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First off is character creation. I've been hanging onto this Spell Book for 20 years and I aims ta finally get some use out of it! So I'll go with the Wizard build and work at memorizing the main spells and a few extras that interest me. The rest I'll just wing and take my chances with.
I'm using the in-game "dice" so this will either go well - or disasterously. heh.
I get the following results for stats.
Skill = 8. A 4 + a page with a 4 pip as the first image. Max for a Wizard is 10, so not too bad a draw.
Stamina = 18. A 12 + a page with 5 and 1 pip images. Max is 24. So-so for a warrior or spellcaster.
Luck = 12. A 6 + a 6 pip as the first image. Max of 12 so this is the best I can get.
I set off with a sword, backpack, 20 gold coins, 2 meals worth of provisions and 1 chance to call upon Libra to save me for this adventure.
All set I look to entry 1 which is over a page of prose and a full page illustration too that describes the setting and elaborates on the situation. I am a well trained individual who is setting out to try and retrieve the stolen Crown. The Sight-Master Sergant sees me off and gives some advice about a settlement called Cantopani that lies past the gates. Here traders and rogues reside. I pass through the gates into the lands beyond and thus begins the quest. I am now instructed to go to entry 178.
I travel on through the oddly quiet countryside until I come to a small town of round huts, shifty glances, and am accosted by a burly villager who askes me what business I have in Cantopani. Here I have 3 options. 1: Tell him that I am a trader, 2: Ask for directions, 3: Tell him that I am hungry and need provisions. Remembering the Sight-master's words, I opt to tell him that I am a trader. Thus I am directed to entry 264.
This seems to satisfy the fellow and he leads me to a sort of warehouse and the local merchant who has several items up for sale. A potion, a fine broadsword, a musical pipe, a strangely carved axe, a bag of teeth, and a glittering jewel. I also have the option of just leaving. I know that a pipe is needed for one of my spells. JIG, so I opt to look at this item and am directed to entry 22.
The price of the pipe is 1d6 and I draw a page with a 3 pip as its first image so the pipe is worth 3 gold. This is reasonable and I do need it for the spell. I now have 17 gold left and am directed to entry 280.
I am presented to the shop option again, though now I learn that I have 2 more options to look over items, returning to entry 280 and then directed to go to 91 then finished. The strange axe catches my interest next so I check entry 141.
The axe has oddly familliar writing on it. But is heavily worn from use. The merchant wants 7 gold for it and I have the option of trying to haggle the price by rolling 2d6 and accepting that as the new price. I draw a 12! ugh. Too steep for me as my bargaining skills fail. Back to 280 and a look at th bag of teeth as this too is a spell component I have need of. I am directed to 5.
I can't get any info on what sort of teeth are in the bag, but the price is only 3 gold so I chance it. I now have 14 gold left and this is the last item I can examine so I head to entry 91.
I depart and now have the option to examine my purchases which sends me to entry 126.
Simmilar to the merchant procedure, I now can go to an entry for any item I purchased, then return to 126 when done and proceed to 95.
First I examine more closely the pipe at entry 246. It is made of bamboo and this is exactly what I needed for the spell JIG.
Next is the bag of teeth at entry 190. Most of the teeth are standard monsters, deathhounds, snattacats, etc. But 4 are from goblins and thus allow me now to use the GOB spell which summons a goblin for each tooth used. Also there is a giants tooth and this fuels the spell YOB which summons a giant. A good purchase indeed. Now on to 95.
I leave Cantopani, followed by many sly looks and at the outskirts of the town I am accosted by BANDITS! They demand my backpack. My options are to hand it over or to fight. Im certainly not giving up my stuff! Fight it is and entry 104.
I now face 2 Bandits and can either fight them one then the other, or as a Wizard I have the option of a few possible spells. FOF, which I know is the force field spell, but expensive in Stamina. JIG, which - had I not purchased the pipe just moments before - would now be a useless option, 2 false spells and one option for a spell that I know I don't have the component for. I decide to try JIG, as otherwise fighting them is not to my advantage as we are evenly matched for skill, and thus go to 308.
I expend 1 stamina point for the spell. Had I not had the pipe and tried this spell then I'd have sufferd 5 more damage as the bandits pummeled me before I could draw sword. As is though the spell takes effect and the bandits start dancing uncontrollably. There is a humorous illistration to accompany this. The bandits drop their weapons and dance off as I proceed on my trek with 17 stamina and on to entry 131.
