[Fighting Fantasy] Bloodsword v1

Let's reprint the battlemap from paragraph 366.

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Given the Awareness of the party, Trixie will go first (8), then the Assassin (7), then every other member of the party (6). I didn't mention it earlier, but you can't attack diagonally.

I see basically three ways we can handle this fight.

1. Trixie acts first, so she can move without incurring an attack of opportunity, so that the Assassin has to use his action to move toward the nearest character. Since there would be ties, a die roll would determine the result. Assassin would have to move one step to the left to attack either Winny, Esmeralda and Salvia, so this is the most probable outcome. There is a 25% chance that the Assassin would go after Trixie, being locked in a continual chase afterwards (since Trixie would back out), while he'd be peppered by Salvia's arrows and Esmeralda's magic, while Winny would... stand around doing cheerleaders move (that's what being a Leader class role means, doesn't it?). But in the most probable outcome, we'd have a free round for everyone.

2. Trixie goes into full defend mode, so the with her acrobatic bonus the opponent would need to roll 6 or under on 3d6 to kill her. It's a 9.26% chances of dying each round. Then the rest of the group would attack (except Winny who has no ranged attack and would be wise not to get into close combat with this particular enemy), and well, we just need to last two rounds.

3. Trixie attacks twice, but she does 1d6 damage, so she can't kill the Assassin before he acts, with a 41.67% chance of killing her, and with a good chance of him being finished off in the same round.

How will we do? If there is a more sensible course of action, don't hesitate to suggest it! Trixie's life is at stake!
 
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Let's reprint the battlemap from paragraph 366.

View attachment 390632


Given the Awareness of the party, Trixie will go first (8), then the Assassin (7), then every other member of the party (6).

I see basically three ways we can handle this fight.

1. Trixie acts first, so she can move without incurring an attack of opportunity, so that the Assassin has to use his action to move toward the nearest character. Since there would be ties, a die roll would determine the result. Assassin would have to move one step to the left to attack either Winny, Esmeralda and Salvia, so this is the most probable outcome. There is a 25% chance that the Assassin would go after Trixie, being locked in a continual chase afterwards (since Trixie would back out), while he'd be peppered by Salvia's arrows and Esmeralda's magic, while Winny would... stand around doing cheerleaders move (that's what being a Leader class role means, doesn't it?). But in the most probable outcome, we'd have a free round for everyone.

2. Trixie goes into full defend mode, so the with her acrobatic bonus the opponent would need to roll 6 or under on 3d6 to kill her. It's a 9.26% chances of dying each round. Then the rest of the group would attack (except Winny who has no ranged attack and would be wise not to get into close combat with this particular enemy), and well, we just need to last two rounds.

3. Trixie attacks twice, but she does 1d6 damage, so she can't kill the Assassin before he acts, with a 41.67% chance of killing her, and with a good chance of him being finished off in the same round.

How will we do? If there is a more sensible course of action, don't hesitate to suggest it! Trixie's life is at stake!
Option 1 does seem clear winner, don't think theat option occurred to me when younger! Though I likely had the warrior in position 1.
 

So creatures that haven’t come up in initiative yet can’t OA? In that case, option 1 does seem clearly the best — although did you mean “Assassin would have to move one step to the right”, not left? That is, one step in the direction of #4 (“east”).

Although I guess Assassin could arguably move one step north or south if he wants to target #2 or #3?
 

So creatures that haven’t come up in initiative yet can’t OA? In that case, option 1 does seem clearly the best

Yes, it's explicitely set in the rules: "If you take the move option while an opponent is fighting you, then (unless your Awareness is higher than the opponent's), you take an automatic wound."

— although did you mean “Assassin would have to move one step to the right”, not left? That is, one step in the direction of #4 (“east”).

Although I guess Assassin could arguably move one step north or south if he wants to target #2 or #3?

Yup. This specific case isn't covered by the rules, but we can either roll (the usual rule for breaking tie) or grand a modicum of intelligence to the monster to avoid exposing itself too much. In this case north wouldn't change anything (both Esmeralda and Salvia have ranged attacks) but if the Assassin goes after Salvia, it is much safer for the Assassin to move South.

