[Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

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JourneymanN00b
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by JourneymanN00b »

Votes registered; replying “Jam tarts!”.

93

“Wrong!” declares the guard. Make a note that the guards have the initiative and turn to 163.

163

The two thugs on the gate lower their weapons as the burlier and uglier of the two gives the command, “Attack!”

Can Alice use the The Pen is Mightier ability to save herself now? If so, and you want her to do so, turn to 183. If not, turn to 193.

Alice can use the The Pen is Mightier ability. Please make your votes before 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by Thaluikhain »

I vote to fight normally.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by deaddmwalking »

Yep. Fight normally.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by JourneymanN00b »

Votes registered; not using the The Pen is Mightier ability.

193

Alice has to fight the club-wielding gate guards at the same time.

COMBAT ENDURANCE

SIX OF CLUBS 8 9

SEVEN OF CLUBS 9 8

If Alice overcome her opponents, turn to 213.

The fight:
Round 1: Alice’s Combat Rating: 7+9 = 16, Six of Clubs’ Combat Rating: 8+8+1 = 17, Seven of Clubs Combat Rating: 7+9+1 = 17;
Alice’s Endurance: 12, Six of Clubs’ Endurance: 9, Seven of Clubs’ Endurance: 8
Round 2: Alice’s Combat Rating: 5+9 = 14, Six of Clubs’ Combat Rating: 4+8+1 = 13, Seven of Clubs Combat Rating: 7+9+1 = 17;
Mallet Roll against Six of Clubs: 10, Alice’s Endurance: 10, Six of Clubs’ Endurance: 6, Seven of Clubs’ Endurance: 8
Round 3: Alice’s Combat Rating: 9+9+1 = 19, Six of Clubs’ Combat Rating: 6+8 = 14, Seven of Clubs Combat Rating: 9+9+1 = 19;
Tie Roll against Seven of Clubs: 6, Mallet Roll against Six of Clubs: 4, Alice’s Endurance: 9, Six of Clubs’ Endurance: 3, Seven of Clubs’ Endurance: 7
Round 4: Alice’s Combat Rating: 2+9+1 = 12, Six of Clubs’ Combat Rating: 5+8 = 13, Seven of Clubs Combat Rating: 8+9 = 17;
Alice’s Endurance: 5, Six of Clubs’ Endurance: 3, Seven of Clubs’ Endurance: 7
Round 5: Alice’s Combat Rating: 7+9 = 16, Six of Clubs’ Combat Rating: 7+8+1 = 16, Seven of Clubs Combat Rating: 6+9+1 = 16;
Tie Roll against Six of Clubs: 3, Tie Roll against Seven of Clubs: 6, Alice’s Endurance: 4, Six of Clubs’ Endurance: 3, Seven of Clubs’ Endurance: 6
Round 6: Alice’s Combat Rating: 6+9 = 15, Six of Clubs’ Combat Rating: 4+8 = 12, Seven of Clubs Combat Rating: 7+9 = 16;
Mallet Roll against Six of Clubs: 5, Alice’s Endurance: 2, Six of Clubs’ Endurance: 0, Seven of Clubs’ Endurance: 6

Round 7: Alice’s Combat Rating: 6+9+1 = 16, Seven of Clubs Combat Rating: 8+9+1= 18;
Alice’s Endurance: 0, Seven of Clubs’ Endurance: 6

Alice managed to take out the Six of Clubs in combat, but soon falls to the Seven of Clubs due to the overwhelming amount of damage that she took from the two guards. Her adventure thus comes to a forgettable end.

I get the feeling that the forum’s players have had enough of this gamebook, so I will be ending this Let’s Play and take a break from hosting until I acquire a copy of the newest Fighting Fantasy title, which is titled The Dungeon on Blood Island and has an expected publication date on September 12. Thank you to everyone who participated in this Let’s Play.

If I am wrong and there is sufficient interest in continuing this adventure, I can certainly bring Alice back from the dead and continue the fight with 21 Endurance. However, I will need at least 3 players to show interest in continuing before I resurrect her. If you want to vote to continue this adventure, I will also need a vote to know how many resurrections or character boosts that you want to give Alice. A resurrection will either bring Alice back to 21 Endurance if her Endurance again goes to 0 or send her back to the previous choice if she runs into an instant death section. A character boost will give Alice 1 Logic, 1 Agility, 1 Combat, and 1 Endurance (and also give a resurrection 1 additional Endurance if it is used to restore her Endurance). To make things fair, I will allow Alice to be granted up to 3 of any combination of resurrections and character boosts.

