[Let's Play] Fighting Fantasy 43 - The Keep of the Lich-Lord

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Darth Rabbitt
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Post by Darth Rabbitt »

Thirded.
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Post by Shiritai »

I'd vote for destroying them all here, but considering we're "out of combat" I doubt that charm'll work. So I fourth the sneaking plan.
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Post by SGamerz »

You creep cautiously along the gallery, fearing that at any moment you may step upon a creaky floorboard. Test your Luck. If you are Lucky, turn to 44. If you are Unlucky, turn to 204.
Our Luck is at 13 (again). When is the last time we actually have to roll for a test (we're immune to Resolve, Luck and Alarm test failures at the moment)?
Hardly daring to draw breath, you finally reach the far end of the gallery. Your fingers find the door-latch in the gloom and you slowly edge it open.
This is starting to feel like a walk in the park (famous last words, huh?).
You step through the doorway and have to feel your way along, as very little light. Penetrates the closed casements in the outer wall and you dare not risk kindling a torch. As your eyes adjust to the darkness, you discern a door and a narrow flight of steps that must wind down to the great hall. Briefly you consider your chances of defeating all two hundred Knights of Alptraum, should you goad them into attacking you up the narrow stairs. Were there only fifty, you might manage it, fighting them one at a time and with the advantage of height. But the sheer weight of numbers, coupled with their tireless sinews, would prevail against you in the end. Instead, you turn your attention to the door directly ahead of you which, you discover, leads on to the east battlements.

If you go out on to the battlements, turn to 124. If you return to the east tower and climb further up the staircase, turn to 377.
Pretty cool that we're being told that our character actually had some confidence in winning a 50-on-1 fight. Alas, there's no option to try the "impossible" by attempting the 200-on-1 battle. Would have been a cool visual, if nothing else.

Which way now?
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Post by Shiritai »

Hmm... we were told to save Braxis in the east tower, but on the other hand we've got a nifty spear, ring, and spell already, and destroying Mortis would certainly be saving the guy. Go forth into the light!
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Post by Darth Rabbitt »

Nah, I like overkill. Go to the east tower to save Braxis. It's also entirely possible that the BBEG is fucking ridiculously powerful even with all of our crap, and the tower will weaken him just enough for a fair fight.
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Post by Omegonthesane »

Save Braxis. We'd have been told "destroying Mortis will save him" if that were the case.
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Post by Starmaker »

East tower. No kill like overkill.
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Post by Shiritai »

I normally draw the line at backtracking fetch quests, but sure, let's go for 100% completion.
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Post by SGamerz »

You reach the door leading to the apartments at the top of the tower This door has Mortis's seal upon it, and it is with some trepidation that you swing it open. As you do so, an ominous creaking sound comes from its hinges, carrying into the dark stillness beyond. Roll two dice and add 4 to the total rolled. If this number is less than or equal to your Alarm Value, turn to 76. If it is greater, turn to 315.
There might have been just a slight chance of us failing this roll if the instruction were to subtract 4 from the number we rolled.
You edge forward into the space beyond the door and find yourself in a vestibule hung with musty black drapes. Double doors lead to a chamber beyond this. As your eyes get accustomed to the darkness, you see that a forbidding emblem has been etched like a bloodstain across the doors: the outline of a horned skull. If you wish to flee back down the stairs and out of the castle, tum to 396. If you have the courage to throw open the doors, turn to 374.
Hmmmm.....doesn't exactly look like the prison we're looking for, does it?

Kick the door down?
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Post by Darth Rabbitt »

We have 9001 ways of fucking up undead. Open the door.
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Post by Starmaker »

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Post by vagrant »

We haven't got this far by not penetrating every opening we see.
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Post by Omegonthesane »

Proceed like the Resolve 12 badass we are.
Last edited by Omegonthesane on Mon Mar 23, 2015 8:59 pm, edited 1 time in total.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Post by SGamerz »

