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Posted: Sat Apr 09, 2016 3:04 pm
by Darth Rabbitt
Agreed with Sirocco.

Posted: Sun Apr 10, 2016 1:54 am
by SGamerz
Stand and deliver a sword to his face.

Posted: Sun Apr 10, 2016 6:07 am
by Mr Shine
I think the votes are tied, but it doesn't really matter..
While you are looking in your pack for something to give the scoundrel, it suddenly occurs to you that you may be able to give him something which could prove his undoing. If you want to give the highwayman a Chameleon Cloak... If you would rather give him an Orb of Mind-snaring... but if you have neither of these things, you will either have to offer him some gold or attack him.
I don't think anyone wants to give this guy our cloak.
You hear a loud snapping sound - the highwayman has fired his crossbow! Fortunately, his aim is none too steady . Test your Luck. If you are Lucky, the shot misses you; if you are Unlucky, however, the shot finds its mark and you must deduct 3 points from your STAMINA.

If you survive the attack, you must fend off the highwayman, who has now drawn his shortsword.

HIGHWAYMAN
SKILL 7, STAMINA 8
Spoopy 18, Highwayman 11, Highwayman is at 6
Spoopy 21, Highwayman 14, Highwayman is at 4
Spoopy 14, Highwayman 13, Highwayman is at 2
Spoopy 21, Highwayman 11, Highwayman dead

If you win....


The struggle over, you search the body of your fallen adversary and find 2 Gold Pieces and Provisions enough for 1 meal. Now you have time either to drink from the Wizard's Well, continue northwards in search of the 'dead' hermit or leave the area altogether and head back south

Posted: Sun Apr 10, 2016 10:40 am
by angelfromanotherpin
North.

Posted: Sun Apr 10, 2016 4:31 pm
by Omegonthesane
Drink properly this time, I assume it doesn't lead to the same reference and an infinite conga line of highwaymen.

Posted: Sun Apr 10, 2016 6:16 pm
by Sirocco
Drink, then north.

Posted: Sun Apr 10, 2016 8:31 pm
by SlyJohnny
Drink from the nothing-can-go-wrong well and then north.

Posted: Mon Apr 11, 2016 12:34 am
by Darth Rabbitt
Omegonthesane wrote:Drink properly this time, I assume it doesn't lead to the same reference and an infinite conga line of highwaymen.
This.

Then go north.

Posted: Mon Apr 11, 2016 6:45 am
by Mr Shine
Cupping your hands, you scoop the water up to your lips The magical liquid makes your head spin as it takes immediate effect. Roil one die and follow the instructions in the table below.


1. Nothing happens
2. Restore 2 STAMINA points
3. Restore 1 LUCK and 2 STAMINA pomts
4. Restore 1 LUCK and 4 STAMINA points√
5. Restore 2 LUCK and 4 STAMINA points
6. Restore 1 SKILL, 2 LUCK and 4 STAMINA points


You may drink from the well only once before moving on, either northwards√ or back to the south

Image

Night has fallen by the time you reach the hermit’s cottage. Hammicus the hermit is a friendly old man and he wastes no time in providing you with a hot meal (restore 2 STAMTNA points) As you eat you risk total honesty and tell Hammicus all about your quest. Frowning, he goes over lo consult a book at his desk, then says, 'Over two thousand years ago, there existed one Voivod, whose very name was a bi-'word for cruelty.

His power threatened life itself; but the world took shape in the form of the Earth-molher and the Horned God; together, they fought Voivod and defeafed him. They were not able lo kill death itself but could only imprison him in a secret place. Voivod's five lieutenants disappeared, never to be seen again - or so it seemed. For now we can understand the old nursery-rhyme.

The Shadow Warriors have been seeking Voivod's prison in the hope of freeing him, so that he may embark on a new reign of terror. It is said that a book, the Aslrakkaans Numeris, predicts Voivod's return and provides the means whereby he can be defeated. I don't know if the book truly exists, but I do know that Voivod is about to walk Titan again!

Suddenly, there comes a heavy pounding on the door; three slow, booming knocks that almost shatter the wood They are followed by a low, mournful voice 'Father, it is I, your son. Please, let me in. It is so cold out here'

Hearing this, Hammicus falls back and cries in sorrow and terror,'lt cannot be My son died seven years ago!'

But he overcomes his fears and makes for the door'. Unless you stop him, the hermit will admit his long dead son. Will you try to stop the hermit or let him unbar the door?

Posted: Mon Apr 11, 2016 7:29 am
by Omegonthesane
Since there isn't an option to unbar it ourselves and trust that we can more easily handle the situation if this is a trap, stop the hermit.

Posted: Mon Apr 11, 2016 7:36 am
by Sirocco
Nice expo.

So, yeah, let's try to stop him getting us murderized!

Posted: Mon Apr 11, 2016 10:57 am
by SlyJohnny
I thought the highwayman was supposed to have murdered this guy?

