--** ADVENTURE SHEET **-- -- SKILL -- - 12 Initial. - " 9" While in the well tunnel. - "11" Net effect of Gauntlet of Weapon Skill and Ring of Slowness. -# New Game + #- -- STAMINA -- - 22 Initial. - 16 After SHAPE SHIFTER. [203] - 15 Ouch! Tree branch. [277] - 13 After TREEMAN. [123] - 10 Ouch! Tangleweed. [159] - 8 Despair! Hit head whilst falling down well. [30] - 6 After GREMLIN chief. [71] - 10 Ate provisions. [296] - 14 Ate elvin bread. [257] - 12 Dropped a vase. [250] - 16 Ate provisions. [149] - 20 Ate provisions. [381] -# New Game+ #- -- LUCK -- - 9 Initial. - 8 (R7) Lucky! Avoided Cave Troll. [376] - 7 (R9) Unlucky! Fell down a well. [256] - 6 (R3) Lucky! Dodged Gremlin dagger. [229] - 5 (R3) Lucky! Dodged an arrow. [81] - 6 Got elvin bread! [257] - 3 Unleashed an EARTH ELEMENTAL! [13] - 10 Drank Potion of Fortune. [149] - 9 (R8) Lucky! Avoided a bolt of fire breath. [57] - 8 (R6) Lucky! Fled the arrow rain unharmed. [98] -# New Game+ #- Remember: Skill, Stamina, and Luck can't exceed the initial values! Save for very specific cases, which will be explicitly written out. -- EQUIPMENT -- - Sword. - Leather armour. - Gold pouch. - Bigleg's map. - Ring of Light. - Potion of Healing. - Headband of Concentration. - Small brass bell. - Clay hand. - Gauntlet of Weapon Skill (+1 Attack Strength) - Ring of Slowness (-2 Attack Strength) -- GOLD -- - 30 << From Bigleg. [Prologue] - 14 << -(3+2+2+3+3+3=16) Purchased from Yaztromo. - 19 << +5 Stolen from the Cave Troll. [74] - 18 << -1 Dropped into an Ordinary Well. [89] - 27 << +9 Worth from the medallion. [273] - 55 << +28 Worth from the gold ingot. [242] - 50 << -5 Advise from the Gnome. [297] - 45 << -5 Levy for trespassing. [279] -# New Game + #- -- PROVISIONS REMAINING -- - 10 Initial. - 9 Nomch. [296: ST 6->10] - 8 Nomch. [149: ST 12->16] - 7 Nomch. [381: ST 16->20] -# New Game + #- Eat and rest at any time except when engaged in a Battle. Eating heals 4 STAMINA and deducts 1 Provision. STAMINA may not be raised past its initial value! -- BATTLE LOG -- SHAPE SHIFTER [203]: F: [ST 10-> 0 | SK 10] 10+10. / 5+10. / 8+10! / 7+10! / 6+10. / 9+10! / 5+10. / 9+10. / 5+10. | Y: [ST 22->16 | SK 12] 8+12. / 10+12! / 5+12. / 3+12. / 7+12! / 6+12. / 6+12! / 11+12! / 5+12! | Win! TREEMAN 1 [123]: F: [ST 8-> 0 | SK 8] 9+ 8. / 6+ 8. / 3+ 8. / 6+ 8. | Y: [ST 15->15 | SK 12] 12+12! / 5+12! / 7+12! / 5+12! | Win! TREEMAN 2 [123]: F: [ST 8-> 0 | SK 8] 7+ 8. / 3+ 8. / 5+ 8. / 9+ 8! / 7+ 8. | Y: [ST 15->13 | SK 12] 9+12! / 6+12! / 3+12! / 2+12. / 8+12! | Win! GIANT SPIDER [298]: F: [ST 8-> 0 | SK 7] 6+ 7. / 4+ 7. / 5+ 7. / 9+ 7. | Y: [ST 10->10 | SK 12] 10+12! / 4+12! / 11+12! / 7+12! | Win! GREMLIN [71]: F: [ST 5-> 0 | SK 5] 7+ 5. / 10+ 5! / 5+ 5. / 9+ 5. | Y: [ST 8-> 6 | SK"9"] 7+ 9! / 5+ 9. / 7+ 9! / 7+ 9! | Win! GREMLIN [165]: F: [ST 3-> 0 | SK 5] 12+ 5. / 5+ 5. / 9+ 5. | Y: [ST 10->10 | SK"9"] 8+ 9. / 5+ 9! / 6+ 9! | Win! GREMLIN 1 [49]: F: [ST 3-> 0 | SK 4] 5+ 4. / 4+ 4. | Y: [ST 10->10 | SK"9"] 6+ 9! / 12+ 9! | Win! GREMLIN 2 [49]: F: [ST 2-> 0 | SK 3] 8+ 3. | Y: [ST 10->10 | SK"9"] 3+ 9! | Win! GREMLIN [193]: F: [ST 4-> 0 | SK 4] 8+ 4. / 5+ 4. | Y: [ST 10->10 | SK"9"] 9+ 9! / 7+ 9! | Win! WYVERN [167]: F: [ST 11-> 0 | SK 10] 3+10. / 7+10. / 9+10. / 8+10. / 7+10. / 11+10. | Y: [ST 16->16 | SK 12] 4+12! / 8+12! / 10+12! / 7+12! / 9+12! / 11+12! | Win! --** MAP **-- Prologue -> 1. 1: [from Prologue] You arrive at the tower and are introduced to its master, Yaztromo. * Follow Yaztromo up the stairs. [261]~ * Draw your sword and attack him. [54] 261: [from 1] This is Yaztromo's shop. You can buy all sorts of things here. Apparently, the hammer was broken into two pieces and distributed between two forest goblins. "The head is made of bronze and the handle is made of polished ebony. Both head and handle have the letter G inscribed on them. Your task is not easy. Good luck." * Leave the room. [177]~ 177: [from 261] You go north and enter the Darkwood Forest. At a crossroad: * Go west. [289]~ * Go east. [160] 289: [from 177] You go west. Another junction. * Continue westwards. [76]~ * Turn north. [147] 76: [from 289] You keep going westwards. Suddenly, the path turns right. * Go north. [206]~ 206: [from 76] You proceed north. There are cries for help off the path to the left. * Aid the person in trouble. [253]~ (-> 36. Lose gold/items: he is a thief.) * Push further north. [187]~ 253: [from 206] You find a cloaked man whose gotten his foot stuck in an old rabbit snare. * Help free him. [344]~ * Turn back north. [187]~ 344: [from 253] With your combined efforts, the man is freed from the snare! He is apparently searching for his long lost brother, presumed to be living the life of a hermit somewhere in the forest. He politely declines to tag along with you. * Bid farewell. [36]~ 36: [from 344] Oops! He was a thief. He stole one of these two things, to your choosing: - All your remaining gold. - Two items purchased from Yaztromo. With nothing better to do... * Head back north. [187]~ 187: [from 206 (253, 36)] You go northwards and encounter a Goblin - perhaps one of the ones you are looking for. * Draw sword and attack Goblin. [286] * Start conversation with Goblin. [203]~ (Fight SHAPE CHANGER.) * Ignore him and continue north. [6] 203: [from 187] It turns out he is a SHAPE CHANGER! Oh no. ! SHAPE CHANGER - SKILL 10, STAMINA 10. * Success! [373]~ 373: [from 203] You are tired after your fight. You notice some peculiar violet mushrooms growing behind the log. * Eat them. [308] * Continue north. [148]~ 148: [from 373] The path continues north until you reach yet another junction. * Continue north. [97] * Go east. [20]~ (-> 277) 20: [from 148] You go east and end up at a branch in the path that goes south. * Ignore it and go east. [277]~ 277: [from 20] A tree branch whips into you and knocks you over! [LOSE 1 STAMINA.] The Treeman blocks your path. * Escape back to the junction. [234] * Fight Treeman. [114]~ 114: [from 277] The Treeman slowly lumbers towards you. * Use Fire Capsules. [350] * Draw your sword. [123]~ 123: [from 114] You must defeat the Treeman twice, once for each main branch. ! TREEMAN 1 - SKILL 8, STAMINA 8. ! TREEMAN 2 - SKILL 8, STAMINA 8. You may escape at any point during the battle. * Success! [27]~ * Escape. [234] 27: [from 123] You defeat the Treeman and wipe the sap-blood off your sword. You set off north again, and are relieved to see the forest become less dense. * Proceed north. [329]~ 329: [from 27] The north-bound path leads off into a large plain; you reach another branch. * Keep on walking north. [180] * Go east. [252]~ 252: [from 329] You arrive at a four-way junction in the path. South leads back to the forest, so you disregard that option. * Head north. [309] * Continue east. [72]~ (-> 138) 72: [from 252] The path ends at a south-north junction. Again, south leads to the forest, so you choose to... * Head north. [138]~ 138: [from 72] Yikes! The grass grabs at your ankle, arms, and legs: you are surrounded by TANGLEWEED. * Use a Potion of Plant Control. [64] * Don't do that. [159]~ 159: [from 138] Ouch!!! The Tangleweed actually means to suck your blood! And indeed, it does so. [LOSE 3 STAMINA.] * Head north again. [142]~ 142: [from 159] You reach an impass: there is a river with no bridge, yet the path continues on the opposite end. You encounter a CENTAUR. * Start a conversation. [366]~ * Ignore him and wade into the river. [178] * Draw your sword and attack him. [251] 366: [from 142] The Centaur is happy to say hello, but does not have any useful info at hand. He offers to help you cross the river, though. * Accept his offer. [127]~ (-> 298, lose 3 Gold.) * Refuse politely and wade into river. [178] 127: [from 366] You climb on ride to the other side of the river, glad to be safe from whatever creatures might lurk in the river. You pay the price he requested [LOSE 3 GOLD]. * Set up camp: it's getting dark. [298]~ 298: [from 142 (127)] You