Cover
[spoiler][/spoiler]
Howdy everyone. Again I have the opportunity to start a new FF Let’s Play, which I am excited to take, since the subject of this particular Let’s Play will be book #14 and nobody seems to have done that one yet. In addition to book #13, I acquired a copy of book #14 at the same time, which I feel is the more promising book of the two. Anyone wishing to join in is welcome. The plan is to update this series on a twice per day basis, with the exception of Sundays, where I will try to update more frequently on these days. However, my varying work obligations will sometimes necessitate adjustments to this proposed schedule, which I hope that everyone understands.
Preface
Fighting MonstersThe dark twisted power of the young Malbordus is reaching its zenith. The elves who raised him have set him one final task: to retrieve the five Dragon artefacts hidden for centuries in the lost city of Vatos, somewhere in the Desert of Skulls. Only when he has these in his grasp will he be able to rise up and engulf Allansia. Each day that passes brings him closer to them and only YOU can stop him!
YOUR mission is to cross the searing desert sands, find the mysterious lost city and destroy the treasures Malbordus seeks before he can reach them. But beware! Each step you take leads you closer to your doom ...
Ian Livingstone, co-founder of the highly successful Games Workshop and editor of White Dwarf, has created a thrilling adventure of sword and sorcery, complete with an elaborate combat system and an adventure sheet to record your gains and losses. All you need is two dice, a pencil and an eraser.
Many dangers lie ahead and your success is by no means certain. It’s up to YOU to decide which route to follow, which dangers to risk and which adversaries to fight!
For the purposes of this thread, the Adventure Sheet will be hand-made and will be periodically displayed.Before embarking on your adventure, you must first determine your own strengths and weaknesses. You have in your possession a sword and a shield together with a rucksack containing Provisions (food and drink) for the trip.
You must use dice to determine your initial SKILL and STAMINA scores. On pages 20-21 there is an Adventure Sheet which you may use to record the details of an adventure. On it you will find boxes for recording your SKILL and STAMINA scores.
You are advised either to record your scores on the Adventure Sheet in pencil, or make photocopies of the page to use in future adventures.
Skill, Stamina, and Luck
Making the appropriate rolls and modifications yielded the following initial scores:Roll one die. Add 6 to this number and enter this total in the SKILL box on the Adventure Sheet.
Roll both dice. Add 12 to the number rolled and enter this total in the STAMINA box.
There is also a LUCK box. Roll one die, add 6 to this number, and enter this total in the LUCK box.
For reasons that will be explained below, SKILL, STAMINA and LUCK scores change constantly during an adventure. You must keep an accurate record of these scores and for this reason you are advised either to write small in the boxes or to keep an eraser handy. But never rub out your Initial scores. Although you may be awarded additional SKILL, STAMINA and LUCK points, these totals may never exceed your Initial scores, except on very rare occasions, when you will be instructed on a particular page.
Your SKILL score reflects your swordsmanship and general fighting expertise; the higher the better. Your STAMINA score reflects your general constitution, your will to survive, your determination and overall fitness; the higher your STAMINA score, the longer you will be able to survive. Your LUCK score indicates how naturally lucky a person you are. Luck – and magic – are facts of life in the fantasy kingdom you are about to explore.
SKILL: 12
STAMINA: 16
LUCK: 12
So the character has godlike Skill and Luck, but mediocre Stamina. In my opinion, these are excellent rolls and will give our hero a very good chance of winning this adventure!
Battles
Fighting More Than One CreatureYou will often come across pages in the book which instruct you to fight a creature of some sort. An option to flee may be given, but if not – or if you choose to attack the creature anyway – you must resolve the battle as described below.
First record the creature’s SKILL and STAMINA scores in the first vacant Monster Encounter Box on your Adventure Sheet. The scores for each creature are given in the book each time you have an encounter.
The sequence of combat is then:
1. Roll the two dice once for the creature. Add its SKILL score. This total is the creature’s Attack Strength.
2. Roll the two dice once for yourself. Add the number rolled to your current SKILL score. This total is your Attack Strength.
