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Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

So, this book is indeed a Fighting Fantasy adventure. That said, it’s a bit more than that. If the names Mark Smith and Jamie Thomson are familiar to you, it may be from other Fighting Fantasy works they collaborated on, or perhaps the Falcon series they co-authored. But it’s probably from their best known series: Way of the Tiger. This book actually precedes AVENGER! as the first set in the world of Orb. For those who’re familiar with the exploits of Avenger, this book will contain some familiar elements. That being said, this adventure is a stand-alone and doesn’t directly overlap with Kwon’s favored son’s wacky journeys.

This being a Fighting Fantasy book, there are some rather lengthy rules between us and adventure. They're all included in the second post if you're interested in seeing how things are set up, but for now we'll just skip to the story to get things rolling.

BACKGROUND posted:

You are regaining consciousness. Your eyes flutter open to the sound of a songbird, trilling joyously. You are lying on a couch of green velvet, set on the topmost turret of a great white castle hanging in the clouds. Rising to your feet you look around. The songbird, whose sleek feathers are a warm burnished gold, is perched on the battlements, resplendent against the ocean-blue canopy of a sky in which there is no sun.

You are clad in strange, outlandish clothes, breeches of dark-green leather and a thickly quilled leather jerkin. On your feet are russet-red calfskin boots, supple and comfortable, into which the breeches are tucked at mid-calf. A heavy sword is belted at your side and, with a shock, you realize that somehow you know how to use it skillfully and with deadly force. As the songbird trills you try, in vain, to recall memories of Earth but everything is hazy and distant. You have been taken from the world you know and trained in the art of swordplay. You cannot remember even who trained you or why, but the hilt of the sword fits your hand snugly. Drawing it, you lunge and parry, marveling at how the sword cuts through the air faster than the eye can follow.

The songbird seems unperturbed by your fine display of swordsmanship, but you are surprised when it cocks its head and speaks to you, its voice fluting merrily.

'Welcome, Champion of Fate. Do not be dismayed, you are not yet in danger.'

'Where am I?' you ask, feeling as if you are in a dream.

'Far, far from your home, I fear to say. This is the world of Orb and you are in the Garden of the Gods.' .

'What is Orb?' you demand.

'You will find it most strange and full of wonder, for it is very different from Earth. Men must share it not just with talking creatures such as I but with weird and fell monsters, giants, dragons and demons. There are warlocks and sorcerers, too, great wielders of magic, in the cities. But do not fear, you have been chosen to be our champion, for you are more likely to succeed than any other on Earth. Now I must complete my task. Come, my masters bid you join them in the chamber below. Please follow me.'

With that the golden songbird flutters away down a spiral staircase. Shaking your head in confusion you descend the stone steps into a large circular room where two beings turn towards you. 'Welcome,' says one, a pale female figure enfolded in a swirling robe of many colours above which you can only see a perfectly smooth and hairless head. The robe shimmers, its colours shifting as she steps towards you, catching your mind before you realize what is happening. Looking into her face, you see an image of yourself, fighting for your life inside a huge temple. Then the image shifts and you see yourself leaving a walled city, hastening alone across a desolate moor, only to find yourself deep in a jungle, surrounded by devils with blue skins. Your nape bristles as you realize that she is revealing glimpses of your destiny. It is only when they are over that you notice she has no eyes in her smooth pale face.

The other figure changes even as you look at him. At one moment he is an ancient white-haired man, heavy with knowledge, at another an infant, wise beyond his years. The metamorphosis through youth to age takes but a few instants, yet flows so smoothly you cannot see the features change. His voice is soft and ageless. 'We have summoned you here to the world of Orb because we wish to prevent a fatal upset in the balance of nature. The cosmic scales have been tipped too far and you must play a part in righting them. It is not for us in the Garden of the Gods to set things right. We cannot fight those who would bring chaos to Orb. Rather we use men as our tools. I shall not say whether you will succeed.'

The floor of the room upon which you are standing is the most realistic and detailed map imaginable. You can even see small figures tilling the fields and walking the streets of an entire world; a world of pinnacled castles; knights on horseback, their men-at- arms bearing banners which stream in the wind; and strange high-walled cities with towers and spires, concealing the dives of assassins and thieves amongst the splendour. The eyeless immortal steps forward, her robe now the colour of the deep sea, and caresses your cheek.

'We are sending you down to the surface of Orb. If you fall into the clutches of Death we cannot aid you. Do not fail us!'

'Fail in what?' you begin to ask. But just then, to your horror, you find yourself being drawn inexorably towards a black crack in the map. The realization that your destiny is being tampered with angers you, and you resolve to find a way back to Earth and your home at any cost. As the world of Orb rises up to engulf you, the awesomeness of what is happening overwhelms you and you lose consciousness.

NOW TURN OVER
TURN OVER NOW

…I don’t really know what’s up with that.

Page 1 posted:

When awareness returns you look around. You are standing in a huge vaulted chamber, deep underground. In the chill air you wonder what terrible fate may be in store for you. You are utterly alone, without a friend in the world, and you have no idea what fiendish horrors may exist here, so far from home. There are no windows in the chamber, nor natural light, only the ruddy glow of flaming torches that are fixed to pillars soaring beyond sight. The walls are running with damp, the air musty and heavy with age. There are two archways at the back of the cavern. Before you can investigate further, the torchlight flickers, and a cool gust chills you to the marrow; something in the unseen darkness is causing the air to move. A light flashes briefly ahead and an infernal howling echoes across the vast vault. No living thing could possibly have made that dreadful sound, you think to yourself, but then you remember that you know nothing of the dreadful denizens of Orb. You hear the sound of running footsteps approaching rapidly; you cannot yet see who or what is coming.



Will you run through the nearest archway (turn to 17), or hold your ground and draw your sword (turn to 30)?
So yes, yes, we need to decide whether to run or run someone through, but there are much more important things at hand. Our Earthling protagonist needs a name, a face, and a previous occupation. We aren’t given any specifics about where or when we came from, so our hero could just as easily be Vivek the chaat salesman from Mumbai as Skadi the Norse Shieldmaiden. We also need to chose which potion to bring with us. If you lost that bit of explanation in the wall of text below, we are allowed to select a single-use potion which restores SKILL, STAMINA, or LUCK to its initial value. The LUCK potion also uniquely increases our initial LUCK value by 1.

Regarding our stats…I have yet to come to a satisfying way to deal with combat in CYOA LPs. Suffice it to say, we’ll be working our way to the end of this book no matter how long it takes, and I’ll be sharing any highlights we happen to miss along the way eventually. Don’t sweat the dice too much.

So, to recap the recap, please include the following in your votes:
1. Run or hold our ground
2. Protagonist name
3. Protagonist headshot
4. Protagonist bio - as brief or detailed as you care to provide.
5. Potion: SKILL or STAMINA or LUCK

Ratatozsk fucked around with this message at 02:29 on Mar 27, 2015

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Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

How to Fight the Creatures of Orb posted:

Before embarking on your adventure, you must first determine your own strengths and weaknesses. You have in your possession a sword, a backpack containing provisions (food and drink), and fire flare to combat the dark terrors of Orb. After weeks of intensive training, your sword play is swift and deadly.

To discover the strength of your courage and the power of LUCK, you must use the dice to determine your Initial STAMINA and LUCK scores. On pages 18-19 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 and LUCK scores.

You are advised either to record your scores on the Adventure Sheet in pencil or to make photocopies of the page to use in future adventures.



SKILL, STAMINA and LUCK

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.

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.

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.

Battles

You will often come across pages in the book which instruct you to fight a creature of some sore. 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 both dice once for the creature. Add its SKILL score. This total is the creature's Attack Strength.

2. Roll both 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 by returning to your current SKILL score and repeating 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).

Escaping

On some pages you may be given the option of running away from a battle should things be going badly for you. However, if you do run away, the creature automatically gets in one wound on you 1 (subtract 2 STAMINA points) as you flee. Such is the price of cowardice. Note that you may use LUCK on this wound in the normal way (see below). You may only Escape if that option is specifically given to you on the page.

Fighting More Than One Creature

Sometimes you will find yourself under attack from more than one person or creature. When this happens, each will have a separate attack on you in each Attack Round but you must choose which one you will fight. Attack your chosen target as in normal battle. Against the other, you must throw for your Attack Strength in the normal way but, even if your Attack Strength is greater, you will not inflict a wound. Just count this as though you have parried an incoming blow. However, if your Attack Strength is lower, you will have been wounded in the normal way.

LUCK

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 one 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

SKILL

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. Drinking the Potion of SKILL (see later) will restore your SKILL to its Initial level at any time.

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 engaged in a Battle. 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. Drinking the Potion of Strength (see later) will restore your STAMINA to its Initial level at any time.

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. Drinking the Potion of Fortune (see later) will restore your LUCK to its Initial level at any time, and increase your Initial LUCK by 1 point.



EQUIPMENT AND POTIONS posted:

You will start your adventure with a bare minimum of equipment, but you may find or buy other items during your travels. You are armed with a sword and are dressed in leather armour. You have a backpack to hold your Provisions and any treasures you may come across.

In addition, you may take one bottle of a magic potion which will aid you on your quest. You may choose to take a bottle of any of the following;

A Potion of SKILL - restores SKILL points

A Potion of Strength - restores STAMINA points

A Potion of Fortune - restores LUCK points and adds 1 to Initial LUCK

These potions may be taken at any time during your adventure (except when engaged in a Battle). Taking a measure of potion will restore SKILL, STAMINA or LUCK scores to their Initial level (and the Potion of Fortune will add i point to your Initial LUCK score before LUCK is restored).

Each bottle of potion contains enough for one measure, i.e. the characteristic may be restored once during an adventure. Make a note on your Adventure Sheet when you have used up a potion.

Remember also that you may only choose one of the three potions to take on your trip, so choose wisely!

To explore the network of caves and tunnels and to combat the terrors of the night, you are also equipped with five torches. To light them you have a flint and tinder - guard them with your life!
No warnings against not trying any of this at home, so if you've got a sword lying around feel free to just go nuts.

HINTS ON PLAY posted:

There is one true way through the mysterious world of Orb and it will take you several attempts to find it. 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; some 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!

Ratatozsk fucked around with this message at 03:01 on Feb 21, 2015

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...
Let's see how Skroddy the amateur chemist fairs in the wilds of Orb!

