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Post by johnbrawn1972 on Oct 17, 2018 13:05:16 GMT
One other note; in order to get onto the flying weather machine, imo you cannot just choose to stand there and wait to be carried up lol. You are only able to do this if you have no other way of getting up there. Because of this, the Balloon seems to be the best way to go. All in all, thankyou to Sylas and John for their ideas, which sped up this exercise considerably. I have just cottoned on to what you are on about. In my original solution I had autistically attached a function to the Potion of Levitation so I ignored it when I came to the later set of options. I agree with your reasoning. On this basis my solution 3 obeys the rules and is therefore the best of my solutions before the mathematics came into play.
I am hoping my 24 gold pieces 'masterpiece' will reach 1% probability.
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Post by johnbrawn1972 on Jul 27, 2022 17:58:59 GMT
I have also been hard at work on a 10/14/7 solution for Stormslayer. I have realised my parsimonious system was there as a bare bones effort whereas this effort is genuinely workable. Recently I have begun to realise you need to be at parity with the most brutal encounter in the book and this made me realise 10/14/7 seems to be a system of best fit.
I have made the decision to go for the Spark of Life and the Unusual Backpack. You have enough skill and can use 2 meals as these are replaced in the opening. I have also made the decision to cause damage at the end but not the -2 skill and -6 amount of damage which I believe is 10 damage. I have made the decision to cause 8 damage as this causes -1 skill and -4 damage to the Juggernaut rendering it workable.
At the beginning I have gone for the Hunting Horn and Sun Talisman. Shortly after you acquire a Sabretooth Fang which makes the skill roll a certainty or at least very likely.
Breaking down the door at the beginning is a 90% chance of success. If you fail it is a little bit difficult but a while later you do have your skill and stamina restored to their initial levels.
At Eelsea I buy the Chainmail Armour and a Potion of Strength along with Prospero. It is better to fight the Abyssal Horror as you have 11 skill giving you the advantage.
I have made the radical decision to buy the Wyrmskin Cloak as this means you avoid the skill penalty. I do not buy the Breastplate.
Using the extra day at the beginning it is possible to avoid the +1 skill penalty at the end and also possible to avoid Highday so you can spend 6 Gold Pieces to avoid the ambush.
Use the Potion of Giant Strength against the Juggernaut.
The ending should not be too difficult as you are fighting both of the 10 skill enemies with the same skill plus you have 1 or 2 chances to reduce damage every time you are hit.
This system should have a very high chance of success.
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Post by a moderator on Jul 27, 2022 20:42:57 GMT
Posts about solutions are better suited to the solution threads than the general discussion threads.
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IoannesKantakouzenos
Traveller
Being slowly eaten alive by a Ghoul
Posts: 106
Favourite Gamebook Series: Fighting Fantasy (Aventuras Fantásticas)
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Post by IoannesKantakouzenos on Aug 21, 2022 11:43:26 GMT
My two cents: The option of not using the Air Element during the fight with Strum doesn't make sense on a story level. You went on a quest on the Howling Plains to discover how to defeat Strum's Air Element and, in the heat of the battle, you decide not to use that help? Also, why wouldn't a Potion of Levitation be able to save you at the end? Or only a hypothetical Potion of Flying would work in this scenario?
The book is fun, it is not hard, it can be finished visiting the places in any order, but I still haven't found the Spark of Life and the Unusual Backpack.