My travels take me into steeply hilled lands and I come to a point where the course divides and am directed to 183.
While I am standing there pondering my options I hear weak noises above me and discover an old man who has been stuck in a tree by Elvin. With an illistration to show the poor fellows plight. After assisting him down he recounts a strange bit of verse that seems to reguard a key the Elvin want. He also rewards me with a page from a spellbook with the number 102 on it. I now can either proceed up the hills or down into a valley. But I also hear a odd buzzing noise around the tree and being the inquisitive sort, poke around to have a look. On to entry 200.
Turns out to be a bee's nest. I can either have a closer look or move on. Bees wax is another spell component I need for the spell RAZ so I head to 270.
The bees don't like this and swarm me. I now must roll 1d6. On a roll of 1-4 I take that much damage. Anything over and I evade getting stung. I draw a 1 pip and shimmy up the tree to secure the prize. My stamina is now 16 and I have bees wax and as an added bonus the honey gives me one extra provision. I proceed on to entry 9.
I again have the option of up - or down... I finally decide to head down into the valley and entry 164.
I enter into the valley and continue until I come to a spot that looks good to stop and rest or continue on. I decide to pause and eat, taking me to 136.
I sit down and have a meal, regaining 2 stamina which puts me back to 18. Then I continue onwards and entry 65.
The sun sets on the first day of my travels and I have the option to either set up camp or continue onwards without rest. I opt to camp for the night and am directed to entry 76.
I now have the option to eat some provisions if I havent allready. And since I have, I save the rest and bed down for the night. Some time later though I awaken to some noise and spot 3 glowing elf-like beings, with illustration, using magic to pull fish from the pool I am camped nearby. I can either stay still and hope they don't spot me, or stand up and greet them. I decide to try the diplomatic approach and head to 12.
One floats over, interested in me, and now I have the option either try to speak with him or try to battle. They don't look dangerous so I try talking. On to 113.
This surprises him and he wants me to travel with them a ways. I can accept or decline. I've had my rest so I opt to tag along and on to entry 216.
These are the Elvin the old man I met earlier mentioned. They are indeed fond of mischevious pranks and I put up with "lights-on lights-off" for a ways before they get bored and leave. Perplexed but unharmed I continue my trek to 148.
Had I not eaten previously I'd now have lost 3 stamina. I finally come to a rope bridge spanning a river. I can either cross to the other side or proceed along my side of the river. I opt to stay on my side of the river and head on to 209.
Proceeding along the river I come to a village made of simple huts. But it is dead silent even though a fire hearth is burning in the center. I can either investigate or skirt around the place. Since it seems a bit suspicious I decide to pass. Off to 156.
Working around the mysteriously silent village I am suddenly brought up short by a grip on my arm. But there is nothing there? I can either try to continue despite this or stand and confront this invisible force. I opt to confront it and head to entry 241.
I can either draw blade or cast spell. Being a wizard I go for the magic. On to 275.
A large serpent appears before me. It has two long tails and one is wrapped around my arm still. The spell selections show 2 fakes and one I know I can't cast for lack of equipment so I try casting HOW and its off to 426.
I spend 2 stamina and calm myself. The serpent seems to approve of this and promptly vanishes with a sly wink. Its still gripping my arm, as if taking a stroll with me. I am down to 16 Stamina and head to entry 94.
I continue through the woods and my unseen companion guides me along until finally I am past the dense growth and the presense finally releases me and departs. Onwards to 105.
Now I am on a vast prarie of waving grass. I see a path leading through the grass and can either follow this or strike off on my own. I decide to follow the trail to 57.
Walking along I discover a bag full of 12 gold pieces. But at the same time I discover an item is missing from my pack! (I must choose one.) I now have 26 gold but have lost all of the death hound teeth I was carrying. This is Pilfer Grass and now forewarned I keep a close eye on my stuff as I proceed to 159.
Further along I discover a locket, with illustration, that was likely stolen from a previous traveller. Eventually I make it free of the thieving foliage and have found the river once more and am now well beyond the village. On to entry 231.
I continue my hike through the hills and dales of the region until I am boinked on the head by an acorn tossed by yet more Elvin, with illustration. Giggling all the way the sprites proceed to pelt me with more! I can either try casting a spell or just weather the "assault"... I opt to try the WOK spell and am directed to entry 296.
I spend a stamina point and use the coin to create a magical shield to protect myself long enough to get out of range. I have lost the coin though to fuel the spell, bringing be down to 25 gold and 15 stamina. I'll have to be carefull with this spell as gold seems few and far between. I move on to 7.
