee & enter the Carnivale now (-2 Gold Pieces). - Visit Archer’s Arrows. - Play the game three times (-3 to +4 Gold Pieces). - You have the codeword Retsis (+1 Luck). - Visit the Cage. - Take up the challenge (-2 Gold Pieces). - Fight Sk 8 Grendel with a -1 Attack Strength penalty (do not take damage here). o If you win 2 rounds in a row: Take 10 Gold Pieces. o If you lose 2 rounds in a row: 4 Damage. - Visit Madame Zelda. - Pay for the privilege (-1 Gold Piece). - Add word: Dloterof. - Leave the Carnivale. - You have the codeword Retsis. - You want to do this. - Hide in the large tent to your left. - Fight Sk 9 St 9 Serpensa the Snake Woman. o -1 Attack Strength until you win 2 attack rounds. o If hit: - 1st-2nd round: 3 Damage. - 3rd round: 4 Damage, -1 Skill. - 4th round: 2 Damage & -1 Attack Strength next round. - 5th+ round: 2 Damage. - Add word: Rellik (+1 Luck). - Search the tent first. - Take Silver Dagger. - Leave the Carnivale at this juncture.
Boss II: Isolde
- Follow the well-worn track that leads south-east towards the forest. - Scramble over the wall to investigate further. - Fight Sk 8 St 8 Wolf Were. - If you are hit 3+ times: Add 1 Change. - Fight ends immediately if you reduce enemy to 4 Stamina or less. - Tell him the truth that you are seeking a cure for lycanthropy. - You have written down the codewords Avokez and Dloterof. - Read Evil & Excess: A History of the Cadre Infernal. - Add note: -50 from current para when you encounter Vereticus. - Read Grymm’s Folk Lore of Lupravia. - Add note: Shiversprite. - You encounter Vereticus. 260-50=210. Turn to Para 210. - You have a Silver Dagger. - You have identified who Serpensa really was. - Drink it (+1 Luck). - Minus 4 Change. - Take 3 Food. - Follow the Maun path south-east. - Write number: ‘103’. - +1 Initial and Current Skill. - +2 Initial and Current Stamina. - Add 1 Change. - Roll D6. o 1: Add ability: Call of the Wild (-1 enemy attack strength. Does not affect magical/artificial/undead creatures). o 2: Add ability: Red in Tooth & Claw (no penalty for fighting unarmed). o 3: Add ability: The Quickening (+1 Initial & Current Skill). o 4: Add ability: Unnatural Vigour (Restore ½ Damage after a combat, -1 Damage from non-combat damage). o 5: Add ability: Night Creature (lantern no longer required). o 6: Add ability: Cursed Bloodline (4 Damage, Add 1 Change). - Turn to Para 103. - You think you know the sprite’s name. - Shiversprite = 19+8+9+22+5+18+19+14+18+9+20+5=168. Turn to Para 168 (+1 Luck). - You do not have the codeword Nethcir. - Talk to the priest. - Take up the quest (Alarm starts at 0). - If you have the ‘Call of the Wild’ ability: You do not have the codeword Nethcir (In fact I believe it is impossible to have both). - If you do not have the ‘Call of the Wild’ ability: o Fight Sk 7 St 6 Fang Hound & Sk 6 St 7 Fang Hound together. o If you are hit 4+ times: Add 1 Change. o If combat takes 7+ rounds: Add 1 Alarm. - Explore the ground floor. - Take 3 Food. - Take Pair of Silver Candlesticks. - Explore the first floor. - Choose one of the shields. - Take Shield (-1 enemy attack strength in all combats). - Leave this floor & look elsewhere. - Explore the second floor. - Examine the mirror more closely. - Fight Sk 8 St 9 Stone Griffin. o Your attacks only deal 1 Damage per hit. - Add 1 Alarm. - Test Skill. Note: Failing this roll means you will not be able to truly defeat the vampire lady. Just sayin… - If successful: o Add note: You have destroyed a coffin. Add 1 Alarm. o Explore the crypt. o You have a lantern. o Fight Sk 5 St 6 Zombie. o Fight Sk 6 St 5 Zombie. o Fight Sk 5 St 5 Zombie. o Fight Sk 6 St 6 Zombie. o Add 1 Alarm. o Add note: You have destroyed a second coffin. - Explore the sixth floor. - D6 Test Alarm Value. - If fail: o You do not have the codeword Nethcir. o Fight Sk 7 St 7 Tenebrae. o Fight Sk 7 St 6 Tenebrae. o Fight Sk 8 St 7 Tenebrae. - You do not have the codeword Nethcir. - You do not have the codeword Dehctaw. - 2D6 Test Change (2-4). Fail = Start again (you have been Beguiled). - Fight Sk 8 St 8 Werebat. - If hit twice in a row: 4 Damage & -1 Skill (Only lose 3 Damage if you have the Quickening ability). - If you are hit 3+ times: Add 1 Change. - You have a pair of Silver Candlesticks. - If you have destroyed both coffins: You have destroyed the vampiric Countess Isolde (+2 Luck). - If you have not destroyed both coffins: Add word: Daednu (-1 Luck). - Search for treasure. - Take Gilt Mirror. - Take Brass Telescope. - Take Lodestone. - Take 20 Gold Pieces. - Take Silver Dagger. - If you have the codeword Daednu: o Fight Sk 8 St 6 Vampire Wraith. o If you were hit at least once: Roll D6. 1-4 = -1 Skill. o If you were not hit at all: +1 Luck.
Wulfen Sword
- Investigate the ruins to the west. - Persist with your investigations. - You have a lantern. - 2D6 Test Change (2-5). Fail = Read some interesting backstory of the Cadre Infernal. - Climb down into the pit to find out what is at the bottom. - Test Luck. Fail = 3 Damage & -1 Skill. - Fight Sk 9 St 10 Lurking Horror. - Reach into the water and take the blade (+1 Luck). - Take Wulfen Sword (+1 Attack Strength, 3 damage to ‘Were’ creatures). - Climb out of the pit with your wondrous new find. - Fight Sk 8 St 9 The Malice. - Make for the sanctuary among the peaks to the east.