3. If your Attack Strength is higher than that of the creature, you have wounded it. Proceed to step 4. If the creature’s Attack Strength is higher than yours, it has wounded you. Proceed to step 5. If both Attack Strength totals are the same, you have avoided each other’s blows – start the next Attack Round from step 1 above.
4. You have wounded the creature, so subtract 2 points from its STAMINA score. You may use your LUCK here to do additional damage (see over).
5. The creature has wounded you, so subtract 2 points from your own STAMINA score. Again you may use LUCK at this stage (see over).
6. Make the appropriate adjustments to either the creature’s or your own STAMINA scores (and your LUCK score if you used LUCK – see over).
7. Begin the next Attack Round (repeat steps 1-6). This sequence continues until the STAMINA score of either you or the creature you are fighting has been reduced to zero (death).
LuckIf you come across more than one creature in a particular encounter, the instructions on that page will tell you how to handle the battle. Sometimes you will treat them as a single monster; sometimes you will fight each one in turn.
For the purposes of this Let’s Play, the attack rounds will be resolved all at once. I will generally only consider using Luck in battles if the character has less than 7 STAMINA points. For such battles, I will ask whether Luck should be used to improve the odds of winning the fight. In battles where escape is an option and the character has less than 7 STAMINA points, I will also ask whether the character should escape from the battle, and if so, under which conditions to do so.At various times during your adventure, either in battles or when you come across situations in which you could either be lucky or unlucky (details of these are given on the pages themselves), you may call on your luck to make the outcome more favourable. But beware! Using LUCK is a risky business and if you are unlucky, the results could be disastrous.
The procedure for using your LUCK is as follows: roll two dice. If the number rolled is equal to or less than your current LUCK score, you have been lucky and the result will go in your favour. If the number rolled is higher than your current LUCK score, you have been unlucky and you will be penalized.
This procedure is known as Testing your Luck. Each time you ‘Test your Luck’, you must subtract one point from your current LUCK score. Thus you will soon realize that the more you rely on your luck, the more risky this will become.
Using Luck in Battles
On certain pages of the book you will be told to Test your Luck and will be told the consequences of your being lucky or unlucky. However, in battles, you always have the option of using your luck either to inflict a more serious wound on a creature you have just wounded, or to minimize the effects of a wound the creature has just inflicted on you.
If you have just wounded the creature, you may Test your Luck as described above. If you are lucky, you have inflicted a severe wound and may subtract an extra 2 points from the creature’s STAMINA score. However, if you are unlucky, the wound was a mere graze and you must restore 1 point to the creature’s STAMINA (i.e. instead of scoring the normal 2 points of damage, you have now scored only 1).
If the creature has just wounded you, you may Test your Luck to try to minimize the wound. If you are lucky, you have managed to avoid the full damage of the blow. Restore 1 point of STAMINA (i.e. instead of doing 2 points of damage it has done only 1). If you are unlucky, you have taken a more serious blow. Subtract 1 extra STAMINA point.
Remember that you must subtract 1 point from your own LUCK score each time you Test your Luck.
Restoring Skill, Stamina, and Luck
EquipmentSkill
Your SKILL score will not change much during your adventure. Occasionally, a page may give instructions to increase or decrease your SKILL score. A Magic Weapon may increase your SKILL, but remember that only one weapon can be used at a time! You cannot claim 2 SKILL bonuses for carrying two Magic Swords. Your SKILL score can never exceed its Initial value unless specifically instructed.
Stamina and Provisions
Your STAMINA score will change a lot during your adventure as you fight monsters and undertake arduous tasks. As you near your goal, your STAMINA level may be dangerously low and battles may be particularly risky, so be careful!