It your Alarm Value is 9 or more, turn to 56. If it is 8 or less, turn to 48.
Frankly, I'd be impressed with anyone who managed to gain that much attention.
Image
You burst into the apartment - to discover Lord Mortis sitting on an ornate throne awaiting nightfall. He is clad in tarnished silver armour of a style not worn for many centuries, and in his hand he balances a heavy flanged mace. lf you have the Ivory Spear of the hero Qadarnai, you can either hurl it at him, or use it in melee. Should you decide to throw it, roll two dice. If the total rolled is less than or equal to your SKILL, your spear missile hits him turn to 208. If the total rolled is greater than your SKILL, you miss. In this event, or if you do not have the Ivory Spear or choose not to throw it, you must do battle with him hand to hand- turn to 28.
For once, we face a dice-roll test that we may actually fail if we choose to take it.

I'm having Gonad nonchalantly munch on his last meal right in front of the Lich Lord, since this is clearly the Boss encounter.

Besides, it's a way to stick it to this centuries-dead guy by reminding him that we can enjoy food while his Undead ass can't. That's he whole reason we saved that last meal for this long, right?

So...unload on him from a distance, or just stick our shaft it in him from up close?

Adventure Sheet:
Name: Gonad the Penetrator
SKILL 9/9
STAMINA 15/18
LUCK 12/15
RESOLVE: 12
Equipment: Halberd, Leather Armor, Ring of Communing (0 charges remaining), Spear of Qadarnai (double-damage when fighting undead), Golden Whistle, Elixir of Lhyss, Suit of Fine Armour (-1 to all damage taken), Ring of Fays, Polished Shield (-1 SKILL to 1 Undead opponent during combat at a time), Heavy Iron Mace
Provisions: 0
Gold: 41
Codeword: PIRATE
Alarm Value: 0
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Post by Darth Rabbitt »

9 or less on 2d6? I don't like those chances, even though they are favorable. Bust out the charm for now.
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Post by Shiritai »

Yeah, I'd advise engaging him in melee combat. And using luck with pretty much every blow; 8 damage a hit will hopefully drop him quick.
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Post by Omegonthesane »

Melee him...

...because it just occured to me that this might actually be Braxis welded into magic armour, with Mortis somewhere else altogether.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Post by Mr Shine »

I thiink we should try the charm.

(Only half a vote as this would otherwise take it to 2-2 and I don't want to create a tie.)
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Post by SGamerz »

Mr Shine's half-vote wasn't enough to sway the crowd into using the charm....
It wouldn't have worked here.

Chucking the Spear successfully at him would have OHKOed him, though. In fact, if we'd asked the bard at Shamdabag Wood about Qadarnai, we'd have learnt that this was exactly how the Hero killed Mortis last time.

There's some misleading info in that story about how the Spear's power was limited when wielded by a mortal, hence throwing the Spear (which means it was not in a mortal's hand when it hit Mortis) allowed it to do maximum damage. But there's no mention of that when we finally confront Mortis. In fact, the lack of ANY specific combat rules against him implies that even our simple sharpened sword would have done him extra damage. Pretty underwhelming as a Final Boss, huh?
Through the arrow-slits behind him, you see the last rays of daylight drain out of the sky. 'Night has fallen,' Mortis says in a voice filled with triumph. 'You cannot hope to stand against me now.' You must fight him.

LORD MORTIS SKILL 11 STAMINA 20

If you win, turn to 400.
Considering this guy got out of his coffin after being dead for a few centuries, I think it's fair to count him as Undead.....we do know he's vulnerable to the Spear, at least, so the double-damage should apply. What I'm not too certain about is the shield bonus....I'm not so sure if he seems like the kind of guy who will flinch from his own reflection.

I will run this battle on the assumption that the shield works.