Boss III: Crucius
- Look for another possible way in. - Try the culvert. - Take the passage to your left. - Fight Sk 6 St 5 Giant Fly & Sk 5 St 6 Giant Fly together. - Risk crossing the maggot pool to get to the other side. - Reach into the slime to pick up whatever it is you have found (1 Damage). - Take Silver Dagger. - Add word: Staggom. - Follow the passageway to the right. - Fight Sk 6 St 10 Ghoul Rats. - If hit 3+ times: -1 Skill & Add 1 Change. - Go left. - Enter the inner sanctum of the Abbey church. - Test Luck. - If fail: o 2D6 Test Change (2-6). Fail = Death. o Add 1 Change & 2 Damage. - Fight Sk 7 St 7 Mandibled Monk & Sk 8 St 6 Mantis Monk together. - You have the codeword Staggom. Do not use the Silver Dagger here. - Deal with the grotesque Abbot-Maggot with cold steel. - Fight Sk 6 St 16 Maggot. o If hit: Roll D6. 6 = 3 Damage. - Add 1 Luck.
Vargenhof
- Avail yourself of the services Vargenhof has to offer. - Spend a little time perusing the alchemists stall. - Take Elixir of Expertise (-6 Gold Pieces, Restore Skill to Initial Value & +1 Attack Strength next combat when used). - Take 6 Silver Bullets (-6 Gold Pieces & lose Silver Candlesticks). - Take Fare Thee Well Potion (-5 Gold Pieces, Restore Luck to Initial Value & auto succeed next Test Luck when used). - Take Healing Potion (-4 Gold Pieces, Restore Stamina to Initial Value & Minus 2 Change when used). - If you have money left: o Peruse the market for more practical equipment. o Take Breastplate (-8 Gold Pieces, if hit Roll D6. 1-3 = -1 Damage taken). o Take X Food (-X Gold Pieces). - Join the hunting party before the town hall. - Join the Beast Hunt but do so alone. - Look in the crags to the north. - Enter the cave in search of the Beast immediately.
Boss IV: Aranaea
- Enter the green crystal path (Para 31). - Drink from the natural pool (+3 Stamina). - Follow the tunnel accessible through a pit-like hole in the cavern floor (Para 97). - Fight Sk 7 St 4 Giant Jumping Spider. o If enemy wins first attack round: -1 Attack Strength next round (unless you have Quickening ability). - Fight Sk 6 St 5 Giant Jumping Spider. o If enemy wins first attack round: -1 Attack Strength next round (unless you have Quickening ability). - Follow the passageway strewn with rough, broken stones (Para 207). - Follow the passageway with puddles of water collected on the floor (Para 368). - Search the bound bodies. - Take 8 Gold Pieces. - Take Silver Dagger. - Add word: Snilbog. - Follow the tunnel from which a damp breeze blows (Para 97). - Ignore the combat as you have already visited this paragraph. - Enter the narrow crawl space. - Search the Dwarf’s body. - Take Potion of Fortune (Restore Luck to Initial Level when used). - Go along the stalactite-hung passageway. - You have the codeword Snilbog. - Keep a tight hold of it. - Shoot the bitch (-1 Silver Bullet). - Fight Sk 10 St 12 Aranaea the Spider Queen. o If hit: Roll D6: - 1-2: 2 Damage. - 3: 2 Damage & -1 Attack Strength next round. - 4: Essentially 2 Damage. - 5: 4 Damage. - 6: D6 Damage & enemy takes 2 Damage. - Take 2D6+12 Gold Pieces (+1 Luck). - Take String of Pearls (Worth 6 Gold Pieces). - Take Silver Crown (Worth 10 Gold Pieces). - Take Gemstones (Worth 12 Gold Pieces). - Leave the spider infested cave network.
The Beast
- Fight Sk 8 St 11 Werebeast for five rounds. - Fight ends immediately if you reduce enemy to 5 Stamina or less. - If hit 3+ times: Add 1 Change. - Add word: Aytak. - Strike Burgomeister Straub. - Let her keep her current course. - Test Luck. Fail = Fight Sk 7 St 6 Grey Wolf (-1 Attack Strength unless you have the Quickening ability). - You did not take an earlier diversion through the forest. - Test Skill. Fail = Death. - You have a pistol & a bullet (-1 Silver Bullet, +2 Luck). - Write number: ‘140’. - +1 Initial and Current Skill. - +2 Initial and Current Stamina. - Add 1 Change. - Roll D6. Reroll if you already possess a skill. o 1: Add ability: Call of the Wild (-1 enemy attack strength. Does not affect magical/artificial/undead creatures). o 2: Add ability: Red in Tooth & Claw (no penalty for fighting unarmed). o 3: Add ability: The Quickening (+1 Initial & Current Skill). o 4: Add ability: Unnatural Vigour (Restore ½ Damage after a combat, -1 Damage from non-combat damage). o 5: Add ability: Night Creature (lantern no longer required). o 6: Add ability: Cursed Bloodline (4 Damage, Add 1 Change). - Turn to Para 140.