Your backpack contains enough Provisions for ten meals. You may rest and eat at any time except when fighting, but you may eat only one meal at a time. Eating a meal restores 4 STAMINA points. When you eat a meal, add 4 points to your STAMINA score and deduct 1 point from your Provisions. A separate Provisions Remaining box is provided on the Adventure Sheet for recording details of Provisions. Remember that you have a long way to go, so use your Provisions wisely! Remember also that your STAMINA score may never exceed its Initial value unless specifically instructed on a page.
Luck
Additions to your LUCK score are awarded through the adventure when you have been particularly lucky. Details are given on the pages of the book. Remember that, as with SKILL and STAMINA, your LUCK score may never exceed its Initial value.
Hints on PlayYou will start your adventure with a bare minimum of equipment, but you may find other items during your travels. You are armed with a sword and are dressed in leather armour. You have a rucksack (haversack, backpack) on your back to hold your Provisions and any treasures you may come across. You also carry a lantern which lights your way.
Please keep all spoilers covered out of respect to those of us who want to have a blind experience. Any ties will be broken by me based on my personal instincts.Your journey will be perilous and you are likely to fail on your first attempt. Make notes and draw a map as you explore – this map will be invaluable in future adventures and enable you to progress rapidly through to unexplored sections.
Not all areas contain treasure; many merely contain traps and creatures which you will no doubt fall foul of. You may make wrong turnings during your quest and while you may indeed progress through to your ultimate destination, it is by no means certain that you will find what you are searching for.
It will be realized that entries make no sense if read in numerical order. It is essential that you read only the entries you are instructed to read. Reading other entries will only cause confusion and may lessen the excitement during play.
The one true way involves a minimum of risk and any player, no matter how weak on initial dice rolls, should be able to get through fairly easily.
May the luck of the gods go with you on the adventure ahead!
Since our character has high Skill and Luck, I will be prohibiting resurrections for this book to balance our experience and make us take this Let’s Play seriously. So, if our hero dies, that is it. The player is history. That is real life for you, as you do not get to rewind and get another chance in the real world. However, I will make any reasonable adjustments to any writing errors that I believe Ian Livingstone made.
Background
NOW TURN OVERPerhaps it was because he was born during a full moon, with wolves howling around his mother’s forest hut, that Malbordus’s nature was evil. Perhaps it was something more sinister than that. But it is certain that, after his mother abandoned him, Malbordus grew up in Darkwood Forest in the care of Darkside Elves. He was taught the Elves’ wicked ways, and also discovered powers of his own. He could make plants wither and die simply by snapping his fingers; he could make animals obey him with his piercing gaze. The Elves urged him on and helped him develop his powers, so that they could teach him the arcane and evil magic of the ancient Elf Lords – magic so vile and powerful that it kills unworthy users. In pursuit of such evil powers, Malbordus grew into manhood. In order to prove to the Elves that he was ready to receive the Elf Lords’ knowledge, he first had to pass a test. He was ordered to journey south to the Desert of Skulls to find the lost city of Vatos. In the city were hidden five Dragon artefacts which he would have to find and collect. A simple incantation would bring the Dragons to life to serve the forces of evil. Malbordus would then instruct them to fly him back to Darkwood Forest, where a massive army would be assembling. He would receive the ancient powers and lead the hordes of chaos across Allansia in an unstoppable wave of death and destruction.
It was only by a stroke of luck that these terrible plans were discovered. On the edge of Darkwood Forest lived a strange old Wizard named Yaztromo. Something of an eccentric, he lived alone in his tower, practising simple magic and communicating with animals and birds. He was always willing to sell small magic items, so that he could afford to have brought to him delicious cakes from all over Allansia. His sweet tooth was the cause of his only link with the outside world, as he rarely left his tower. It was therefore much to everyone’s surprise that he came huffing and puffing into the village of Stonebridge. What could possibly have forced old Yaztromo to venture through Darkwood Forest to Stonebridge? All the Dwarfs who lived there were eager to find out, and a message was sent to Gillibran, their king.
