[LP] Robin of Sherwood : The King's Demon

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zach
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[LP] Robin of Sherwood : The King's Demon

Post by zach »

Have you ever wondered what it was like to be Robin Hood, outlaw and protector of Sherwood Forest!

Well, here's your chance. In this gamebook, Marion, Little John, Friar Tuck, Will Scarlet, and many more characters from Richard Carpenter's thrilling television series come to life!

YOU are Robin of Sherwood, son of Herne the Hunter, champion of the poor and oppressed. As you go through the book you make your own choices and use your skill and judgement to outwit your old enemy, the corrup Sheriff of Nottingham and his loathsome bullying servant, Sir Guy of Gisburne.

Your object is to overpower a new opponent, Sire Jean de Melusine, a cunning and evil ally of the Sheriff. But Sire Jean has magical powers, and you will need all your with and strength to combat the Forces of Darkness that he plans to unleash !
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Post by zach »

As Robin Hood, Herne's son and protector of Sherwood Forest, you have special power - the Power of Light and Darkness. You are chosen by Herne because you have the Power, and it can help you when you are in trouble. However, using the power too often lays you open to corruption by the Forces of Darkness.

Your character starts with 5 points of Light and Darkness (abbreviated to Power. During the adventure it is possible to gain Power, 'spend' it to help your character out of tricky situations, or even lose it as a result of foolish or ill-advised actions.

At the end of the tale, the number of points of Power of Light and Darkness left to your character is used to assess how well you have done. If you play the adventure through more than once, try to improve on your 'rating' and find a better solution to the mystery of The King's Demon.

If you ever drop to 0 points of Power, you no longer have the Power of Light and Darkness and you lose all your companions, as Herne directs a new Hooded Man to take your place. The game is over for you . . .
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Post by angelfromanotherpin »

What boggles me is that this seems to be about the son of a ghost who uses the Power of Light and Darkness to fight a sorcerer; and then it has the name 'Robin Hood' tacked on. It's a cool premise, but there is a hilarious level of disconnect between the actual narrative and the expectations created by the title.

Yes, I'm aware of the extra-pagan TV show. But this thing seriously needs a primer to explain how all the mystic crap ties into the Robin Hood stories, because otherwise it just doesn't make any sense at all to someone who hasn't seen the show.
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Post by zach »

Unfortunatly the book I am working from doesn't offer any more explanation of the backstroy :sad: Is that still acceptable ?

Skills

There are ten skills in this game, each with their own uses. You start the game with a basic ability score in each and you may add to these before you start the game, but any particular skill can not be higher than 10...
SkillBasic AbilityOur Ability
Hand-to-hand Combat

5

9

Ranged Combat

5

9

Healing

1

4

Stealth

1

7

Riding

1

1

Disguise

1

8

Minstrelsy

1

5

Perception

1

4

Charm

1

5

Woodcraft

1

4


(I rolled 2d6 (result 7) and add 30 to determine our extra skill points)

When you need to test your skill, the paragraph instructions will tell you to make a Skill Role. To do this simply roll two dice, add them, and then subtract your ability score.

Description of Skills

Healing
You can use Healing skill whenever indicated by the paragraph or when the special sign is shown in the margin.

If Marion is with you she can heal and has a Healing skill of 10.

To use Healing skill, you obtain a Skill Result from the Skill Result Table. A successful use of this skill enanbles you to heal one or more wounds.


Stealth
Robin Hood uses Stealth Skill to sneak around and avoid being seen or heard by his enimies. It is also useful in trying to surprise opponents, for example when you want to set an ambush.


Riding
Riding skill is used when you are attempting to do something tricky on a horse, such as escape from someone chasing you. It is also used when trying to ride an unfamiliar horse or getting a horse to do something it has not been trained.


Disguise
This skill can be very useful for situations where you need to go somewhere you might be recognised by enemies, such as into a busy town. With good Disguise skill and some luck, you might even be able to bluff your way into Nottingham Castle and surprise the Sheriff!


Minstrelsy
Minstrelsy skill combines entertainment with knowledge. It allows you to sing, tell stories, play a musical instrument and entertain people from drinkers in an alehouse to lords in their castles. It also gives you the knowledge of many old tales and legends. and can be invaluable.