Boss V: Varcolac
- You have the codeword Aytak. - Fight Sk 7 St 8 Were Warg. - If you are hit 3+ times: Add 1 Change. - Take Crossbow & 6 Silver Quarrels. - Along the passageway to the left. - Enter & attack her. - Fight Sk 6 St 6 Crone. - If hit by enemy: Roll D6: o 1-2: 2 Damage. o 3-4: 3 Damage. o 5: 2 Damage & -1 Skill. o 6: 2 Damage, -1 Luck & Add 1 Change. - Fight ends immediately if you reduce enemy to 2 Stamina or less. - Let the witch live (+1 Luck). - Add note: Deduct 50 from para when in Map Room. - Finish her first, just to be sure (+1 Luck). - Sample some of the concoction she was brewing. - Restore 1/2 of your Initial Stamina. - Minus 4 Change. - Leave & pass through the double doors at the top of the grand staircase. - Enter the Map Room. - Use clue. 180-50=130. Turn to Para 130. - Climb this new staircase. - Try to dodge the pendulum blade to reach the other door. - Use Fare thee well Potion (Restore Luck to Initial Value, automatically pass next Test Luck roll). - Test Luck. Fail = Death (automatically pass, see above). - Test Skill. Fail = D6+2 Damage. - Fight Sk 8 St 10 Wax Golem. o If you hit enemy: Roll D6. 6 = -2 Attack Strength next round. - Ask for Silver Dagger = 19+9+12+22+5+18+4+1+7+7+5+18=127. Turn to Para 127. - Take Silver Dagger (+1 Luck). - Use Healing Potion (Restore Stamina to Initial Value, Minus 2 Change). - 2D6 Test Change. Fail = Add 1 Change. - Open the door to your left. - Open the forbidding book. - The Wulfen Sword is magical. - Fight Sk 10 St 10 Silent Death. - Add note: Ritual to banish demons ‘216’ using a five-pointed star. - Choose the door to your left. - Offer the wolf-woman something from your possessions. - Offer the brides a Gilt Mirror. - Depart as instructed. - Use Elixir of Expertise (restore Skill to Initial Value & +1 Attack Strength next combat). - Bow before the Count, in the hope you will be able to strike when his guard is down. - 3D6 Test Change. Fail = Death. - Use some other weapon. - You are fighting with the Wulfen sword. Wulfen = 23+21+12+6+5+14=81. Turn to Para 81. - -1 enemy Skill in next combat (+1 Luck). - Fight Sk 12 St 16 Arch Lycanthrope for seven rounds. - Fight ends immediately if you reduce enemy to 6 Stamina or less. - If you are hit at least once: Add 1 Change. - 3D6 Test Change. - If success: +1 Luck. - If fail: o +1 Initial & Current Skill. o +2 Initial & Current Stamina. o Add word: Degnahc. - Add 4 Stamina to enemy. - Fight Sk 12 St X Arch Lycanthrope. - If you have codeword Degnahc: Death. - You have collected five daggers & know what to do with them. Turn to Page 216. - You do not have the codeword Deliugeb. - Thanks to you, the land of Lupravia has been freed.
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Post by johnbrawn1972 on Nov 16, 2014 19:41:11 GMT
What are the odds of beating Serpensa with a skill 8 avatar?
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,678
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Nov 16, 2014 23:52:36 GMT
What are the odds of beating Serpensa with a skill 8 avatar? not good
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Post by johnbrawn1972 on Nov 19, 2014 20:54:16 GMT
What are the odds of beating Serpensa with a skill 8 avatar? not good I would never have worked that out myself. Irony alert. I was hoping some A-Level Maths boffin had worked out the odds. 1 in 10 chance of beating it maybe especially if you can extend the fight with some helpful drawn rounds?
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Post by champskees on Nov 21, 2014 6:56:18 GMT
not good I would never have worked that out myself. Irony alert. I was hoping some A-Level Maths boffin had worked out the odds. 1 in 10 chance of beating it maybe especially if you can extend the fight with some helpful drawn rounds? It's a really hard calculation because of all the variables. The enemy's damage can change, your attack strength/skill can go up or down and the round count also determines the outcome. A higher stamina would dramatically improve your odds.
Just for curiosities sake, I think the chance of hitting Serpensa at a -2 a/s penalty is ~24%. Drawing is ~10%, getting hit is ~66%.
Even if you manage to hit her twice in the 1st and 2nd round (~5.7% chance) thus removing the -1 penalty, the best odds you can get will be getting hit ~55% of the time. So then to avoid getting hit in round 3 you have ~45% chance of not getting hit (~34% if still at a penalty).
The outcome in round 4 isn't that bad, because it will only effect one round.
By the end of round 5 (assuming you still have 10/14/18 stamina and the enemy has 7): Effective attack strength of 8: ~35/55/72% Effective attack strength of 7: ~14/25/40% Effective attack strength of 6: ~3/6/14%
From this it is clear that if you lose round three (~64%), you're going to have a bad time.
If you avoid getting hit in round three, you will still need a high amount of stamina to last long enough to pull out two hits. Note that these calcs do not include the use of luck, which would boost survival by about 5-10% for a character who makes a successful roll when damaging Serpensa.
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Post by Jon on Oct 9, 2015 20:44:04 GMT
Serpensa would have been harmless if the cage had remained locked. The other four cadre members were all still dangerous.
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Post by JTannen on Nov 27, 2015 6:42:02 GMT
champskees yeah i think you're right about the part where you cant have both Call of the Wild and Nethcir, since you don't get an ability when you go by the Richten route iirc. Also, in the Sundered Peak cavern, it is possible to obtain the Silver Dagger and leaving without facing Aranaea, or killing Aranaea with fire before obtaining the Silver Dagger. However, i guess the gold ransom for defeating her by sword is beneficial for the skill and luck potions later in the game. But if you are well to do in gold and still want to kill Aranaea, i recommend burning her before obtaining the Silver Dagger.
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vagsancho
Knight
Posts: 809
Favourite Gamebook Series: CRYPT OF THE SORCERER
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Post by vagsancho on Nov 28, 2015 21:40:20 GMT
There is something magical in this book.
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vagsancho
Knight
Posts: 809
Favourite Gamebook Series: CRYPT OF THE SORCERER
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Post by vagsancho on Nov 29, 2015 18:20:28 GMT
With the permission, the peace and the grace of God, soon, i will feel this book again.
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Post by Jon on Jun 26, 2016 14:05:59 GMT
A note that after completing the mini-quest in Aranaea's lair, there are NO further opportunities to spend gold pieces. Burning her by fire is probably the best way to defeat her, but I used the flintlock pistol and killed her outright by rolling a six.