I make good my escape and soon come to a hill village. On to 28.
This is apparently a village of Hill Dwarves. I have the options of either looking for a inn, or looking for an ale house. I opt for the Ale House and am directed to 266.
Another illustrated entry. I am greeted by suspicious looks, but learn that I am in Kristatanti. A mug of ale costs 1 gold and I can either decline a drink and leave or choose to pay and then find a seat either with an old dwarf or a sharp faced youth. The older fellow looks more agreeable so I choose him and head to entry 192. I have 24 gold left.
I sit down with the fellow and soon the inn is back to normal conversation and eventually the old dwarf warms up and offers me some advice on two possible routes. One leads past Alianna and the other leads past the Lei-Ki. As a further act of generocity he gives me a Bomba fruit that will double healing if eaten during camping/rest. I also am rewarded with 2 luck points. Though I am full up at this point. I can now either sleep on the road or sleep at the inn. I opt for the Inn. Entry 211.
A night at the inn costs 3 gold and a meal costs 2. I can either fork over the gold or sleep outside. Pay it is and off to 161.
I pay 5 gold for the food and rest, bringing me to 19 gold but expending none of my limited provisions. I regain 8 stamina from this. Bringing me back up to 18. There is the option to just eat and move on. But I stay the night so am directed to entry 45.
Day three begins. Had I not eaten at this point I would have lost 3 stamina from hunger. I depart the dwarf town and have two options. *NOTE: Oddly enough this entry has no clues as to what the directions are. As if a bit of text were missing. ADDENDUM: After play through I backtracked this spot and heres the conclusion I got. The 1st entry was to be Alianna and the 2nd was for Lei-Ki.* I just flip a coin and get tails for 226.
On my way out of town I pass a blind beggar asking for alms. Also a farmer on a cart offers me a ride. I decide to give the beggar some gold and am directed to entry 244.
I give the poor fellow a gold piece, (down to 18,) and he becomes very excited. For my generocity he gives me a copper key. Seems he was once a jailer for Khare and he warns me of the place and its evil ways. The key is marked 206. On to 58.
I can head either straight or west. I follow the westward trail to 10.
I follow the path for some time and come to a sign that reads "ALIANNA" I can either proceed or turn back. I proceed. Entry 150.
I continue through the woods and come to yet another crossroads. Straight on is Dhumpus and west is Alianna. I continue west to 154.
Not long later I happen upon a pretty house decorated with flowers and an ornate door. No answer to a knock. I can either enter, or move on. Curiosity gets me and I open the door. On to entry 119.
The interior is nicely laid out and well firnished. But a cry for help draws me to a corner. Here I discover an attractive young woman locked in a cage. She tells me the Elvin did this and wants me to help her. I can either assist, ask whats in it for me, or loot the place. Im not that destitute so lets see what can be done for the lass. Entry 4.
I have the option here of using a key, if I have the right one, to open the door by subtracting 10 from the number on the correct key. The beggars key apparently is not the one so I have the options of using magic on the cage or smashing the lock. 2 spell options are false, one is uncastable, leaving me with two I can try. I cast DOP and go to entry 409.
I cast the spell, expending 2 stamina and dropping me to 16. The tumblers move on the lock and the door finally pops open freeing a gratefull girl who offers a reward of either a magical item or a combat item... ooooh. difficult choice! I select the magical item. Off to 248.
Items plural more like! She hands me three spell components! A vial of glue, some nose plugs, and 4 small pebbles. I collect these and am directed to entry 87.
She also hands me 7 gold pieces! (up to 25!) But as I am making to depart she declares that she does not give up her treasures so easily. Also it turns out her name is Alianna? She has a whole town named after her??? In any case she animates a large chair into a WOOD GOLEM to challenge me. Nicely illustrated too! Being an animate chair its not all that tough looking. Skill 8 and stamina 6. I can either battle it directly or try a spell on it. One of the options is JIG and I decide to try the non-agressive approach. Though fireballing the thing is tempting! Entry 339.
1 stamina spent, bringing me to 15. The Wood Golem advances, then stops as my tune takes effect and it begins dancing uncontrollably. I retreat from Alianna's den and proceed to 169.
Back to the junction and this time down the trail to Dhumpus and 54.
On I travel till I am atop a hill leading down to a village and entry 176.
I enter the town and can either look for an inn or look for someone to talk to. I have already rested earlier so I look for a villager and am directed to 34.