hear a piercing howl after sleeping for about an hour... but then, suddenly, a GIANT SPIDER drops to the ground beside you! The howl leaves your mind: you have to deal with this foe. ! GIANT SPIDER: SKILL 7, STAMINA 8. * Success! [140] 140: [from 298] Having defeated the Giant Spider, you settle down back to a nervous sleep. The rest of your night is uninterrupted and you wake in the early morning, and set off north along the path yet again. You reach the top of a hill and look out around you - in any direction far in the distance, the Darkwood Forest still surrounds you. You continue northwards, down the hill, but reach a junction part of the way down. * Continue north down the hill. [25]~ * Go east along the new path. [267]~ (-> 196: Enter a cave.) 267: [from 140] The path leads to a large cave entrance! * Enter the cave. [196]~ * Turn back to the junction and head north. [25]~ 196: [from 140 (267)] Inside the dark cavern, you find a CAVE TROLL asleep in a large stone chair. There is a leather bag hanging on the back of the chair. * Creep up and take the leather bag while he's asleep. [376]~ * Take out the Net of Entanglement. [39] * Nope nope nope! Abort! Return to the junction. [25]~ 376: [from 196] You creep up behind the Cave Troll... [Test your luck.] * Lucky: He does not wake up. [74]~ * Unlucky: You kick a small stone and awaken him! [310] 74: [from 376] Nice going! You avoid the Cave Troll and steal the leather bag. Inside, you find [+5 Gold Pieces] and a [+ Small brass bell]. You take these and head back to the junction, then head north. * Go north. [25]~ 25: [from 140 (196, 74)] The path levels out. At the valley floor, you reach a junction. * Keep on keepin' on northwards. [369] * Go west. [56]~ 56: [from 25] You end up at a four-way junction. South goes back to the hills, so you set aside that choice * Continue west. [233]~ * Head north. [163] 233: [from 56] Along the path, you encounter a stone well with a bucket and turning handle. * Inspect the well. [17]~ * Continue west. [238] 17: [from 233] There's a ladder going down to the surface level of the water, just above which is a tunnel heading deeper within. Choose wisely: * Toss a Gold Piece into the well to make a wish. [89]~ (-1G, also leads to "head east".) * Descend. [256]~ * Return to the path and head west. [238] 89: [from 17] You drop the Gold Piece into the well [-1 Gold Piece], and it lands with a gentle plop. You wish for more Gold Pieces, but none appear: this is not a wishing well. Alas. * Descend. [256]~ * Return to the path and head east. [281] * Return to the path and head west. [238] 256: [from 17, 89] One of the ladder rungs is missing, but you do not notice, and lose your footing! [Test your luck.] * Lucky: You manage to hang on to the ladder with your hands. [122] * Unlucky: You fall off the ladder and plunge to the water below! [295]~ 295: [from 256] Agh! You smash your head on the side of the wall as you fall! * Let your helmet take the brunt of the blow. [225] * You aren't wearing a helmet. [30]~ 30: [from 295] Yeow, that smarts. [Lose 2 STAMINA] from the wound. * If you're still alive... [225] 225: [from 30] You curse, but pull yourself out of the water onto the tunnel entrance. Apparently, it's lit by torches at regular intervals along its length. * Crawl along the tunnel. [135]~ * Return to the path. [362]~ 135: [from 225] The tunnel continues north (ha, ha) until you arrive at a junction. * Crawl west. [284] * Crawl east. [151]~ 151: [from 135] The tunnel ends at a cave entrance, concealed by a curtain hanging from the other side. * Throw back the curtain and enter. [71]~ * Return to the tunnel junction. [296]~ 71: [from 151] A GREMLIN chief sitting at a table spots you! He wields his hammer and smashes the red clay figure of a human hand sitting on the table, then faces you. ! GREMLIN: SKILL 5, STAMINA 5. Reduce your Attack Strength by 3 because you are in a cramped space. * Success! [273] 273: [from 71] You take