PS: would love to have better images of Captain Katarina and Larni. 😏
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Post by johnbrawn1972 on Aug 9, 2023 15:31:16 GMT
Stormslayer. 10/14/7. 10 Meals. 14gp. Hunting Horn. Sun Talisman -Make for where the storm appears to be worst, in the thick of the hailstorm - 2d6 <=luck=ok >luck=-2 stamina. -1 attack strength for next battle 10 meals 14st 9 meals 14st-12st-14st 6L -If you are wearing a Sun Talisman -Reduce damage by 1 point. Ignore Blizzard Breath attack -Ice Elemental sk8 st9. Fireday -1 skill . -2 stamina 14st-12st 10(-1)S=14st-8st -or south, following the path of devastation left by the storm to its point of origin - +1 day. +1 stamina. Do you want to keep following the trail south 9 meals 12st-13st-14st 7 meals 8st-9st-14st -or would you rather steer well clear and go on your way through the hills -Prepare to face them in battle - 1st Horseman sk8 st7 2nd Horseman sk7 st7 8 meals 14st-12st-14st 6 meals 14st-12st-14st - 2 meals. 5gp. Sabretooth Fang. 10 meals 8 meals 19gp - +1 day. +1 stamina. If you want to follow the river -Undine sk7 st7. Seaday +1 skill and stamina. Fireday -1 skill and stamina 9 meals 14st-12st-14st 7 meals 14st-12st-14st -Weathercock sk7 st6 -If you would rather break the door down - 3d6 <=stamina=ok >stamina=-1 skill. -2 stamina. -3 stamina. -1 skill 7/9 meals 10S=14st 5/7 meals 8S=14st-12st-9st-14st -Do you want to wait and face whatever it is that is taking shape -Steam Golem sk8 st10(if stamina=2 use 1 luck to reduce damage) Rennaps 6/8 meals 10S=14st-12st-14st 2/4 meals 8S=14st-4st-14st -If you want to ascend the staircase -If not, you continue up the stairs -If you are prepared to do just that - 1st Fulgurite sk6 st4 2nd Fulgurite sk5 st5 3rd Fulgurite sk6 st5. 7, 9, 10 -Take a closer look at the flask -Spark of Life 6 sides. Ascend the new staircase to the next floor -Enter the turret room -or through the telescope - +1 luck. Take a closer look at the plans 7L -Blueprints 13. Descend to the very bottom of the tower and explore its dungeon levels -Keep descending the staircase -Look at the backpacks more closely -Unusual Backpack 2. 2d6 <=luck=or leave the tower altogether >luck=Black Wyvern sk9 sk10(+2 attack strength. +1 damage) 8(+2)S=14st/14st-10st 6L -If you have the codeword Rennaps on your Adventure Sheet -If not - +2 days. +2 stamina 8S=14st/10st-12st - +2 days. +2 stamina. Earth 8S=14st/12st-14st -Potion of Giant Strength -The Witchtooth Line - +3 days. +3 stamina. If so - 2d6-2 <=skill=ok >skill=Eerieside Beast sk9 st12(+2 attack strength. +1 damage) 1/3 meals 8(+2)S=14st-10st-14st* - +1 day. +1 stamina. Do you want to explore to the left -Bag of Gems(worth 8gp) Rope and Grapple. Potion of Levitation 27gp -1st Hatchling sk7 st7 2nd Hatchling sk6 st7(+2 attack strength. +1 damage) -Mortsleam. +1 luck 7L -*+2 days. +2 stamina -(If it is not Stormsday or Earthday or Seaday) -will you set out for the mine straight away, alone** -(If it is Stormsday or Earthday or Seaday) -Or will you go in search of Brokk the Brewer -If not - +1 day. +1 stamina -**Do you want to follow the tunnel to the right -or will you keep to your present course -go left, along a damp tunnel -If you want to clamber over to the edge of the waterfall and let yourself down into the darkness this way(if no rope and grapple and meals=1 or 3 eat 1 meal) -If you have a Rope and Grapple=ok. 2d6 <=luck=ok >luck=-1d6+1 stamina. Lose half of provisions(round down) 0/1 meal 14st/14st-7st/12st 5L -or right, following a low-roofed cleft which heads downward again -If you want to pause to drink from the pool - +1d6 stamina 6/8 meals 10S=14st 7L 2/4 meals 8S=14st 7L 0/1 meal 8S=14st 5L 0/1 meal 8S=7st-8st-13st/12st-13st-14st 5L - 1st Giant