Post by champskees on Jan 1, 2015 22:20:54 GMT
This adventure is messy. The main problem comes from the heavy reliance on a characters skill and the way the special skills work. There is no need for negative modifiers – just give a +2 bonus like every other book out there. A lot of the paragraphs penalise the player with skill loss, which compounds these problems. Aside from the ridiculous amounts of skill tests, the adventure does work and there is a story in place, just be prepared for a lot of harsh penalties and insta deaths at every turn - particularly towards the end, where you lose all of your possessions!
This solution is designed for a 9/14/7 character. The skills I have chosen allow you to get the poison for the Manticore and help with many of the most important Skill rolls.
Start with:
- Sword.
- Leather Armour.
- Backpack.
- 30 Gold Pieces.
- Special Skills: Aim, Jump, Deftness.
- Visit one near the docks.
- Take Rope & Grapple (-3 Gold Pieces).
- Take Ivory Mungie Figurine (-10 Gold Pieces).
- Take Potion of Skill (restore Skill to Initial Level when used, -6 Gold Pieces).
- Take Potion of Health (restore Stamina to Initial Level when used, -6 Gold Pieces).
- Add note: Rope and Grapple counts as having the Climb special skill.
- Add note: Whilst in possession of Mungie Figurine, +1 Initial & Current Luck.
- Test Luck. Fail = Lose one item (-5 Gold Pieces).
- Fight Sk 8 St 8 Flying Fish for 3 rounds.
- Kill it & keep it for later use (1 Damage).
- Take Flying Fish.
- Test Luck. Fail = Lose Boots (-2 Skill for fighting, jumping, running & climbing until you find a new pair).
- Add 1 Disturbance.
- Fight Sk 5 St 6 Madman until you reduce enemy’s Stamina to 2 or less.
- Finish him off (-1 Luck).
- Follow the left one.
- Stop to collect some fruit.
- Throw the Skunkbear a Flying Fish.
- Take 3 Jubalani Fruit (each counts as 1 meal).
- Test Skill (Observation). Success = Right path has booted footprints leading along it.
- Follow the right hand path.
- Look through the door into the cabin.
- Take 2 Meals.
- Take Pair of Boots.
- Take Bow.
- Take Quiver of Arrows.
- Take Dagger.
- Test Disturbance (auto pass).
- Test Disturbance (auto pass).
- Take 1 Damage.
- Test Skill (Observation). Success = Two birds hopping along the trail to the left.
- Follow the left fork.
- Approach the hut.
- Talk to her.
- Either offer her 5 Gold Pieces & one Jubalani Fruit (-1 Meal) OR the Mungie Figurine.
- Restore 6 Stamina.
- Accept the witch’s task.
- Test Skill (Climb). Fail = Continue on your journey (Para 160).
- Test Skill (Observation). Fail = Continue on your journey (Para 160).
- Test Skill (Deftness). Fail = Test Luck. Fail = Death. Success = Continue on your journey (Para 160).
- Return it to the witch’s hut (+1 Luck).
- Take Poison (when applying, Test Skill (Deftness). Fail = -1 Skill & 2 Damage).
- Take 3 Meals (+1 Luck).
- PARA 160: Test Skill (Observation).
- If fail:
o Ignore them (1 Damage).
- If succeed:
o Follow this trail (1 Damage).
o You have seen this man before.
o Talk to him.
o Ask what dangers there are in the forest.
o Add note: Info on Chali.
o Ask where you might find the Mungies’ Gold (+2 Luck).
o Thank him & carry on your way.
- Investigate.
- Add 1 Disturbance.
- Try to calm her down & help her.
- You have some food (-1 Meal).
- Add note: Valashka.
- Try & get one (1 Damage).
- Shoot it with an arrow.
- Test Skill (Aim).
o Success = Take 3 Quetzal Feathers (-1 Luck).
o Fail = Add 1 Disturbance.
- Go upstream.
- If you have heard about Chali:
o Stop & Listen.
o You know who Chali is (+1 Luck).