Alice’s Adventure Sheet
AGILITY: 9
LOGIC: 9
INSANITY: 2
COMBAT: 9
THE PEN IS MIGHTIER: 2 uses
CURIOUSER AND CURIOUSER: 2 uses
ENDURANCE: 0
EQUIPMENT:
Scissors (Deals 3 damage in combat)
Jar of Marmalade (2 portions, +4 Endurance per portion)
Golden Key
Shrinking Potion
Bread-Knife (Deals 3 damage in combat)
Mallet (Deals 3 damage in combat if 2-10 is rolled, knocks out opponent if 11-12 is rolled)
Spade (Deals 3 damage in combat)
Slug Pellets
Bloom’s Patent Plant Provender
Tin of Red Paint
Last edited by JourneymanN00b on Sat Aug 24, 2024 5:13 am, edited 1 time in total.
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deaddmwalking
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by deaddmwalking »

I am interested in continued play.

Obviously a major part of this book is the labyrinthe which is hard in a play by post format. Many of the choices amount to 'left or right' knowing that you'll have to do both eventually. I didn't mind the maze because I mapped it, but without that I think it's hard to contribute. I at least thought about trying to share the map as we went along, but that would have been a pain.

I'd recommend 2 resurrection and 1 boost.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by Dogopolis »

Is the game still winnable from this point?

If the answer is yes, then let's continue. If the boost boosts all the stats I'd go for 2 boosts and 1 rez, as the boost looks powerful.

If the answer is no, e.g we've already missed an essential item, let's call it a day.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by JourneymanN00b »

Yes, the game is in a winnable state. The items that Alice could have gotten thus far are in the "nice but not essential" category. Oh, and the character boost does boost all the stats, with the obvious exception of Insanity.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by pragma »

I'm lurking, and happy to provide a third view to keep play going.

2 resurrections and 1 boost seems most sporting to me.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by JourneymanN00b »

Since there are now 3 votes for continuing this adventure, I will bring Alice back from the dead. As voted, she will be given 1 character boost and 2 resurrections. Alice will now resume her fight with the Seven of Clubs, who has the initiative from dealing the killing blow to Alice.

The fight, continued:
Round 8: Alice’s Combat Rating: 9+10 = 19, Seven of Clubs Combat Rating: 7+9+1 = 17;
Mallet Roll: 7, Alice’s Endurance: 22, Seven of Clubs’ Endurance: 3
Round 9: Alice’s Combat Rating: 4+10+1 = 15, Seven of Clubs Combat Rating: 7+9 = 16;
Alice’s Endurance: 20, Seven of Clubs’ Endurance: 3
Round 10: Alice’s Combat Rating: 6+10 = 16, Seven of Clubs Combat Rating: 6+9+1 = 16;
Tie Roll: 1, Alice’s Endurance: 20, Seven of Clubs’ Endurance: 3
Round 11: Alice’s Combat Rating: 6+10 = 16, Seven of Clubs Combat Rating: 4+9 = 13;
Mallet Roll: 10, Alice’s Endurance: 20, Seven of Clubs’ Endurance: 0

To summarize: Alice takes 2 more Endurance points of damage before she can eliminate the Seven of Clubs.

213

Alice looks down at the defeated guards, in their playing card tabards, and considers the heavy cudgels they were using as weapons.

If you think Alice could put one of these to good use, turn to 223. If you would rather she ignore the spoils of war, turn to 243.

Please make your votes before 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.

Alice’s Adventure Sheet
AGILITY: 10
LOGIC: 10
INSANITY: 2
COMBAT: 10
THE PEN IS MIGHTIER: 2 uses
CURIOUSER AND CURIOUSER: 2 uses
ENDURANCE: 20
EQUIPMENT:
Scissors (Deals 3 damage in combat)
Jar of Marmalade (2 portions, +4 Endurance per portion)
Golden Key
Shrinking Potion
Bread-Knife (Deals 3 damage in combat)
Mallet (Deals 3 damage in combat if 2-10 is rolled, knocks out opponent if 11-12 is rolled)
Spade (Deals 3 damage in combat)
Slug Pellets
Bloom’s Patent Plant Provender
Tin of Red Paint
RESURRECTIONS: 2
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by JourneymanN00b »

Since nobody voted, I will have Alice loot the guards.

