Cover
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Welcome, everybody. The book that I will starting a FF Let’s Play of has a special history. It was the very first Fighting Fantasy gamebook that I read, which got me hooked with the “Choose Your Own Adventure” gamebooks. That book is, of course, book #20. Since nobody has done that book yet, and I just managed to obtain a copy for nostalgic safekeeping, I feel very much compelled to run a Let’s Play on it. Back in the winter of 2010, I came across a copy of this book in the library when searching for other novels. After a brief look, I decided to check out the book out of curiosity, since the only “Choose Your Own Adventure” book that I read was Susan Saunders' “The Green Slime” that my sister had since 1999. And boy, was I hooked, as I very much enjoyed combining RPGs (another thing that I was an addict of at the time) with books. A good part of this was because being able to play an RPG without the need to set up a board or have access to the internet was very attractive. I soon found myself printing blank copies of the Adventure Sheet as I tried to complete the mission. After 15 attempts, I finally made it to the happy ending with the unique pride that you can only feel after failing to succeed so many times before. Since then, I have been on and off playing gamebooks, which included many Fighting Fantasy gamebooks that I checked out of the local library and the first five Lone Wolf books thanks to Project Aon.
As always, anyone wishing to join in is welcome. The plan is to update this series on a twice per day basis, with the exception of Sundays, where I will try to update more frequently on these days. However, there is a good chance that my work duties heat up and cause adjustments to this proposed schedule, which I hope that everyone understands.
Preface
IntroductionSummoned to the Shogun’s presence, you learn that your land of Hachiman is in grave danger. The Shogun’s control is slipping – some lords are breaking away and plotting treacherous deeds. Bandits roam the land freely and barbarian invaders have begun to raid across the borders. All this because the Dai-Katana, the great sword, Singing Death, has been stolen from the Shogun.
YOU are the Shogun’s champion, a young Samurai. You have followed Bushido, the Way of the Warrior, and are a master of Kenjutsu, the Way of the Sword. Your mission is to recover the wondrous sword from Ikiru, the Master of Shadows, who holds it hidden deep in his mountain fastness, Onikaru, the Pit of Demons, guarded by his dreaded warrior ghosts ...
Two dice, a pencil and an eraser are all you need to embark on this thrilling adventure of sword and sorcery. You have a choice of warrior skills – Kyujutsu, Iaijutsu, Karumijutsu or Ni-to-Kenjutsu – and your choice will affect the outcome of your mission. There are Honour points to be won and lost, too.
Many dangers lie ahead and your success is by no means certain. It’s up to YOU to decide which route to follow, which dangers to risk and which adversaries to fight!
For the purposes of this thread, the Adventure Sheet will be hand-made and will be periodically displayed.Before embarking on your adventure, you must first determine your own strengths and weaknesses. You have in your possession a sword and a backpack containing Provisions (food and drink) for the trip. You are a Samurai, always prepared for any heroic mission.
To see how effective your preparations have been, you must use dice to determine your initial SKILL and STAMINA scores. On pages 16-17 there is an Adventure Sheet which you may use to record the details of an adventure. On it you will find boxes for recording your SKILL and STAMINA scores.
You are advised either to record your scores on the Adventure Sheet in pencil, or make photocopies of the page to use in future adventures.
Skill, Stamina, and Luck
Making the appropriate rolls and modifications yielded the following initial scores:Roll one die. Add 6 to this number and enter this total in the SKILL box on the Adventure Sheet.
Roll both dice. Add 12 to the number rolled and enter this total in the STAMINA box.
There is also a LUCK box. Roll one die, add 6 to this number and enter this total in the LUCK box.
For reasons that will be explained below, SKILL, STAMINA, and LUCK scores change constantly during an adventure. You must keep an accurate record of these scores and for this reason you are advised either to write small in the boxes or to keep an eraser handy. But never rub out your Initial scores. Although you may be awarded additional SKILL, STAMINA and LUCK points, these totals may never exceed your Initial scores.