COMBAT LOG:
Mortis 14, Gonad 17. Mortis is at 16.
Mortis 16, Gonad 15. Gonad is at 14.
Mortis 13, Gonad 17. Mortis is at 12.
Mortis 16, Gonad 20. Mortis is at 8.
Mortis 17, Gonad 16. Gonad is at 13.
Mortis 17, Gonad 19. Mortis is at 4.
Mortis 15, Gonad 18. Mortis is killed......again!
If this is the best he can do after sunsets, we could probably have shattered him with a poke if we'd caught him in daylight. Even if I had run the combat on the assumption that the Shield doesn't work on him, we'd still have smoked him with the same rolls.
Your Ring of Communing crackles into life, even though you believed you had used up all its energy. Against the backdrop of your imagination you can see General Chaideshu's gruff, battle-scarred features suspended in a void. 'You have the thanks of us all,' says his voice in your mind. 'Without Mortis at their head, the Chaos pirates will soon scatter before our fleets. But the linchpin of our victory has been the battle you fought today.'

You feel pride at his words - but you don't let him sense it. 'Fine,' you imagine yourself replying. 'Now, how about sending a ship to get us off this godforsaken island!' You can look forward to a hero's welcome in Port Kanthos.
Victory! And we didn't die a single time in this playthrough. Its reputation of being one of the easiest book is certainly well-deserved.

Anyway, once again thanks to all players who participated in this! As usual, I will go through some of the stuff we missed in this playthrough tomorrow (including where's the best place we could have used the Charm, saving Braxis' etc), and any questions/requests about this book is welcome. I will also be setting up the poll for the choice of my next LP within the next 2 days or so. Hope I'd still see you all there! :)

Final Adventure Sheet:
Name: Gonad the Penetrator
SKILL 9/9
STAMINA 13/18
LUCK 12/15
RESOLVE: 12
Equipment: Halberd, Leather Armor, Ring of Communing (0 charges remaining), Spear of Qadarnai (double-damage when fighting undead), Golden Whistle, Elixir of Lhyss, Suit of Fine Armour (-1 to all damage taken), Ring of Fays, Polished Shield (-1 SKILL to 1 Undead opponent during combat at a time), Heavy Iron Mace
Provisions: 0
Gold: 41
Codeword: PIRATE
Alarm Value: 0
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Post by SGamerz »

Here are some of the things we missed in this book:

The Enemy's Mole:

You may still remember the soldier we met at the Dead Man Inn, Kandogor, whom we chose not to tell anything about our mission. We were right to not trust him, as he's the enemy's spy (as some of you rightly suspected. Had we revealed our quest to him, he'd have volunteered himself as a companion, and will share a room with us in the inn that night.

Elindora will still come to seek our help, but with Kandogor in our room, he will immediately attack and try to kill her before she can reveal her face. If we stopped him from murdering the Elf, he will then try to dissuade us from helping Elindora in her mission.

While refusing to help Elindora when we were alone doesn't do any harm (other than missing out a side-quest), if we were with Kandogor then Elindora's presence would be the only thing that would save us. If we reject her request (or let Kandogor kill her!!), Kandogor will then murder us in our sleep (insta-death) after she's gone. But if we agree to help her, then her presence would prevent our murder from taking place.

The following day, despite his apparent distrust of the Elf the previous night, Kandogor will suddenly show enthusiasm about the mission to destroy Lotmora, and will take the lead during the cemetery search. In truth, he will be deliberately leading us in the wrong directions....giving his mistress ample time to gain her powers when night falls. One Lotmora shows herself, Kandogor turns on us and joins the vampires to attack the Hero and Elindora.
Image
This is most probably the most dangerous fight in the entire book, with us having to take on Lotmora, Kandogor and 2 other vanpires all at the same time. Lotmora wil be at SKILL 11 and STAIMINA 18. Kandogor is only SK 7 ST 7, but his presence alone is a real annoyance, since the Spear doesn't do double damage on him, so we'd have to decide between whether it's better to use the sharpened sword or the Spear for best effect when fighting a mix of Undead and living opponents. Oh, and before the fight, we'd have to pass a rare odified Resolve Test with a +2 modifier.....failure leads to insta-fail as we get mind-controlled by Lotmora. All in all, she seems a much bigger threat than her legendary husband.