223

Prising a club from the fingers of the Six of Clubs, Alice tests its weight in her hands.

If Alice chooses to use the Club in battle, every time she lands a successful blow, roll two dice (or pick a card). If you roll 2-10 (or you pick an Ace up to a Jack), Alice’s strike causes 3 Endurance points of damage to her opponent. However, if you roll 11 or 12 (or pick a Queen or King), Alice’s blow knocks her opponent out, removing them from the fight.

Turn to 243.

243

Stepping over the bodies of the Six and Seven of Clubs, Alice pushes open the gates and escapes the maze at last.

Turn to 446.

446

Alice gazes up at the grim-looking edifice before her. Despite the proliferation of hearts in its architecture – from its flying buttresses, to its crenulations, to its arrow-slits and stained glass windows – Alice has never seen a more sinister structure. The terracotta tiles of its sunken roofs are cracked, and entirely missing in some places, while black carrion birds circle its battlements having made their roosts atop the high walls.

The Palace is surrounded by a moat that is filled with brackish brown water, choked with waterweed and clogged with the bloated white bodies of dead fish and frogs. However, it will be no trouble for Alice to cross the disgusting morass that is the moat since the drawbridge is down, and, having done so, Alice discovers that the gates of the stronghold are open.

Warily Alice eases her way between the towering gates, convinced that she will run into a guard patrol, or maybe a guard dog, at any moment. But an eerie stillness hangs over the place, and Alice could almost believe that it is, in fact, deserted.

Alice heads off into the Palace… Turn to 342.

342

As Alice proceeds along yet another passageway, certain that she is heading towards the heart of the Palace, she hears voices coming from up ahead, and they are arguing with one another.

“I told you butter wouldn’t suit the works!” a nasal voice snaps.

“It was the best butter,” comes a second, meek voice in reply.

“Yes, but some crumbs must have got in as well,” grumbles the first voice.

“You shouldn’t have put it in with the bread-knife,” yawns a third.

“But it was the best butter, you know,” comes the second again.

From out of the gloom at the other end of the passageway, emerges the most bizarre and horrifying amalgam of metal and living flesh Alice has ever seen.

The abomination standing before her now was quite clearly once three separate creatures – a man, a hare, and a dormouse – but now they have been made into one by some mad genius. All that is left of the three individuals are their heads, which have been mounted on top of a skeletal metal armature. The brass and steel components of its body have been constructed around a large kettle-like boiler, and steam gouts from its spout with every step the hideous automaton takes. There appears to be some form of grease dripping from the cogs and gears that make up the inner workings of the abomination.

The head of the Dormouse is clearly fighting the urge to doze off, while the hare’s eyes and ears twitch and jerk erratically. The man’s head, positioned between the other two, wears a top hat that is one size too big, and has a card bearing the words ‘In this Style 10/6’ tucked into the hatband.

It is the Hatter who is the first to catch sight of Alice.

“She’s here!” he shrieks, breaking off from his constant bickering. “Alice is here!”

“Off with her head!” screeches the Hare.

“Time for tea,” mutters the drowsy Dormouse.

It would appear that Alice must fight for her life once again. If you want her to use The Pen is Mightier ability, and she still can, turn to 392. If not, Alice must prepare for battle – turn to 372.

Alice can use the The Pen is Mightier ability. Please make your votes before 9:00 AM PDT or a choice receives 2 votes to guarantee that they will be counted.

Alice’s Adventure Sheet
AGILITY: 10
LOGIC: 10
INSANITY: 2
COMBAT: 10
THE PEN IS MIGHTIER: 2 uses
CURIOUSER AND CURIOUSER: 2 uses
ENDURANCE: 20
EQUIPMENT:
Scissors (Deals 3 damage in combat)
Jar of Marmalade (2 portions, +4 Endurance per portion)
Golden Key
Shrinking Potion
Bread-Knife (Deals 3 damage in combat)
Mallet (Deals 3 damage in combat if 2-10 is rolled, knocks out opponent if 11-12 is rolled)
Spade (Deals 3 damage in combat)
Slug Pellets
Bloom’s Patent Plant Provender
Tin of Red Paint
Club (Deals 3 damage in combat if 2-10 is rolled, knocks out opponent if 11-12 is rolled)
RESURRECTIONS: 2
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by Dogopolis »

Save uses of the pen is mightier, fight the harehatmouse
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by Thaluikhain »

I agree with the above.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by JourneymanN00b »

Votes registered; preparing for battle.