Page 30 posted:

The footsteps are coming closer; suddenly, a sound like a clap of thunder reverberates around the chamber. You look round and see that both the archways have been sealed by huge stone blocks. You are trapped.



Turn to 13.

: Stone blocks? No one ever said there'd be stone blocks! How the hell is all this bubblegum supposed to help?

Page 13 posted:

A woman wearing chainmail and carrying a loaded crossbow bursts into the torchlight ahead of you. Seeing you, she immediately points the bow in your direction. Three men, panting heavily, appear behind her. The first, a tall and handsome man, is dressed in shining silver armour and the blade of his two-handed sword glows with a faint white radiance. The next is dressed in a flowing robe of cloth of gold and wears a smiling golden mask. He carries an ivory staff. The last is a thick-set man with a white surcoat over chainmail. A red cross adorns his breast and a spiked mace hangs at his side. They stop. Once again you hear a wailing, louder than before. 'They are almost upon us,' cries the man with the glittering sword. The Shieldmaiden calls to you, 'Who are you and what are you doing here in the Rift, the spawning place of all evil?'



Will you:
Say you have come from another world? Turn to 247.
Say that you are on a quest against evil? Turn to 60.
Try to play for time? Turn to 75.
Attack the Shieldmaiden? Turn to 5.

: Wait, aren't you technically a Crossbowmaiden?

Character Sheet posted:

Skroddy the Former Potionist

Skill: 12/12
Stamina: 17/17
Luck: 11/11

Provisions (+4 Stamina): 10
Torches: 5
Potion: 1 Luck Potion (restore Luck to [Initial Value +1])
Gold: 0
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 1 lb bubblegum, Shades

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 60 posted:

'Alone?' asks the Shieldmaiden in disbelief. The man in gold turns to the Priest. 'Is it true?' he asks. Knowing your story to be a lie you wait anxiously while the Priest casts a spell. 'It is a lie,' says the Priest. The Shieldmaiden turns to you accusingly. 'Why are you lying to us? I ask you again, who are you and what are you doing here?'



Will you tell them the truth (turn to 70), or ask them what business it is of theirs (turn to 75)?

: Oh, right, it was CHAOS I was sent here to fight. I never could get the hang of those alignment doohickies.

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 70 posted:

Her eyebrows rise in surprise. All four of them look at you doubtfully. The Priest pauses, then says, 'It is the truth and spoken from a true heart.' The Shieldmaiden lowers the bow and turns to guard the entrance of the cavern.

'What are we to do? The exits are blocked and I only have enough power to teleport one of us out now,' asks the man in gold.

The man with the glittering sword, a Paladin, says gravely. 'Then we will die together, Wizard, and they will pay dearly.'

'But what of the Talisman?' asks the Priest. 'Perhaps this warrior has been sent by the gods to continue the quest?' Sensing the goodness in these people you wait to hear how you can aid them.

Turn to 100.

: I'm not entirely sure if you guys are actually radiating warmth and righteousness, or if it's just some of the after-effects of Concoction #15 that we rolled out last week. Either way, consider me a captive audience.

Page 100 posted:

The Priest steps towards you and tells you this story. 'Long ago the minions of the God Death, in the City of the Runes of Doom, fashioned a Talisman that would allow them, if the time was right, to summon their God to the surface of this world. That time has now come. If Death is summoned all life will cease. Only Death's minions will continue to exist in an awful half-life. His presence will spread like a grey shadow across the world of Orb. Everything will turn to dust and the balance of nature will be disrupted for ever. The Loremasters of Serakub, a group of holy people, have striven to prevent this. They sent a group of Crusaders, of which we four alone survive, on a quest to steal the Talisman. The Fleshless King of the minions of Death had sent the Talisman to the depths of the Rift for safe-keeping. We have entered this pit of evil and seized it.' He pulls a necklace out from under his surcoat. On it hangs a disc of obsidian, in the middle of which is a skull carved in ruby - the Talisman of Death! He hands it to you. 'Here. For the sake of all Orb you must take this Talisman and continue the quest. It cannot be destroyed, but if you can take it to your world, it will be beyond the reach of the dawn of the Fleshless King.'

You are impressed by the courage and unselfish fortitude of these people and resolve to continue the quest. You take the Talisman. It feels cold and heavy around your neck. The Wizard turns to you and says, 'I am going to use the powers of magic to transport you to the surface. Head west until you come to the city of learning, Greyguilds-on-the-Moor, where you may discover a way to return to your own world. Do not fail us! Here, take this gold, it may be of use.' He gives you a purse with 10 gold pieces in it. As the Wizard prepares his spell, a horde of creatures boils into the cavern.

Turn to 125.

: Oh, good. I was worried that I'd have to defeat the God Death on my own, but now with ten bucks in my jerkin, I feel much better.

Page 125 posted:

Dark Elves and Cave Trolls are pouring into the cavern, attacking the Shieldmaiden. As the Paladin and Priest rush to her aid, you see a huge shadowy form looming behind the sea of Elves and Trolls. The Paladin's glittering sword cuts through the horde but the Dark Elves are using magic and the Shieldmaiden is unable to turn back their attack. She falls beneath their onslaught. The huge fiend howls triumphantly, just as the wizard completes his spell.

Turn to 185.

Page 185 posted:

Suddenly, you are in blinding sunshine. You are standing at the lip of an immense chasm. You realize that this must be the Rift the Crusaders spoke of. The rocky earth is blackened and cracked, full of pits and fissures, and noisome fumes rise from the depths of the chasm. To the west you see a range of green hills partially covered in trees and thick woodland. A few hundred metres to your right you can see where a forest begins, extending all the way to the hills. You realize that you must head in the direction of the hills to reach Greyguilds - but which route will you take?

If you go through the forest, turn to 256.
If you would rather take the more direct route across open ground, turn to 134.

: Those guys seemed to have things in hand. I'm sure they'll be able to hold out until I get back. Time for a nap!

Character Sheet posted:

Skroddy the Former Potionist

Skill: 12/12
Stamina: 17/17
Luck: 11/11

Provisions (+4 Stamina): 10
Torches: 5
Potion: 1 Luck Potion (restore Luck to [Initial Value +1])
Gold: 10
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 15 oz brick of bubblegum, THE TALISMAN OF DEATH!!, Shades

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 134 posted:



You set off across the rocky broken ground towards the hills. After a short while you notice two armed bands running towards you. The group to the south consists of twenty or more Orcs, snarling as they lope purposefully towards you. They are hunched and misshapen, dressed in greasy, blackened leather and carrying saw-toothed scimitars. Their shields are emblazoned with a purple claw. To the north, you can make out a small group of Dark Elves, similar to those which killed the Shieldmaiden. They are tall and lithe, wearing ornately spiked armour and carrying longswords of a dull black metal. They are some way off but are closing fast.

Will you:

Head for the Orcs? Turn to 68
Head for the Elves? Turn to 214
Run for the hills? Turn to 63
Hide? Turn to 148

: "Orcs of the Purple Claw" iiiiisn't really striking fear in my heart. Visually, yes, but I think they might do well to rebrand themselves.

Character Sheet posted:

Skroddy the Former Potionist

Skill: 12/12
Stamina: 17/17
Luck: 11/11

Provisions (+4 Stamina): 10
Torches: 5
Potion: 1 Luck Potion (restore Luck to [Initial Value +1])
Gold: 10
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 15 oz brick of bubblegum, THE TALISMAN OF DEATH!!, Shades

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 148 posted:



You dart down a gully and conceal yourself as best you can in a crack in the rock that reeks of sulfur, hoping that the stream of pebbles you dislodged will not give you away. Soon you can hear the ominous sounds of snuffling as the Orcs try to sniff you out. Suddenly one of them cries out- you have been discovered! You struggle out of your hiding place and draw your sword but you are bowled over in the rush. One of them grabs your pouch of gold. The coins fly out into the air. Immediately they begin to squabble over the spoils. They do not notice that the group of Elves have appeared at the top of the gully and are looking down. Without a word, the five Elves descend upon the Orcs and, thanks to their magic, soon prevail. Seizing your opportunity, you grab your empty pouch and flee over the hill into the valley beyond.

Turn to 203.

: Overall I'm still up a pouch...although the going rate of a pouch probably isn't all that much.

Page 203 posted:

When you reach the floor of the valley, you find a pool into which a spring is bubbling. Feeling thirsty after having come so far, you step forward to the pool to drink where the branches of a gnarled old willow meet the water. Almost immediately you begin to feel strangely sleepy and realize that you are swaying, about to topple into the pool.



Test your Luck.

If you are Lucky, turn to 36.
If you are Unlucky, turn to 319.

Rolling...2+2. Lucky!

Page 36 posted:

You struggle to overcome the drowsiness and the spell is broken. Looking up you can see two large green eyes staring at you from the trunk of the willow. Before you can step back you are attacked by the branches of the enraged tree. You must fight the WILLOW WEIRD.

WILLOW WEIRD : Skill 8 Stamina 20

If you make four successful attacks, turn to 26.

An Unlucky result sends us into this encounter 4 Stamina down, but strangely with Willow Weird at only 12 Stamina. In theory, we could end that fight early by burning some Luck, but there's not really anything to be gained there. Anyhow, on to fighting a tree.

1: (8+9)<(12+9) - Willow Weird takes 2 damage
2: (8+7)<(12+10) - Willow Weird takes 2 damage
3: (8+6)<(12+11) - Willow Weird takes 2 damage
4: (8+6)<(12+4) - Willow Weird takes 2 damage, goes back to sulking and badmouthing Tom Bombadil

Page 26 posted:

With a mighty blow, your sword cuts through one of the Willow's branches and some sap from the tree falls on to your arm. The Willow gives a low moan, stops attacking and pulls its branches back from you.

Will you plunge your arm into the pool (turn to 161), or beat a hasty retreat (turn to 39)?

: This isn't over, Tree! When I've got this Talisman mess squared away, I'm coming back and busting you down into toothpicks and syrup!

Character Sheet posted:

Skroddy the Former Potionist

Skill: 12/12
Stamina: 17/17
Luck: 10/11

Provisions (+4 Stamina): 10
Torches: 5
Potion: 1 Luck Potion (restore Luck to [Initial Value +1])
Gold: 0
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 14 oz brick of bubblegum, THE TALISMAN OF DEATH!!, Shades

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 161 posted:

Before you plunge your arm into the water, you notice that the sap from the tree is healing a small graze on your wrist. You realize it has healing powers and decide to collect some more sap from the branch you cut from the tree. You may use the Sap of the Willow to restore 4 stamina points once, when you think it will help you most. Moving quickly away from the spring you decide to follow the small river that runs through the valley, heading west.