Kandogor can escape from the battle if we manage to kill the vampires....although we get a chance to stop him by throwing the Spear at him. If we fail to skewer him, he will get away.....and then show up again to pester us when we reach Bloodrise Keep:
Image
He's actually not that dangerous this time. He'll try to shoot us with the ballistas, vbut there are multiple ways to get past that. One of them is, again, chucking the Spear at him:
Image
Other items that will get past him include:

- The Puff ball we can buy from the merchant at the Dead Man Inn. It will explode in a cloud of smoke, obscuring us long enough for us to reach the Keep and fight him hand-to-hand.

- The Polished Shield, which we can use to divert the sunlight into his eyes and ruin his aim (this is actually the default item we will use, if we have it).

- The Ring of Fays, which summons the Fays to magically turn the ballista bolt around in mid-air and shoot back at Kandogor, insta-gibbing him (strangely, the Polished Shield takes precedence over this, despite this being the clearly better option).

Or we can simply run at him and try to dodge the ballista bolt. It requires either a SKILL or LUCK test (forgot which one).

Saving the villagers:

If we hadn't taken too long to search the village at Keladon, we would have found the pirate ship still moored at the cove:
Image
There are a number of ways we could have gotten on the ship, most of them quite doable. The only one that doesn't work is directly charging into combat (that gets us insta-killed). The easiest way is to use our Ring of Fays to make us invisible for a short while (just long enough to get us onboard without being seen). Other ways include jumping into the sea and circling around to the other side to board (requires a simple LUCK test), and joining the villagers and pretending to be one of the captive slaves (slight STAMINA loss and requires us to pick the right moment to escape).

After getting ourselves on the ship, we can then get into the pirate captain's cabin to kill him:
Image
Captain Jarmesh will have every trick in the book to help keep his life, starting with a booby-trap on his cabin door (which we can trick him into deactivating), then trying to trick us with a false bribe when he starts losing the fight against us (with SK 8, ST 11), and finally just begging for mercy (after we fight him a second time and wound him again) to get us to let our guard down....and then throw a dagger at us if we fall for it.

After we finally put him down, we can loot the armoury key from his body, which enables us to not only free the prisoners but also arm them, and with their help we will rout the pirates.

We will then find Paz's parents, who will give us the Amulet of Ages as a reward (we'd also get some gold and healing herbs from the rest of the village for freeing them)......which we can then use to exchange for the Potion of Resolve and nothing else. The potion, incidentally, allows us to automatically pass the next 2 Resolve test, but as everyone could see, we hardly need it.

Port Borgos and the Skull Beast:

Some of you wanted to keep the Heavy Mace due to the village headman's warning about the Skull Beast....well, once we decided to skip Port Borgos the Mace is useless, since that's the inly place we'd have met the Skull Beast.
Image
This thing is arguably more dangerous than Mortis himself if we didn't have the Mace, because everything else only does 1 point of damage to it....even the Spear of Qadarnai! Even the Mace only does 'normal' damage (2 points). On the other hand, it's stats are only SK 9, ST 10, so the fight is far from impossible.

The reward for killing it? We can take its shadow. Yes, its shadow is an actual item that serves as a "Shadow Cloak" that will increase our stealth ability, and halves all the Alarm Value increases that we'll take in Bloodrise Keep (but can't bring it lower than 1). An interesting idea, but hardly worth the effort, all things considering.

Another encounter we missed by not going to Port Borgos is a certain Big Ugly that would have allowed us to put our Shield to good use. The Thing doesn't have a name, and doesn't have a picture. There is, however, a picture of the Spirits (of the drowned) who will try to warn us abut this Big Ugly:
Image
This is one of those rare occasions where even a sky-high Resolve would not have protect us. This abomination of a fiend is apparently so scary that we automatically lose 2 RESOLVE permanently if we look directly at it, and we won't even have the nerve to stay and fight it (it has no stats). The only way to deal with it was to use the Shield and force it to look at its own reflection, which is so ugly that it scares itself away. There's no real reward for scaring it off, though (other than a LUCK bonus), so this creature is probably best avoided to begin with.

Bloodrise Keep:

The hints about freeing Braxis and his men are, in fact, red herrings. None of his men are left alive. Besides Braxis, his mother, and perhaps the jester, the only other living person left in the Keep as a stableboy, whom we could have encountered right inside the courtyard area immediately after entering the keep. We skipped this encounter by heading for the barracks instead. Ironically, the stableboy's function was to warn us about the barracks and how it's dangerous, and there's nothing for us there.