Even though it is better written and better designed than most Fighting Fantasy entries, there are still points of ambiguity in gameplay. In Zekova's cottage, do you have to fight any remaining wolves together or can it be one at a time? It is not clear from the text, but surely they are coming in through the windows one at a time? And if you are lucky enough to gain Call of the Wild ability, is the lurking horror susceptible to it? The book specifies that it does not affect magical creatures, artifical constructs or the undead, but what is the Lurking Horror? Call of the Wild is pretty cool nonetheless. You can defeat Isolde's hounds and Varcolac's wolves automatically this way.
As for the possible buddy characters - Van Richten is a nuisance as much as he is a help, but I was sad to lose Katya, especially to such a feeble enemy as a werewarg.
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Post by champskees on Jun 26, 2016 23:59:22 GMT
A note that after completing the mini-quest in Aranaea's lair, there are NO further opportunities to spend gold pieces. Burning her by fire is probably the best way to defeat her, but I used the flintlock pistol and killed her outright by rolling a six.Even though it is better written and better designed than most Fighting Fantasy entries, there are still points of ambiguity in gameplay. In Zekova's cottage, do you have to fight any remaining wolves together or can it be one at a time? It is not clear from the text, but surely they are coming in through the windows one at a time? And if you are lucky enough to gain Call of the Wild ability, is the lurking horror susceptible to it? The book specifies that it does not affect magical creatures, artifical constructs or the undead, but what is the Lurking Horror? Call of the Wild is pretty cool nonetheless. You can defeat Isolde's hounds and Varcolac's wolves automatically this way. As for the possible buddy characters - Van Richten is a nuisance as much as he is a help, but I was sad to lose Katya, especially to such a feeble enemy as a werewarg. True but I kind of like that Green provided stat blocks for all of the bosses, so I went with the old fashioned swordplay/pistol route.
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Post by jpsvb on Feb 8, 2019 10:52:40 GMT
1st Fang Hound sk7 st6 2nd Fang Hound sk6 st7.Hey there! I'm playing the portuguese translation of Howl of the Werewolf. I believe the translator missed something, because at reference 56 it's not clear if I should fight the Fang Hounds together or separately. Can someone clarify this please?
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Post by jpsvb on Feb 8, 2019 10:53:37 GMT
Hey there! I'm playing the portuguese translation of Howl of the Werewolf. I believe the translator missed something, because at reference 56 (entrance of Isolde's castle) it's not clear if I should fight the Fang Hounds together or separately. Can someone clarify this please?
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Post by deadshadowrunner on Feb 8, 2019 14:24:25 GMT
It isn't specified in the English version either, but generally if it is not stated it is taken as fighting both together
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Post by jpsvb on Feb 8, 2019 20:23:07 GMT
It isn't specified in the English version either, but generally if it is not stated it is taken as fighting both together Thank you very much! I thought there was a translation error in the portuguese edition.
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Post by jpsvb on Feb 12, 2019 13:26:05 GMT
It isn't specified in the English version either, but generally if it is not stated it is taken as fighting both together Hi. I've asked Jonathan Green the same question, but his answer was the opposite. We should fight the dogs one at a time.
This new information has made things a little harder. Without using the pistol or luck in battle, it's certain that this fight will take more than 6 attack rounds, which will raise the ALARM.
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Post by Charles X. on Jun 12, 2021 13:41:24 GMT
If you have Call Of The Wild (1 in 3 chance) you don't have to bow before the Count, avoiding the Change test.
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Post by Charles X. on Jun 18, 2021 19:57:57 GMT
I've often wondered about the math(s) of fighting a FF opponent with a 3 stamina damage, -1 attack strength weapon. Obviously it isn't worth going for the mace unless you're being a bit unorthodox. But why isn't it worth it when fighting say the Abbot-Maggot, possibly dependent on the Avatar? Does anyone know the math on whether it would be advantageous or disadvantageous to go for such a weapon?
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,678
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Jun 18, 2021 22:37:32 GMT
I've often wondered about the math(s) of fighting a FF opponent with a 3 stamina damage, -1 attack strength weapon. Obviously it isn't worth going for the mace unless you're being a bit unorthodox. But why isn't it worth it when fighting say the Abbot-Maggot, possibly dependent on the Avatar? Does anyone know the math on whether it would be advantageous or disadvantageous to go for such a weapon? In general it is a disadvantage to fight with a lower Attack Strength. You may have a higher damage output but it will get you nowhere if you can't land the hit. So it is only worth using if you are confident about hitting your foe as often as you would with a sword or spear. There are certain situations where it can be handy though. - If you have a high Skill and know combats will be against less Skillful foes it might be worth using to speed up combat, or if you have to finish off less Skillful foes in a limited number of Attack Rounds. - Having a high Luck score can lead to massive damage. Some really tough opponents only have a Stamina of 10 or less, which is only 2 Lucky hits with a mace! - Helpful against bone and stone and sometimes metal opponents that are prone to crushing weapons, where swords and spears become a disadvantage. On a different note, the Battle Axe (-1 Attack Strength, 4 Stamina damage) in Legend of the Shadow Warriors is quite worth it if you intend to go with a more combat approach.
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Post by johnbrawn1972 on Aug 18, 2023 15:23:14 GMT
My 8/12/7 solution is now complete. I have decided to pay for board and lodgings and to stay the night even though there is a +1 change penalty. This means you have a 90% chance of avoiding the Carnivale. This really helps with the problem of low provisions by the time you fight or avoid the Lurking Horror. My interpretation of the rules is the Call of the Wild does give you an advantage here as it seems to be a biological horror as far as I can tell. Any creature with Were is out of bounds as per the rules.