the fallen Gremlin's [+ Medallion], worth 9 Gold Pieces. There's nothing else of use here. * Crawl back to the junction. [296]~ 296: [from 151, 273] You're back at the tunnel junction. * Go south back to the well. [398]~ * Continue west. [284]~ 284: [from 296] Another tunnel junction! * Go north. [81] * Go south. [270]~ 270: [from 284] The tunnel ends at a cave entrance, but the cave's roof isn't any higher than that of the tunnel. Someone lives here - it contains furniture. There's a wooden box at the back of the cave. * Lift the lid of the box. [229]~ * Return to the junction. [121] 229: [from 270] Yeow! A GREMLIN pops out and tries to stab you with his dagger! [Test your luck.] * Lucky: You manage to dodge the thrusting blade. [165]~ * Unlucky: The blade sinks into your thigh. [45] 165: [from 229] You must fight the Gremlin. As a small thing, it is agile; simultaneously, you hardly fit in the tunnel and are at a disadvantage. ! GREMLIN: SKILL 5, STAMINA 3. Reduce your Attack Strength by 3 because you are in a cramped space. * Success! [242]~ 242: [from 165] You rummage through the chest and find an [+ Ingot of gold]! It is worth 28 Gold Pieces. However, you must [- Drop one item] to carry it, because it is very heavy. There is no other exit to the cave. * Return to junction. [121]~ 121: [from 242] You're back at the junction. * Go east. [61]~ * Keep going north. [81]~ 81: [from 121] Ahead, you hear high-pitched voices frantically calling to each other; you end up at the end of the tunnel, at a small cave entrance. Suddenly, an arrow whizzes towards you. [Test your luck.] * Lucky: It whistles past your head. [49]~ * Unlucky: It lodges in your shoulder! [4] 49: [from 81] You press on into the cave; it is no taller than the tunnel. You face off against two goblins, one at a time, but are at a disadvantage because you aren't agile within the confines of the ceiling. ! GREMLIN 1: SKILL 4, STAMINA 3. ! GREMLIN 2: SKILL 3, STAMINA 2. For both Gremlins, you must decrease your Attack Strength by 3 each turn, because of the low roof. * Success! [371] 371: [from 49] Weird - the room's full of hand-made clay figures of human hands, all painted with bright red glaze. You find [+3 Gold Pieces] in a copper vase; there is nothing else of use here. You may take a [+ Clay hand] if you wish. * Return to the junction. [93] 93: [from 371] You're back at the junction. * Go east. [61]~ * Keep going south. [270]~ 61: [from 121, 93] You're finally back at the first junction. * Crawl south, back to the well. [398]~ * Continue east. [151]~ 398: [from 296, 61] You reach the end (beginning) of the tunnel. You're about to climb the ladder when all of a sudden you hear footsteps above you - someone is coming down! * Reach out and grab the first leg that comes into view. [320] * Wait for the visitor to arrive uninterrupted. [193]~ 193: [from 398] A small GREMLIN steps off the ladder and enters the tunnel. He is surprised to see you waiting there! You fight, but you are at a disadvantage, because the tunnel roof is quite low to the ground. ! GREMLIN: SKILL 4, STAMINA 4. Decrease your Attack Strength by 3 each turn, since you are in a cramped space. * Success! [110]~ 110: [from 193] The beast hath been slayed. * Search the Gremlin's leather backpack. [257]~ * No don't! Leave with haste! [31]~ 257: [from 110] What luck! You find [+ Elvin bread], which will restore 4 STAMINA points if you eat it. Gain [+1 LUCK point]. * Yee-haw! [31]~ 31: [from 257] You crawl out of the tunnel, finally, and climb the ladder on the wall, returning to the path. * Ascend. [362]~ 362: [from 225, 31] Which way are you heading? * Continue east. [281] * Continue west. [238]~ 238: [from 362] You walk westwards along the valley floor, and pass a junction; since it leads south, back towards the hills, you don't take it. * Continue west. [221]~ 221: [from 238] Another valley junction! It goes north. * Continue west. [378]~ * Head north again. [199] 378: [from 221] You