As for Braxis, we actually bypassed his jail cell: he was locked in the room under the tower (the locked door that we chose to skip because we had no keys). The keys can be found if we killed Kandogor. Like I said, this whole quest is a red herring, because even if we can unlock Braxis from his cell, he's too weak to be moved from it, and it doesn't gain us anything. In fact, trying to move him against his warning will cause him enough pain to make some loud noises....thus raising our Alarm Value.

Regarding the Charm of Disruption.....this is another of those "solid idea, but not very well-executed" stuff in this book (much like the Resolve and Alarm Value mechanisms). Most of the sections where we get to use the Charm effectively were against random Undead patrols, and allow us to auto-win without the risk of gaining more Alarm Values through fights. Strangely, we can't use it against Undead Dave Morris....uh, I mean, 'Davmori' (I'm pretty sure the spelling is deliberate here). Must be the perks of being the author's alias in this book. :tongue:

There one outstanding use of the Charm can only be reached if we chose to go out into the battlements instead of ascending the tower. By picking that option, we get the chance to climb out and see Mortis' Dam of Skulls from the outside. Apparently, the Charm not only works on skeletal creatures, but also entire skeletal building structures.

Mortis will come riding out of the keep to confront us, and here's what happens when we choose to use the Charm:
For a moment you panic you cannot remember the words - then they come back to you and you recite them in a spirit of uncanny calm. Immediately a crackling sound comes from the dam of bones: it reminds you of the sound of a frozen pond melting in the morning sun. The whole structure shifts alarmingly; you have to jump for your life on to a spur of rock just as the dam gives way and a torrent of water surges down towards the keep. Lord Mortis himself is engulfed, and almost at once you lose sight of his flailing limbs amid the debris of bone and shrouds that is swept down from the hills.

You make your way back to the keep, to find the castellan and his mother safe outside it. 'I was able to free my son while the evil one's attention was elsewhere,' she explains. You look towards the castle, now once more surrounded by a moat of fresh water which Mortis' undead troops cannot cross. They cluster on the walls, blind faces staring out hopelessly for some sight of their lost lord. Then a terrible soft moan rises into the night sky from a thousand unloving throats, and you see the glimmer of torches. Suddenly, sparks shoot up the sides of the great east tower. 'They're setting fire to the keep!' you say. 'Why?'

'Perhaps they prefer destruction to remaining as they are,' mutters the castellan.' Who would not?'

The three of you stand and watch all thrugh the night as a great conflagration spreads through the castle, casting a hot red light like spilled blood across the hills. By morning all that remains of Bloodrise Keep is the hollow, smouldering shell of the walls. Then you behold a miraculous sight: a flock of white birds, perhaps a thousand or more, rises up from the ashes of the ruins and soars into the silvery morning sky.

'The souls of those whom Mortis made undead,' says Lady Iola. 'Thank the Goddess, his destruction has liberated them at last.'

Turn to 400.
A far more satisfying end to the book than the rather bland one we got, IMO.

Oh, and while using the Charm is set as a hidden option in the section where Mortis rides out to confront us, it is also actually presented as an actual option when we prepare to fight him. Unlike the confrontation we had in the east tower, where we only get to use the Spear, we actually have the option to use one of 3 items during the confrontation outside the Keep: the Spear (throw it at him, just like the other confrontation), the Charm (destroys the Dam) or the Ring of Fays. The Ring is a useless option, though because the Fays are afraid of Mortis, and bail on us (and the Ring's charge gets used up anyway).

Mortis' SKILL is reduced to 10 here for some unfathomable reason, but we will also be required to roll for a Resolve test, and a successful roll still means we have to reduce our SKILL by 1 for this fight (which ultimately evens out just like the other encounter). Failing the roll has a more unpleasant effect as terror causes us to not only lose a SKILL point but also be able to do only 1 damage per blow (it doesn't make it clear whether the Spear still doubles that damage).