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Post by johnbrawn1972 on Aug 18, 2023 15:24:40 GMT
Howl of the Werewolf. 8/12/7. 8gp. 10 provisions. If you roll 2, 4, 5 or 6 at first change. -Seize the initiative and charge the wolf -Black Wolf sk7 st8. after 2 attack rounds or when stamina <8=below 12st-10st - -2 stamina 9 meals 10st-8st-12st -or do you want to take a closer look at it first -Signet Ring - +3 change. Go in search of the wisewoman Grandmother Zekova 3C -Will you let the wisewoman bleed you before administering her potion - -3 stamina. -2 change 8 meals 12st-9st-12st 1C - 2d6 >change=If it is greater - 1d6 for each 8 in all. 1-2=door resists one wolf attack. 3-4=first window. First and second wolves killed by Ulrich 5-6=second window. First wolf killed by Zekova. Remaining Wolves sk6 st5(+1 attack strength) If you have a Signet Ring -Avokez -Black Werewolf sk7 st7 7 meals 12st-8st-12st -or go straight to Ulrich’s aid -Werebear sk8 st10(if stamina=2 use 1 luck to reduce damage) >2 wounds +1 change 5 meals 12st-2st-10st 2C 6L -skirt around Strigoiva and take the road heading north -If not -Will you turn tail and run, trying to reach the safety of the inn before the rider catches you - -2 stamina 10st-8st -Do you want to spend what remains of the night at the Gbbet Tree - -3gp. +4 stamina. retire to your room 5gp 8st-12st -Table sk5 st6. Chair sk6 st4 -or will you stay where you are for the rest of the night - +1 change 3C -or will you pass by and enter the village of Balci itself - 2d6 <=change=you would like to visit the Carnivale after all >change=* - -2gp. Archer’s Arrows 3gp -If you do not want to play -will you now leave the Carnivale -If not -*or the well-worn track that leads south-east towards the forest -so do you want to scramble over the wall to investigate further -Wolf-Were sk8 st8(if stamina=2 use 1 luck to reduce damage) >2 wounds +1 change. Reduce to <5 stamina 4 meals 12st-8st-12st 5L -Tell him the truth that you are seeking a cure for your lycanthropy -If you have written down the codeword Avokez -Grymm’s Folk-lore of Lupravia -If you do - -4 change. +1 luck. 3 meals 7 meals 1C 6L -follow the Maun path south-east - +1 current and initial skill. +2 current and initial stamina. +1 change. 1d6 1=The Call of the Wild 2=Red in Tooth and Claw 3=The Quickening 4=Unnatural Vigour 5=Night Creature 6=Cursed Bloodline 9S 12st-14st 2C -If you think you know the ice sprite’s name -turn 168 - +1 luck 7L -If not -the priest -Alarm 0 -If you have the The Call of the Wild special ability and wish to use it now. 1st Fang Hound sk7 st6 2nd Fang Hound sk6 st7 >6 attack rounds +1 alarm(1) >3 wounds +1 change 6 meals 14st-12st-14st -The first floor -one of the shields -shield -1 to enemy attack strength. Will you now take one of the maces down from the wall 9(-1)S -mace. -3 damage. -1 attack strength. +1 alarm(2) Animated armour sk8 st8. +3 damage. You may escape after two Attack Rounds 5 meals 14st-12st-14st -The second floor -Do you want to examine the mirror more closely -Stone Griffin sk8 st9. You cause 2 damage. +1 alarm(3) 2d6 <=skill=coffin. +1 alarm(4) >skill=ok** 9S 3 meals 14st-8st-14st -The crypt -If you have a lantern - 1st Zombie sk5 st6 2nd Zombie sk6 st5 3rd Zombie sk5 st5 4th Zombie sk6 st6. +1 alarm(5) -coffin -**The ground floor - 3 meals. Silver Candlesticks 6 meals -The sixth floor - 1d6 <=alarm=1st Tenebrae sk7 st7 2nd Tenebrae sk7 st6 3rd Tenebrae sk8 st7(if have destroyed 2 coffins use 1 luck for extra damage and if lucky use 1 luck for extra damage) >alarm=ok 5 meals 14st/14st-12st-14st 5L - 2d6 <=change=Silver Dagger. Deliugeb*** >change=ok -Werebat sk8 st8. if it wins 2 consecutive rounds -4 stamina and -1 skill. >2 wounds +1 change 4 meals 14st-12st-14st -or a Pair of Silver Candlesticks -If so=+2 luck. Do you want to spend time searching her chambers for treasures. Gilt Mirror, brass telescope, a lodestone. 20gp. Silver Dagger. If you have only destroyed one, or none at all=-1 luck. Daednu. Will you spend some time searching the Countess’ chambers for valuables or artefacts of power. Gilt Mirror, brass telescope, a lodestone. 20gp. Silver Dagger 23gp/25gp 7L -If you have the codeword Daednu written on your Adventure Sheet=Vampire-Wraith sk8 st6. 1 wound=1d6=1-4=-1 skill 5-6=ok. 0 wounds=+1 luck. If not=ok 3 meals 8(-1)S=14st-12st-14st 6L 3 meals 9(-1)S=14st-12st-14st 6L 4 meals 9(-1)S=14st 7L -(if skill <9 or 6L***)investigate the ruins to the west -or will you persist with your investigations -If you have a lantern or, if not, the Night Creature special ability - 2d6 <=change=ok >change=below -Do you want to climb down into the pit to find out what is lurking at the bottom - 2d6 <=luck=ok >luck=-3 stamina. -1 skill 4 meals 9(-1)S=14st 6L 3 meals 8(-1)S=14st-11st-14st 6L -Lurking Horror sk9 st10(if stamina=2 use 1 luck to reduce damage) 2 meals 9(-1)S=14st-8st-14st 0 meals 8(-1)S=14st-4st-14st -Do you want to reach into the water and take the blade - +1 luck. +1 attack strength. Were=+3 damage. Wulfen Sword. Or will you climb out of the pit with your wondrous new find 9(-1)(+1)S 8(-1)(+1)S 7L -The Malice sk8 st9(use 1 luck for extra damage and if lucky use 1 luck for extra damage)(if stamina=2 