Let's see.

Round 1 :

Trixie moves north, outrunning the Assassin with her ninja reflexes.
Assassin selects a target. For the sake of simplicity, I'll do the statistically equivalent roll of a d4 using diceroller.net. I roll a 4, so Assassin moves right, targetting Esmeralda -- which is the sensible thing to do, glass cannons are often the one to disable first.

Winny attacks, rolling a 6, which is below her FP of 8. Damage is 6+1=7. The Assassin has 8 HP left.
Salvia attacks, rolling a 9, missing the target.
Esmeralda has memorized, as stated in the introduction, White Fire. So her effective Psychic Ability is reduced to 7. She rolls 2d6 +1 to cast the spell, since it is a difficulty 1 spell. It's a 3! Damage is a healthy 9 (2d6+2), and since the Assassin doesn't wear armor, he falls.

The group stands victorious, and in the elation of victory, totally forget to loot the body to recover the poisoned blade and ensure not child inadvertantly hurts itself with the deadly weapon. Drat!

At least we're rewarded with Blutgetranker, a silver sword adding 1 to the wielder's FP and +1d6 damage when fighting creates designated as "giant" in the text. We're given time to recover, and given each an opal medallion (that will take one inventory space for each character so Balhazar can communicate with us within the pits, an octogonal prism of unknown functionnality (Balhazar apparently uses adventurers to carry out his trash).


We're escorted to the entrance of the pit, while party-goers and revelers bet on which team will die in gory and funny ways during the challenge. We notice that Magus Vyl (the sun-sensitive lad) sent in 3 black-robed assassins, Magus Tor sent in 4 barbarians, and Magus Uru hired a Warlock called Icon the Ungodly.

This chap is probably the most troublesome, since he has a name. Also, he's alone, and if we were alone we would be rank 8, so he is clearly a dangerous foe. I suspect he's wearing a cape on top of that!

The party crosses the entrance of the pit, and we enter the subterranean pit. The first room is lit by flickering torches (because, of course, we never had the opportunity to actually buy torches). The room is barren, the walls are covered in grime and... a nice marble table covered with appetizing food items has been prepared for us!

We're offered to have Salvia inspect the food, eat it right away, or leave by either the corridor at the right side or exploring an alcove on the left.

I am pretty sure the crowd of spectator must laugh their asses off when wannabe heroes just eat the obviously poisoned food. It smells trap. Let' have Salvia do her job, though.

She inspects the food and, to my surprise, there is no trace of poison. The food was actually provided by Balhazar Catering Inc. We can pack it for later, and each provision takes one item in the inventory, and restores 1 HP after combat. Contrary to the usual FF rules, you can't eat 8 meals in a row, it's only once per fight.


I propose that Winny keep her old +0 sword (in case we can sell things in the future), so inventory is now:

Winny
Armour
Bludgetranker (+1 FP, +1d6 damage vs Giants)
Obsolete Sword of Uselessness +0
An opal medallion to be tracked by magus Balhazar
An octogonal prism of no discernable use (I guess Balhazar had 10 items and needed to make space for the poisoned dagger, actually)
5 healing food

Trixie
Sword
Armour
Money pouch with 85 gp
Bow
Quiver (6 arrows)
5 healing meals

Salvia
Quarterstaff
Armour
Bow
Quiver (6 arrows)
6 healing meals

Esmeralda
Sword
Armour
8 healing meals.

Next, toward the alcove, let's be methodical.
 

She inspects the food and, to my surprise, there is no trace of poison. The food was actually provided by Balhazar Catering Inc. We can pack it for later

This is a very Fighting Fantasy / gamebook-in-general trope: which is, invert the expectation of "obvious trap" into "free ~~hunter's stew!~~ stuff -- but only if you investigate it". So if you're speed-running the book and you roll your eyes and think, "Well obviously it's trapped; I'm not so gullible" then you miss out on the reward from being thorough.