Overall:

I think the words I used earlier sums up my thoughts of this book: "solid ideas, but not the most well-executed". Of the 2 new stats introduced, the Resolve stat seems to be rather broken, for obvious reasons, and the Alarm Value really wasn't used that well, either. Most of the time we gain Alarm Value is when we get into fights, yet at the same time we're highly unlikely to get into fights if we have low enough AV to avoid patrols, so....this could really have been better-designed.

(Having more than 9 AV when we met Mortis in the eat tower would, incidentally, have led to insta-death, as the already-prepared Mortis fries us with a spell before we can get close.)

Its reputation of being the easiest FF gamebook certainly isn't far exaggerated. Difficult fights are few and far in between, and for one of the books in the later series of FF this was probably somewhat refreshing for readers. Side-quests are mildly entertaining for the most part, but other than the one that gets us the Spear of Qadarnai, most of them really aren't that important. This aspect kind of reminds me of Dead of Night (FF40), where there was likewise only 1 quest item that was of real significance. The one other important item that helped us got through the fights without much of a scratch (the fine armour) wasn't even a quest token, just an item on a random shopping list! And its End Boss is ultimately just one of the many faceless mooks presented at the end of most generic FF gamebooks without any real outstanding features. Hell, we never even got to see his face!

So, overall, fun and mildly diverting, but not amongst the most memorable other than for its easiness.

Still, I hope you guys enjoyed the game! :)
Last edited by SGamerz on Thu Mar 26, 2015 2:48 pm, edited 1 time in total.
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Post by Shiritai »

Well, that explains why the Ring of Fays felt so useless. What about the halberd? Was that a complete red herring too? And was the Elixir of Lhyss a luck potion as suspected?
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Post by Darth Rabbitt »

Shirtai asked most of what I would've.

What happens if you talk nice to the Jester?
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Post by Judging__Eagle »

This has been a fun read, good work.

While between D&D groups for years, the closest thing that I had to RPGs was a collection of various book-games including a few dozen FF books, they were an amazingly broad variety of genres: Science Fiction, Low Magic, High Fantasy, Horror; it helped to show me that any sort of story can work as a game.
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Post by SGamerz »

Shiritai wrote:What about the halberd? Was that a complete red herring too? And was the Elixir of Lhyss a luck potion as suspected?
Far as I can tell, the halberd doesn't do anything special. It's possible I might have missed an encounter where it gets used, but I doubt it'll be anything important.

The Elixir is a random potion. Ironically, the one thing it doesn't do is restore LUCK. :biggrin: It has a 1/3 chance of being a healing potion (+6), 1/3 chance of being poison (not fatal, just reduce a few STAMINA), and 1/3 chance of being a permanent SKILL enhancer (+1 to Initial score).
Darth Rabbitt wrote:What happens if you talk nice to the Jester?
Nothing much, really. When asked which door to take he will say something vague: 'it depends on whether you know how to get two things out of one, and how to make sense out of a mix-up.', which probably is some sort of hint, but one that I can't really make head or tails out of, personally. Maybe you guys can figure it out better. :p
Judging__Eagle wrote:This has been a fun read, good work.

While between D&D groups for years, the closest thing that I had to RPGs was a collection of various book-games including a few dozen FF books, they were an amazingly broad variety of genres: Science Fiction, Low Magic, High Fantasy, Horror; it helped to show me that any sort of story can work as a game.


Glad that you enjoyed reading this. Would you be interested enough to join in our next gamebook playthrough? ;) A couple of the players here had expressed some interest in playing a multi-player series, and we can certainly use more players for that.
Shiritai
Knight-Baron
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Joined: Fri Mar 07, 2008 7:54 pm

Post by Shiritai »

SGamerz wrote: Nothing much, really. When asked which door to take he will say something vague: 'it depends on whether you know how to get two things out of one, and how to make sense out of a mix-up.', which probably is some sort of hint, but one that I can't really make head or tails out of, personally. Maybe you guys can figure it out better. :p
Hah, I have no idea either. I only went with the tree because trees don't kill people, snakes and swords kill people.

Also, I'd certainly be up for the next playthough!
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