Turn to 39.

Page 39 posted:

You wend your way along the bank of the river that runs west from the spring and leave the ferns behind. The terrain has become a little more open now. Looking back, your heart quickens as you catch sight of one of the Dark Elves sniffing at your trail. He moves with a lithe swiftness which would seem graceful, if it wasn't for his spiked black armour, and deadly expression. While you are watching, he stands up and points in your direction; they are not far behind. You must decide quickly.



Will you:

Run along the river bank? Turn to 359
Plunge into the river and run along for some distance before scrambling up the bank? Turn to 253
Hide in a clump of bushes? Turn to 307

: I wish you weren't so damned goofy looking. It's kinda hard to take you seriously at the moment.

Character Sheet posted:

Skroddy the Former Potionist

Skill: 12/12
Stamina: 17/17
Luck: 10/11

Provisions (+4 Stamina): 10
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 0
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 14 oz brick of bubblegum, THE TALISMAN OF DEATH!!, Shades

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 253 posted:

The river winds between the hills. You wade along it, knowing that the Dark Elves will lose your scent in the water. After a while, you climb out on the other side of the river and continue on your way.

Turn to 331.

Page 331 posted:

The river flows out of the hills into a wide plain, where it turns north. You strike out west across the wild grasslands. Just when you think you have finally lost your pursuers, you notice a group of figures closing fast. Cursing under your breath, you realize that they are on to you again. Doggedly, you force yourself on, but the strain takes its toll. Lose 2 stamina points. Just as you are stealing yourself to turn and face your fell adversaries, you see a cloud of dust ahead. You can soon make out a group of twenty horsemen. They wheel their steeds towards you and the drumming of hoofs carries to you over the breeze as they canter in your direction. Seeing this, the Elves seem to give up the chase and fall back, obviously unwilling to encounter the riders. You are thankful to see the back of them and decide to wait for the riders to approach. As they get nearer, you can see that this is a band of warrior women, clad in chainmail and studded leather armour. Their faces look grim and unwelcoming as they wheel around you, forming a close circle. Their Captain spurs her horse forward and tersely demands what you are doing out here, along the edge of the moor.

What will you do:

Ask them to aid you in your quest? Turn to 101
Say you are from another world? Turn to 73
Say you are the sole survivor of an ambushed caravan? Turn to 322
Pretend that you are deaf and dumb? Turn to 35
Demand they escort you to Greyguilds-on-the-Moor? Turn to 95

: Hey...aren't you guys a bit more interested in chasing after those elves over there? I look a WHOLE lot less evil than they do.

Character Sheet posted:

Skroddy the Former Potionist

Skill: 12/12
Stamina: 15/17
Luck: 10/11

Provisions (+4 Stamina): 10
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 0
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 13 oz brick of bubblegum, THE TALISMAN OF DEATH!!, Shades

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...
: ...

: ...?

: !

Page 35 posted:

You make some unintelligible signs and grunts, pointing to your mouth and ears. For a moment some of them think that you are casting a spell and draw their swords, but soon you hear one of them saying, 'A deaf warrior - well, there's a turn-up for the scrolls!' The Captain motions you to mount behind one of the younger women, Elvira, who does not seem pleased at having to share her horse with you. You ride for some time and after a while the women resume their normal conversation. You realize they are members of the Watch, or law enforcers from Greyguilds-on-the-Moor. You also realize that there is rivalry between them and the Priestesses of the All-Mother in that city. It appears that the leniency of the Priestesses has annoyed them.

Turn to 197.

Page 197 posted:

Suddenly, from behind you, the Captain shouts, 'Look out! Ambush! Everybody duck!' You hear the sound of an arrow whistling through the air as Elvira ducks in front of you.

Will you duck (turn to 240) or wait to see what happens (turn to 224)?

: .........;.......! ........,".......?"......(......)....!?!?......!!!!!!

Character Sheet posted:

Skroddy the Former Potionist

Skill: 12/12
Stamina: 15/17
Luck: 10/11

Provisions (+4 Stamina): 10
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 0
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 13 oz brick of bubblegum, THE TALISMAN OF DEATH!!, Shades

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 224 posted:

Realizing that the whole thing was a trick designed to test you, you make no move and the arrow, fired by one of the women, thuds harmlessly into a tree. They now believe that you are truly deaf and dumb. You ride on into the late afternoon, moving from the wilderness to a grey and desolate moor. Ahead you can see the walls of a large city. A salute is given as you approach the huge arched gate in the fortified wall. The Captain gestures to you to dismount and waves you into Greyguilds itself. Thankful for your escort, you wave farewell and set out to discover if there is any way of returning to Earth.



Turn to 296.

: Hey, you guys don't happen to have a Portal of Time or a Stargate or something just lying around, do you?

Page 296 posted:

You walk into the city along a street called Moorgate. Many of the buildings are quite grand, built of light grey stone. The streets are crowded with a mixture of people shopping and young men and women carrying books and scrolls.

Will you walk down a continuation of Moorgate, called Store Street (turn to 357), or turn left into Smith Street (turn to 303)?

Character Sheet posted:

Skroddy the Former Potionist

Skill: 12/12
Stamina: 15/17
Luck: 10/11

Provisions (+4 Stamina): 10
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 0
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 13 oz brick of bubblegum, THE TALISMAN OF DEATH!!, Shades

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...
: Let's see what's in Store for me! Ha-ha!

Page 357 posted:

You are now in Store Street. It is crowded with shoppers but your attention is drawn to a woman in green robes, who is looking at you speculatively. Her straight hair is cut fairly short and she is wearing no ornaments. She crosses the street, and asks politely, in a quiet but clear voice, 'I believe you are a stranger in this city. Who are you and where have you come from?'

Will you tell her that you are on a holy quest and have crossed the wilderness (turn to 198), or say that you are just passing through and start to walk briskly on (turn to 130)?

Character Sheet posted:

Skroddy the Former Potionist

Skill: 12/12
Stamina: 15/17
Luck: 10/11

Provisions (+4 Stamina): 10
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 0
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 12 oz brick of bubblegum, THE TALISMAN OF DEATH!!, Shades

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 198 posted:

'You have come across the wilderness? Did you by any chance come across a man dressed in green robes similar to my own? He would have carried an oak staff and worn a crown of mistletoe; he would have told you his name.'

Will you answer:

'I did not meet him'? Turn to 226.
'His name was Dwithian'? Turn to 212.
'His name was Wodeman'? Turn to 166.

: ...did he wear a Dark Elf mask and armor OVER that green robe? ...you sure he didn't?

Character Sheet posted:

Skroddy the Former Potionist

Skill: 12/12
Stamina: 15/17
Luck: 10/11

Provisions (+4 Stamina): 10
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 0
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 12 oz brick of bubblegum, THE TALISMAN OF DEATH!!, Shades

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...
This book doesn't handle event flags as well as their later works. It's possible to sequence break here by reporting 'Wodeman,' but we'll cover that in the post-game.

Page 226 posted:

'Ah, it is a long time since we had news. I am a Priestess of the All-Mother, the Fountain of Life. The Druids are our friends. I trust you will enjoy your stay in Greyguilds. Goodbye, stranger.' She walks on and is soon lost in the crowd. You continue on down Store Street.



Turn to 130.

: I'm going to Greenguilds later, I'll pass along a hello...?

Page 130 posted:

As you walk along Store Street once more, you notice that the stores are closing. The throng of people hurrying home parts, to make way for a large black carriage drawn by two black mares. They carry plumed headdresses made of long black feathers. The cloaked coachman stares grimly ahead. You step into the gutter to let the coach pass and, as you do so, the coachman reins in. Inside you see an empty black coffin, but the name inscribed in silver letters on the lid is your own. The door of the funeral carriage opens and a handsome man with a silver cane steps down. He is dressed in the finest silver satin and sable furs. A storekeeper greets him. He smiles and nods, then turns to you. 'I am the envoy of Death; I have come for the Talisman,' he says in a voice of doom. As you prepare to resist, a startling transformation takes place, which seems to be ignored by all around. His magnificent furs turn to rags. Where once blue eyes looked out from a finely featured face, now hollow sockets gaze at you from a blackened and cracked skull. His skeletal hand now grips a tarnished rapier. You realize that nobody else can see this transformation. 'Give it to me,' he says.



Will you:

Give him the Talisman (if you have it)? Turn to 179.
Attack him immediately? Turn to 271.
Deny that you have it? Turn to 220.

: I'm the envoy of Potion Shop #7. I have come to offer you deals you can't refuse. Deals good enough...TO DIE FOR!

Character Sheet posted:

Skroddy the Former Potionist

Skill: 12/12
Stamina: 15/17
Luck: 10/11

Provisions (+4 Stamina): 10
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 0
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 12 oz brick of bubblegum, THE TALISMAN OF DEATH!!, Shades

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 220 posted:

'Lies!' it hisses, and lunges at you with its rapier before you can move. A chill numbness spreads from the wound and you feel as if your life-blood is being drained away. Lose 1 skill and 2 stamina points. Now you must fight the ENVOY OF DEATH. Each time it strikes you, you must lose 1 skill point as well as the normal stamina loss.

ENVOY OF DEATH: Skill 8 Stamina 6

If you win, turn to 254.

Attacking immediately allows us to get in a strike first, and giving away the Talisman is a very poor decision.

1: (8+6)<(11+7) - Envoy of Death takes 2 damage
2: (8+7)<(11+8) - Envoy of Death takes 2 damage
3: (8+7)>(11+2) - Skroddy loses 2 Stamina and 1 Skill
4: (8+3)<(10+2) - Envoy of Death is out of its depth, draws its last breath, has no Stamina left, and is beaten to death/Death

: *Huff* It looks like your head *puff* is on clearance. EVERYTHING MUST GO!

Page 254 posted:

Your last blow meets no resistance. The skeletal form collapses to the ground in a heap. All is silent except for a sudden keening of the wind. You rest and begin to overcome the shock to your system. If you have lost any SKILL points, all except 1 are restored. Cautiously, you continue along Store Street and then down a tree-lined avenue called Booker's Walk. Two very grand buildings, built of blocks of grey stone, stand on either side of the road. A group of young people in blue togas, escorted by a white-haired old man in pale blue robes, enters the building opposite. A flag showing books and scrolls is flying from the nearest building; it appears to be a library.