see a small man with a long grey beard sleeping cross-legged on top of a huge mushroom. * Gently push him to wake him up. [307]~ * Quietly pass by and continue west. [67]~ 307: [from 378] The GNOME awakens with a start and falls off the mushroom! He jumps right back on and shouts out: "Who did that? Who did that?" Then he catches sight of you and frowns. * Attempt to start conversation. [271]~ * Aggress! [192] 271: [from 307] The Gnome is reluctant to talk, but says he could share some useful info with you, at the price of 5 Gold Pieces. * Purchase advise. [297]~ * Set off west. [67]~ 297: [from 271] You pay [- 5 Gold Pieces] and he tells you he saw the skeleton of a Goblin inside a stone crypt, in the forest north somewhere. Not exactly very specific info, but you take it. * Head west. [67]~ 67: [from 378 (271, 297)] Yet another valley junction going south; you disregard it. * Continue west. [113]~ 113: [from 67] Suddenly, the path turns right and heads north across the valley floor. You notice a small wooden hut near a large pond to the left. * Investigate the hut. [324]~ * Continue north. [149]~ 324: [from 113] There's nobody around the hut, and not an object in sight within. There is a large blue vase standing on the hut's small porch, though. You can't see inside, but there's a rattling sound when you shake it. * Drop the vase on the ground. [250]~ (-> 82: Lose 2 STAMINA &(?) 3 LUCK.) * Put your hand inside the vase. [161] * Ignore it and head north. [149]~ 250: [from 324] The vase falls but does not break, although cracks apper all over it. Those cracks spread all over the porch and hut as you feel a powerful vibration; you feel rather like you're about to explode. [Lose 2 STAMINA.] * If you're alive... [82]~ 82: [from 250] Do you, perhaps, possess a Potion of Stillness? * Indeed you do! [235] * Oh g*sh, nope. [13]~ 13: [from 82] Oh no! You've unleashed an EARTH ELEMENTAL upon the world! Eventually you pick yourself up from the tell-don't-show dramatic scene... and naturally you [Lose 3 LUCK]. * Return to path and continue north. [149] 149: [from 113 (324, 13)] You push further north, and are finally met with the dark green wall of Darkwood Forest looming ahead. You proceed in, being led straight to the dark and thick undergrowth. The path abruptly ends at a junction. * Walk west. [357]~ * Head east. [171] 357: [from 149] You come along another branch, leading south back to the valley. You ignore it and press on west. Eventually, the path ends at a junction going south and north; of course, you ignore the southern ruote. * Turn north. [306]~ 306: [from 357] Admidst the trees to the left of the path, you see a small stone building. Could it be... a stone crypt? * Inspect the building. [391]~ * Carry on north. [112] 391: [from 306] The building is only nine square meters in dimension; the only way in is through a stone door, which is locked but has a tiny keyhole. * Use a silver key. [200] * Don't do that. [379]~ 379: [from 391] Without a key, you will have to try something else. * Charge the door down! [73]~ * Return and head north. [112] 73: [from 379] It's worth a shot! Roll two dice. If the sum is equal to or less than both your LUCK and SKILL scores (separately), the door flies open. Otherwise, you bounce right off and rub your bruised shoulder. * Success! [327] * Head back north. [112]~ 112: [from 306 (391, 73)] You press on northwards; the path makes a sudden turn to the right and you head east. It's so overgrown, you have to cut through some parts of it with your sword! Your walk east is long and tiring. Finally, you reach a junction; you decide to head north in the direction of Stonebridge and ignore the narrow path continuing east. * Head north in the direction of Stonebridge and ignore the narrow path continuing east. [103] 103: [from 112] You follow the path northwards. It opens out to a small clearing; to your right, you see a pile of branches and rags, some large creature's lair. You