As there's insufficient interest to Kill Bargle, I'm presenting the other one:
The Back Cover wrote:One of four magical snow white pearls protecting Tarylon has been stolen! And you, a Companion level elf are responsible for its safe keeping. Now the very existence of your beautiful village is threatened unless you can find the powerful pearl. Milgor, the evil wizard with a sense of fun, challenges you to find the pearl and return it to Tarylon.
But it's not that easy.
Time is running out while you try to discover and solve the riddles of Milgor in this exciting puzzling adventure. Time is running out for Tarylon!
The Magic Viewer™ System is the old saw where chunks of text are obscured with squiggledy red ink, which can be bypassed by looking through red cellophane. That sort of thing was a popular gimmick in the 80s, and I'm actually surprised that this is the first time I've seen it used for CYOA content. It's used to good purpose, allowing the content to be arranged in logical easy-to-find order, while making spoiling any of it hard to do by accident. It's also very difficult to legibly scan.
The front page is also a table of contents, and we are promised a great diversity of things. The first grouping is areas: A Beginning, the Wilderness, Village of Gyer, Outer Court, Middle Ring, Inner Circle, Center of the Dungeon, and Story Endings. (Oo, multiple endings.) The second groupin is random encounters by area. Then we have all the miscellany: Rumors, Spells, Treasures, Items, Monsters. Charts and Tables are all on the inside of the removable cover, and there's also a map, much of which is Magic Viewer™-ified.
Let's meet our PC:
Christov Yetta, 10th Level Elf (2.1 million exp)
125 years old, Lawful
Fair-skinned and auburn-haired, Christov is a sprite 5'3" and 119 lbs. His steel gray eyes and firm jawline present a deadly menace to enemies. Christov is a doughty warrior, but has a kind heart and champions the oppressed. He has a strong love for his people and will do whatever it takes to return the bounty to the land. Considered fearless, Christov in reality is terrified of drowning and falling.
Abilities: Str 12, Int 17, Wis 13, Dex 14, Con 16, Cha 11
Saves: Poison 2+, Wands 4+, Paralysis 4+, Breath 3+, Spells 2+
HP: 64, Armor Class: 0, THAC0: 7
XP: 0, Honor: 5, Persistence: 3, Selfishness: 2
Spells:
Level 1 (5): Magic Missile, Read Magic, Sleep, Ventriloquism
Level 2 (4): Invisibility, Mirror Image, Phantasmal Force, Web
Level 3 (3): Haste, Hold Person, Fireball, Slow
Level 4 (2): Curse, Remove Curse, Shrink Plant, Wall of Fire
Level 5 (1): Dissolve
Possessions: Chain Mail +3, Healing Potion*, Hand Axe*, Rope*, Polished Shield*, Oil*, Dagger, Grapple*, Backpack, Cloak*, 90 gp, Rations (5 days), Waterskin (5 drinks)
I'm 95% certain that Christov's oddly specific fears aren't just humanizing character flaws, but excuses to restrict his travel on the overland map. He also has access to three 'Special Attacks.' If his adjusted to-hit roll is 2+, he can attack twice/round. If he is willing to suck up striking last and taking -5 to hit, he deals +12 (his Str score) damage. Finally, while facing an armed opponent, he can parry, giving his opponent -4 to hit at the cost of not attacking himself, which is obviously a very poor choice most of the time.
I am now going to summarize much of the 'How To Use This Adventure' section.
• Gear that I have marked with an asterisk* has its own reference, and can be attempted to be used at any time by turning to that reference.
• Honor, Persistence, and Selfishness are used to 'score your performance during the adventure.'
• XP is distinct from 'exp;' it is increased by defeating monsters, and you can spend it before you roll a die to modify the result up or down. the modifier is +/-1 per XP spent, to a max of +/-5.
• Defeated monsters stay defeated, if a monster is attached to a location and you defeat it, don't fight it again.
• During the adventure you will find pieces of a broken tablet; when you do, record the words you find in the tablet outline.
• Use the outdoor map in the Wilderness to select the path you want to take, then move from hex to hex until you enter a numbered location or special keyed terrain. For every six hexes you move, mark off one turn and roll for a random encounter.
• Non-wilderness areas use path/node maps.