Of course, there is seldom any downside to being thorough in most gamebooks. Most of them don't track time. It would be cool if there were a book where every X passages you had to eat/rest/whatever or take a malus... then there would be some downside to extra thoroughness... but how you'd track or enforce that, I dunno.

Edited to add: obligatory Lone Wolf reference... once you get advanced Curing where you recover 1 HP for every non-combat passage, then you seek extraneous passages to read! Especially sections that can loop you through "do you thoroughly investigate these 5 items before you leave the room?" -- of course you do, that heals 5 HP!
 

I remember one book I had where it was like this. Can't remember the title, but it was set in post-apocalyptic Earth and you had 24 hours to save the kidnapped person before he would reveal some secrets, so if the time counter reached 24 at any point of the adventure, you failed. So being taken to the police precinct because you got into a fight would have very little consequence... except you take 3 hours off your alloted time before being freed. It added some pressure to the book. It was scifi, so it changed from the usual medfan.

We'll try to be as thorough as possible in this series, then!
 
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As soon as we near the alcove, a teleport spell takes us in a multicolor whirlwind of light to an ornate garden with a gazebo made of coloured gems. Standing near a fountain is an elfin-feature girl wearing a toga of green silk.

We're not boys, therefore we conclude we aren't dead and in paradise, since we woud been welcomed by a muscular handsome man.

We're given the choice to attack the woman randomly or speak to her.

Gamebook-savvy as we are, we'll try to avoid randomly killing NPCs. Let's keep that to tabletop.

She introduces herself as Larisha the Gift-giver, a creature revered by ancient Krarthians. She announces that she's obliged to give us one item. The choice is between a dagger once belonging to the price of thieves, a golden snuff-box, and a gem containing a dragon's breath.

As a player, I have no idea what a Snuff-box is. Looking it up, I learnt a new word. It's a tobacco box. I'll end the year richer of a word.

This dungeon is, so far, proving rather easy. We're given meals, magical items... and no foes to defeat. Honestly, for a place called the Battlepits of Krarth, it's rather the nice, cozy place of Krarth. No later than yesterday, we were assaulted by an Assassin using deadly poison in the middle of the city, and since we're in the dungeon proper, everything is nicer.

Anyway, we need to choose an item. While a dragon breath sounds a nice potent offensive weapon, a named dagger sounds good. An anonymous snuff-box is the least descriptive option, so it could prove to be the most useful.

Let's go with the Dagger, though.

She says she wants no thanks because she's just the instrument of fate, but our Trickster interrupt with an... an attempt to seduce the girl with her witty words into giving her one more object. Lesson 1: the book has forgotten that we might be playing a straight woman. Lesson 2: Trixie's modus operandi is to charm people into giving her things.

So we get two picks...
 


Let's take the Snuff-Box now.

We learn that the Dagger of Vislet is a weapon that can be thrown, works like arrows and does 1d6 damage except on a hit, it flies back to the owner's hand. If one misses, he must wait for the end of the fight to recover it. It's useful for Winny, since she's the only one without a ranged option. That means discarding a food item from her inventory.

The Golden snuff box that can be opned at the end of each won fight (not fleeing). Each player rolls a die. On 1-2, one loses one HP, on 3-6, player gains one HP. Apparently, smoking, on average, improves your health in the 80s. Actually, I'll keep the item and drop another food item (still on Winny's inventory), but I feel like the box is much less useful than having Salvia in the party.

Larisha then teleports us back to the Pits. I am looking forward to the next encounter, where I fully expect to get more free stuff.

We found ourselves into a corridor, walking on a heavy and dusty carpet, with mirrors aligned on the wall. Esmeralda is offered the opportunity to use Precog, so why not? It's not like we're spending magic points in this game!

We foresee a possible future, where we're fighting a creature that is immune to magic. We feel there is a way to avoid it, and we're drawn to the mirrors. Then, we're given the option to have Trixie examine them, or any other character. What kind of choice is that? Of course, we'll defer to her expertise, maybe she will be able to convince our image to give us stuff.

Using her superior hearing, she notices that creatures are quietly standing behind each mirror, except one, which hides a secret passage. We follow this passage until it ends, with a grille into the floor. Looking through which, we can see a bunch of Barbarians entering the room below us. They stop and consult some kind of parchment. A map, maybe? Their lack of education makes them puzzled by the instruction of the written words.