And yeah, stop the hermit from being zombie chow.

Posted: Mon Apr 11, 2016 11:15 am
by angelfromanotherpin
His name is Hammicus? Is that some sort of a shout-out to Hannicus from Creature of Havoc?

Posted: Mon Apr 11, 2016 11:44 am
by Darth Rabbitt
angelfromanotherpin wrote:His name is Hammicus? Is that some sort of a shout-out to Hannicus from Creature of Havoc?
There's what I suspect is a shout-out in Beneath Nightmare Castle to The Rings of Kelther, so why not?

Stop Hammicus and hope he fares better than the similarly named wizard from Creature of Havoc.

Posted: Mon Apr 11, 2016 12:27 pm
by Mr Shine
You rush to the hermit and restrain him. The voice outside wails, “Father, please. You must let me in. If you don't I will die!” Overcome with emotion, Hammicus finds renewed strength and breaks free of your grasp. The only way to stop him now is by the use of regrettable force

HAMMICUS SKILL 5 STAMINA 7

Spoopy 18 Hammicus 14: Hammicus at 5

If after one round of combat you decide to let the hermit open the door... But if you are still determined to stop him...
Do you want to keep hitting him to keep the door shut?

Posted: Mon Apr 11, 2016 12:40 pm
by SGamerz
If we have to fight him to stop, I think it must be worth the effort to keep whatever is out there outside.

Stop him.

Posted: Mon Apr 11, 2016 12:45 pm
by SlyJohnny
Let's see if he stops after another good punch, and/or the creepy zombie outside does something horrible that persuades him of the wisdom of our No Undead Allowed In The House policy.

Posted: Mon Apr 11, 2016 1:12 pm
by Mr Shine
Just when you think the hermit is about to go berserk he falls to his knees, sobbing. Outside, the pleas grow more persistent, but Hammicus just presses his hands over his ears and weeps, 'Leave me in peace. You cannot be my son. My son is dead.' At this, the voice screams and fades into oblivion. The ordeal is over. Rising, the hermit smiles through his tears and says, I owe you my life. In return I offer you knowledge. The Shadow Warriors are vessels of their master’s will. They can be destroyed only when he is destroyed. But they can be banished. If you best a Warrior in combat, tear the face-mask off its dissolving form. Separated from its talisman, the Warrior will be doomed to limbo for a hundred years'

If in future, you defeat a Shadow Warrior, turn to [reference] and not to [other reference] as instructed .Restore 1 LUCK point for obtaining this priceless information. Resting for the night, you leave the cottage next day at dawn and make your way back south.


Your search for the hermit has used up a good deal of precious time. Unless you can find some way to make it up, you may very well reach Karnstein too late to save it Eventually you rejoin the Weitown road If you wish to follow it back west... lf you would rather cut across country and head directly southwards (remembering that roads usually offer greater safety for the traveller)...

Posted: Mon Apr 11, 2016 1:53 pm
by SlyJohnny
...What was out there, out of curiosity?

Half a vote to cut across country. We explicitly need to hurry and we can probably handle bandits or whatever, but I'm not sure if this gamebook actually tracks time, and there's a chance a cross country route will take longer.

Posted: Mon Apr 11, 2016 2:22 pm
by Mr Shine
SlyJohnny wrote:...What was out there, out of curiosity?
It was his son- but as a very strong single-minded zombie. He opens the door, "his son" attacks him. You come to the rescue, but your blows don't do any damage. His son becomes lifeless again on the death of his father.

Posted: Tue Apr 12, 2016 12:01 am
by Darth Rabbitt
We need speed more than safety, so go cut across country.

Posted: Tue Apr 12, 2016 12:13 am
by angelfromanotherpin
Safety is for people who don't choose to fight Shadow Warriors.

Posted: Tue Apr 12, 2016 6:45 am
by Omegonthesane
Cut cross-country and hope that the unsafe thing we encounter is a Shadow Warrior.

Posted: Tue Apr 12, 2016 8:52 am
by Mr Shine
A few hours pass; you find yourself in a wide, open field when the overcast sky breaks to the sound of thunder and is tom apart by jagged lightning. Soon you are drenched in torrents of rain. In the near distance, to your right, is a copse which may offer some shelter. Straight ahead are more open fields You are just wondering which would be the best route to follow when the earth starts to shake. The wet grass ahead of you bulges upwards, forming a mound- and the side of the mound contorts into a face! An impossibly wide mouth opens and howls with deafening force, The very earth is steaming and its cries are accompanied by the most violent quake yet. You will have to try very hard not to lose your footing as you run across the slippery grass. Test your Skill. If you succeed...., if you fail....
Do you want to use your ring to avoid the 1/12 chance of the unknown consequence of failing the TYS roll?

Posted: Tue Apr 12, 2016 10:26 am
by Sirocco
Nah, trust in the dice.