Will you see what information the library has to offer (turn to 346), or investigate the other building, to find out what the young people are doing (turn to 279)?

: I don't even get to take a nap in my personally prepared coffin? I can't even yoink his silver tipped cane? Ridiculous!

Character Sheet posted:

Skroddy the Former Potionist

Skill: 11/12
Stamina: 11/17
Luck: 10/11

Provisions (+4 Stamina): 10
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 0
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 12 oz brick of bubblegum, THE TALISMAN OF DEATH!!, Shades

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...
I'll admit to being a little bit unclear on who the nerds are in this situation, but the library wins regardless.

Page 346 posted:

The entrance hall of the library is filled with desks at which scribes are working, copying books and scrolls. Reclining on a plush window-seat is a wrinkled old fellow in the pale blue robes of a scholar. You feel out of place, wearing armour in the quiet of the library, where the stillness is broken only by the scratching of pens. 'Welcome to the largest library in the Manmarch,' says the Sage. 'Choose any tome or scroll you may wish to peruse. Perhaps I may be of assistance. What is your field of study?'

Will you ask to read something about the Gods (turn to 336), or ask to read about the history of Greyguilds (turn to 196)?

We've got a truckload of provisions, so I'm going to burn one to bump our Stamina.

Character Sheet posted:

Skroddy the Former Potionist

Skill: 11/12
Stamina: 15/17
Luck: 10/11

Provisions (+4 Stamina): 9
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 0
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 12 oz brick of bubblegum, THE TALISMAN OF DEATH!!, Shades

Kills: a sinister branch, the Envoy of Death

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...
Well...I think I'm just going to spoil y'all here because I'm a fan of the Orb lore. I haven't had the chance to pick back through Way of the Tiger, but does anyone know offhand if Avenger visited Greyguilds at any point?

Page 336 posted:

The sage directs you to The Book of the Gods, a large leather-bound tome, inlaid with gold leaf. Turning the gilt-edged pages you realize the Gods of Orb are many. You recognize a symbol on one of the pages as being the token borne by the warrior-women. Their goddess is Fell-Kyrinla, swordsmistress of the heavens. She is sworn to oppose Rocheval the Good, God of Paladins. To your excitement you discovers reference to the Talisman: Some believe that it can be used to command the undead minions of Death. Turning the page you come to a reference to the All-Mother, Nature herself, preserver of life, who cares for all. Then you see a bizarrely illustrated page dealing with Anarchil, breaker of edifices, who spurns order. You are just learning of Avatar the One, essence of light, when you realize that it has grown dark while you were reading. You thank the Sage and leave quickly, hoping to find a safe place to sleep-

Turn to 186.

The italics are idiosyncratic in the original as well, recreated here for your vicarious CYOA appreciation.

Page 196 posted:

The Sage shows you to a side room, full of reading desks. A few are occupied by students of history, young and old . With an expansive gesture he points to a wall lined with shelves, which are filled with scrolls and tablets. You choose a set of scrolls called Greyguilds Revisited, by Nyleve. It is the story of a dissolute young nobleman who failed to take advantage of the education offered by the Guilds of Learning. You are able to glean much interesting information about the city. The religious orders hold all the power. You are astonished to find that Vagar, the God of thieves, liars and cut-throats, has most followers within the city. There is a temple to Death in the city as well. Indeed it seems that Greyguilds is not the tranquil city that it once was. The armed forces protecting the city come from two groups, the warrior-women who worship the evil goddess Fell-Kyrinla, and the followers of the All-Mother. Greyguilds lies on the edge of a large plain, called the Manmarch, or lands of men. It is just one of many cities in this part of the world. As you are wondering whether you will ever visit Doomover, or the Spires of Foreshadowing, the other students begin filing out. With a start you realize it is already dark and you leave quickly, looking for a safe place to sleep.

Turn to 186.

Consider y'selves well-larned.

Page 186 posted:

You leave the building and continue on down Booker's Walk. The streets are already deserted and there are few lights in this part of the city. You search for the welcoming light of an inn. Then, without warning, the steel teeth of a hidden man-trap snap shut round your leg, ripping your flesh. You are in terrible pain. Lose 2 Stamina points. Shadowy figures loom out of the murk all around you. Their faces glow with a sickly pallor in the moonlight. They are wearing black robes clasped at the neck by shrunken human skulls.

Do you still have the Talisman of Death?

If you have, turn to 162.
If you have not got it, turn to 150.

: OW! What kind of city has loving bear traps lying around in the streets?!?

Page 162 posted:

'We are the priesthood of Death,' says one of the figures. 'We have come for what is ours!' Your arms are held and you are searched. The Talisman is torn from you by their leader. 'I have it, brothers, I have it,' he exclaims in triumph. 'Now may our Lord enter his kingdom!' They cheer loudly, oblivious to the approach of a large group of riders. 'Stand, make no move,' a woman's voice rings out. It is the Watch. One of the priests mumbles an unholy incantation. You see a wave of fear break over the women and their steeds. Some cannot control their horses, others flee, but the bravest charge the priests with loud cries of battle. The priests are unprepared: some are knocked to the ground, others make good their escape, as silently as they came. The Talisman falls to the ground, its bearer decapitated as he turns to flee. It is caught up by one of the Watch, who announces her intention of taking it to the temple of Fell-Kyrinla. They wheel their horses and ride away, leaving you to rot. You have lost the Talisman. Cursing bitterly, you resolve that if you escape you will not rest until you have regained it.



Turn to 128.

: As much as this man trap pains me, I think I'm more put out by being bested by such a bunch of hapless yutzes.

Page 128 posted:

You are left alone to wonder how the law-keepers of this city could be so cruel as to leave an innocent person in such dire straits. You tear feverishly at the trap, terrified of some footpad slitting your throat for his own vile amusement. Soft footsteps approach. You look over your shoulder and see a man approaching. 'Here,' he says, 'let me rescue you from this trap.' He steps on the release catch, which had been out of your reach and the trap springs open. You step free and he walks along by your side. 'Have you a place to stay tonight? Perhaps you would like to sleep in my humble abode?' he asks, looking sideways at you. You are curious that he should be walking the streets alone at night, but you are also exhausted.



Will you accept his offer and go home with him (turn to 143), or decline his offer (turn to 107)?

: I'll be honest, you remarkably non-descript man, you. I have no idea what to make of you.

Character Sheet posted:

Skroddy the Former Potionist

Skill: 11/12
Stamina: 13/17
Luck: 10/11

Provisions (+4 Stamina): 9
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 0
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 11 oz brick of bubblegum, NO TALISMAN OF DEATH!!, Shades

Kills: a sinister branch, the Envoy of Death

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 143 posted:



The man's house is a small stone bungalow. He leads you into his bedroom and offers you a straw filled mattress behind a curtain. Thankful for the chance to rest, you go to sleep without asking any questions. You sleep deeply and regain 4 stamina points. You wake to find that your host is sitting watching you. 'I hope you are well rested. You talked in your sleep.' He smiles at you and says, 'Do you need help? Has someone stolen something from you? How did you come to be trapped, alone on the street late at night?'



If you want to tell him the whole story and ask him for advice, turn to 98. If you would prefer to say that you cannot answer, turn to 92.

: Guy, you are the creepiest samaritan I've ever encountered. Don't get me wrong, I'm grateful, but for Avatar's sake it is NOT normal to just stare at people like that while they sleep!

Character Sheet posted:

Skroddy the Former Potionist

Skill: 11/12
Stamina: 17/17
Luck: 10/11

Provisions (+4 Stamina): 9
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 0
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 11 oz brick of bubblegum, NO TALISMAN OF DEATH!!, Shades

Kills: a sinister branch, the Envoy of Death

Ratatozsk fucked around with this message at 02:19 on Mar 7, 2015

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 98 posted:

You tell him everything and he listens with growing amazement. He introduces himself as Apothecus, a sage of history. 'I have heard of the Talisman of Death. You must recover it at ail costs.' He suggests that you enlist the help of the Thieves' Guild, as he doesn't think you can recapture it alone. 'It will be in the temple to Fell-Kyrinla by now, I'll warrant. Hawkana, the High Priestess, will be holding it there. Go to the Red Dragon Inn on the Street of Seven Sins. It is dangerous, but you may make contact with the thieves there.' He gives you a breakfast of savoury pancakes and invites you to dinner that evening, saying that he will try to discover more to aid you. 'In the meantime,' he says, 'take these.' He hands you five pieces of gold and a ring. It is a ring which increases your skill at arms.' Add 1 to your SKILL score while wearing this ring. As you leave he gives you a jade rose. 'When you return this evening show this and I will know that you are not a shape-changer.' You thank him for his help and leave the bungalow.



Will you go to the Red Dragon Inn (turn to 57), or head for the temple (turn to 221)?

: All is forgiven! Except the pancakes. Those were weird. But besides that you're an OK guy, Apothecus!

Character Sheet posted:

Skroddy the Former Potionist

Skill: 11+1/12
Stamina: 17/17
Luck: 10/11

Provisions (+4 Stamina): 9
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 5
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 10 oz brick of bubblegum, NO TALISMAN OF DEATH!!, Shades, Ring of Skill (increase Skill +1), jade rose

Kills: a sinister branch, the Envoy of Death

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 57 posted:

You take a side-street which leads towards the Street of Seven Sins and are almost pushed aside by a couple of students in blue togas. They are quarreling and begin fighting in front of you. It seems one of them disagrees violently with something the other has said. As they tussle, you notice that the angry young man has dropped a small brass tiger charm.

Will you:

Interrupt the quarrel and give the charm back? Turn to 47.
Ignore them and go on your way? Turn to 156.
Pick up the charm? Turn to 32.

Character Sheet posted:

Skroddy the Former Potionist

Skill: 11+1/12
Stamina: 17/17
Luck: 10/11

Provisions (+4 Stamina): 9
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 5
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 10 oz brick of bubblegum, NO TALISMAN OF DEATH!!, Shades, Ring of Skill (increase Skill +1), jade rose

Kills: a sinister branch, the Envoy of Death

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 156 posted:

You come out into the Street of Seven Sins and soon find the Red Dragon Inn. Steps lead downwards and the sound of raucous laughter floats up from the smoke-filled gloom below. You enter and walk over to the only part of the dive where it is light enough to make anything out. Passing tables and stools, you come to the bar, behind which stands the bulky proprietor of the inn.