We're smarter than them. We recognize them as, probably, the barbarians employed by another Magi, using a map he probably gave them. We know their name to be, from their dialogue, Erek, Snorri, and Die-Anonymously 1 and 2. We're offered the option to litterally jump on them...

For too long did I wait for the opportunity to start a battle with the cry of DEATH FROM ABOVE!


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The Barbarians have FP 8, PA 5, AR 1, HP 12 (each), Awareness 7, damage 1d6+2.

The special rules for this fight is that we get a free round of activity due to the surprise. They didn't expect us to fall in the middle of their group so we're being actually surrounded by them... Wait, who's the tactician in this team?

Well, anyway... Let's concentrate on one enemy for this bonus round. Since 1 is Trixie and she is less likely to take damage, she can afford to have 2 adjacent enemies. On the other hand, 4 is Esmeralda, and she is our glass cannon.

I think it makes sense to focus on the Barbarian South of her first. Note for later, we'll change our walking order so that 1 is Trixie, 2 is Esmeralda, 3 is Salvia, 4 is Winny after the fight. This will make us less susceptible to ambushes where an enemy might sneak upon us from behind.

Right now, let's fight.

Trixie acts first. Rereading the rules, I noticed -- it didn't matter until then -- that you can't use the shoot option if there is an enemy adjacent to you. So, as an exception, she'll attack the barbarian North of Esmeralda. She rolls an 8, and misses.

The the Barbarian do nothing, due to surprise.

Then Winnie use her newly acquired Dagger of Vislet. She rolls a 7 and hits the Southern Barbarian for 6 damage (reduced to 5 by armour). The daggers flies to her hand again.

Then Salvia is forced to attack Barbarian 3, rolls 6, and hits for 6 damage with her quarterstaff, again reduced to 5. The fight is going well, with high damage rolled.

Then Esmeralda tries to cast her memorized spell. Before, we decided we should focus on her South opponent, but the Northern opponent is already injured and 2d6+2 damage from White Fire (she wields the Flame of Anor, apparently) can't reliably one-shot a Barbarian. She decides to try and finish the wounded one on the Northern side. She rolls a 2, hits and inflicts 7 damage after armour. Barbarian North of 4 lies dead on the floor, his body still wreathed in flames.

Since there is no point delaying, Trixie uses her once-per-fight extra action to attack her own Northen opponent again. Bummer! It's a 9. We won't have halved the size of our opponents' party before they can even react...

Actually, on round 2, Trixie goes again first. That's a 7. It hits... for 4 net damage...

B1: 8 HP, B2 dead, B3 7 HP, B4 12 HP.

Then, the barbarian acts.

The northern one (I mean, tactically, they all have northern names) attacks Trixie. He rolls a modified 12, and misses. B3 attacks Salvia and hits for 8 damage. B4 attacks Esmeralda and hits for 6 damage. They are reduced to respectively 6 and 4 since we're wearing armour.

I should point out that our spellcasters are down the 4 and 6 HP respectively. Maybe they should enter full defence mode?

Winny, if using her dagger, can't hope to fell one opponent. And if she moves, the needs to spend her round doing this. But she would be able to take the heat off either of the spell casters, since monsters roll dice to determine their target each round instead of focusing on finishing the wounded first.

I decide to take the risk to have Winny attack B4. She moves behind him. Salvia goes in full defense mode, so anyone attacking her must roll 3d6 against their FP, a 90% chance of not being hit by B3. Esmeralda repeats her White Fire on B4. Drat, it's a 9.

Third round. Trixie must still attack B1, and misses.

Barbarians attack, missing Trixie (modified 11), Salvia (13) and hitting Esmeralda (4) for 5 damage. She's reduced to 1 HP.

Winny attacks B4. She rolls a 9, missing. Salvia and Esmeralda goes into full panic defense mode.

Fourth round.

Trixie attacks "her" Barbarian and... hits! 4 net damage to B1.
The barbarian attacks.