Bat sk5 st7 2nd Giant Bat sk5 st6 -If you want to take the statuette with its bonds intact(if 8S use Potion of Giant Strength. +2 skill. +1 damage) - 1st Boulder Beast sk8 st11(if 10S use 1 luck for extra damage and if lucky use 1 luck for extra damage and if lucky use 1 luck for extra damage) 2nd Boulder Beast sk8 st10(if stamina=2 use 1 luck to reduce damage) Earthday +1 to both stamina. Arkholith +1 luck 10S=14st-10st-8st 8(+2)S=8st-6st-4st/14st-12st-10st 4L/5L/6L/7L -The Howling Plains - +1 day. +1 stamina. If you want to take up the Mayor’s offer of hospitality 10S=8st-9st 8S=4st-5st/10st-11st -restore skill and stamina to initial. +2 luck. +4 days. +4 stamina 10S=9st-14st 10S=5st-14st/11st-14st 6L -Blow a Hunting Horn - +1 luck 7L -Noollab - +1 day. +1 stamina. Will you take the left-hand path otherwise if you do not have a rope and grapple or the right-hand route -This time will you head right otherwise Dust-Devil sk7 st6. or right 14st-12st -If you want to take the left-hand path otherwise Do you want to approach the body with the intention of grabbing the dead man’s backpack -Will you follow the left-hand otherwise 1st Vulture sk7 st6 2nd Vulture sk6 st6 3rd Vulture sk6 st5. Two at a time. When two killed last one takes flight=3gp. Rope and Grapple. Left. 1st Birdman sk7 st8 2nd Birdman sk8 st7(use 1 luck for extra damage)Same time*** 22gp 12st-10st 6L - 2d6 <=luck=ok >luck=-1d6+1 stamina 14st/14st-7st-12st 6L -***If you have a Rope and Grapple=ok -Will you reply that you come seeking aid -turn 7 -Zephyrus. +1 luck 7L - +1 day. +1 stamina 14st/7st-8st/12st-13st 10st-11st -Mount Pyre - +1 day. +1 stamina 2d6 <=luck=ok >luck=-2 stamina. 2 attack rounds -1 attack strength 0/1/2/3/4/5/6/7/8 meals 14st/8st-9st-14st/8st-9st-7st-14st 0/1 meal 11st-12st-14st/11st-12st-10st-14st 6L -Tremor Worm sk7 st9 -If you want to take the farmer up on his offer - +4 days. +4 stamina. +4 Meals. +1 luck 4/5/6/7/8/9/10 meals 10st-14st 7L -Do you want to visit the city’s markets before doing anything else -if 27gp Chainmail Armour -8gp. if 19gp Potion of Strength -4gp. Will you search the city for something that will let you breathe underwater 15gp/22gp -The Academy of Naval Sorcerers - -10gp. Prospero Seacharmer 5gp/12gp -If you have Prospero Seacharmer with you - 2d6 <=luck=ok >luck=1st Great Eel sk9 st10 4/5/6/7/8/9/10 meals 14st 3/4/5/6/7/8/9 meals 14st-8st-12st 6L - +1 day. +1 stamina. Take Potion of Strength. Or call on the aid of Prospero Seacharmer, if he is with you 4/5/6/7/8/9/10 meals 14st 3/4/5/6/7/8 meals 12st-13st-14st 3 meals 12st-13st - +1 skill while you are beneath the sea 11S -will you make for the wreck -or would you rather swim up to the deck -1st Hammerhead sk7 st8 2nd Hammerhead sk7 st7(one at a time) If you kill the sharks -Do you want to risk lifting the key from around the skeleton’s neck -Golden key 17. but will you explore inside the hull -Will you try breaking the door down -turn 17 -Coral Crown. 1d6 1-2 Silver Necklace 6gp. Bag of Gems 12gp. 7gp. +1 luck 30gp/37gp 7L -Skeleton Crew sk6 st12 -Do you want to descend into the Devilfish Rift -If you would rather push on with your quest to find the Sunken Temple of Hydana -If not, will you draw your sword -Abyssal Horror sk10 st12(if stamina=2 use 1 luck to reduce damage) 13st/14st-7st/8st 6L -or the shell -Do you want to try to explain your reasons for seeking the Sea God’s aid -If you wearing a Coral Crown - +1 luck. Shell of the Seas 12 spines. If not 7L -turn 12 -Oceanus -If so 10S -Bag of Gems -12gp. +1 day. +1 stamina. Mount Pyre 18gp/25gp 7st-8st - +3 days. +3 stamina. Or more unusual items 8st-11st -Wyrmskin Cloak -12gp, Highday -13gp. if 13gp Potion of Giant Strength -7gp, Highday -8gp. Or will you leave Crystal City and