372

“How dreadfully savage!” exclaims Alice as the Automaton sends a piston-driven fist hurtling towards her, missing and fracturing the flagstones at her feet. (The Abominable Automaton has the initiative.)

ABOMINABLE AUTOMATON COMBAT 10 ENDURANCE 10

If the Automaton injures Alice, roll two dice (or pick a card); if the number rolled is 10, 11 or 12 (or the card picked is a picture card), the poor child is also scalded by a rush of super-heated steam from the kettle which causes an additional 2 Endurance points of damage.

If Alice survives her encounter with the Carpenter’s creation, turn to 402.

The fight:
Round 1: Alice’s Combat Rating: 6+10 = 16, Abominable Automaton’s Combat Rating: 10+10+1 = 21;
Automaton Roll: 10, Alice’s Endurance: 16, Abominable Automaton’s Endurance: 10
Round 2: Alice’s Combat Rating: 5+10 = 15, Abominable Automaton’s Combat Rating: 10+10+1 = 21;
Automaton Roll: 7, Alice’s Endurance: 14, Abominable Automaton’s Endurance: 10
Round 3: Alice’s Combat Rating: 8+10 = 18, Abominable Automaton’s Combat Rating: 2+10+1 = 13;
Mallet Roll: 9, Alice’s Endurance: 14, Abominable Automaton’s Endurance: 7
Round 4: Alice’s Combat Rating: 8+10+1 = 19, Abominable Automaton’s Combat Rating: 11+10 = 21;
Automaton Roll: 5, Alice’s Endurance: 12, Abominable Automaton’s Endurance: 7
Round 5: Alice’s Combat Rating: 7+10 = 17, Abominable Automaton’s Combat Rating: 10+10+1 = 21;
Automaton Roll: 7, Alice’s Endurance: 10, Abominable Automaton’s Endurance: 7
Round 6: Alice’s Combat Rating: 8+10 = 18, Abominable Automaton’s Combat Rating: 4+10+1 = 15;
Mallet Roll: 4, Alice’s Endurance: 10, Abominable Automaton’s Endurance: 4
Round 7: Alice’s Combat Rating: 6+10+1 = 17, Abominable Automaton’s Combat Rating: 7+10 = 17;
Tie Roll: 4, Alice’s Endurance: 9, Abominable Automaton’s Endurance: 3
Round 8: Alice’s Combat Rating: 7+10 = 17, Abominable Automaton’s Combat Rating: 6+10 = 16;
Mallet Roll: 6, Alice’s Endurance: 9, Abominable Automaton’s Endurance: 0

Alice does survive the fight with the Abominable Automaton, but takes 11 Endurance points of damage in the process.

402

The Hatter-Hare-Dormouse-Automaton destroyed, Alice continues on her way deeper into the depths of the Palace.

It is as she is passing a sturdy iron-bound oak door that she hears a plaintive sobbing. Being a caring child, she calls out, “Who’s there? Are you alright?” and “What’s the matter?”

But whoever is on the other side of the door appears too distressed to answer. Alice cautiously tries the door but it is locked. However, hanging from a hook nearby is a large iron key.

If you want Alice to use the key to unlock the door, turn to 421. If you think it best that she not tarry for any reason and hurry on her way, turn to 431.

Image

Please make your votes before 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.

Alice’s Adventure Sheet
AGILITY: 10
LOGIC: 10
INSANITY: 2
COMBAT: 10
THE PEN IS MIGHTIER: 2 uses
CURIOUSER AND CURIOUSER: 2 uses
ENDURANCE: 9
EQUIPMENT:
Scissors (Deals 3 damage in combat)
Jar of Marmalade (2 portions, +4 Endurance per portion)
Golden Key
Shrinking Potion
Bread-Knife (Deals 3 damage in combat)
Mallet (Deals 3 damage in combat if 2-10 is rolled, knocks out opponent if 11-12 is rolled)
Spade (Deals 3 damage in combat)
Slug Pellets
Bloom’s Patent Plant Provender
Tin of Red Paint
Club (Deals 3 damage in combat if 2-10 is rolled, knocks out opponent if 11-12 is rolled)
RESURRECTIONS: 2
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by Dogopolis »

Try the key.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by Thaluikhain »

Seconded.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by JourneymanN00b »

Using the key to unlock the door received 2 votes, so Alice will do that.

