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Post by The Editor (Alex B) on Feb 2, 2015 4:06:11 GMT
Talk about Stuart's adventure from issue #11 here.
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Post by champskees on Feb 5, 2015 8:15:21 GMT
Corrections to the magazine adventure Ascent of Darkness:
Para 103 only checks for Achilles' Heel flaw.
This is the only way to reach Para 35 and 82, which check for Rage and Hubris flaws respectively. It is impossible to have more than one flaw. This also means those two flaws are not checked if you actually have them. Para 107 should not link to Para 133.
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Post by champskees on Feb 5, 2015 8:22:14 GMT
Initially I enjoyed the adventure. The modifications to the rules are creative and could have worked very well. Unfortunately, there are several errors and balancing issues present. The adventure provides a choice of different skills and/or abilities that just don’t influence the optimal route much at all. I think the idea of ‘hero flaws’ has the potential to be reworked into a more balanced model. As it stands, the Achilles Heel is clearly the weakest option, followed by Rage. Also the combat rules contradict what occurs in the adventure i.e. you never face more than one enemy (in terms of combat opponents). This also makes the Flurry of Blows stunt much less attractive to use in combat. This being said, the adventure is still an entertaining way to pass a couple of hours. This solution uses a min stats character i.e. Skill 9, Stamina 14, Luck 9. The reduced variance in Skill/Luck scores does mean that you will usually stand a decent chance against most enemies.
- Heroic Power: Speed of Pangara (+1 Initial Skill). - Heroic Flaw: Hubris.
Start with:
- Sword. - Spear. - Helmet. - Shield (-1 Enemy Attack Strength). - 50 Gold Pieces.
- Manoeuvre your men into a more advantageous position. - You do not have the Cunning of Logaan. - Fight Sk 10 St 10 Caarth Warrior. - Attack the robed Caarth wielding the staff. - You have the Speed of Pangara. - Add codeword: Perseus. - Take advantage of the distraction and order your men to rush the Caarth. - Fight Sk 11 St 12 Caarth Champion. o If enemy stamina 10 or higher: Enemy uses stunt. Roll D6. 1-2 = 2 Damage to enemy. 3-6 = 2 Damage to you. - Take Backpack. - Take Food. - Take 5 Torches. - Take Flint and Tinder. - Take Water Skin. - Restore Stamina to Initial Level. - Go through the forest. - You want to get some enchanted apples. - Try to climb the tree. - Test Skill (+4 if you do not possess Speed of Pangara). - If success: o Take Silver Apple of Healing (restores Stamina to Initial Level when used). o Take Bronze Apple of Prowess (Strength of Telak or Speed of Pangara when used). o Take Golden Apple of the Gods (+1 Initial Luck, restore Luck to Initial Level when used). - If fail: o 3 Damage. - Tell the Treeman your story. - Take Bronze Apple of Prowess (Strength of Telak or Speed of Pangara when used). - You have the Hubris flaw. - You have the Speed of Pangara. - Use Bronze Apple to gain the Strength of Telak. - Choose Gloves, Bracelet and the Sword. - Take Gloves (once per combat, auto win one round or auto success with stunt). - Take Bracelet (at the end of each combat, restore 3 Stamina). - Take Sword (+1 Attack Strength, Enchanted, deal 2 additional damage on successful test luck in combat). - Add note: Add 10 to current para when ‘the poison courses through your veins’. - Add note: You are now immune to poison. - You have picked three items. - Restore Stamina to Initial Level. - Throw your spear at him. - 99+10=109. Turn to Para 109. - You threw your spear at the man. - Recover your spear (1 Damage). - Add codeword: Graze. - Fight Sk 8 St 18 Courtiers. o If enemy stamina 10 or higher: 1 Damage. - You do not have the Rage flaw. - Execute him for his impertinence. - Add note: Add 10 to current para when ‘you approach the large doors of the’. - Add codeword: Archive. - Take Father’s Ring. - Restore Stamina to Initial Level (+1 Luck). - Take 1000 Gold Pieces. - Visit the taverns. - Buy a round of drinks for the tavern (-50 Gold Pieces). - You have the Hubris flaw. - Fight Sk 12 St 18 Berem for one round. - You can use your gloves to automatically win the first round. - You are the first person to win a combat round. - Add codeword: Crew. - Go to the markets. - Choose Potion of Healing, Throwing Dagger and a Lucky Charm (-500 Gold Pieces). - Take Potion of Healing (restore Stamina to Initial Value when used). - Take Throwing Dagger (2 Damage to enemy at beginning of combat). - Take Lucky Charm (-1 to Test Luck rolls). - Return to the city. - Go to the temple of Pangara. - You have the codeword Perseus. - Add codeword: Archive. - Add codeword: Gust. - Go to the temple of Telak. - Bless your spear (-100 Gold Pieces). - Add codeword: Heartseeker. - Strength of arms blessing (-50 Gold Pieces). - +1 Attack Strength next combat. - Note that you can spend the rest of your money by going to the temple of Logaan and recharge your luck to full. Do this now before the next fight then recharge afterwards as well. - Go to the wizard’s guild. - 134+10=144. Turn to Para 144. - Fight Sk 12 St 18 Earth Elemental. o +1 Attack Strength from Blessing. o 2 Damage to enemy every round. o Use luck as much as possible here. o Enemy deals 4 Damage per hit. - Add codeword: Dagger. - Go to temple of Logaan (see above notes). - Go to the docks. - You have the codewords crew and dagger (6 Damage). - Throw your spear at the archer. - You have both the codewords heartseeker and graze (2 Damage). - You have the codeword Gust. - Fight Sk 10 St 18 Lizard-Man Slavers. o If enemy stamina 10 or higher: 1 Damage. - Investigate it. - Burst into the hut and attack him. - Fight Sk 11 St 8 Erishum. - Carry on. - You do not have the Achilles’ Heel flaw. - Fight Sk 12 St 19 Elimite Champion. o If enemy stamina 10 or higher: Enemy uses stunt. Roll D6. 1-2 = 2 Damage to enemy. 3-6 = 2 Damage to you. - You have your father’s ring (6 Damage). - Fight Sk 11 St 15 Ikunum. - Do not take the dagger. - You do not have the codeword slayer. - Thanks to you, evil has been purged from the city and your father has been restored as rightful ruler of the house.