spot something in the debris glittering. * Look more closely. [57]~ * Hurry north. [360]~ 57: [from 103] You walk over to investigate, but suddenly notice a huge dark shadow cast all about you! A dragon-like creature is flying down. It shoots a bolt of fire towards you. [Test your luck.] * Lucky: It misses and explodes by your feet. [132]~ * Unlucky: It slams into your back, knocking you to the ground! [35] 132: [from 57] The creature landing in front of you is a WYVERN! It is huge - roughly ten meters long - and you doubt your sword will hold well against its thick scales. * Make use of a flute! [258] * Don't do that. [167]~ 167: [from 132] The wyvern stands imposingly above you. It swishes its long tail from side to side. You draw your sword upon the fearsome monster. ! WYVERN: SKILL 10, STAMINA 11. * Success! [305]~ 305: [from 167] You walk around the motionless Wyvern and rummage through its lair. You find a [+ Throwing knife] and [+10 Gold Pieces], which you take right away, as well as a plate iron gauntlet and a gold ring. * Try on the gauntlet! [374]~ (+ Gauntlet of Weapon Skill) * Try on the gold ring! [133]~ (+ Ring of Slowness (bad!!)) * Leave the items and head north. [360]~ 374: [from 305] You slip it on and swing your sword. It is evidently a [+ Gauntlet of Weapon Skill] - you feel quite empowered wearing it! As long as you are wearing it, increase your own Attack Strength by 1 each time you attack. * Try on the gold ring (if you haven't already). [133]~ * Ignore it (if you haven't) and press north. [360]~ 133: [from 305, 374] You slip the ring onto your middle finger and are suddenly gripped by an agonizing pain! The pain subsides, but you can't remove it - you are now cursed by a [+ Ring of Slowness]. Deduce 2 points from all future dice rolls when calcluating your Attack Strength during combat. * Try on the gauntlet (if you haven't already). [374]~ * Ignore it (if you haven't) and press north. [360]~ 360: [from 103 (305, 374, 133)] You walk along the narrow forest path, but suddenly hear a twig cracking behind you! You put your back to the tree and await the encounter anxiously. A group of five warriors - four men led by a woman - appear from the tree shadows. The woman tells you that you are trespassing, and must pay five objects from your inventory - or face the consequences. * Give them what they want. [279]~ * Spit on the ground in reply and fight them! [104] 279: [from 360] Treat each item in your backpack - including each Gold Piece - as a single object and make the necessary deductions. * Once you're done... [246]~ 246: [from 279] The BANDIT woman takes the items from you, then steps aside to let you pass. You head north again and soon realize the trees are thinning out! You are out of Darkwood Forest. * Continue. [204]~ 204: [from 246] You follow the path north; it leads across the field to a stone bridge over a clear stream. You cross the bridge, now facing the Stonebridge town itself. Two old dwarfs with long white beards are standing by a cottage, looking at you. It's hammer time. Are you ready? * Present both the hammer head and handle with the letter G inscribed. [400] * ..Don't do that. [381]~ 381: [from 204] You have failed in your quest to help the dwarfs! You are unable to face Gilibran, their king, so you decide to head east and rest after your perilous journey for a while. You are, however, capable of trying again, if you so choose. * Try again: Return to Yaztromo's tower to purchase more resources. [98]~ 98: from [381] On the way back to Yaztromo's, you are ambushed by a large group of WILD HILL MEN - probably the same group who attacked Bigleg earlier. You run away, but they launch a deadly arrow rain after you! [Test your luck.] * Lucky: You avoid the arrows and successfully make your way back to Yaztromo's tower. [1]~ * Unlucky: You slip and fall while fleeing, and are pierced by countless arrows - many more than you could possibly survive. Your adventure ends here.