continue on your journey +1 day. +1 stamina 6gp 11st-12st -If you would like to buy passage on one of these boats to speed your journey along - -6gp. +1 day. +1 stamina. +1 stamina 0gp 12st-13st-14st -or right -If you would rather keep to your current course -If you want to venture into the cave to claim the crystal -Fire Crystal F - -1 skill while you remain within the volcano. Ignore penalty. Left -Use a Rope and Grapple -Do you want to turn left -Fire Crystal I - 1st Bone-fire sk7 st6 2nd Bone-fire sk6 st6. Fireday +2 stamina(at same time) -or would you prefer to keep heading towards the magma flow -If you want to risk crossing the fiery river using the stepping stones -Do you want to stand and fight the hardening Magma Beast - 1st Magma Beast sk8 st9(first three rounds then same time)(use 1 luck for extra damage and if lucky use 1 luck for extra damage) 2nd Magma Beast sk7 st8. Fireday +2 stamina 3/4/5/6/7/8/9 meals 14st-12st-14st 3 meals 14st-12st 5L -Fire Crystal L. If you want to continue along the larger tunnel -Firewyrm sk9 st11(+2 attack strength. +1 damage) - +1 luck. 2d6+6gp. Warhammer. Fire Crystals A and S 8gp 6L - -1 skill while you remain within the Fire Tunnels. Or right 9S -If you want to pass between the stone jaws - 2d6 <=luck=ok >luck=-2 stamina. If not 14st/14st-12st 12st/12st-10st 5L -Fire Crystal H -turn 55 -Vulcanus - +1 Time Track. Will you go left - +1 Time Track. Or right - +1 Time Track. Or keep going straight on - +1 Time Track. If your Time Track is 4=+1 luck 6L - -3 stamina. +1 luck. +2 days. +2 stamina. Or, if you feel that you are ready 2/3/4/5/6/7/8 meals 12st/14st-9st/11st-11st/13st-14st 2 meals 10st/12st-7st/9st-9st/11st-13st/14st 7L -Four 10S - +1 luck above initial. Mortsleam. If not, but you have the codeword Noollab -If you have the codeword Mortsleam written on your Adventure Sheet -If you have a Hunting Horn -turn 39 -The top deck -Open the sun door -Flip the lens so that the concave side faces into the room - 1st Fire Sprite sk7 st4 2nd Fire Sprite sk7 st4. +1 damage(1)Fire -Leave the top deck and explore elsewhere -The bottom deck -Open the unmarked door -Take a look at the Log Book -Activate 270. Deactivate 072. Open the other wooden door -or cut the inter-connecting ropes with your sword - +2 damage(3) +1 luck 8L -Open the spiral-marked door -Attack the bellows with your sword - +1 damage(4) If you want to open the door marked with a lightning bolt -Move the lever to the left - -2 stamina. +1 damage(5) Fire 1/2/3/4/5/6/7 meals 14st-12st-14st 1 meal 13st/14st-11st/12st-14st -Leave the bottom deck and explore elsewhere -The bilges -If not -If you want to make a closer inspection of the artificial man -turn 325 -turn 270 -Notamotua -Leave the bottom deck and explore elsewhere -The middle deck -Open the aft door - 1st Fulgurite sk6 st5(use 1 luck for extra damage) 2nd Fulgurite sk6 st4 3rd Fulgurite sk5 st5 4th Fulgurite sk6 st5 5th Fulgurite sk5 st4 6th Fulgurite sk6 st5(fight them two at a time) 7L -If you have the codeword Notamotua recorded on your Adventure Sheet - +3 damage(8) +1 luck 8L -Open the door to the fore -If your damage score is 6 or more - -4 stamina and -1 skill to enemy -If not(use Potion of Giant Strength. +2 skill. +1 damage) -Juggernaut sk11 st16(deactivate turn 172. +1 luck) 0/1/2/3/4/5/6 meals 12S=14st-12st-14st - +2 damage(10) If it is still less than 12 -turn 230 -turn 78 -turn 113 -turn 102 -Potion of Levitation otherwise change weapon to Warhammer. Warhammer -2 stamina. Stormsday +1 skill and +1 damage. Balthazar Sturm sk10 st10(reduce to <3 stamina)(use 2 luck for extra damage)(if stamina=2 use 1 luck to reduce damage) 10S=14st-12st-4st 10(-1)S=14st-2st 5L -turn 28
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