use 1 luck to reduce damage) 8(-1)(+1)S=14st-12st 4L -or press on north towards Vargenhof, knowing you will have to make camp under the stars. ***or simply keep on along the road you are following towards Vargenhof -Moth-Man sk7 st7(if luck=7 use 1 luck for extra damage and if lucky and/or luck=6 use 1 luck for extra damage)(if stamina=2 use 1 luck to reduce damage) 3 meals 8(-1)S=14st-12st 4L -If you want to avail yourself of the services Vargenhof has to offer -Do you want to spend a little time perusing the alchemist’s stall -If have Wulfen Sword -4gp Healing Potion, -6gp Elixir of Expertise. If no Wulfen Sword -5gp Fare-Thee-Well. Peruse the market for more practical pieces of equipment Wulfen Sword=13gp/15gp Silver Dagger=12gp/14gp - -8gp Breastplate(1-3=-1 damage) -10gp spend remaining gold pieces on Provisions. Leave Vargenhof altogether Wulfen Sword=5/7/9 meals 0gp/0gp Silver Dagger=7/9 meals 0gp/0gp - +1 current and initial skill. +2 current and initial stamina. +1 change. 1d6 1=The Call of the Wild 2=Red in Tooth and Claw 3=The Quickening 4=Unnatural Vigour 5=Night Creature 6=Cursed Bloodline 10(-1)(+1)S=14st-16st 9(-1)(+1)S=12st-14st 10(-1)S=14st-16st 9(-1)S=12st-14st 3C -If not -Try to hide without the beggar’s help Use Healing Potion if you have one 1st-16st 1C - 2d6 <=change=1st Werewarg sk7 st8 2nd Werewarg sk8 st7 >2 wounds +1 change >change=ok -Along the passageway to the left -Enter and attack her -Crone sk6 st6. Reduce to <3 stamina -Will you let the Witch live, in the hope that she will prove true to her word - +1 luck. Or finish her first, just to be sure 5L - +1 luck. Sample some of the concoction she was busy brewing 6L -Restore ½ of your initial stamina. -4 change. Leave and pass through the double doors at the top of the grand staircase 8st-16st 1C -will you enter the Map Room -If have Wulfen Sword**** otherwise turn 130 -Do you want to climb this new staircase -If you want to proceed, trying to dodge the pendulum blade to reach the door at the end of the corridor -Drink Fare-Thee-Well 7L - 2d6 <=skill=ok >skill=-1d6+2 stamina 5/6/7/8/9 meals 16st/16st-8st-16st -Wax Golem sk8 st10(win round 1d6=6=-2 attack strength next round) 4/5/6/7/8/9 meals 16st-14st-16st -turn 127 - +1 luck. Silver Dagger -****2d6 <=change=+1 change >change=ok -Straight ahead of you -or will you offer the wolf-women something from among your Possessions -Gilt Mirror -Will you now depart, as instructed -Drink Elixir of Expertise. Will you bow before the Count, in the hope that you will be able to strike when his guard is down. If you have The Call of the Wild or will you simply draw your weapon with no such pretence. If you have The Call of the Wild special ability***** Wulfen Sword=10(-1)(+2)S Silver Dagger=10(-1)(+1)S - 3d6 <=change=death >change=ok -*****A Silver Dagger=below otherwise Some other weapon=turn 81 Wulfen Sword=-3 stamina. -3 damage. -1 skill. +1 luck 7L Silver Dagger=10(-1)S. -3 damage. -1 skill -Arch-Lycanthrope sk12 st16(if stamina=2 use 1 luck to reduce damage) 1 wound +1 change. reduce to <7 stamina or 7 attack rounds Wulfen Sword=4/6/8 meals 16st-14st-16st Silver Dagger=3/4/5/6/7/8 meals 16st-8st-12st 2C 6L - 3d6 <=change==-2 luck. +1 current and initial skill. +2 current and initial stamina. Degnahc****** >change=ok Silver Dagger=2/3/4/5/6/7 meals 12st-16st - +1 luck 7L -******+4 stamina to Varcolac. Continue fight Wulfen Sword=3/5/7 meals 16st-14st-16st Silver Dagger=1/2/3/4/5/6 meals 16st-10st-14st -If you have the codeword Degnahc recorded on your Adventure Sheet=death. If you have less than five daggers Silver Dagger=0/1/2/3/4/5 meals 14st-16st -Wolf Demon sk10 st14 -2 stamina for each Silver Dagger(if stamina=2 use 1 luck to reduce damage) If you manage to overcome the Varcolac-demon and you have the codeword Deliugeb recorded on your Adventure Sheet=death. If not Wulfen Sword=10(-1)(+1)S 16st-12st 10(-1)S 16st-10st 6L
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Post by johnbrawn1972 on Aug 18, 2023 15:30:49 GMT
Howl of the Werewolf. 10/12/7. 8gp. 10 provisions -Seize the initiative and charge the wolf -Black Wolf sk7 st8(after 2 attack rounds or when stamina <8 below) - -2 stamina 9 meals 12st-10st-12st -Do you want to throw the changing hand into the fire immediately - +3 change. Go in search of the wisewoman Grandmother Zekova 3C -Will you let the wisewoman bleed you before administering her potion - -3 stamina. -2 change 8 meals 12st-9st-12st 1C - 2d6 >change=If it is greater - 1d6 for each 8 in all - 1-2=door resists one wolf attack. 