B1 rolls 13 -- he's rolling 2d6+1 because Trixie is agile. B2 stays dead. B3 attacks Salvia, but rolls 3d6 because she's in full defense. He rolls a 9, missing barely. B4 determine who he's attacking by rolling a dice and focusses on Esmeralda -- we did well to choose to defend -- and misses her (9 again).

Winny attacks B4 and succeeds, rolling a 7 and 6 for damage. Salvia and Esmeralda keep defending.

B1 has 4 HP, B2 is dead, B3 is 7 HP, B4 has 6 HP.

Fifth round.

Trixie attacks her Barbarian and finishes him (attack roll 4, for 5 damage, reduced to 4, but it stills kills him. She'll be available to shoot arrows and help the southern front.

Barbarian 3 attacks Silvia, rolls 3d6 and gets an 8. He hits, for 2 damage fortunately. Even if we are unlucky with attack rolls, damage rolls are in our favour. Barbarian 3 attacks Winny and hits (3) doing 5 damage on the dice, reduced to 4 (+2 for the damage bonus of the Barbarian, less 3 for the superior armour Winny is wielding).

Cast is T 12 HP, W 8 HP, S 2 HP and E 1 HP.

Winny attacks B4, hits (7) but rolls 3 net damage. Salvia and Esmeralda must still defend.

Sixth round.

Trixie shoots an arrow at B4, hits for 4 net damage. B4 is dead.

B3 is the last standing, facing Silvia. He rolls a 10, missing his target.

Winny throws her dagger at B3. She hits for 3 net damage.
Esmeralda casts White Fire at B3. She misses.
Salvia stays on the defensive.

Seventh round.

Trixie shoots an arrow. She hits... for 1 damage, negated by the barbarian's armour. Said barbarian attacks, another 10 on 3d6, missing. Esmeralda casts White Fire. Since she didn't succeed in casting her spell in the last round, she now has a +2 bonus. She manages to cast her spell this time, with a net 5, and inflicts a paltry 6 net damage, but that's enough to fell the last of the barbarians.

WOW, I didn't think it would be so close.

Immediately at the end of the fight, we will now use the über-power of Silvia, unlimited healing. Sure, with 2 HP, it's risky, but we have food so we can manage two misses.

She first spend one HP to create her cosmic healing reserve of 1d6-2. She rolls a net 4, and gets back to 5 HP. She then proceeds, one point after the other, rolling 4, 1, 5, 4, so she gets up to 7 HP. This time she manages to get back to 10 HP and heals Winny back to 9. Another series of spend gets her 28 points (for dropping back to 1), which she spends to heal herself back to 10 (9 points), finish to heal Winny to 12 (3 points) and heals Esmeralda back to complete health (8 points).

After this close encounter, our team is all fresh.

Unfortunately, there is nothing useful to loot as the parchment is soaked in blood and can't be read, the axes are nothing specials and the armour they wore is only offering 1 point, less than our own. But at least, we get 20 gold pieces to loot (and add to Trixie's impressive stash of 105 gp).

Next, we advance in the corridor we fell into, crossing the bronze door until the path splits between a white-marbled floor corridor, and a black-tiled one. 354 or 424 ? I choose to follow the white corridor (424)...

Only to enter a room where a gruesome crime has been commited. The assassins are looming over the dead body of a warrior. It looks like we've just met another team of contestants.

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Special rules here: any Assassin not adjacent to a hero throws a shuiken at the Enchanter, doing 1d6-1 damage (that's 1d6-3 with armour).

Was there a better tactic in the former fight that would have given an easier victory? For this one I plan to have Trixie, acting first, move between the two rightmost assassins, so only the north assassin can attack Esmeralda.
 

The restriction on who you can attack makes the only real tactic, focus fire, not always available. I suppose maybe have the low AC, ranged characters disengage in the first round so the others take all the hits? (Won’t work against the assassins; might’ve worked against the barbarians.)

Re: the healing. Do you think that’s intended by the rules, or an exploit? I am not sure how prevalent other healing is. Like, will we find a bunch of potions and magic fountains and stuff?
 

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