I come across a group of people talking and can either introduce myself or continue on. I opt to greet them. On to 86.
They are friendly at first but become agitated at the sight of my sword. I can either leave my sword behind or thank them and continue on. Not wanting to go anywhere unarmed I opt to continue on to entry 106.
Further along I meet some merchants selling a fine sword for 6 gold, a skullcap that I can use for a spell for 4 gold, and 3 provisions for 6 gold. I also have the options of asking for work or moving on. Always on the look-out for magical components I check out the skullcap first. Entry 247.
Im down to 21 gold. This was a cap from a priest of Daddu-Ley. I am directed to 75.
Im directed to the Inn. 134.
3 gold for food and 3 gold for lodging. I purchase a meal and recover 3 stamina, bringing me back to 18 once more but down to 18 coin too. I decline the lodging and leave to sleep out on the forest tonight. This sends me to entry 14.
I can either camp out or hike through the night. I know the penalty for going without rest so its off to entry 108.
I make camp and now am instructed to go to page 123 for possible night encounters.
I must roll a 1d6 and see if anything attacks. (With Illustration.) I draw a 3 pip and add 2. Giving me a 5. Which is No Encounter. After this I return to the previous entry. Finish my rest and then head on to 36.
Day four begins! Another possible stamina penalty avoided since I ate that day. On to entry 147.
I travel on until I come to a strange village full of deformed and fearfull people. With strange and deformed illustration. I decide to move through rather than linger and risk it. On to 220.
I pass through the village and continue on. Soon I spot yet another town. But at the same time I am visited by a tiny faerie-like being who seems friendly. I can either talk to it or cast a spell. Talking seems good so its off to 171.
This is a Minmite called Jann and he informs me that the town below is Birritanti. He wants to travel along with me and I can either accept or decline. I see no harm in allowing the sprite to tag along. Down to Birritanti we go. Entry 111.
Seems that I have come upon the town during a yearly festival where the kids are allowed to run amok. I have several options before me. The Inn, a Tavern, a strange crystal waterfall, or just pass through and keep going. I head to the Inn as that seems the safest place for now and am directed to entry 92.
oook! The prices are steep here!!! A bed is 5 gold and a meal is 4! I opt to fork over the coin for the meal as this saves my limited supply of provisions. I am down to 14 gold and then opt to sleep in the woods rather than further deplete my wallet/coin pouch. Off to 21.
I make camp well away from the festival. Jann still is stilltagging along and as usual I have the option to eat if I havent already. I am directed to entry 67.
I rest undisturbed and then continue my travels on what is now day five of my quest. I can now head either uphill or down. I take the downward trail and entry 51.
I make good time again on the descent and have the option here to eat a meal. I decline and continue on until Jann, who is still following me, warns me of a presence nearby. I move forward much more cautiously and a tall figure dressed totally in black and with a scimitar now blocks my way. The illustration sets the tone well. I can either fight or talk. I try diplomacy again. 103.
The stranger just gripps his blade and it looks like fight I must. On to 117.
This is an ASSASSIN with 8 skill and 6 stamina. I can either battle him or try casting a spell. There is also the unusual option to spare his life If I can reduce him to 3 stamina or less. ZAP is one spell option though and I decide to light up this gits life as I have not yet tried that spell out. One of the other recognizable options was WOK, but I do not want to expend coin again unless the battle looks particularly tough. Entry 305 for the spell.
I expend 4 stamina, leaving me with 14, for this potent magic and... it fizzles?!?!?!? Jann now informs me that Minmites are protected from magic by a defensive aura. No spellcasting while he is around??? NOW HE TELLS ME! ARRRGH!!! Looks like its man-to-man this time and back to 117 to battle.
My first melee fight! I draw a total 5 for the Assassin and add his skill score to get 13. And I draw a 12 for mysself for a total of 20. Thats a definite win on my side and the black clad figure takes 2 damage which brings him to 4.
Round 2 and this time he draws a 9 a I a 6. 17 for the assassin and 14 for me. I take 2 damage, bringing me to 12 stamina.
Round 3 and its a draw total of 6 for the assassin and 6 for me. Totals of 15 each. A tie so neither is harmed.
Round 4 and the draw is 8 and 9 this time. I win by a single point and reduce the attacker to 2 stamina.
Remembering the option to spare this persons life I stop here and am directed to entry 187.