Do you have the brass tiger charm?

If you do, turn to 11.
If you do not, turn to 3.

: I don't even have a brass tiger charm, much less the brass tiger charm. Nuts.

Page 3 posted:

You ask the barman for a mug of ale. While he pours you your drink, your eyes adjust to the gloom and you survey his customers. You have never seen a more disreputable bunch of villainous-looking cutthroats. The barman says, 'That will be a piece of gold.' You hand over the money. As you replace your money-pouch a dozen pairs of eyes watch closely. The only one who doesn't watch is a stooped old man, cleaning slops off an empty table.



Will you:

Talk to the barman? Turn to 88.
Walk over to the old man? Turn to 19.
Approach six surly-looking men, who look like thieves? Turn to 280.

: It takes a special something to look like a thief even amidst the most disreputable bunch of villainous-looking cutthroats I've ever seen.

Character Sheet posted:

Skroddy the Former Potionist

Skill: 11+1/12
Stamina: 17/17
Luck: 10/11

Provisions (+4 Stamina): 9
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 5
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 10 oz brick of bubblegum, NO TALISMAN OF DEATH!!, Shades, Ring of Skill (increase Skill +1), jade rose

Kills: a sinister branch, the Envoy of Death

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 88 posted:

The barman says, 'You're not like my usual customers. A rough lot comes in here, most days. These fellows don't rely on charity for a crust, you know.'



Will you try to make friends and ask him how he keeps order (turn to 119), or ask him how they get their money (turn to 102)?

: Well, of course they don't. Charity's not from around here. She works at the Horny Unicorn over in Wargra-oh. That's not the "charity" you were talking about, was it?

Character Sheet posted:

Skroddy the Former Potionist

Skill: 11+1/12
Stamina: 17/17
Luck: 10/11

Provisions (+4 Stamina): 9
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 5
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 10 oz brick of bubblegum, NO TALISMAN OF DEATH!!, Shades, Ring of Skill (increase Skill +1), jade rose

Kills: a sinister branch, the Envoy of Death

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 119 posted:

'I manage, mostly,' he says; 'but it puts me in mind of one time not so long ago when things really got out of hand.' He goes on to tell you a story about Heimdol the Mighty. It seems that Heimdol was one of the strongest and most unpleasant men ever to have swilled beer in the Red Dragon. One day a stranger, Tyutchev, accepted his invitation to a bout of arm-wrestling. Heimdol lost for the first time in his Jife. He was furious and threatened awful reprisals if Tyutchev ever returned. A few nights later Tyutchev did return and began methodically to insult Heimdol and two of his friends. In the inevitable fight which followed Tyutchev killed them all and carved his initials on Heimdol's forehead. 'He worships the God of insane chaos, Anarchil, and since then none has dared gainsay him here, even though they are all thieves and murderers.' You decide the time has come to introduce yourself to the thieves, and you walk over to their table.



Turn to 280.

Way of the Tiger call[back/forward]! Although, in fairness, there's a lot that carries over from this book to AVENGER!

Page 280 posted:

You introduce yourself to the motley group of villains. They do not reply. You persevere, saying that you only wish to speak to them for a few moments. One of them, whose face is marked by a jagged scar, running from ear to chin, fixes you with a stare and grates, 'We don't care for the law, so watch yourself. You could be dead before you knew we'd moved.'

Will you:

Ask them the way to the Thieves' Guild? Turn to 145.
Say you need help with some unfinished business? Turn to 246.
Boldly retort that their threats don't scare you? Turn to 167.

: Schwertfisch!

Character Sheet posted:

Skroddy the Former Potionist

Skill: 11+1/12
Stamina: 17/17
Luck: 10/11

Provisions (+4 Stamina): 9
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 5
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 10 oz brick of bubblegum, NO TALISMAN OF DEATH!!, Shades, Ring of Skill (increase Skill +1), jade rose

Kills: a sinister branch, the Envoy of Death

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Comstar posted:

What was the call out to the Way of the Tiger books?

One of these days I plan to update the second post of the thread with links (will require archives, sorry) to WotT cameos for places and people. All of the gods referenced so far as well as the Shieldmaidens of Dama came up in that series, as well as the city of Serakub and the Rift itself.

Page 246 posted:

They appear interested and offer you some ale. You accept a mug and do not drink. You suggest that in helping you, they might gain a great deal. They agree to meet you and tell you to come to the Thieves' Guild at midday tomorrow, via the disguised coal-hole in Hornbeam Road. You begin to chat to them.



Turn to 169.

But last update specifically name dropped a pair of thorns in Avenger's side that popped up in at least 2 separate instances...

Page 169 posted:

Two newcomers enter the Red Dragon ale cellar. The first is a very tall, wiry, man whose frame is draped in a black cloak. The only hint of colour is his hair, very curly and dyed bright corn-yellow. The second is a handsome young woman dressed in a bizarre patchwork of armour. The barman mutters under his breath, then forces his face into a smile. 'Tyutchev, Cassandra, welcome!' he shouts obsequiously. The thieves move away from you to sit at another table. Tyutchev strolls to the bar and orders a drink. Cassandra sits opposite you, at your table. She ignores you and Tyutchev joins her.



Will you:

Say nothing? Turn to 2.
Introduce yourself? Turn to 374.
Get up and leave the ale cellar? Turn to 363.

: Speak of the Anarchil(ists)!

Character Sheet posted:

Skroddy the Former Potionist

Skill: 11+1/12
Stamina: 17/17
Luck: 10/11

Provisions (+4 Stamina): 9
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 5
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 10 oz brick of bubblegum, NO TALISMAN OF DEATH!!, Shades, Ring of Skill (increase Skill +1), jade rose

Kills: a sinister branch, the Envoy of Death

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 2 posted:



There is an uneasy silence in the ale cellar. Tyutchev looks across at you and says, 'I don't like your face.' Cassandra nods agreement.



If you retort, 'At least, unlike you, I am wholesome to look upon,' turn to 294.
If you meekly reply, 'I'm sorry, I was born that way,' and leave the ale cellar, turn to 305.

: No hard feelings, I'd be a bit ill-tempered too if I was born so ugly that my mother used to tie me to the fence to scare away the crows.

Character Sheet posted:

Skroddy the Former Potionist

Skill: 11+1/12
Stamina: 17/17
Luck: 10/11

Provisions (+4 Stamina): 9
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 5
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 10 oz brick of bubblegum, NO TALISMAN OF DEATH!!, Shades, Ring of Skill (increase Skill +1), jade rose

Kills: a sinister branch, the Envoy of Death

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 305 posted:

As you walk across the sawdust-covered tiles towards the door, you hear Tyutchev say to the barman, 'Who was that frightened rabbit?' He walks over to the thieves.

Do you want to hurry out of this den of thieves, thankful to be alive (turn to 289), or draw your sword and shout 'Who's frightened?' (turn to 294)?

If anyone is particularly keen to head back in, I'll consider a side-update, but I'd prefer to keep things moving over tiny increments for each update.

Page 289 posted:

You step out, squinting against the bright light of the late afternoon sun. Add 1 LUCK point for visiting the Red Dragon Inn and living to tell the tale. You are back in the Street of Seven Sins.



If you have met a Sage and he has invited you to dinner, you may turn to 229.
If you have not been invited, or do not wish to go, you may go down a side street called Cobbler's Walk, heading west (turn to 195), or go down Merchant Street, heading north-west (turn to 394).

Luck is maxed out now, and we have met the Sage (though we can choose to not meet him).

Character Sheet posted:

Skroddy the Former Potionist

Skill: 11+1/12
Stamina: 17/17
Luck: 11/11

Provisions (+4 Stamina): 9
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 5
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 10 oz brick of bubblegum, NO TALISMAN OF DEATH!!, Shades, Ring of Skill (increase Skill +1), jade rose

Kills: a sinister branch, the Envoy of Death

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...
Y'all are no fun :(

Page 229 posted:

On your way towards the Sage's house a small boy runs up to you and asks if you would like to help a very clever scholar and make some money doing it. 'It won't take long,' he adds, tugging at your sleeve.

Do you want to thank him, but decline and go on your way (turn to 273), or will you go with the boy (turn to 216)?

Gonna push us through this decision, as the option to decline is the same in the next page.

Page 216 posted:

The boy leads you to the Guilds of Learning. You hurry down a cloister, which surrounds a square of tall grass speckled with scarlet poppies, and on towards a huge greenhouse made of tarred wood and glass. Two scholars wearing the pale blue robes of the Sages come out to greet you. One is spindly and bald, the other is very chubby and peers at you through his pince-nez. They are obviously pleased to see you and introduce themselves as Moreau and Polonius. The fat one, Polonius, asks you to come with them, if you would like to earn twenty gold pieces for twenty minutes' work.

Will you go with them into the greenhouse (turn to 182), or politely decline and go back to the Sage's house (turn to 273)?

: Sages galore! Are we having a sleepover tonight?

Character Sheet posted:

Skroddy the Former Potionist

Skill: 11+1/12
Stamina: 17/17
Luck: 11/11

Provisions (+4 Stamina): 9
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 5
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 9 oz brick of bubblegum, NO TALISMAN OF DEATH!!, Shades, Ring of Skill (increase Skill +1), jade rose

Kills: a sinister branch, the Envoy of Death

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...
Hey thread, would you like to have an adventure [y/n]?

:geno:

Seriously? Well, we're not missing out on this one.

Page 182 posted:

'We are scholars,' says Moreau excitedly. 'Vivisection is our field of study. We use surgery and magic to create new forms of life. Just wait till you see our creation.' They take you to a large sunken pit in the middle of the massive greenhouse. The pit is ringed at the top with downward pointing spikes. They lower a ladder and you all descend into it. In a barred cage at the edge of the pit is a most loathsome sight.



The scholars' creation is a massive beast with the body of a giant cockroach, six giant arms for legs and two heads, one above the other. The top one is the head of a crocodile and below is the warty face of an ogre. 'Isn't she beautiful?' says Moreau. Polonius says, 'We need a valiant warrior to test her. We want her to be used as a war-beast. Do not worry, though; the minute she looks like harming you, Polonius here will put her to sleep with a special spell.' The ogre face, which looks distinctly male, roars and slavers.