Perception
Perception is using all your senses to gather information about your immediate surroundings. It includes sight and hearing as well as Robin Hood's 'sixth sense' - his ability to sense danger. A good Perception skill will help you pick up useful details and additional information as you go through the adventure.


Charm
This skill gives you presence and the ability to bluff, threaten your way out of a potentially difficult situation involving other people, or get them to give away something they were trying to keeo secret.


Woodcraft
The Woodcraft skill combines knowledge of Sherwood Forest with the skills needed to survive in the wild: tracking, hunting for food, foraging, identifying animals, plants and trees, and so on.


Combat
Hand-to-Hand Combat
This is fighting at close quarters with weapons such as a sword or quarterstaff. Robin Hood has a magical sword named Albion which is sometimes of great use to him; its special powers are explained when they come into use during the adventure. If for some reason Robin does not have Albion, it is always assumed that there is something available for him to fight with, be it a staff, club, lump of wood or even just his fists.

Although, like other skills, your ability score in Hand-to-hand Combat cannot exceed 10 at the start of the game, it is sometimes adjusted for special circumstances.

Ranged Combat
This is using missile file to try and wound an opponent at a distance. Robin Hood usually uses a longbow, as do his companions, but longbows were rare in England at this time. Other characters you meet during the adventure might use crossbows or slings, or throw spears and rocks.


Rules for Combat
When you have to fight an opponent, you resolve the combat in a series of rounds.

In each round you roll two dice and subtract your appropriate ability score to obtain your combat result. Using the Combat Result Table (at the back of the book), find the row that corresponds to your combat result and read across the row until you reach the column indicated by either your opponent's Combat Skill (if it is hand-to-hand) or Range number (if it is ranged combat).

The Combat Result Table indicates the wound(s) you inflict on the opponent and the wound(s) he inflicts on you.

Wounds mark cumulative hit damage and players mark wounds on their player sheet. Robin's Hand-to-hand fighting skill level gets reduced by the cumulative effect of combat.

Two wounds to the arms reduce Hand-to-hand skill by 2.
Two wounds to the legs reduce Hand-to hand skill by 1.

The combat ends when one of the players has been knocked-out by the wounds received.

One hit to the head is a knock-out.
Three wounds to the arms is a knock-out.
Three wounds to the legs is a knock-out.
Five wounds to the body is a knock-out.

Knock-out
When a person receives a knock-out in any area, he or she has been overcome - not necessarily killed, but defeated by a more skilful or lucky opponent.

Keeping track in Combat
You may need to keep track of the number of rounds that a combat takes; remember, each attack you make is one round. A paragraph will tell you when you need to keep track of time in this way and will provide a set of boxes to cross off. The reason is that other people or events may catch up with you in the middle of the fight.

Getting rid of wounds
Once you have taken some wounds, it is easier for an opponent to defeat you, since he will need to give you fewer wounds to achieve a knock-out. Whenever you see the healing symbol beside the text, you can attempt to use your Healing skill to heal some wounds you have taken.

Other Combat Situations
Simultaneous Knock-out
Because both participants in a fight can receive wounds in a round, it is possible for both you and your opponent to be knocked out in the same round. This is a simultaneous knock-out. To see who is actually victorious, first check if there is anyone else around who you where suppossed to fight; if there is then they will automatically overcome you before you can recover.

Similarly, if your friends are with you, they will come to your aid and keep your opponent overcome. If you and your opponent were fighting alone, you get the chance to make a Healing Roll before your opponent recovers. If you succeed in healing at least one wound, you can overcome your opponent. This is the only time you are allowed to make a Healing Roll without a specific instruction in the text.

Non-Standard Combats
Occasionally, you will have to fight someone in a non-standard situation. Changes to combat rules will be indicated in the paragraph. This would happen if you were fighting a mounted opponent who is higher than you.

Fighting more than one opponent
If you have to fight more than one opponent at once(rather than in sequence), you will still make only one roll each round. Add their Combat ability scores together and make a roll to obtain the Combat Result.

You can only wound one person per round. The paragraph may specify which you can hit. If not, you must decide before rolling the dice for your own Combat Result.
Special Possessions

You start off with one special item: Albion. This is a magical sword forged by the legendary Wayland the Smith. It was originally one of the seven swords imbued with Power of Light and Darkness, but now is the only one remaining. It was given to you by Herne the Hunter.[/i][/b]
Last edited by zach on Sat Sep 14, 2013 7:27 pm, edited 1 time in total.
Koumei
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Post by Koumei »

I had this book when I was a kid and really into Robin Hood stuff. This is quite the look into the past.
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Post by zach »

Yes, when we where kids I think my brother got this book as a present. And I started reading it on one summer holiday and enjoying the beginning of the story....