3-4=first window. First and second wolves killed by Ulrich 5-6=second window. First wolf killed by Zekova. Remaining Wolves sk6 st5(+1 attack strength) If not -Black Werewolf sk7 st7(use 1 luck for extra damage) 6L -or go straight to Ulrich’s aid -Werebear sk8 st10(if stamina=2 use 1 luck to reduce damage) >2 wounds +1 change 12st-10st -skirt around Strigoiva and take the road heading north -If not -Will you turn tail and run, trying to reach the safety of the inn before the rider catches you - -2 stamina 10st-8st -Do you want to spend what remains of the night at The Gibbet Tree - -3gp. +4 stamina. or the intense young man 5gp 8st-12st -Retsis. Make for your own bed -Table sk5 st6 Chair sk6 st4. same time -Will you satisfy your curiosity and investigate further -The room appears to be empty so will you enter and explore further -Do you want to force the lock -Flintlock Pistol -or burst into the stable without further hesitation -Wipe out the markings on the floor - +1 luck. 2d6 <=luck=ok >luck=Ghoul Hound sk7 st6. >3 wounds +1 change 6L -If you have the codeword Retsis written on your Adventure Sheet -Do you want to pay the entrance fee and enter the Carnivale now, in the hope of finding out more - -2gp. Archer’s Arrows 3gp - -2gp. If you have the codeword Retsis on your Adventure Sheet after you have finished playing 1gp/6gp/7gp - +1 luck 7L -visit Madame Zelda, Mistress of Mystery -If you want to pay for this privilege, deduct the gold from your Adventure Sheet - -1gp. Dloterof 0gp/5gp/6gp -will you now leave the Carnivale -If you have the codeword Retsis or Egnarts recorded on your Adventure Sheet -If you want to do this -will you hide in the large tent to your left -Serpensa the Snakewoman sk9 st9. -1 attack strength until win 2 rounds(use 1 luck for extra damage and if lucky use 1 luck for extra damage)(if stamina=2 use 1 luck to reduce damage) 5 meals 12st-1st-12st 4L - +1 luck. Rellik. Or do you want to search the tent first 5L -Silver Dagger. Will you also leave the Carnivale at this juncture -or would you rather follow the well-worn track that leads south-east into the forest -so do you want to scramble over the wall to investigate further -Wolf-Were sk8 st8. >2 wounds +1 change. reduce to <5 stamina -Tell him the truth you are seeking a cure for your lycanthropy -If you have written down the codeword Dloterof -Evil and Excess:A History of the Cadre Infernal -Grymm’s Folk-lore of Lupravia -turn 210 -If you have a Silver Dagger -If you do - -4 change. +1 luck. 3 meals 8 meals 1C 6L -follow the Maun path south-east - +1 current and initial skill. +2 current and initial stamina. +1 change. 1d6 1=The Call of the Wild 2=Red in Tooth and Claw 3=The Quickening 4=Unnatural Vigour 5=Night Creature 6=Cursed Bloodline 11S 12st-14st 2C -If you think you know the ice sprite’s name -turn 168 - +1 luck 7L -If not -the priest -Alarm 0 -If you have the The Call of the Wild special ability and wish to use it now. 1st Fang Hound sk7 st6 2nd Fang Hound sk6 st7 >6 attack rounds +1 alarm(1) >3 wounds +1 change -The first floor -one of the shields -shield -1 to enemy attack strength. Will you now take one of the maces down from the wall 11(-1)S -mace -3 damage. -1 attack strength. +1 alarm(2) Animated armour sk8 st8. +3 damage. You may escape after two Attack Rounds 7 meals 14st-12st-14st -The second floor -Do you want to examine the mirror more closely -Stone Griffin sk8 st9. You cause 2 damage. +1 alarm(3) 2d6 <=skill=coffin. +1 alarm(4) 11S >skill=* -The crypt -If you have a lantern - 1st Zombie sk5 st6 2nd Zombie sk6 st5 3rd Zombie sk5 st5 4th Zombie sk6 st6. one at a time. +1 alarm(5) -coffin -*The ground floor - 3 meals. Silver Candlesticks 10 meals -The sixth floor - 1d6 <=alarm=1st Tenebrae sk7 st7 2nd Tenebrae sk7 st6 3rd Tenebrae sk8 st7(if have destroyed 2 coffins use 1 luck for extra damage and if lucky use 1 luck for extra damage) >alarm=ok 5L - 2d6 <=change=Silver Dagger. Deliugeb** >change=ok -Werebat sk8 st8. if it wins 2 consecutive rounds -4 stamina and -1 skill. >2 wounds +1 change -or a Pair of Silver Candlesticks with which you can improvise -If so=+2 luck. Do you want to spend time searching her chambers for treasures. Gilt Mirror. brass telescope. lodestone. 20gp. Silver Dagger. If you have only destroyed one, or none at all=-1 luck. Daednu. Will you spend some time searching the Countess’ chambers for valuables or artefacts of power=Gilt Mirror. brass telescope. lodestone. 20gp. Silver Dagger 20gp/25gp/26gp 7L -If you have the codeword Daednu written on your Adventure Sheet=Vampire-Wraith sk8 st6. 1 wound=1d6 1-4=-1 skill 5-6=ok 0 wounds=+1 luck. If not 7L -**investigate the ruins to the west -or will you persist with your investigations -If you have a lantern, or if not, the Night Creature special ability - 2d6 <=change=ok >change=below -Do you want to climb down into the pit to find out what is lurking at the bottom - 2d6 <=luck=ok >luck=-3 stamina. -1 skill 9 meals 10(-1)S=14st-11st-14st 6L -Lurking Horror sk9 st10 9 meals 11(-1)S=14st-12st-14st 8 meals 10(-1)S=14st-12st-14st -Do you want to reach into the water and take the blade - +1 luck. +1 attack strength. Were=+3 damage. Or will you climb out of the pit with your wondrous new find 11(-1)(+1)S 10(-1)(+1)S 7L -The Malice sk8 st9 -make for the sanctuary among the peaks to the east -or look for another possible way in first -try the culvert -and another to your left - 1st Giant Fly sk6 st5 2nd Giant Fly sk5 st6 -Do you want to risk crossing the maggot-pool to get to the tunnel on the other side -Do you want to reach into the slime to pick up whatever it is you have inadvertently found -Silver Dagger. Stoggam. -1 stamina 7/8 meals 14st-13st-14st -Will you follow the passageway to the right -Ghoul Rats sk6 st10. >2 bites -1 skill and +1 change -left -Will you enter the inner sanctum of the Abbey church - 2d6 <=luck=ok >luck=2d6 <=change=start