The assassin begs for his life and is overwhelmed when I spare him. He is an assassin-thief named Flanker and has been using travellers for combat practice. He is headed also for Khare and pledges to assist me there. I now have the option in the next book to check entry 79 to see what happens if I survive that far. Flanker then vanishes into the woods and I am awarded 2 luck for this encounter. I am still at full so I gain no points. On to 212.
Further on I pass a cottage with an old woman sitting outside. She hails me and requests that I join her. I can either accept or decline. I accept as she does not seem threatening and head to 243.
Inside - the old woman, with a slightly creepy illustration, offers me some tea and even some for Jann. Though she obviously doesn't like Minmites and the feeling is mutual as Jann voices distrust of the woman as she sets two cups down and then shuffles off to get the teapot she forgot. Here I have the option to either switch the cups now or accept the one offered me. She has not given any indicators to distrust her so I take the cup she presented me. On to entry 146.
The tea is good and I recover 1 stamina point, raising me to 13. I also gain a luck point for the choice, though again I am at full so its a wasted point. The old woman on the other hand seems to be reacting oddly as she drinks her tea and she slinks off to quaff what was likely an antidote??? hmmmm. She seems friendly after that and asks me if I met an old man with a page from a spellbook? An odd question but it so happens I do have it. So off to 184.
She seems pleased to learn that I have it. Off to 114.
Turns out that previously she caught a thief rifling her spellbook and cast an aging spell on him before he whisked off. She is very pleased and offers to show the power of what is a sort of pest removal spell by offering to rid me of the Minmite. To do this I have to take the number of the page the spell was on and add to that the number of what would be the next page to get the entry I need to go to. I can either have the spell cast, or keep Jann around. ***NOTE: Were I a warrior rather than a wizard the Minmite would not be a problem and even be possibly a boon. But as is I can not cast spells with him around. So I agree to the spell. The page reads 102. So the entry I need to find must be 205.
Jann vanishes with a squeal and I regain my magical powers. I can now resume my travels. On to entry 232.
The path leads me into the village of Torrepani. This turns out to be a town of Svinn, a sort of agressive half-orc race. But oddly they take little note of my arrival and suffle about as if in deep depression. I can either find an inn or try talking to one of the Svinn. I decide try and learn what is wrong. Entry 282.
It turns out that the village chief's daughter was kidnapped recently as sacrifice to a cave demon. There is a legend that if the chieftans bloodline ever ends, a great calamity will befall the town. The Svinn seem rather excited to learn of my travels and deeds. All of a sudden they jump me and I am bustled off to a hut??? I am directed to entry 71.
I am locked inside with no possible means to escape. I now can eat a meal while I wait. I do so. Leaving me with 1 provision left and regain 2 stamina, bringing me up to 15. I can either rest or stay awake all night. I opt for the rest. Entry 109.
I gain 2 more stamina from sleep which brings me to 17 stamina. On to 222.
At the dawn of day six I am greeted by the appologetic chief Proseus. I am given food that restores 2 more stamina so I am at least back to full 18 for the trouble. The chief explains the problem of his missing daughter and the demon and asks if I will rescue her. He offers a reward if I accept. Though its obvious I have little choice! I am bustled off to a hole that heads to the demons lair, to be lowered down in a basket. I can either try and make a break for it or go along and rescue the girl. I'm not agreeable to people unleashing demons on an already troubled land. So down I go to 100.
I am lowered into darkness and here if I had still had Jann with me I'd have been directed to a diffrent entry. But I am free of the Minmite and so head to 197.
The Svinn toss me a torch and tinderbox to light my way. I can go right or left along this passage. Being lefthanded I try the left passage to 16.
The passage slopes downwards and I come to another left-right juncture. Left it is again and entry 151.
Following this passage I hear faint crying and soon discover a Svinn girl. This must be the missing daughter! Now to find a way out! I am directed to 195.
We are about to turn back and make our way to the basket and freedom when a great roaring causes the tunnel to collapse, forcing us deeper into the caves! Soon we come to a huge cavern and I find here a massive MANTICORE! With a menacing illistration. This is a formidible looking foe and I have the choice to either meet it one-on-one or try casting a spell. I try the spell DOZ which leads to entry 325.