I quite like these "Lets Play" for the critical analysis the game concept and storylines get while they are being played. :)
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Post by zach »

A Bit more background: Two gamebooks were produced in this series; The writers were Graham Staplehurst and Paul Mason. Illustrations by Russ Nicholson. Gamebook length is 400 paragraphs.

My copy says it was published in 1987 which is also the first printing date.
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hogarth
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Post by hogarth »

Is there a table explaining how many wounds you heal with a successful Healing check?
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Post by zach »

Skill Result Table

To make a Skill Roll, simply roll two dice, add them, and then subtract your ability score.
SKILL USED

SKILL USED

SKILL RESULTHealingGeneral
-8 or less
-7
-6
-5
Any 4 wounds

4

-4
-3
-2
1 body and any 2 other wounds

3

-1
0
+1
1 body and any 1 other wound

2

+2
+3
+4
Any 1 wound

1

+5
+6
+7
+8 or more
No wounds

None


Herbs can be used with any one Healing Roll to improve your ability score by 3. Delete them after using them.

.
Last edited by zach on Mon Sep 16, 2013 6:39 pm, edited 4 times in total.
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Post by zach »

....and almost forgot:

Possessions
Usual Possessions
There are three columns in the POSSESSIONS section of your Character Sheet. The first is for Usual Possessions, the equipment which Robin Hood commonly carries around with him.

You may choose up to three of the following items:
Horse*
Sword
Silver crucifix
Bag of silver coins
Rope
Skin of wine
Staff
Large cloak
Pouch of herbs**


*The presence of a horse on your possessions list indicates that you always have the possibilty of having a horse (imagine it tethered somewhere safe in Sherwood Forest): You cannot lose it as you can your other possessions.

**These herbs can be used with any one Healing Roll to improve your ability score by 3. Delete them after using them.

You may have more than one of any item if you wish.

You cannot have more than five Usual Possessions at any time.


Special Possessions
You start off with one special possession - your magical sword Albion. You may gain and lose special possessions as described above.


Companions
The third column is for Companions. At the start of the adventure you should tick all the boxes besides their names, since they are all with you.

As you go through the adventure, your companions may leave or get seperated from you, in which case you should keep track of who is there and who is absent. You can go off alone at some points in the story.

Occasionally, a paragraph will allow you certain choices depending whether or not you have a certain possession or companion with you.
I propose starting the adventure with the following:-

Usual Possessions
Dagger
Longbow and Arrows
Silver Crucifix
Rope
Large Cloak

Special Possessions
Albion

Companions
Marion
Little John
Will Scarlet
Much
Tuck
Nasir
Last edited by zach on Mon Sep 16, 2013 6:34 pm, edited 2 times in total.
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Post by zach »

.
The trees stand all around you, tall and green, mighty towers in the citadel of Sherwood Forest. Overhead the sun burns bright and hot, heralding long summer days to come.

You are alone. You are Herne's son.

Herne's spirit is all around you; it leaps with the deer and runs with the wolves. Herne is the Hunter and Herne is the Protector. The sound of the forest and all its teeming lives comes to you and echoes from mossy floor to leafy roof.

You are Herne's son. You are the shepherd of his flock.

Sunbeams strike the ground all around you until they are suddenly cut off. The dark face of a cloud passes over the sun. It is time to return to your friends and prepare for the task Herne has given you.


Marion comes back into the camp looking a little flushed from her exertions and also rather excited. She has been into Nottingham today, as it is market day and easier to slip past the guards on the town gate, disguised as a farmer's daughter. Will and Little John walk down from the knoll where they have been practiscing their archery, and you all gather by the cooking-fire where Much and Tuck are preparing a tasty venison stew. When everyone is present, Marion tells her news:

'I met Ellen today, the serving-maid I used to be friendly with in the castle. She still keeps her eyes and ears open for us - remember when she told us about the Bishop of Leicester coming to visit Abbot Hugo? Ellen said that the stewards were in a fluster today, as the Sheriff is worried about some French nobleman who is supposed to be arriving soon. I hadn't heard of him, but Ellen said the bane she heard was Sir Jean de Melusine. He's stopping on the way to York, on the King's business.'