421

Unlocking the door, Alice eases open the iron-banded oak door, and peers into the darkened cell that lies on the other side.

Lying upon a bed of rotten straw, its head resting on one outstretched leg, is a curious beast that is half-eagle and half-lion. Startled by the sudden shaft of light that is cast through the open door, the Gryphon lifts its head from its leg and blinks myopically at the child.

“Alice?” it says in astonishment. “Is that really you?”

“Yes, I’m Alice,” says Alice.

“But what brings you back to Wonderland?” asks the mythical beast.

“I’m not really sure, other than everyone keeps telling me I have to kill the Queen. Was it her who imprisoned you here?”

“It was,” replies the Gryphon, hanging its head in shame. “I think she intended to send me to see the Carpenter.”

“The Carpenter?”

“It’s best you don’t ask.”

And then an idea strikes Alice like a thunderbolt. “You could help me, a big strong beast like you.”

“I can’t thank you enough, young lady, for freeing me from my incarceration,” states the Gryphon, “but I can’t stay here a moment longer. I couldn’t bear to be captured again!”

And with that the Gryphon takes off, back the way Alice has just come, half flying and half-leaping down the corridor.

But the Gryphon has left something behind on the floor at Alice’s feet. It is a shimmering golden feather. Picking it up, marvelling at the way it shines in the light of the torches that line the passageway, Alice puts it in her pocket for safekeeping.

Add the Gryphon’s Golden Feather to Alice’s Adventure Sheet, and turn to 431.

431

Continuing to explore the Palace, Alice travels along torch-lit corridors and up and down flights of stairs until she climbs a broad set of stone steps and comes at last to the entrance to the throne room.

Standing in front of a set of double doors, painted gold and inset with rubies that form a myriad glittering hearts, is a huge, ogre-like figure. It is wearing a straining tabard that marks it out as the Ace of Clubs and its head is partially covered by a black hood.

The Guard stands with his hands resting on the haft of a huge axe, the heavy blade resting on the stone-flagged floor at his feet.

“I suppose you’re the Royal Executioner!” Alice challenges the burly brute.

“You suppose right,” says the Ace of Spades, “so I expect you can also guess what’s coming next,” he chuckles as he hefts the axe in his hands.

“Off with her head?” Alice hazards.

The Executioner just laughs and advances on the poor child, axe raised.

If she is still able to use The Pen is Mightier ability, and you want Alice to do so now, turn to 441. If not, turn to 471.

Alice can use the The Pen is Mightier ability. Please make your votes before 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.

Alice’s Adventure Sheet
AGILITY: 10
LOGIC: 10
INSANITY: 2
COMBAT: 10
THE PEN IS MIGHTIER: 2 uses
CURIOUSER AND CURIOUSER: 2 uses
ENDURANCE: 9
EQUIPMENT:
Scissors (Deals 3 damage in combat)
Jar of Marmalade (2 portions, +4 Endurance per portion)
Golden Key
Shrinking Potion
Bread-Knife (Deals 3 damage in combat)
Mallet (Deals 3 damage in combat if 2-10 is rolled, knocks out opponent if 11-12 is rolled)
Spade (Deals 3 damage in combat)
Slug Pellets
Bloom’s Patent Plant Provender
Tin of Red Paint
Club (Deals 3 damage in combat if 2-10 is rolled, knocks out opponent if 11-12 is rolled)
Gryphon’s Golden Feather
RESURRECTIONS: 2
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by Dogopolis »

I would still vote no to the PiM This guy is probably tough, but there are probably tougher than him to come.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by Thaluikhain »

Half vote to use the Pen is Mightier this time.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by deaddmwalking »

Well, we're not going to make it with 9 Endurance. I vote to use the Pen is Mightier (better than a Resurrection). And after this, let's eat some Marmelade.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by JourneymanN00b »

Votes tallied; using the The Pen is Mightier ability won over not using it by a 1.5-1 vote. As requested, Alice will also eat a portion of marmalade.

441

With a mighty roar, the Executioner raises the enormous axe above his head, ready to bring it down on Alice’s neck, but suddenly trips on an uneven flagstone at the top of the steps. Unbalancing, the brute tumbles forwards down the stairs, the axe tumbling after him.