The manticore advances, but starts to wobble unsteadily as the spell takes effect. This cost 2 stamina, bringing me to 16. I can now either battle it or cast another spell. The monster is at half its skill rating for the next 4 battles. I decide to meet it head-on at entry 227 while I have an advantage!
oook! The monster has a skill score of 12, only 6 for 4 rounds, and stamina of 18! Maybee this wasn't such a great idea after all. On top of this, each time it hits me I have to roll a d6. On a 5-6 it uses it's stinger and unless I test my Luck I'll take 6 damage instad of 2! Drawing my blade I leap at the thing.
Round 1: totals of 11 and 16. Manticore is down to 16 stamina.
Round 2: totals of 16 and 20. It is now down to 14.
Round 3: totals of 11 and 18. Manticore is down to 12 stamina.
Round 4: totals of 15 and 19. It is down to 10.
Round 5: The Manticore is free of my spell. This gets alot harder now. Totals of 24 and 17. A draw of 5 and it uses the tail. I test luck for a 3 and succeed in evading the stinger. Im down to 14 stamina and 11 luck.
Round 6: totals of 14 and 16. Monster is down to 8 stamina.
Round 7: totals of 22 and 16. Draw is 6. The stinger again! Luck test is 5 for success. I am now only 12 stamina and 10 luck.
Round 8: totals of 15 and 17. Its down to 6.
Round 9 and 10 are ties.
Round 11: totals of 22 and 13. Draw is 5 and its that tail again. arrrgh! Luck test is 10. Just barely made it! I am down to 10 stamina and 9 luck.
Round 12: totals of 17 and 17. Another tie.
Round 13: totals of 19 and 15. Draw is 6. The stinger again and this time my luck fails as I draw an 11! I take 6 points of poison! I am now down to 4 stamina and 8 luck. This is starting to look pretty grim.
Round 14: totals of 15 and 17. Mantocore is down to 4.
Round 15: totals of 18 and 20. Its down to 2 stamina.
Round 16: totals of 22 and 16. Draw is 4. No stinger this time and I'm just mauled down to 2 stamina.
Round 17: totals of 19 and 20. I deal the killing blow and stagger off badly wounded but alive and with the Svinn girl! I am directed to entry 456.
I lead the girl on towards light and we make it to the surface! The Svinn chief is overjoyed to have his daughter back and the town is celibrating the lifting of the curse. With illustration that does not look as I expected the Svinn to appear. I have the freedom of the town and spend the day resting and having wounds treated. They even offer to remove any diseases, curses, or minmites. Luckily I acquired, and/or still have, none of these.
On day seven of my adventure Proseus rewards me with 10 gold. bringing me up to 24 coins. He also gives me a key to the gates of Khare. In the next book, if I encounter the south gate I can use this key to go to entry 12 instead. For my efforts and succeeding in getting this far I gain a permanent increase of 1 luck point. Bringing me up to 13.
Next stop Khare - Cityport of Traps!
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Final Tally:
Skill: 8, Stamina: 18, Luck 13.
Equipment: Sword, 24 coin and 1 provision left - the honey from the bees.
Spell Components Found: Bamboo Pipe, 4 goblin teeth, 1 giant tooth, some miscellaneous monster teeth, BeesWax, a Vial of Glue, Nose Plugs, 4 pebbles and a Skullcap.
Treasures: Bomba fruit, Torch and Tinderbox, Copper Key to Khare Jail marked 206, and a key to Khare's south gate.
Also a promise of help from Flanker the Assassin and an as yet un-fulfilled riddle from an old man.
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Aside from almost getting myself very dead from overconfidence with the Manticore, I did pretty darn good I think. Having the magic certainly came in handy. Though it might have been less so had I not snared those spell components. Had I not gotten rid of the Minmite I think I would have likely not survived the final encounter. I seem to have missed any luck tests which was wryly bemusing considering my maxed Luck score... Also either inns were alot more frequent than I thought, or I just hit on the best course this time. They certainly saved on provisions and I'd have been alot worse off otherwise I believe. Restocking provisions and locating inns will likely be a priority unless I make some windfall of coin or food. Gameplay is simmilar to a multi-tracked board game like DUNGEON perhaps in baser feel. Move, see what happens, move. No RPG elements other than character generation which any number of other board and card games have adopted.
On a final note. On a play-through after this session and taking a diffrent path I somehow stumbled upon the entrance to the Manticore's lair via a goblin mine. This essentially shortcutted me to the end by day 2!
Perhaps I will do this again for book 2 if anyone shows interest.
Last edited on 2008-11-19 22:21:58 CST (Total Number of Edits: 1)












