Marion's news sounds important to you and you rack your brains to see what you know about Sir Jean.

(Make a Minstrelsy rolll: Robin rolls a three and a two and deduct Robins Minstrelsy skill of 5 - Giving a result of 0) The lower the better...

After thinking hard, you remember the legend of the lords of Melusine, a small province of Poitou in France. A long time ago, Count Geoffrey of Anjou married a lady of Melusine, who turned out to be a demon in the form of a beautiful women. However, before the Count discovered this, she had borne him a son . . . and the descendants of the marriage became, eventually, the rulers of England. King John himself is, through his father, a direct descendabt of the Lady of Melusine. Many people have said that it is the demonic blood in the King's veins that makes him so cruel and full of malice. Now it seems that John has appointed Sir Jean de Melusine to the Curia Regis or Royal Council, the French nobleman having lost all his lands in France after the King's dismal campaigns there.

After pondering Marion's news, you realise that everyone else is full of suggestions. Will's and Little John's enthusiasm show first.

'Come on, Robin! This is a good chance to annoy the Sheriff and the King again. We could waylay him on the London road.' says Little John.

'Yeah, and think of all the finery and money he'll be carrying,' adds Will Scarlet. 'He might even fetch a ransom of a couple of hundred pounds. Think of all the help we could buy for your precious poor folk with that.'

Marion interrupts their urging voices. 'I'm not so sure, Robin. After all, we don't know very much about this man. He might be dangerous. We don't even know when he will be on the road, which makes it difficult to set an ambush.'

'Very true, little flower,' says Tuck. 'He might have a troop of guards with him.' Tuck's words seem wise and sensible, but Will and Little John look as though they are itching for a fight. You haven't had the chance to embarass the Sheriff recently.



DO YOU:

SET UP THE AMBUSH IN THE HOPE JEAN PASSES THROUGH THE FOREST THIS EVENING?

TRY TO FIND A WAY OF LEARNING MORE ABOUT SIR JEAN?
[/b]
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Post by angelfromanotherpin »

The victory is in the preparation, and also in the allowing the author to exposit at you.

Learn more.
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Post by zach »

'I think I ought to go and try to speak to Ellen again and find out more about the arrangements for Sir Jean's visit,' suggests Marion. 'She did say that she would try to get some information out of one of the guards for me, and listen to all the gossip in the castle.'

You're not sure if this is a good idea. It is late in the day and although you are not far from Nottingham, the trip would be fraught with dangers, particularly in getting past the guard on the town gate.

Marion looks annoyed when you point out the difficulties of her idea. 'But I know I can do it, Robin. And I don't want to miss a chance of getting at this mam, if he is as nasty as you think.'


DO YOU:

..LET MARION GO TO NOTTINGHAM TONIGHT?

..PERSUADE HER TO WAIT UNTIL THE MORNING?

..GO AND TRY TO CONSULT HERNE ABOUT THIS STRANGE VISITOR TO NOTTINGHAM?

[/b]
Last edited by zach on Tue Sep 17, 2013 7:44 pm, edited 1 time in total.
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angelfromanotherpin
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Post by angelfromanotherpin »

Out of character, we know this guy is a sorcerer, and Herne's our go to guy for magic stuff; talk to Herne.
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Post by Darth Rabbitt »

Chat up Herne.
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Post by zach »

.

You wander alone in the forest as the sun sets and casts fading red light through the branches, criss-crossing the floor of the wood with the shadows of tree-trunks. Darkness comes and the stars rise up like necklaces draped across the deep blue of the sky. You walk past streams, rocks, mossy ancient trees and glades of greensward, but there is no sign of Herne.

          As you stare glumly at the reflection of the moon in a pool of still water, a horned figured appears, silhouetted against the great silver disc. At first you think it is Herne, but when you look up, you see that the black-cloaked shape has the curling horns of a huge ram. Suddenly it raises its arms as if to strike at you or hurl some deathly missile; the moon turns a terrible red colour and you collapse unconscious.