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Post by slloyd14 on Feb 12, 2015 16:42:01 GMT
Thanks for the route. I am annoyed at myself at the mistakes, and I would have a less linear finale (after getting on Fire Island). I have a couple of points: 1) Going through the forest only leads to victory if you have the hubris flaw. You also have to select the right item to stop yourself getting killed when you meet the champion of Elim. You have to match your flaw to the route you take to Caresepolis (you know if you're right if something really bad happens because of your flaw. E.g. having hubris forces you to take part in the race) or you cannot win. There is also a clue in the paragraph that offers the choice (something like mountains of tranquility etc). The correct matches are: Forest for hubris, mountains for rage, coastline for Achille's heel.
2) I did originally have multiple opponents, but decided to make groups of opponents as one enemy for the sake of speed. I know that flurry of blows is the weakest stunt, but I didn't mind as much as it was paired up with a skill increase, which is what I consider the strongest stat boost. I considered strength to be the weakest boost (even with +6 stamina!) so I paired it up with a stunt that both increased damage and reduced attack strength. 3) If you know the history of Caresepolis from Titan, the ending is not as happy as it sounds.
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Post by slloyd14 on Feb 12, 2015 16:43:45 GMT
Also, I like the combo of getting the gloves and then using them to automatically win the duel with the captain. I didn't spot that one!
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Post by slloyd14 on Feb 12, 2015 17:48:40 GMT
Also, you need the obsidian bat amulet from the forest or your hubris will get you killed when you face the Elimite Champion.
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Post by champskees on Feb 13, 2015 6:28:32 GMT
Thanks for the route. I am annoyed at myself at the mistakes, and I would have a less linear finale (after getting on Fire Island). I have a couple of points: 1) Going through the forest only leads to victory if you have the hubris flaw. You also have to select the right item to stop yourself getting killed when you meet the champion of Elim. You have to match your flaw to the route you take to Caresepolis (you know if you're right if something really bad happens because of your flaw. E.g. having hubris forces you to take part in the race) or you cannot win. There is also a clue in the paragraph that offers the choice (something like mountains of tranquility etc). The correct matches are: Forest for hubris, mountains for rage, coastline for Achille's heel.
Everything you have said here is wrong. You may have intended for this match up to occur. Unfortunately, this simply does not happen. You have messed up the end sections. Check the magazine and actually look at the implications of the mistakes I have pointed out. These are not simple typos; they are game breakers. As a result, I repeat, you do not need an item if you have the hubris or rage flaw to beat the Elim Champion.
The forest path is the best for the rage flaw as well because it is still safe and achievable. You can use the apples to act as though you have a skill and beat the runner.
The only flaw that requires an item at the end is the Achilles heel, which makes it an inferior choice rather than 'another route to victory'.
Your other point on requiring the obsidian bat amulet for a hubris character is therefore also wrong.
Your thoughts?
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Post by a moderator on Feb 28, 2022 20:11:45 GMT
If you know the history of Caresepolis from Titan, the ending is not as happy as it sounds. I've just double-checked, and there's no mention of it. Titan does tell of the siege and destruction of Carsepolis, and the building on its ruins of Port Blacksand, but official FF reference works are silent on the fate of the slightly longer-named city of Car esepolis, which I believe to have ultimately been taken over by sapient ursine beings with psychic abilities.
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Post by vastariner on Jun 1, 2022 20:44:46 GMT
I think if you're going to build up your character as the ultimate mega-hero then you shouldn't get them killed off within two fights because both opponents have a skill as high or higher than his...
I didn't understand the special rules properly. You have to choose an heroic flaw? I thought you had them all. Also the fighting tricks...can you only use each one once each? Or are they all potentially permanent gifts? To use whenever and wherever?
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kieran
Baron
Posts: 2,547
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Jun 2, 2022 6:11:39 GMT
Also the fighting tricks...can you only use each one once each? Or are they all potentially permanent gifts? To use whenever and wherever? You can use the stunts as much as you want but only one in each attack round.
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Post by Peter on Jan 13, 2024 5:13:36 GMT
This one seemed very difficult, with several opponents with skill equal to or higher than yours. I ran out of stamina, then re-read about the items I had, and realised all the bonuses make it a lot easier than it seems. The shield, the lucky charm, the various apples and other items, all give significant boosts to your likelihood of making it through.
The additions to the combat rules added another dimension but meant I had to remember a lot more things. I definitely recommend playing through in one sitting, rather than pausing half way through and returning a few days later. Perhaps also it would be better to buy a physical copy of the magazine, to avoid having to to scroll repeatedly back and forth on a screen.
Good storyline, good illustrations, overall I liked this adventure.
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