[Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by JourneymanN00b »

Votes recognized; using the Lightning Bolts special ability once again.

530

Cross off one use of your Lightning Bolts special ability on your Adventure Sheet.

You unleash a burst of destructive power, wreathing the Emerald Guard facing you in coruscating electricity. Once you are done, so is your opponent – to a crisp!

Turn to 306.

306

Image

(Write the code word Intelligence on your Adventure Sheet.)

The guards dealt with, you assess the situation in which you now find yourselves. The AI that now calls itself Oz the Great and Terrible has fled, the hatch through which it entered and exited the throne room shut once more. Beyond the doors of the throne room lies who knows what and how many obstacles.

In a world of uncertainties, however, one thing is certain; if you hang around here you will doubtless meet your end sooner or later. You have to get out and do whatever you can to thwart the AI’s plans of invasion and subjugation. But first of all you have to get out of the throne room.

Will you leave through the double doors (turn to 517), or will you try to find a way to open the hatch through which the AI made its escape (turn to 408)?

Please make your votes by 9:00 AM PDT or a choice receives 2 votes to ensure that they will be counted.

The Wicked Wizard of Oz Adventure Sheet
Character: Tin Woodman
Agility: 8
Combat: 10
Endurance: 13
Special Abilities:
Brains: 1 use
Lightning Bolts: 1 use
Strength: 2 uses
Code Words:
Downtime
Intelligence
Equipment:
Axe (deals 3 Damage)
In combat: +1 Damage dealt, -1 Damage taken
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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by Thaluikhain »

Double doors seems best to me.
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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by deaddmwalking »

Let's try it.
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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by JourneymanN00b »

Leaving through the double doors received 2 votes, so the Tin Woodman will do this.

517

Leaving by the same way that the Emerald Guard entered the throne room you find yourself in a wide, carpeted hallway, hung with emerald chandeliers, the walls finished with golden printed-circuit board marquetry.

To your right, at the end of the gallery, there is a huge stained glass window – depicting a stylised representation of the Emerald City itself – which fills the arched space from floor to vaulted ceiling. To the left you see more of the palace guard charging in your direction.

Will you head left, intending to face the enemy head on (turn to 484), or will you run towards the stained glass window at the end of the grand hallway (turn to 533)?

Please make your votes by 7:00 PM PDT or a choice receives 2 votes to ensure that they will be counted.
Say No To Fascism. The left is the one true way to go.
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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by Thaluikhain »

Oh, to the window, hopefully to smash through.
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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by deaddmwalking »

I'm alright with that.
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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by JourneymanN00b »

Votes registered; running towards the stained glass window at the end of the grand hallway.

533

The four of you charge towards the window realising that there is only one way out of the palace for you now. Putting your arms up in front of your face to protect yourself, you throw yourself at the window, smashing through the glass in an explosion of glittering emerald shards.

You drop only a few feet or so before landing on a stone parapet that surrounds the exterior wall of the palace, but only just manage to stop yourself from going over the edge.

A dome of green-copper rises above you while beyond the crumbling lip of the stone ledge the city wall drops down below you like a sheer cliff-face, to the ground, some two hundred or more feet below.

The shouts of the elite guard come to you from the broken window above, even over the howl of the high winds whipping about you now. Huddled in your rather precarious position, you are not safe yet – not by a long way.

So what will you do now? Will you:

Use the Crow Master special ability (if you can)?     Turn to 598.
Use the Summon Winds special ability (if you can)?     Turn to 629.
Use a Grappling Gun (if you have one)?     Turn to 613.
Jump for it and hope for the best?     Turn to 551.

The Tin Woodman cannot use the Crow Master or the Summon Winds special abilities, and he does not have a Grappling Gun. He is thus forced to jump for it and hope for the best.

551

Hoping against hope that this isn’t the maddest thing you’ve ever done, you throw yourself off the parapet and into the buffeting wind. Spreading your arms and legs wide, spread-eagled in this way, you ride the gale as you drop parallel to the face of the city wall, as your friends copy your example. You don’t know who’s the more stupid – you, for jumping off the roof in the first place, or them for following you!

And then the ground is rushing up all too quickly to meet you and you attempt a somersault in mid-air, in the hope of turning your death-dive into, if not a perfect landing, then at least a landing you can walk away from.

Take an Agility test, and if you pass the test, turn to 568, but if you fail it, turn to 584.

Rolling the dice yielded a 7, so the Tin Woodman passes the test.

568

You land on the ground in a controlled fashion, but you land hard.

Roll one die and add 1. Deduct this many Endurance points. (Alternatively, pick a card and deduct its face value from your Endurance score, unless it is 8 or above or a picture card, in which case deduct 7 points from your Endurance score.)