          You wake alone in the forest, blinking in the early morning sunlight. A bower of wild roses hangs over your head and the sight of the large pink petals reminds you of the horrific moon of last night, now vanished in the clean light of day. You stretch out your hand to pick one of the flowers as a token of your dream or vision, but you forget the thorns on the branch and come away with not only a rosebud but a pricked thumb. As a spot of blood wells up beside the bright petals, you wonder if this is an omen, and whether it is good or bad. Then you get to your feet and stretch. After taking a long draught of cool water from the pool, you seek out your friends and wake them.

NOTE WILD ROSE ON SPECIAL POSSESSIONS.

          After a hearty breakfast of bread and ale, you set off for Nottingham. Marion has disguised herself again, this time as a dairy-maid, so that she has an excuse to get into the servants' quarters in the castle. You walk through the green splendour of Sherwood Forest, avoiding the paths and roads where yoou might have been seen. Near the town, the forest ends and you and Marion leave the rest of your band behind and dodge along the lane. You see walls of the town ahead and get almost to the huge wooden gates set in the stone arch, but then you see there is a commotion beneath them.

          You cannot really make out who is there or what is happening. Perhaps you ought to investigate this further, while Marion tries to sneak in.


DO YOU:
  • INVESTIGATE CLOSER YOURSELF?
  • LET MARION GO ALONE?

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Post by JigokuBosatsu »

Holy balls, is this a gamebook or a Rolemaster supplement?
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Post by angelfromanotherpin »

It's dangerous to go alone; so investigate personally.
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Post by Korgan0 »

Yeah, investigate personally.
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Post by zach »

     
Marion motions to you just a few yards from the gates and you lie still in the roadside ditch, covered by the spreading hedge, while she goes to the gate. All you can see is a group of soldiers in fine livery waiting by the gates. You hear them apparently arguing about something, and then the clatter of many mailed men running around and shouted commands reach your ears. You wait long minutes, then Marion suddenly jumps down beside you. You make your way back to the edge of the forest, where your friends are waiting.

     Marion, having gathered her wits, starts her tale: 'When I got to the gates, a group of Sir Jean de Melusine's soldiers were there, escorting hom on his business. Having reached the town, he had stopped at the gates, where he was expecting a proper reception. But from what I could overhear the guards saying, he was early and had arrived completely unherealded. His men blocked the gates, until Gisburne arrived and tried to placate his guest.' Marion pauses to draw breath, and giggles. Evidently Gisburne had been his usual incompetent self in matters of diplomacy and manners.

     'While Gisburne was trying to sort out the arrangements, I managed to mingle with the small crowd of folk who had gathered on this side of the gate, unable to pass through. Then by some ill fortune I snagged my head-scarf on the side of a cart and it pulled off, just as Gisburne looked round. He recognized me instantly, and my heart leaped into my mouth. I don't think he believed it himself for a moment! Then he cried out and I dived under the horses Sir Jean's company were riding . . .'

     '. . . So I dodged behind the cart and managed to sneak into a copse while Gisburne's men ran around fruitlessly. Eventually he had to call them back, and as soon as I could, I ran down the line of the hedge to this ditch.'

     Marion's news is far from good and you are worried you might be discovered.

     You make your way cautiously back to the camp in Sherwood Forest, winding a path between fields where serfs and farmers work at sowing and hoeing. There you consider your next move, while Marion rests.

     By the time you have thought of a dozen plans and rejected them all, Tuck is calling everyone to lunch. Time has passed rather more quickly than you thought, and you are terrifically hungry. There is fresh bread and a thick vegetable stew cooked with herbs and spices taken from a greedy merchant a few weeks ago. After eating your fill, you have to reach a decision.

     You could strike out for Nottingham alone and see what you can discover about Sir Jean's movements and intentions. Or you could try to find out more information from villagers he might have encountered on his journey north; you could travel on foot, or ride (if you have a horse), although a horse might make you more noticeable.

(we have a horse)

DO YOU:
  • GO TO NOTTINGHAM?
  • GO ON FOOT TO THE VILLAGES?
  • RIDE TO THE VILLAGES?
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Post by Korgan0 »

Go on foot to the villages.
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Post by zach »

Are you sure you don't want to ride ?
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Post by angelfromanotherpin »

Ordinarily, I'd say ride, because the people in the villages love us and even on the off-chance some guard spots us, what's he going to do, give chase? We have a horse.

But our Ride skill is in the toilet, and falling off horses is rough, so it is walk o'clock.
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Post by Darth Rabbitt »

Head on foot.
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Post by zach »

Yeah I economised on the riding skill.
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