If you want to say. 'Thank you, no, I'm not fighting that,' and leave immediately, turn to 201.
If you would rather say. 'This should be interesting,' and prepare to fight the beast, turn to 189.

This choice is a false one with nearly identical results, so we'll go to 201 for completion's sake.

Page 201 posted:

'Ah well, that's a pity,' says Polonius, and presses the far wall of the pit. With a great clang bars spring up between you and the two scholars. To your horror you see that at the same time the bars separating you from their awful creation have slid into the ground. The beast comes towards you, intent on turning you into a meal. You must fight the VIVISECT. The scholars produce wax tablets and begin to take notes.

VIVISECT SKILL 8 STAMINA 12

You may appeal for help at any time.

If you do, remember this reference number and turn to 158.
If you do not appeal, and win, turn to 176.

It's a nested false choice too:

Page 158 posted:

You ask the scholars to use their spell. 'Something appears to be wrong,' mumbles Moreau guiltily. The spell is not working. Out of the corner of your eye you can see him gesticulating as if casting a spell, but the beast is unaffected. You must fight it to the death. Return to the paragraph you came from.

You may not appeal for help again.

: It's time to put you out of your ugly. I'll include misery too, no added charge.

Rolling:
(8+10)>(11+4): Skroddy loses 2 Stamina
(8+3)<(11+7): VIVISECT loses 2 Stamina
(8+8)=(11+5): Grimace-off, nothing lost but dignity
(8+10)<(11+10): VIVISECT loses 2 Stamina
(8+7)<(11+8): VIVISECT loses 2 Stamina
(8+12)>(11+3): Skroddy loses 2 Stamina
(8+6)<(11+9): VIVISECT loses 2 Stamina
(8+10)<(11+10): VIVISECT loses 2 Stamina
(8+6)<(11+4): VIVISECT loses 2 Stamina and is smashsected.

: Awgh! I'm covered in...awful. I...awgh!

Page 176 posted:

The vile monstrosity sinks to the ground, squelching in a pool of blood and green ichor. The stench of its spilled entrails is nauseating. The sages are woebegone at the death of their creation, but they help you out of the pit. 'I'm sorry,' says Moreau, 'my spell did not work. What a shame you had to kill her.' You shake your head at their madness and ask for your gold. Polonius dives his hands into various pockets and folds of his robes, a look of consternation crossing his features. He is about to make some excuse, when he sees your growing anger. Eventually, he offers you a magic scroll as payment instead. It contains a Spell of Agonizing Doom, which you can use once only. You accept, take your leave, and head for the house of the Sage.



Turn to 273.

: HER? How could you tell?

Page 273 posted:

You come to the door of the Sage's house and knock. After a few moments a manservant opens the door. You explain that you have come to see the Sage. The manservant asks you for the token.

Do you have the token?

If you do, turn to 6.
If not, turn to 131.

I haven't found a page where you can lose the jade rose, so...I guess this page is just to keep people honest if they try to cheat...?

Page 6 posted:

The servant says, 'Ah yes, you are expected. Please come in.' You follow him into the parlour. The dining-table is laid for three. Apothecus rises to greet you and introduces you to his friend, Diodorus, a Sage who is an expert on travel between the planes of existence. He tells you that there are portals or gates, allowing travel between Orb and other worlds. He suspects that you may have been brought from Earth to Orb by means of such a portal, 'When you recover the Talisman,' he says, 'you must leave Greyguilds and walk south-east until you come to the Great Plateau. Mount Starreach, the tallest mountain on the plateau, has, at its summit, one of these portals, through which you must pass if you wish to return to Earth.'



'And now to more immediate matters,' says Apothecus. 'You can leave the city by the postern gate in the cemetery. If you get into serious trouble you may be able to call on the All-Mother for aid. To do so cry, "All-Mother, nature herself, preserve me.'" He makes you repeat the words and you commit them to memory; note them on your Adventure Sheet. He explains that the All-Mother is the Fountain of all Life, the opposite of Death. She may be prepared to help you, but only once, at the time of your greatest need. 'However, remember this: no deity can intervene in another's temple.' You thank them both and turn in early after the sumptuous meal of peacock basted in Spirits of Ra, and other exotic dishes. You wake up refreshed - gain 4 stamina points. You bid Apothecus farewell, thanking him for all his help and hoping that you won't let him down. You set out to find the Thieves' Guild.

Turn to 64.

: Thanks for the infodump, Dio-dude and Apothesage!

Page 64 posted:

As you set off, you see a small group of people clustered around a man wearing a flowing grey cloak and one dangling gold ear-ring. He is making huge bunches of flowers appear and disappear to cries of delight and amusement from the crowd.



Will you:

Try to find a way into the Thieves' Guild? Turn to 83.
Try to regain the Talisman on your own? Turn to 383.
Stay and watch the magic? Turn to 106.


Character Sheet posted:

Skroddy the Former Potionist

Skill: 11+1/12
Stamina: 17/17
Luck: 11/11

Provisions (+4 Stamina): 9
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 5
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 8 oz brick of bubblegum, NO TALISMAN OF DEATH!!, Shades, Ring of Skill (increase Skill +1), jade rose, scroll of Spell of Agonizing Doom

Kills: a sinister branch, the Envoy of Death, Vivisect

Ratatozsk fucked around with this message at 19:48 on Mar 14, 2015

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 83 posted:

Have you been told about the storm-drain?



If you have, turn to 183.
If not, turn to 149.

If our introduction to the thieves goes...poorly, then they tell us about the storm-drain (trap) instead of the coal-chute (real entrance).

Page 183 posted:

You turn left down Hornbeam Road, looking for the coal-hole. You see what looks like a coal-cellar at the back of a dilapidated warehouse. You duck into it and find a small crawl-way hidden on the other side of the pile of coal. You craw! down a chute and out into a small passageway that winds for some distance beneath the city. You come to a door and push it open. You step into a magnificently furnished room; evidently the Thieves' Guild lacks nothing. A group of men is waiting for you, lounging on sofas. Some of them you recognize from the Red Dragon Inn, in particular the one with a scar running from ear to chin.

Turn to 209.

Page 209 posted:

Scarface looks you up and down for a moment. Then he says, 'Right, I'll get the Guildmaster, we'll see what he has to say.' There is an uneasy silence before he returns with another man. Scarface says, 'This is Vagrant, Guildmaster of Thieves.' Vagrant is a handsome, middle-aged man wearing an ermine jacket. Twirling his moustache, he asks you the purpose of your visit.



What will you say:

You need help to steal something? Turn to 315.
You want to steal the Talisman of Death? Turn to 276.
You will lead them to a hoard of priceless jewellery? Turn to 291.

: Your moustache is captivating. Can I have a minute to just appreciate it before making my case?

Character Sheet posted:

Skroddy the Former Potionist

Skill: 11+1/12
Stamina: 17/17
Luck: 11/11

Provisions (+4 Stamina): 9
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 5
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 8 oz brick of bubblegum, NO TALISMAN OF DEATH!!, Shades, Ring of Skill (increase Skill +1), jade rose, scroll of Spell of Agonizing Doom

Kills: a sinister branch, the Envoy of Death, Vivisect

Ratatozsk fucked around with this message at 19:48 on Mar 14, 2015

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 276 posted:

There is a hushed silence, broken by Vagrant. 'That is indeed beyond price.' He suddenly barks out an order 'We'll mount an expedition before they move the Talisman. It is market-day - a good time. Scarface, Jemmy the Rat, Bloodheart and young Lord Min, you will accompany our friend here.' Some hours later, when they have finished their preparations, you set off.



As you leave, you see a piece of graffiti scrawled in blood on a wall: There is no honour among thieves! You resolve to be on your guard.



Turn to 241.

I don't know if I ever really noticed the incidental illustrations in WotT, but holy bells are they padding the heck out of this book. The crow, page 276, and the claw holding a brazier or whatever constitute a full page.

Page 241 posted:

Scarface leads you through a maze of back alleys into a building that Jemmy the Rat tells you is a safe house. You climb on to the roof and continue running across the roof-tops of the city. Soon you are on top of a tall house, just below the top of the temple to Fell-Kyrinla. Bloodheart, a hulking, silent fellow, takes a rope and grappling hook from his shoulder. He effortlessly throws it round the top of one of the temple columns. He secures his end to a chimneystack and walks across on the tightrope he has created. You all manage to cross hand-over-hand and join him in the temple eaves. Jemmy the Rat, a wiry man with fingers like spider's legs, finds a skylight and, true to his name, prises off the bars and picks the lock. Reaching inside he disarms a trap containing a poisoned dart. You marvel at his nimble-fingered skill. They lower a rope and you all drop down to the top of a staircase. You catch sight of an old serving-man passing a doorway on the landing. The others have not noticed him.

Will you silence him, in case he has seen you (turn to 217), or ignore him, hoping he didn't see you (turn to 228)?

: Evidently CQC wasn't part of the Potion Shack pre-employment training.

Character Sheet posted:

Skroddy the Former Potionist

Skill: 11+1/12
Stamina: 17/17
Luck: 11/11

Provisions (+4 Stamina): 9
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 5
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 8 oz brick of bubblegum, NO TALISMAN OF DEATH!!, Shades, Ring of Skill (increase Skill +1), jade rose, scroll of Spell of Agonizing Doom

Kills: a sinister branch, the Envoy of Death, Vivisect

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 228 posted:

You hurry on down the stairs but the old man has seen you.

Turn to 283.

Page 283 posted:

You are padding silently along the landing towards the stairs which lead down, when a loud pealing of bells fills the air. 'The alarm!' snarls Scarface. You freeze. Looking back you are astonished to find that you cannot see the thieves, who you thought were behind you. All you can see are shadows. You are on your own.

Will you go back to find the thieves (turn to 213), or run down the stairs ahead of you (turn to 180)?

: Stealing away, eh? Just what I'd expect from a bunch of thievin' thieves the likes of you!

Character Sheet posted:

Skroddy the Former Potionist

Skill: 11+1/12
Stamina: 17/17
Luck: 11/11

Provisions (+4 Stamina): 9
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 5
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 8 oz brick of bubblegum, NO TALISMAN OF DEATH!!, Shades, Ring of Skill (increase Skill +1), jade rose, scroll of Spell of Agonizing Doom

Kills: a sinister branch, the Envoy of Death, Vivisect

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 180 posted:

You run down the stairs four at a time. You reach another landing before you hear the tramp of feet coming up from below. Thinking quickly, you hide behind an arras.