If you have lost 5 points of Endurance or more, also deduct 1 point from Agility score. If you have lost 6 points of Endurance or more, also deduct 1 point from your Combat score.

If you have survived the fall, turn to 643.

Rolling the die and adding 1 yielded a total of 7, so the Tin Woodman loses 7 Endurance, 1 Agility, and 1 Combat, but he survives the fall.

643

You might be safe outside the Emerald City, but as long as the AI of Oz is still operational the rest of the world is in danger from its megalomaniacal logic. The AI of Oz must be stopped!

Turn to 608.

608

The four of you consider where you could go to find help, beyond the Emerald City and its environs.

To the north lies Gillikin Country, a mysterious place, its ancient woodlands and mountain ranges, home to mist maidens, giant spiders and even, some say, ancient worms.

To the east lies Munchkin Country, a region of undulating hills and fertile farmland, but also a wild place in parts, home to dangerous beasts and even more deadly man-eating plants.

South of the Emerald City can be found Quadling Country, with its forests of fighting trees and bandit-plagued Hammerhead Hills, watched over by Glinda the Good.

Lastly, to the west, are the rolling prairies of Winkie Country, and the ghost-haunted castle that was once home to the Wicked Witch of the West – an enemy you had thought long dead, only, following recent developments, you’re now not so sure.

One of your friends suggests that if you were to split up you would be able to cover more ground between the four of you, and more quickly.

If you think this is a good idea, turn to 627. If not, turn to 646.

Please make your votes by 9:00 AM PDT or a choice receives 2 votes to ensure that they will be counted.

The Wicked Wizard of Oz Adventure Sheet
Character: Tin Woodman
Agility: 7
Combat: 9
Endurance: 6
Special Abilities:
Brains: 1 use
Lightning Bolts: 1 use
Strength: 2 uses
Code Words:
Downtime
Intelligence
Equipment:
Axe (deals 3 Damage)
In combat: +1 Damage dealt, -1 Damage taken
Say No To Fascism. The left is the one true way to go.
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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by deaddmwalking »

Half vote for splitting up. Half vote for heading South.
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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by Thaluikhain »

Yeah, looks like we are supposed to split up, and I see not reason why any direction is better or worse than another, so south it is.
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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by JourneymanN00b »

Votes acknowledged; thinking that splitting up is a good idea.

627

And so it is agreed – despite having not been long reunited, the four of you will split up in your quest to aid. Which way will you travel?

North to Gillikin Country?     Turn to 191.
East to Munchkin Country?     Turn to 606.
South to Quadling Country?     Turn to 421.
West to Winkie Country?     Turn to 777.

Please make (or confirm) your votes by 7:00 PM PDT or a choice receives 2 votes to ensure that they will be counted.
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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by deaddmwalking »

South.
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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by JourneymanN00b »

Traveling south to Quadling Country received 2 votes; so the Tin Woodman will go there.

421

Image

Having bid your friends farewell, you set off south into Quadling Country. Leaving the borderlands of the Emerald City, you enter a wild country, its red-tinged undergrowth and rust-coloured dustbowl landscape less tamed and cultivated than the blue-tinged farmland of Munchkinland. Beyond the hills the highlands continue to rise to a range of rugged mountains that look like the irregular teeth of some mighty earth dragon.

The palace of Glinda the Good Witch of the South lies many leagues away, so, putting your head down, you set off south, painfully aware of how little time you have to reach the palace, if you are to thwart the rogue AI’s schemes.

As the day progresses, you stop only once, to take cover in a growth of knotty gorse when you hear a distant shrieking and chattering overhead. The Winged Monkey patrol fails to spot you, however, and once the winged simians have turned back north, you emerge from your hiding place and continue on your way.

As the sun is setting over the golden peaks of Winkie Country to the west, you find the path onward blocked by a high wall, so smooth and white that it looks like china. There is a huge crack in the wall, like a fissure before you – that puts you in mind of a cracked china teacup – which gives you access to the strange reserve beyond.

Scattered around, within the circumference of the great wall, are many houses, painted in the brightest colours, with terracotta roof tiles and fired clay-brick walls. You see barns and farms, built of the same materials, encircled by white china fences. Even the stock animals – the many cows, sheep, horses, pigs and chickens – that populate the small holdings appear to be made of china. The people are just the same, and even their clothes are made of china. And they are all tiny. Even the ground of this strange land is as smooth and shining and white as the bottom of some vast platter.

You have been here before; this is China Country. But as you head through the fissure in the encircling wall, a tiny china Mayor approaches you, accompanied by a contingent of tiny porcelain soldiers, and a tiny Town Crier who bellows, “Hear ye! Hear ye! You are not welcome in China Country! Leave this place by the way you arrived and be on your way!”