By the time the Ace of Spades reaches the bottom of the steps, Executioner and axe have been reunited, although, admittedly, the axe is now buried in the Royal Executioner’s head.

Turn to 456.

Image

456

Alice can take the Executioner’s Axe with her, to be her own weapon, if you like. Every time she delivers a successful strike with the weapon, it will cause 3 Endurance points of damage; however, because the axe is so heavy and hard to wield, Alice must also reduce her Combat score by 1 point for as long as she is using the weapon.

With no other obstacles barring her way now, Alice pushes open the ornate double doors and enters the palatial room beyond.

The throne room is as splendid as one might expect of the Palace of the Queen of Hearts, with pillars running round the outside edge of the heart shaped chamber, a grand chandelier hanging from the high, vaulted ceiling bedecked with cut-crystal hearts and, at the centre of the room, where the curves of the heart join, is a magnificent royal seat that continues the heart theme in both form and decoration.

Seated upon the throne is a tall, thin woman, wearing an elegant crimson gown, its embroidered detailing making much use of a teardrop pattern, and with a delicate diadem upon her head set with a blood-red ruby. The woman’s skin is as pale as porcelain and her hair is as fine as spun silver. The irises of her eyes as are black as obsidian, and she is possessed of an unearthly beauty.

Lying beside her, on the heart-patterned rug at her feet, is the body of a much shorter woman, wearing a dress decorated with all manner of hearts and stained red with blood. Apart from the fact that she is lying spread-eagled on the floor, there is one obvious thing wrong with the woman’s body; it is quite clearly missing its head.

The mysterious beauty sitting on the throne is holding the missing head in one hand, smiling at the ugly woman’s rigor mortis-locked expression of horror and disbelief that have seized her sagging features. In the red-robed woman’s other gory hand is a still gently pulsating fist-sized lump of meat.

“Off with her head!” the woman says, a cruel smile curling her rosebud lips. “That was her favourite expression, wasn’t it? Well you know what they say, you should be careful what you wish for…”

Alice cannot move, she cannot even speak, so appalled is she by what has been revealed before her in the throne room. And it is then that she realises the woman’s dress isn’t decorated with teardrops but rather it is embroidered with droplets of blood.

“The Queen of Hearts,” the woman goes on, fixing Alice with a soul-penetrating stare. “Well not anymore.”

With that she takes the Queen’s still beating heart and opening her mouth wide, dislocating her jaw as if she were a snake, swallows it whole.

“And I suppose you were sent here to do away with the insane tyrant,” she adds, licking her fingertips clean with a long, snaking tongue.

The woman, smiles seductively at Alice. “Come here child,” she says, her unblinking gaze never once faltering, and beckons to Alice with a still bloody finger.

Take an Insanity test. If Alice passes the test, turn to 486. If she fails the test, turn to 476.

Rolling the dice yielded a 9, so Alice passed the Insanity test.

486

As the Red Queen’s stare bores into her soul, Alice finds herself pacing across the throne room as if sleep-walking, a part of her screaming at her to break eye-contact with the blood-sucking leech and save herself.

“Now then, my dear,” says the Red Queen, smiling languidly, “I know what you’d like.”

It is then that Alice hears a voice carried as if from far, far away on a zephyr from a land beyond the borders of Wonderland: “Wake up, Alice dear!”

And as the Red Queen opens her mouth wide, to sink snake-like fangs into the child’s neck, Alice succeeds at last in breaking free of the Red Queen’s spell, and readies herself to fight back against the murderous witch.

“Very well!” hisses the harridan. “After all, it is better to be feared than loved.”

If you think Alice should use The Pen is Mightier ability now, turn to 506. If not, turn to 496.

Please make your votes on whether to use the The Pen is Mightier ability and whether to take the Executioner’s Axe before 9:00 AM PDT or a choice receives 2 votes to guarantee that they will be counted.