- If you have not:
o Ignore the voice & continue on.
o Stop & listen.
o Run for your life.
o Test Skill (Run). Succeed = +1 Luck. Fail = Fight Sk 10 St 10 Champaque & Add 1 Disturbance.
- Follow the left-hand one.
- Test Disturbance. Succeed = Roll 3D6. Fail = Roll 4D6. Note number is the amount of Mungies following you.
- If you possess Quetzal feathers: -6 Mungies per feather given to them (-18 Mungies).
- If there are still Mungies left:
o Attempt to get past them.
o Fight X Sk 6 St 4 Mungies together. Add 2 Disturbance.
- Lose 1 Skill from Manticore’s roar.
- Run to the nearest tree.
- Test Skill (Run/Climb). It is assumed you make this roll.
- Shoot an arrow at the Manticore (+1 Luck).
- Apply poison to the arrow.
- Test Skill (Deftness). It is assumed you make this roll.
- Test Skill (Aim). It is assumed you make this roll.
- The arrow was poisoned (+2 Luck).
- -3 Skill & 6 Damage to Manticore, -1 Skill & 2 Damage to Manticore every round.
- Attempt to jump onto the Manticore’s back.
- Test Skill (Jump).
- If succeed:
o Test Skill (Climb). Note Rope & Grapple does not help you in this situation.
o If succeed:
- Attempt to stab it in the spine.
- Test Skill (Aim/Deftness).
- If succeed: Roll D6.
• 1-2: -1 Skill & 3 Damage to Manticore (+1 Luck). Go to Manticore fight.
• 3-4: -3 Skill & 5 Damage to Manticore (+2 Luck). Ignore Manticore Tail rules in next fight. Go to Manticore fight.
• 5-6: Take 1 Damage (+3 Luck). Fight Sk 6 St 9 Manticore instead.
- If fail: -1 Skill & D6 Damage. Go to Manticore fight.
o If fail: Go to Manticore fight.
- If fail: Go to Manticore fight.
Manticore Fight
- 1 Damage & -1 Attack Strength next combat.
- Fight Sk 12 St 18 Manticore.
o If hit: Roll D6. 1-4 = 3 Damage. 5-6 = 6 Damage & -1 Skill.
Once the Manticore is dead…
- Add 2 Disturbance (+3 Luck).
- Do as Sansas commands.
- Remove all items.
- Add 2 Disturbance.
- Test Skill (Run/Jump/Deftness). Success = Take Sword.
- Fight Sk 6 St 4 Mungie for 1 round (-3 Attack Strength if you do not have a sword).
- Fight Sk 7 St 9 Brawler for 2 rounds (-3 Attack Strength if you do not have a sword).
- Test Luck. Fail = Fight Sk 6 St 4 Mungie & Sk 5 St 4 Mungie together (-2 Attack Strength due to surprise attack, -3 Attack Strength if you do not have a sword).
- 2 Damage & Test Skill (Jump).
- If success:
o Test Disturbance & +1 Luck. Fail = Roll on Encounter Table.
o Turn left towards a rocky outcrop.
- If fail:
o Test Luck. Fail = Death.
o Lose weapon.
o Take 2 Damage.
o Test Skill (Swim). Fail = -1 Skill & 2 Damage.
o Test Skill (Swim). Fail = -1 Skill.
o Take 2 Damage.
o Climb over some rocks beside the river.
- Restore 1 Stamina.
- Follow the stream.
- Try to talk to them.
- You know the password.
- Valashka (+2 Luck).
- Take Sword.
- Test Luck.
- If fail:
o Fight Sk 7 St 6 Harpy.
o Fight Sk 6 St 6 Harpy.
- Restore 4 Stamina.
- Ask Jilani to bring your boat nearer.
- Do as Sansas suggests.
- Allow Sansas only on board while his companions pass the gold.
- Suggest to Sansas that you leave them to their fate.
- You have rescued the First Noble of Khare and returned with riches beyond your wildest dreams!