“But I am known to your people,” you say. “I visited here once before, long ago.”

“We know,” declares the Mayor, “but you are no longer welcome here. Now, be on your way!”

You are rather startled by the China country folk’s manner so how will you respond? Will you:

Leave as requested and keep heading south, but avoiding China Country? Turn to 713.

Try to find out why you are no longer welcome here? Turn to 733.

Use the Fearsome special ability, if you can, to persuade the Mayor to let you pass? Turn to 764.

Attack the Mayor, the Town Crier and the contingent of soldiers? Turn to 774.

Please make your votes by 7:00 PM PDT or a choice receives 2 votes to ensure that they will be counted.
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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by deaddmwalking »

I'd like more information. Half vote for finding out why we're no longer welcome.
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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by Thaluikhain »

Second that, can always go for drastic violent approaches later.
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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by JourneymanN00b »

Votes registered; trying to find out why the Tin Woodman is longer welcome here.

733

“Why am I not welcome here?” you persist.

“Because of this!” declares the Town Crier and somehow extracts a rolled up scroll of parchment from his glazed pottery robes, and passes it to you.

Unrolling the scroll, you see that it is a Wanted poster, written in sparkling emerald ink!

WANTED
Dead or Alive!

For crimes against the People of the Marvellous Land of Oz!

The Scarecrow

(Also known as the Usurper and the False Emperor)

The Tin Woodman

(Also known as the Slaying Axe)

The Lion

(Also known as the Rogue King of Beasts)

And the non-Ozian invader known as Dorothy Gale

(Hereafter also known as the Wicked Witch of the East)

A reward of $10,000 Ozian dollars is offered for information leading to the capture of this dangerous and deranged individual!


“We have no desire to turn you over to the Great and Terrible Oz,” the Mayor goes on, less abrasively now, “but neither can we be found to have helped a wanted felon.”

Do you want to try to coax the Mayor into helping you nonetheless (turn to 748), will you try to intimidate the Mayor into aiding you (turn to 764), or will you leave the people of the China Country alone and find another way to reach the palace of the Good Witch of the South (turn to 713)?

Please make your votes by 9:00 AM PDT or a choice receives 2 votes to ensure that they will be counted.
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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by Thaluikhain »

Half vote for leaving them and looking for another way.
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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by deaddmwalking »

I feel like there's something we need from them. I'll vote for coaxing.
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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by JourneymanN00b »

Votes tallied; coaxing the Mayor into helping the Tin Woodman won over leaving the people of the China Country alone and finding another way to reach the palace of the Good Witch of the South by a 1-0.5 vote.

748

“I assure you that neither I, nor my friends, have committed any crimes against the people of Oz,” you tell the tiny china people. “In fact quite the opposite. We are working to save all the people of Oz from the cruel tyranny of the false emperor who now rules this land with an emerald fist!

“I seek the aid of Glinda, Good Witch of the South and sworn protector of this land.”

“The Good Witch has not been seen since this crisis began,” the Mayor tells you. “It may be that she needs your help more than you need hers. So be on your way – I grant you safe passage through these lands – and find Glinda. Help her, if needs be. But be warned, the hills beyond our land are infested with Hammerheads. When you find yourself entering Hammerhead Pass, make sure you follow the path to the left.”

And with that, the Mayor of China Country instructs his soldiers to escort you to the southern limits of their land, before bidding you farewell. Turn to 330.
330

Image

Leaving the China Country far behind, the path you are following climbs higher into the rugged, red sandstone hills. The going gets steadily tougher as you are forced to scramble over jagged boulders and tumbled cliff faces to continue along the broken path that leads ever southwards.

Entering a high-sided gorge, the lengthening shadows of afternoon plunging the way ahead into premature darkness, you start to feel very uneasy. You can hear nothing but the whisper of the wind channelled through the gorge and the occasional rattling skitter of shifting scree.

It is not long before the twisting path you are following through the gorge splits. Will you continue along the right-hand path (turn to 22), or will you follow the left-hand route (turn to 7)?

Please make your votes by 7:00 PM PDT or a choice receives 2 votes to ensure that they will be counted.
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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by deaddmwalking »

We would have gone left anyway, I think, but with the mayor's advice I'm throwing a full vote in that direction.
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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by JourneymanN00b »

Vote acknowledged; following the left-hand route to oppose the fascism in this land.

7

You make your way along the shadowy gorge, its sandy floor cool beneath your feet, until you finally emerge on the other side of the rugged hills.

Turn to 179.