Alice’s Adventure Sheet
AGILITY: 10
LOGIC: 10
INSANITY: 2
COMBAT: 10
THE PEN IS MIGHTIER: 1 uses
CURIOUSER AND CURIOUSER: 2 uses
ENDURANCE: 13
EQUIPMENT:
Scissors (Deals 3 damage in combat)
Jar of Marmalade (1 portion, +4 Endurance per portion)
Golden Key
Shrinking Potion
Bread-Knife (Deals 3 damage in combat)
Mallet (Deals 3 damage in combat if 2-10 is rolled, knocks out opponent if 11-12 is rolled)
Spade (Deals 3 damage in combat)
Slug Pellets
Bloom’s Patent Plant Provender
Tin of Red Paint
Club (Deals 3 damage in combat if 2-10 is rolled, knocks out opponent if 11-12 is rolled)
Gryphon’s Golden Feather
RESURRECTIONS: 2
Say No To Fascism. The left is the one true way to go.
Thaluikhain
King
Posts: 6480
Joined: Thu Sep 29, 2016 3:30 pm

Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by Thaluikhain »

Take the axe, but don't use it, as even bread-knives and scissors are better.

Half vote for using up last Pen is Mightier.
Dogopolis
Knight
Posts: 450
Joined: Sat Aug 20, 2022 5:39 pm

Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by Dogopolis »

I'm guessing we don't have much choice here. Pen is mightier
User avatar
deaddmwalking
Prince
Posts: 4166
Joined: Mon May 21, 2012 11:33 am

Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by deaddmwalking »

Might as well.
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JourneymanN00b
Prince
Posts: 4688
Joined: Fri Jul 10, 2020 8:51 pm

Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by JourneymanN00b »

Votes registered; using the The Pen is Mightier ability and taking the Executioner's Axe.

506

In fear of her very soul, Alice runs from the throne room. Behind her, the Red Queen launches herself into the air to land right behind the wretched child. And then suddenly the Executioner’s huge axe is in her hands and, her muscles granted new strength by the adrenaline rushing through every fibre of her being, she swings it at the harridan. The gleaming blade describes a lethal arc through the air before hitting the Red Queen in the chest, sending her crashing to the marbled floor behind her.

Turn to 398.

398

The Red Queen lies dead on the floor of the throne room. Perhaps now Alice’s nightmare will come to an end.

But as she stands over the vampire’s body – her hands on her knees, gasping for breath – the Red Queen rises once more, apparently able to shrug off injuries that would have proved fatal to any mere mortal, her brutalised flesh knitting back together.

“And now, Alice dear, it’s my turn,” says the vampire, offering her a cruel smile.

If Alice hadn’t already seen what horrors the harridan was capable of, witnessing the life-leech’s resurrection might just have sent her mind plummeting over the edge into the abyss of insanity. As it is, all she knows for certain is that she doesn’t have the means of defeating the Red Queen and must simply try to escape. But how can she outrun an opponent who is faster and stronger than she is, not to mention capable of healing from what should have been lethal wounds?

How should Alice try to escape the Red Queen?

Run away, as fast as she can? Turn to 388.

Use a Gryphon’s Feather (if she has one)? Turn to 356.

Alternatively, if the word ‘Phantasm’ is recorded on Alice’s Adventure Sheet, you will also have a number associated with the word; turn to the paragraph with the same number now.

Alice has a Gryphon’s Feather, but not the word ‘Phantasm’ on her Adventure Sheet. Please make your votes on whether to run or use the Gryphon’s Feather before 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.

Alice’s Adventure Sheet
AGILITY: 10
LOGIC: 10
INSANITY: 2
COMBAT: 10
THE PEN IS MIGHTIER: 0 uses
CURIOUSER AND CURIOUSER: 2 uses
ENDURANCE: 13
EQUIPMENT:
Scissors (Deals 3 damage in combat)
Jar of Marmalade (1 portion, +4 Endurance per portion)
Golden Key
Shrinking Potion
Bread-Knife (Deals 3 damage in combat)
Mallet (Deals 3 damage in combat if 2-10 is rolled, knocks out opponent if 11-12 is rolled)
Spade (Deals 3 damage in combat)
Slug Pellets
Bloom’s Patent Plant Provender
Tin of Red Paint
Club (Deals 3 damage in combat if 2-10 is rolled, knocks out opponent if 11-12 is rolled)
Gryphon’s Golden Feather
Executioner’s Axe (Deals 3 damage in combat, -1 Combat)
RESURRECTIONS: 2
Say No To Fascism. The left is the one true way to go.
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deaddmwalking
Prince
Posts: 4166
Joined: Mon May 21, 2012 11:33 am

Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by deaddmwalking »

Let's use the Gryphon's Feather (356). And eat our last portion of Marmalade whenever we are permitted to do so. :)
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