Test your Luck.

If you are Lucky, turn to 140.
If you are Unlucky, turn to 153.

Rolling...7. Lucky! Subtract 1 from Luck

Page 140 posted:

You can hear the clank of armour as a group of guards rushes past the arras, heading up the stairs. You continue down until you reach the double doors at the bottom. A guard remains on duty before them. She shouts a warning and runs forward to attack you. You must fight her.

TEMPLE GUARD Skill 7 Stamina 8

If she is still alive after five combat rounds, turn to 124.
If you win within five combat rounds, turn to 113.

Rolling:
(7+3)<(12+11): Temple Guard loses 2 Stamina.
(7+12)>(12+6): Skroddy loses 2 Stamina.
(7+10)=(12+5): drat, that's what you get for not killing the old man!
(7+6)<(12+9): Temple Guard loses 2 Stamina.
(7+7)<(12+7): Temple Guard loses 2 Stamina.
Testing our Luck for the last strike because this is round five - (3+4)<10, Temple Guard loses 2 Stamina and dies with the regret of becoming a Sword Maiden rather than a Shield Maiden. Skroddy is at 15 Stamina.

: Ugh. I don't think I'm quite the man for this job. Maybe I'll get reincarnated as a ninja the next time around!

Page 113 posted:

You step over the fallen guard and, pushing open the double doors, enter the Inner Sanctum of the temple. A tall raven-haired woman, Hawkana, the High Priestess, is praying at the altar, upon which lies the Talisman of Death. Beyond the altar is a large marble statue of the Goddess wearing chainmail, her expression arrogant and cruelly beautiful. Hawkana rises and turns. She resembles the statue and is wearing a long dress of black chainmail.

Turn to 222.

Page 222 posted:

'How dare you desecrate the temple. How dare you interrupt me when I'm speaking with the Goddess!' she says softly, white with rage. 'I dedicate your soul to the Goddess.' She drives her fist into the air and chops it downwards. A pillar of flame descends from the vaulted roof.



Roll one die.

If you score 1-4, turn to 105.
If you score a 5 or a 6, turn to 132.

Hawkana unleashes her most insidious attack - the Contagious Yawn.

Rolling...5

Page 132 posted:

You are engulfed in flame. The pain is terrible and you can hardly see. Lose 6 Stamina points.



If you are still alive you may wish to use one of the following, if you have any of them:

Vapours of Speed: turn to 76.
Unicorn Amulet: turn to 87.
Scroll of Agonizing Doom: turn to 59.
None of these things: turn to 50.

For what little comfort it may offer, the other option still has us losing 3 Stamina. Skroddy is down to 9 Stamina.

Page 59 posted:

After that display of power, you hurriedly use your Scroll of Agonizing Doom. Hawkana draws her sword and advances on you, snarling with tigerish ferocity. But the spell works and a crackling electric blue aura surrounds her. She throws back her head and howls with agony. She is very badly hurt and staggers, but then exerts her will and recovers. You must fight the High Priestess.

HAWKANA Skill 12 Stamina 6

If you win, turn to 44.

Hawkana is usually Skill 12, Stamina 14. The Vapors are a dud (more on their purchase in the post-book) and burning time consuming them loses us 2 Stamina, and the Amulet (unidentified upon acquisition) is an Amulet of Strength against Evil which modifies our skill by +2 for the fight.

: That amulet belongs in a museum! ...on Earth!

Rolling...
(12+10)>(12+6): Skroddy loses 2 Stamina.
(12+6)<(12+11): Hawkana loses 2 Stamina.
(12+4)<(12+8): Hawkana loses 2 Stamina.
(12+9)>(12+5): Skroddy loses 2 Stamina.
(12+8)>(12+6) Skroddy loses 2 Stamina.
(12+8)<(12+9) Hawkana loses 2 Stamina, is dismayed to learn that her death rattle is not as contagious as her yawn. Skroddy down to 3/17 Stamina.

: Ugh, that was the worst one and a half liner I've ever spit out. AND I CAN'T STOP YAWNING!

Page 44 posted:

Hawkana collapses to the floor, lifeless. You walk to the altar and take the Talisman of Death. It is cold and heavy. At last you have regained it. Gain 1 Luck point. You look back at Hawkana and your scalp crawls. Her wounds are healing. Even as you watch she tries to raise herself from the pool of blood in which she lies.



Will you go back to Hawkana (turn to 54), or run to the double doors (turn to 31)?

: I guess my particular thief associates aren't exactly the type of thief who'd coming swinging in on a chandelier to whisk me out of this mess, are they? I gotta be pickier next time.

Character Sheet posted:

Skroddy the Former Potionist

Skill: 11+1/12
Stamina: 3/17
Luck: 10/11

Provisions (+4 Stamina): 9
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 5
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 7 oz brick of bubblegum, TALISMAN OF DEATH!!, Shades, Ring of Skill (increase Skill +1), jade rose

Kills: a sinister branch, the Envoy of Death, Vivisect, Temple Guard, Hawkana (may not be fully dead at this time)

Ratatozsk fucked around with this message at 18:41 on Mar 18, 2015

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 31 posted:

The doors are still magically sealed shut. You cannot force them open. You turn to see that Hawkana has risen to her feet and taken up her sword again. Her eyes are filled with malice. 'You cannot kill me. This time I will carve out your spleen.' She is slower than before but you must fight her again.



HAWKANA Skill 9 Stamina 6

If you win, turn to 54.

The above picture is from a possible earlier encounter with Hawkana, included here because.

Rolling:
(9+3)<(12+10): Hawkana loses 2 Stamina
(9+5)<(12+10): Hawkana loses 2 Stamina
(9+8)<(12+8): Hawkana loses 2 Stamina, lets out a thundering death yawn and dies spleenless.

: AND STAY DOWN!!

Page 54 posted:

You notice that a ring on Hawkana's finger is glowing with a green light as her wounds close up. Quickly you take it off before she comes fully back to life. You place it on your own finger. It is a Ring of Regeneration; regain 6 Stamina points.

Will you now try to leave through the double doors (turn to 16), or search the Inner Sanctum (turn to 137)?


Character Sheet posted:

Skroddy the Former Potionist

Skill: 11+1/12
Stamina: 9/17
Luck: 10/11

Provisions (+4 Stamina): 9
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 5
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 6 oz brick of bubblegum, TALISMAN OF DEATH!!, Shades, Ring of Skill (increase Skill +1), jade rose, Ring of Regeneration

Kills: a sinister branch, the Envoy of Death, Vivisect, Temple Guard, Hawkana (double deaded)

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...
That ring? Imbued with the evil will of Fell-Kyrinla, tightens until it severs our finger, and docs us 1 Skill and 2 Stamina. So let's exit its field of effect.

Page 16 posted:

The doors open easily. It seems the magic has faded now that Hawkana is truly dead. The thieves have been spying on you through the keyhole. Scarface says, The door was locked and we couldn't get in.' He leads the way back up to the skylight. If you still have Hawkana's ring, you feel it grow cold and see that it has tarnished to a dull grey metal. Its magic only works within the Inner Sanctum.

Suddenly, the alarm bell tolls loudly. As you reach the top landing, a group of warrior-women appears on the stairs behind you in hot pursuit. You all run for the rope hanging from the skylight. As you reach it, you sense a movement at your side and dodge the murderous thrust of Bloodheart's dagger just in time. Before he can strike again, the warrior-women let loose a volley of crossbow bolts. Bloodheart's body is peppered with quarrels, shielding you as you climb the rope. Leaving the stricken Bloodheart to his fate, the remaining thieves jump agilely from the temple roof to the roof of a nearby house. You will have to jump, too.



Roll two dice.

If the total is less than or equal to your skill score, turn to 163.
If it is greater than your skill score, turn to 56.

Rolling...1,3<12

Page 163 posted:

You land safely next to the thieves. Scarface looks surprised to see you. 'Bloodheart?' he inquires. 'Failed, you treacherous dogs,' you reply, brandishing your sword. Jemmy the Rat turns tail and flees across the roof-tops. Lord Min looks at Scarface and shrugs. 'I'm not fighting the killer of Hawkana,' he says. They swing under the eaves and climb like spiders to an open window. Not wishing to attempt this climb, you make your way back to the safe house across the roof-tops, and climb down to the street, where you stop to regain your breath before leaving the city.

Turn to 235.

: Well, that could have gone worse. Now what?

Page 235 posted:

As you catch your breath three shadows appear on the road before you. Looking up, you see Tyutchev and Cassandra, with a hideous squid-like creature hovering in the air between them. One of the squid's tentacles is curled loosely around Cassandra's waist. 'We meet again,' says Tyutchev. 'Young Lord Min tells me you have been successful. Congratulations, you have done us a favour. Now you'll be glad, your peril is over. We are taking the Talisman.'

Grimly, you draw your sword. 'I see,' says Tyutchev. 'Then let me introduce Thaum,' he continues, gesturing towards the squid-like monster. Its form dissolves and becomes the man with the gold ear-ring arid flowing grey robes you saw producing flowers out of the air for the crowds. He is a Master of Illusion. At that moment a huge and ugly Troll appears from within the safe house. 'Here is Harg,' says Thaum. Harg raises a huge hammer ready to strike you.



Is he real, or is he one of Thaum's illusions?

If you attack the Troll, turn to 45.
If you allow his hammer to strike you, turn to 141.

: You really couldn't be bothered to summon a taller grunt?

Character Sheet posted:

Skroddy the Former Potionist

Skill: 11+1/12
Stamina: 9/17
Luck: 10/11

Provisions (+4 Stamina): 9
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 5
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 6 oz brick of bubblegum, TALISMAN OF DEATH!!, Shades, Ring of Skill (increase Skill +1), jade rose, Ring of Hawkana

Kills: a sinister branch, the Envoy of Death, Vivisect, Temple Guard, Hawkana (double deaded)

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 141 posted:

Harg disappears before the hammer lands. 'Very good,' says Thaum. 'Now, what about this?'

Turn to 171.

We somehow lose 2 Stamina to the illusion if we trade blows with it.

Page 171 posted:

While Tyutchev draws his sword, Thaum points at you. From his finger a ball of multi-coloured fire flies towards you.