179

Following the road ever south, you finally come to the Castle of Glinda the Good Witch, who holds sway over these lands. The castle is an impressive and imposing piece of architecture, and although it might be considered beautiful, a deathly air seems to hang over the place. It is beautiful in the same way that an ornamental mausoleum might be considered beautiful.

Indeed, as you pass through the gates of the castle without meeting anyone who might try to stop you, it feels very much as if you are invading the eternal peace of a tomb.

You come at last to the throne room and, once again unmolested by the absent guards, you enter. And it is there that you find the Good Witch of the South, slumped in her throne.

“My lady?” you call and, when there is no reply, “Glinda?” But still the witch does not answer you.

“It’s no good, she’s dead,” comes a tearful voice from nearby. “Murdered!”

Pulling aside a drape, you see a cage suspended from the ceiling by a silver chain. Sitting inside the cage is a youthful maiden. She wipes the tears from her face with the sleeve of her robe and fixes you with eyes that sparkle like diamonds. Her lips are tinted like tourmaline and all down her back tumble tresses of ruddy gold, a slender jewelled circlet confining them at the brow.

“Who are you?” you ask mystified.

“I am Princess Ozma, rightful ruler of Oz, but I have been imprisoned here. Release me, quickly, before the killer comes back!” she begs you.

If you want to do as the Princess asks, turn to 209. If not, turn to 193.

Please make your votes by 9:00 AM PDT or a choice receives 2 votes to ensure that they will be counted.
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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by deaddmwalking »

Feels like a trap. Half vote for not doing what she asks.
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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by JourneymanN00b »

Not doing what the princess asks.

193

Before you do as the Princess requests, would you like to examine Glinda’s body for yourself (turn to 270), or would you prefer to question Princess Ozma further (turn to 254)?

Please make your votes by 7:00 PM PDT or a choice receives 2 votes to ensure that they will be counted.
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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by Thaluikhain »

If it's a trap, talking to her won't help, so examine the body.
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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by deaddmwalking »

Yep. Ready for a jump scare, check the body.
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Re: [Let’s Play] ACE Gamebook 02 – The Wicked Wizard of Oz

Post by JourneymanN00b »

Examining Glinda’s body received 2 votes, so the Tin Woodman will do this.

270

You check the Good Witch’s pulse but there is nothing; she is most definitely dead. She may have no pulse but she does have is two large puncture marks in her neck, oozing a thick black goo and surrounded by a spider’s web of purple-green veins.

It is then that you hear the squeak of unoiled hinges and an unpleasant sucking-stretching sound.

Take an Agility test. If you pass the test, turn to 300. If you fail the test, turn to 287.

Rolling the dice yielded a 9, so the Tin Woodman failed the test.

287

Before you can turn round, something heavy lands on your back and grasps you with the barbed points of multiple legs. As you struggle to free yourself from the clutches of whatever it is that is now clinging to your back, the things sinks huge fangs into your neck.

If you are the Tin Woodman or the Scarecrow, turn to 239. If not, turn to 224.

We are playing as the Tin Woodman.

239

The spider-thing’s fangs puncture your physical form, but it proceeds to pointlessly inject its venom into you, even though it can have no effect, as you are not a being of flesh and blood. Nonetheless, as the transformed assassin tears its fangs free again, the action does cause you some measure of physical injury.

Lose 2 Endurance points and then turn to 477.

477

Image

Crouched on the marble floor in front of the dais is the spider-like assassin that had been masquerading as the Princess Ozma. (Oz alone knows what’s happened to the real princess!) It looks up at you with its inhuman human head tilted to one side, a broad smile on its warped features as its huge fangs force their way from its upper jaw.

And then it skitters across the floor towards you on eight limbs – two pairs of arms and two pairs of legs – that are wrongly-jointed for a human being. You are going to have to deal with the Spider-Changeling and quickly, before it can add you to its tally of victims.

Will you:

Prepare to fight the assassin?     Turn to 316.
Use the Lightning Bolts special ability (if you can)?     Turn to 347.
Use the Fearsome special ability (if you can)?     Turn to 362.
Use the Over the Rainbow special ability (if you can)?     Turn to 404.

The Tin Woodman can only use the Lightning Bolts special ability. Please make your votes on whether to use it or not by 7:00 PM PDT or a choice receives 2 votes to ensure that they will be counted.

The Wicked Wizard of Oz Adventure Sheet
Character: Tin Woodman
Agility: 7
Combat: 9
Endurance: 4
Special Abilities:
Brains: 1 use
Lightning Bolts: 1 use
Strength: 2 uses
Code Words:
Downtime
Intelligence
Equipment:
Axe (deals 3 Damage)
In combat: +1 Damage dealt, -1 Damage taken
Say No To Fascism. The left is the one true way to go.
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