• There are several riddles to solve in the adventure, which lead to your foe's lair and weaknesses and must be solved to complete the quest. If you cannot solve a riddle, explore some more, clues may be found in other encounters.
• As a last resort you may consult the Scroll of Wisdom, which is a progressive hint system. Each hint you take will reduce your score.
• When you encounter a monster, there may be surprise. A wandering monster is always surprised. You and other monsters have a 33% chance to be surprised. If only one side is surprised, the other gets a free round.
• Initiative is determined each round with opposed d6 rolls and you winning ties.
• On the first round of an encounter you may cast a spell or try to talk.
• Options available on all rounds are attack, evade, or item.
• Attack is the to-hit/to-damage sequence. Monsters always choose attack unless otherwise stated. Up to 6 foes may attack you in 1 round.
• Evading is an attempt to escape, and rolls 1d20 vs the enemy's evade TN. If you are already fighting, the enemy gets a free attack at +2. You can get +4 to your evade roll by throwing down a ration (if the monster is dumb) or a treasure (if the monster is smart).
• Using an item always loses initiative. Normal gear can only be used when the entry allows it, magic items are not restricted.
• Using a thrown weapon always wins initiative, applies a -1 to hit, and the enemy must beat its own evade TN or fall back and not attack for one round. Monsters with evade TN 16+ will flee. If the foe does not retreat, it will get an extra attack on you. A thrown weapon is lost if you don't win the fight.
• You can heal by returning to Tarylon without the missing pearl, but this will be a disgrace (presumably tanking your score). Once per 20 turns you can eat a ration to heal d4 hp. Every 20 turns that you do not eat a ration, you lose 2 hp. One drink's worth of water will soothe burns, healing d4 hp after a fire encounter.
And finally, the opening.
The name and deeds of Christov Yetta are acclaimed across the land – protector, forestfriend, tenslayer, wolfbane. You are also treebrother, only brother to your clan's Keeper of the sacred Tree of Life. You live in Tarylon Elfhome, renowned for its beauty and bounty. Yet today there is a quiet gloom in the air and at twilight you are summoned to the Keeper's Grove.
"Christov, my brother, I wish to share the secret of Tarylon's fortune with you. Many years ago, while fetching spring water beneath a full moon, I had a most wondrous encounter. A mighty being, perhaps a god, appeared to me upon a moonbeam. He said that I, Enan, and my people, had been chosen to receive a special gift." Your brother shows you three snow-white pearls the size of acorns.
"He bade me to guard these dearly, and every full moon to encircle our Tree with one at each of the four winds; in that moonlight, the glow of these gems would strengthen our Tree, the heartblood of our village. Our Tree, in its vigor, radiates a magical ring of protection which repels all evil from our borders. But as you can see, only three snow pearls remain, the spell is broken!
"It was Milgor, that prankster wizard from over the Diahaye Mountains who did this! While I sat meditating, he came in the form of a jay, and when I looked away to the song of a finch, he purloined the purest pearl of the four! Do not let yourself be distracted from your purpose while in the Grove.
"You must seek him out for me, for I may not leave the Grove; and you must not return without the pearl – swear this to me! You must return before the full moon in three days or word will surely reach the bandit town of Rheega that Tarylon is now defenseless.
"Three things I give you to help you on your journey. First, take these three remaining moongems – they will glow as they near their brother. Second, be steadfast and courageous, turning first to cunning, not combat, and seek the wise woman – it is said that a bird knows where she roosts. Third, there is a broken tablet that is said to show Milgor's weakness. If you can find all the pieces as put them together, you shall overcome him! I have one piece for you here.
––––– | ––––– | ––––– | ––––– | –––––
|
––––– | ––––– | ––––– | ––––– | –––––
|
––––– | ––––– | ––––– | Pearl | –––––
|
––––– | ––––– | ––––– | ––––– | ––––– |
"Take this amulet also. If any harm befalls it, I shall know that ill has overtaken you and may send another. Your gear is packed, prepare yourself and embark on the quest!"
Prepare your spells, and:
• Set off at once?
• Go bid your mother farewell?
• Seek your grandsire's counsel?
• Retire to the Grove to meditate?
If y'all don't choose spell prep, I'll do it. Do you want two copies of Shrink Plant? That's what I'll give you.