Will you try to avoid the fireball by running at Tyutchev (turn to 244), or hold your ground (turn to 225)?

Character Sheet posted:

Skroddy the Former Potionist

Skill: 11+1/12
Stamina: 9/17
Luck: 10/11

Provisions (+4 Stamina): 9
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 5
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 6 oz brick of bubblegum, TALISMAN OF DEATH!!, Shades, Ring of Skill (increase Skill +1), jade rose, Ring of Hawkana

Kills: a sinister branch, the Envoy of Death, Vivisect, Temple Guard, Hawkana (double deaded)

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 244 posted:

The fireball bursts behind you, but a burning pain sears your back and you smell charred cloth. Lose 3 Stamina points. If you are still alive, you press home your attack on Tyutchev.

Turn to 265.

Stamina now at 6/17.

Page 265 posted:

Tyutchev's bastard sword, almost as long as you, hums through the air as he parries your first attack with the agility of a cat. The black cloak he wears makes it difficult for you to tell exactly where he is. Cassandra and Thaum, looking confident, stand back to watch. You fight Tyutchev.

TYUTCHEV Skill 10 Stamina 12

After your first successful attack on him, turn to 301.

: At least you bastards have the good graces to take turns.

Rolling...
(10+7)>(12+4): Skroddy loses 2 Stamina
(10+9)>(12+4): Skroddy loses 2 Stamina
(10+6)<(12+7): Tyutchev loses 2 Stamina

Page 301 posted:

As soon as you wound Tyutchev, you notice Thaum gesturing. Tyutchev becomes invisible. As you start back in surprise, Cassandra is upon you, her sword darting at you. Tyutchev reappears behind you, raising his sword to strike and Thaum is gesturing again. You feel threatened from all sides and you are hard pressed to defend yourself.

Do you wish to call upon a God for aid (turn to 330), or do you think you can triumph by the skill of your own hand (turn to 292)?

: Seriously? One little knick and you're piling on too?

To keep things rolling, please vote for either our skill or a specific deity listed below:

Page 330 posted:

Which god will you call on?

Avatar the One Turn to 347.
Lifespirit Turn to 284.
Rocheval, God of the Paladins Turn to 361.
The All-Mother Turn to 248.
Fate Turn to 389.

Character Sheet posted:

Skroddy the Former Potionist

Skill: 11+1/12
Stamina: 2/17
Luck: 10/11

Provisions (+4 Stamina): 9
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1]), Willow Sap (+4 Stamina at any time)
Gold: 5
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 6 oz brick of bubblegum, TALISMAN OF DEATH!!, Shades, Ring of Skill (increase Skill +1), jade rose, Ring of Hawkana

Kills: a sinister branch, the Envoy of Death, Vivisect, Temple Guard, Hawkana (double deaded)

Ratatozsk fucked around with this message at 21:24 on Mar 21, 2015

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...
We've had one vote to consume our healing sap, and I think I'll throw in a provision on top of that unless there are objections.

Page 248 posted:

You are swept up in the talons of a great white eagle.



Your assailants are soon specks below you on the street. Rising high above the roof-tops you look to the south-east and see, far away, a mountain on top of a large plateau. A voice speaks in your head - the voice of the All-Mother. 'That is Mount Star-reach, your goal. At its summit lies the portal that will take you back to your own world.' For a moment it seems the eagle will bear you to the mountain, but the Talisman seems to weigh like a ball of lead around your neck and the eagle is forced to land in a deserted alley of Store Street. Before you can thank it, it takes to the air again and is soon soaring far above the city.

Are you wearing magical chainmail?

If you are, turn to 375.
If not, turn to 258.

: Oh c'mon Mom. You're dropping me off here?!?

Page 258 posted:

Store Street is an extension of Moorgate.

Will you hurry down Store Street to the end of Moorgate (turn to 237), or, if you had dinner with a Sage, ask the way to the cemetery (turn to 261)?

Dinner we have indeed had. To refresh your memory of the advice offered at that time - "'You can leave the city by the postern gate in the cemetery. If you get into serious trouble you may be able to call on the All-Mother for aid. To do so cry, "All-Mother, nature herself, preserve me."' Not sure why this particular phrase didn't make its way into the last page, but whatever, we got to fly through the sky and that doesn't suck.

Page 261 posted:

You stop a passing student who directs you to the cemetery. You run down Pallbearer's Row, anxious to escape from the city. As you approach the cemetery, an ox-cart, returning from the market, loses a wheel and overturns, almost blocking the road. You run for the gap between it and the cemetery wall, but it is blocked by a man with a shaven head.



He wears baggy scarlet trousers which end just below the knee and a loose scarlet jacket tied with a black cotton belt. On his forehead is a tattoo of a scarlet praying mantis. He doesn't seem inclined to let you pass.

Will you:

Ask him politely to let you through? Turn to 338.
Tell him to get out of your way? Turn to 311.
Attack him? Turn to 288.

: The urge to hunt down a loofa to see if I can scrub that...thing...off his forehead is startlingly strong.

Character Sheet posted:

Skroddy the Former Potionist

Skill: 11+1/12
Stamina: 10/17
Luck: 10/11

Provisions (+4 Stamina): 8
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1])
Gold: 5
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 6 oz brick of bubblegum, TALISMAN OF DEATH!!, Shades, Ring of Skill (increase Skill +1), jade rose, Ring of Hawkana

Kills: a sinister branch, the Envoy of Death, Vivisect, Temple Guard, Hawkana (double deaded)

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Comstar posted:

I get the impression this is another call out to Way of the Tiger!

The main antagonist from the first book is from this Order, and the monks continue to show up through the series. Trivia - they're weak to the Forked Lightning kick (which we are unable to perform.)

Page 338 posted:

He does not let you pass.

Will you step aside and invite him to pass first (turn to 379), or ask him less politely to move out of the way (turn to 311)?

Character Sheet posted:

Skroddy the Former Potionist

Skill: 11+1/12
Stamina: 10/17
Luck: 10/11

Provisions (+4 Stamina): 8
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1])
Gold: 5
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 6 oz brick of bubblegum, TALISMAN OF DEATH!!, Shades, Ring of Skill (increase Skill +1), jade rose, Ring of Hawkana

Kills: a sinister branch, the Envoy of Death, Vivisect, Temple Guard, Hawkana (double deaded)

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 379 posted:

You step back and wave the monk through. He walks past arrogantly, without a word of thanks.

Turn to 392.


The fight itself is pretty anticlimactic. If he hits us and rolls a 5 or 6, he knocks us out and steals the now-defunct Hawkana ring. If we win, we look back to see he was just feigning death and he runs away.

Page 392 posted:

Dusk is deepening as you enter the cemetery. You begin to explore the city wall, looking for the postern gate. You do not look at the headstones for fear of finding your name at the head of an open grave. Your eye is caught by what looks like a lantern, hanging from a post in the midst of the graves.



Will you walk over to the lantern (turn to 274), or ignore the lantern and continue searching along the wall (turn to 99)?

: Lantern? I hardly knew 'ern! Hi-yo!

Character Sheet posted:

Skroddy the Former Potionist

Skill: 11+1/12
Stamina: 10/17
Luck: 10/11

Provisions (+4 Stamina): 8
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1])
Gold: 5
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 6 oz brick of bubblegum, TALISMAN OF DEATH!!, Shades, Ring of Skill (increase Skill +1), jade rose, Ring of Hawkana

Kills: a sinister branch, the Envoy of Death, Vivisect, Temple Guard, Hawkana (double deaded)

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Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 274 posted:

You thread your way through the moss-covered tombs and headstones. As you approach the light, it shimmers and moves towards you, floating in the darkness. You are entranced. The will-o'-the-wisp draws you, mesmerized, towards a large grey tomb. A withered hand thrusts through the earth beneath your feet and grabs your ankle. You hack at it but yet another mouldering arm grips you. There is a grating noise as a fiendish GHOUL staggers from the tomb before you.



Other zombies erupt from their earthy graves around you. In your panic, you find the strength to rip yourself out of the ghastly grasp of the zombies - but the ghoul is almost upon you! You must fight it.

GHOUL SKILL 7 STAMINA 8

If you defeat the Ghoul within five combat rounds, turn to 343.
If it is still alive after five rounds turn to 298.

Luckily, the numbers are much more favorable for this combat than they have been recently.

Rolling...
(7+9)=(12+4): Lots of growling but not much else
(7+5)<(12+7): GHOUL loses 2 Stamina
(7+6)<(12+5): GHOUL loses 2 Stamina
(7+6)<(12+4): GHOUL loses 2 Stamina
(7+8)<(12+10): GHOUL loses 2 Stamina, gone ghoul

Page 343 posted:

With a mighty slash, your sword bites into the pale, slimy neck of the Ghoul, decapitating it. It slumps to the floor, truly dead at last. As fast as you can, you spring past the questing arms of the lumbering zombies and dash back to the wall, knowing you must find the postern gate as soon as possible.

Turn to 99.

Page 99 posted:

You continue along the wall and, to your relief, find the postern gate. You duck through and out into the night beyond. Gain 1 luck point for escaping the city.

Turn to 8.

: Ugh. That was one hell of a soul-sucking city.

Page 8 posted:

You put several miles between yourself and Greyguilds and sleep the night in a hayrick. You awake refreshed. Gain 2 Stamina points. Which direction will you take towards the plateau? You could take the direct route, south-east, across rough moorland; continue along the old trade road, due south for a while and then strike east; or head east across the heath to the hills before turning south.



South-east? Turn to 287.
South, then east? Turn to 300.
East, then south? Turn to 313.

: Or North-east then South-south, or South-west then East-east...the possibilities!

Character Sheet posted:

Skroddy the Former Potionist

Skill: 11+1/12
Stamina: 12/17
Luck: 11/11

Provisions (+4 Stamina): 8
Torches: 5
Potions: 1 Luck Potion (restore Luck to [Initial Value +1])
Gold: 5
Jewels: 0

Equipment: Denim and Flannel Armor, Sword, Flint and Tinder, 3 bottles of concentrated senna, 6 oz brick of bubblegum, TALISMAN OF DEATH!!, Shades, Ring of Skill (increase Skill +1), jade rose, Ring of Hawkana

Kills: a sinister branch, the Envoy of Death, Vivisect, Temple Guard, Hawkana (double deaded), Ghoul

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