After the rigours of a recent quest, you are resting in Stonebridge, enjoying the merry company of the Dwarfs. Your wounds are almost healed and the local blacksmith has honed the blade of your sword as only Dwarfs can. Resting on a porch with your feet up on the railing, you are intrigued by the commotion in front of you in the village square. Followed by a throng of inquisitive Dwarfs, Yaztromo climbs the stone steps of Gillibran’s house and is warmly greeted at the top by the king. The crowd falls silent when Gillibran raises his hand, and Yaztromo turns to speak. You slide out of your chair and join the crowd to hear what the Wizard has to say. With a glum expression, his face almost as long as his beard, Yaztromo relates the bad news concerning Malbordus. The Dwarfs look up apprehensively as though expecting the five Dragons to descend upon them at any moment. He calls on them to show courage, saying, ‘Friends, look on the bright side. At least we are warned of our impending doom, thanks to my pet crow who overhead the conversation between the Dark Elves and Malbordus. What we must do now is find somebody who can reach the lost city before Malbordus and destroy the Dragon artefacts. We need a fearless young warrior who is willing to risk life and limb to save us all. Is there one among you who would volunteer?’
Each Dwarf looks around to see if another has dared to accept the challenge. Standing there watching the worried Dwarfs, you realize that there is only one thing you can do. With a wry smile on your face, you raise your arm in the air and offer your services. Yaztromo sees you and says, ‘Haven’t I seen you somewhere before? Never mind, you look like the kind of person we want. Make way for our brave volunteer. We must leave for my tower immediately. Come along, let’s be off. You have a lot to learn, but I cannot teach you much until we are safely through Darkwood Forest and inside my laboratory.’
You hardly have time to cram your belongings into your backpack before the impatient Wizard leads you out of Stonebridge towards his tower on the southern edge of Darkwood Forest.
1
[spoiler][/spoiler]
For an old man, Yaztromo is surprisingly sprightly. You cross Red River and the ploughed fields beyond, and soon reach the edge of the forest. Yaztromo still doesn’t stop. He takes a narrow path leading into the dark wall of trees. The light fades; branches and knotted roots obstruct the twisting path and make the walk very tiring. You ask Yaztromo why he seems unconcerned at the possibility of being attacked by forest monsters. He chuckles and tells you that his magic is well known and respected by all the creatures for miles around – none would dare challenge Yaztromo! After spending a peaceful night in the forest, you reach Yaztromo’s tower by mid-morning the next day. You follow him up the spiral staircase to a large room at the top of the tower. Shelves, cupboards and cabinets line the walls and are filled with bottles, jars, books, boxes and all manner of strange artefacts. Yaztromo slumps down into his old oak chair, by now looking quite tired from the long journey. He reaches into his pocket and pulls out a fragile pair of gold-rimmed spectacles. After placing them on his nose, he peers at you over the top of them, and you feel quite unnerved by his piercing gaze. Finally he says, ‘Anybody who would hope to defeat Malbordus must certainly know a little magic. You look bright enough to learn some, but I don’t think you have time to absorb the ten spells I would like to teach you. By the way, I would like you to know how privileged you are to learn my magic. But a crisis is a crisis. Now, let’s get on with it. Which spells shall I teach you? You have the choice of Open Door, Creature Sleep, Magic Arrow, Language, Read Symbols, Light, Fire, Jump, Detect Trap, and Create Water.’ To make your choice, turn to 34.
34
[spoiler][/spoiler]
Choose any of the following spells. You will be sent back to this reference after having learned a spell. As soon as you have learned four spells, turn to 180. You think about the task ahead, before telling Yaztromo your choice.
Open Door Turn to 12
Creature Sleep Turn to 58
Magic Arrow Turn to 136
Language Turn to 194
Read Symbols Turn to 391
Light Turn to 223
Fire Turn to 264
Jump Turn to 301
Detect Trap Turn to 342
Create Water Turn to 367
[spoiler][/spoiler]
Which four spells do you want to learn? In addition to that, what name do you want to give this character? Please make your decisions before 9:00 AM PDT to guarantee that they will be counted.