again >change=-2 stamina. +1 change 6/7/8 meals 14st/14st-12st-14st 2C/3C 6L -Mandibled Monk sk7 st7(use 1 luck for extra damage and if lucky use 1 luck for extra damage) Mantis Monk sk8 st6 4L -If you have the word Stoggam written on your Adventure Sheet -If not, you could deal with the grotesque Abbot-Maggot with cold steel -Maggot sk6 st16. if hits you 1d6=6=-3 stamina - +1 luck 5L -If you want to avail yourself of the services Vargenhof has to offer -Do you want to spend a little time perusing the alchemist’s stall - -6gp Elixir of Expertise, if >24gp -5gp Fare-Thee-Well, -6gp Silver Bullets for Silver Candlesticks. Peruse the market for more practical pieces of equipment 8gp - -8gp Breastplate(1-3=-1 damage) Join the hunting party before the town hall 0gp -do so alone -In the crags to the north -do so immediately -The green crystal path -If you want to drink from this natural pool - +3 stamina -The tunnel accessible through a pit-like hole in the cavern floor - 1st Giant Jumping Spider sk7 st4 2nd Jumping Spider sk6 st5. if either wins its first round you are knocked to floor. A passageway strewn with rough, broken stones -A passageway with puddles of water collected on the floor -If you want to linger a while longer and search the bound bodies - 8gp. Silver Dagger. Snilbog. A tunnel from which a damp breeze blows 8gp -A narrow crawl space -If you want to search the Dwarf’s body -Potion of Fortune(use immediately) 7L -Along the narrow crawl-space of an exit -A pit-like hole in the floor of the cave -The green-crystal-riven passageway -The wider tunnel with the rumour of daylight at its end -Werebeast sk8 st11. >2 wounds +1 change. >4 rounds or reduce to <6 stamina(use Flintlock Pistol 2 shots <=skill=-3 damage) -Aytak. Burgomaster Straub -or will you let her keep to her current course along the main highway - 2d6 <=luck=ok >luck=Grey Wolf sk7 st6(without Quickening -1 attack strength) 6L -If you did not take an earlier diversion through the forest - 2d6 <=skill=ok >skill=start again -If you have a crossbow or pistol - +2 luck 7L - +1 current and initial skill. +2 current and initial stamina. +1 change. 1d6 1=The Call of the Wild 2=Red in Tooth and Claw 3=The Quickening 4=Unnatural Vigour 5=Night Creature 6=Cursed Bloodline 12(-1)(+1)S 14st-16st 11(-1)(+1)S 14st-16st 3C/4C -If you have the codeword Aytak recorded on your Adventure Sheet -Werewarg sk7 st8. >2 wounds +1 change(use Flintlock Pistol. 3 shots <=skill=-3 damage) -Crossbow and six silver-tipped quarrels -Along the passageway to the left -Enter and attack her -Crone sk6 st6. Reduce to <3 stamina(use Crossbow) -Will you let the witch live, in the hope that she will prove true to her word - +1 luck. Or finish her first, just to be sure - +1 luck. Sample some of the concoction she was busy brewing -Restore ½ of your initial stamina. -4 change. Leave and pass through the double doors at the top of the grand staircase 8st-16st 1C -will you enter the Map Room -turn 130 -Do you want to climb this new staircase -Drink Fare-Thee-Well otherwise 2d6 <=luck=ok >luck=start again 6L - 2d6 <=skill=ok >skill=-1d6+2 stamina 4/5/6/7/8 meals 16st/16st-8st-16st -Wax Golem sk8 st10(If win round 1d6=6=-2 attack strength next round)(use Crossbow) -turn 127 -+1 luck. Silver Dagger 7L - 2d6 <=change=+1 change >change=ok -To your left -If you dare to open this forbidding book to see what aid it can offer -Silent Death sk10 st10(use Crossbow) 3/4/5/6/7/8 meals 11(-1)(+1)S=16st-14st-16st -door now to your left -or will you offer the wolf-women something from among your possessions -Gilt Mirror -Will you now depart, as instructed -Drink Elixir of Expertise. Will you bow before the Count, in the hope that you will be able to strike when his guard is down. If you have The Call of the Wild or will you simply draw your weapon with no such pretence. If you have The Call of the Wild special ability*** 12(-1)(+2)S - 3d6 <=change=death >change=ok -***Some other weapon -turn 81 - -3 stamina. -3 damage. -1 skill. +1 luck -Arch-Lycanthrope sk12 st16(if stamina=2 use 1 luck to reduce damage) 1 wound +1 change. reduce to <7 stamina or 7 attack rounds 6L - 3d6 <=change=-2 luck. +1 current and initial skill. +2 current and initial stamina. Degnahc**** >change=ok - +1 luck 7L -****+4 stamina to Varcolac. Continue fight -If you have the codeword Degnahc recorded on your Adventure Sheet=death. If you have collected five daggers and know what to do with them -turn 216 -If you have the codeword Deliugeb recorded on your Adventure Sheet=death. If not
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Post by CharlesX on Apr 12, 2024 11:18:14 GMT
A very rough % chance of completing an FF worked out by extrapolating Champskees Table Skill, 3 permutations for Stamina and Luck. This table was different (smaller) from the standard, so each extrapolation was divided by 54 not 110.
Howl Of The Werewolf standard solution Odds of Victory 70.3% (technically 70.29(4 recurring)%. As the table already incorporates average Stamina and is rounded up I will call this About 70.295%
Howl Of The Werewolf Kill All Bosses solution Odds of Victory 38.68%
Techincally 38.68(3recurring)%.
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