We gobble down a meal and brings our STAMINA up to 7 before trying the bars.
Although if this were a STAMINA test (which is typically tested on 4 dice in FF books), 7 STAMINA isn't going to do us a lot of good....
Trying to bend the iron railings is a very hard test of your abilities. Roll two dice and add 3 to the number you roll. lf the total is less than or equal to your current SKILL score, then you have succeeded in bending the bars apart and you can squeeze through them. If the total is greater than your current SKILL score, turn to 312.
Thankfully, this is a SKILL test, not STAMINA. Still pretty hard by normal standards, though....
Dice roll = 6+3 = 9 (Success.....barely!)
You head north along a limestone passageway, your eyes slowly adapting to the dim light provided by stubby growths of luminous mosses and lichens on the walls. There's just enough light to see by, and you're less likely to be spotted if you don't use your lantern. The passageway eventually bends round to the west and stops at a dead end. But the dead end is suspiciously smooth; as you carefully touch it, you realize that the 'rock' is just an illusion- there is a door here! Keeping your sword ready, you turn the door handle; it gives, so you walk through.
If we've skipped the priest's basement, we would have reached this next upcoming section after just one other uneventful section.
A dirty, cluttered room, crudely furnished and with doors leading in several directions, greets your eyes, but you have no time to take in all the details! There are two Goblins here, and they leap up to attack you. In the doorway, you can fight them one at a time.
First GOBLIN SKILL 5 STAMINA 5
Second GOBLIN SKILL 5 STAMINA 6
If you win, turn to 300.
Weak opponents....which is a relief, since I don't think we can survive a tougher fight with our dwindling STAMINA.
COMBAT LOG:
Goblin#1 15, Harry 16. G#1 is at 3.
G#1 10, Harry 15. G#1 is at 1.
G#1 14, Harry 19. G#1 is killed.
Goblin#2 12, Harry 17. G#2 is at 4.
G#2 14, Harry 18. G#2 is at 2.
G#2 10, Harry 13. G#2 is killed.
The dice didn't even pretend that the goblins had a chance, giving them crappy rolls for the most part (although our SKILL advantage did save us a couple times), and giving us our first flawless victory!
A quick search through the room and the goblin bodies reveals nothing of interest or value save for a pair of bone dice they were playing with. If you wish to take these, add them to the list of Equipment Carried on your Adventure Sheet. There are three other doors in this worked stone chamber, and all appear to be easy to open. Will you take:
The north door?
The west door?
The south door?
Hey, we don't get to take actual dice as loot very often in gamebooks (though we often get to play with them....in taverns).
1) Do we take the dice?
2) Which door do we take after that?
Adventure Sheet:
Name: Harry Balzac
SKILL 9/9
STAMINA 7/20
LUCK 8/10
Equipment: Sword, Leather Armor, Shield, Lantern, Jar of Ointment, Message Scroll ('350'), Silver Medallion, Luck Powder (x3, +1 LUCK each), Silver Feather, Ebony Key, 15-foot length of rope, Phial of White Oil
Provisions: 5 Meals (+4 STAMINA)
Treasure: 5 Gold Pieces