Your SKILL score reflects your swordsmanship and general fighting expertise; the higher the better. Your STAMINA score reflects your general constitution, your will to survive, your determination and overall fitness; the higher your STAMINA score, the longer you will be able to survive. Your LUCK score indicates how naturally lucky a person you are. Luck – and magic – are facts of life in the fantasy kingdom you are about to explore.
SKILL: 12
STAMINA: 20
LUCK: 8
Fortune decided to be very generous for this special Let’s Play and provide our hero with extremely high Skill and above average Stamina. The low Luck is a setback, but will not be too much of an issue for this adventure, as 12 Skill makes a lot of the combats very easy to win.
Battles
Fighting More Than One OpponentYou will often come across pages in the book which instruct you to fight an opponent of some sort. Battles are conducted as follows.
First record your opponent’s SKILL and STAMINA scores in the first vacant Monster Encounter Box on your Adventure Sheet. The scores for each opponent are given in the book each time you have an encounter.
The sequence of combat is then:
1. Roll both dice once for your opponent. Add its SKILL score. This total is your opponent’s Attack Strength.
2. Roll both dice once for yourself. Add the number rolled to your current SKILL score. This total is your Attack Strength.
3. If your Attack Strength is higher than that of your opponent, you have wounded it. Proceed to step 4. If your opponent’s Attack Strength is higher than yours, it has wounded you. Proceed to step 5. If both Attack Strength totals are the same, you have avoided each other’s blows – start the next Attack Round from step 1 above.
4. You have wounded your opponent, so subtract 2 points from its STAMINA score. You may use your LUCK here to do additional damage (see below).
5. Your opponent has wounded you, so subtract 2 points from your own STAMINA score. Again you may use LUCK at this stage (see below).
6. Make the appropriate adjustments to either your opponent’s or your own STAMINA scores (and your LUCK score if you used LUCK – see below).
7. Begin the next Attack Round by repeating steps 1-6. This sequence continues until the STAMINA score of either you or your opponent has been reduced to zero (death).
LuckSometimes you will find yourself under attack from more than one person or creature. When this happens, each will make a separate attack on you in each Attack Round, but you must choose which one you will fight. Attack your chosen target as in normal battle. Against the other, you must throw for your Attack Strength in the normal way, but even if your Attack Strength is greater you will not inflict a wound. Just count this as though you have parried an incoming blow. However, if your Attack Strength is lower, you will have been wounded in the normal way.
For the purposes of this Let’s Play, the attack rounds will be resolved all at once. I will generally only consider using Luck in battles if the character has less than 7 STAMINA points. For such battles, I will ask whether Luck should be used to improve the odds of winning the fight.At various times during your adventure, either in battles or when you come across situations in which you could either be lucky or unlucky (details of these are given on the pages themselves), you may call on your LUCK to make the outcome more favourable. But beware! Using LUCK is a risky business and if you are unlucky, the results could be disastrous.
The procedure for using your LUCK is as follows: roll two dice. If the number rolled is equal to or less than your current LUCK score, you have been lucky and the result will go in your favour. If the number rolled is higher than your current LUCK score, you have been unlucky and you will be penalized.
This procedure is known as Testing your Luck. Each time you Test your Luck, you must subtract 1 point from your current LUCK score. Thus you will soon realize that the more you rely on your LUCK, the more risky this will become.
Using Luck in Battles
On certain pages of the book you will be told to Test your Luck and will be told the consequences of your being lucky or unlucky. However, in battles, you always have the option of using your LUCK either to inflict a more serious wound on an opponent you have just wounded, or to minimize the effects of a wound your opponent has just inflicted on you.
If you have just wounded your opponent, you may Test your Luck as described above. If you are Lucky, you have inflicted a severe wound and may subtract an extra 2 points from your opponent’s STAMINA score. However, if you are Unlucky, the wound was a mere graze and you must restore 1 point to your opponent’s STAMINA (i.e. instead of scoring the normal 2 points of damage, you have now scored only 1).
If your opponent has just wounded you, you may Test your Luck to try to minimize the wound. If you are Lucky, you have managed to avoid the full damage of the blow. Restore 1 point of STAMINA (i.e. instead of doing 2 points of damage it has done only 1). If you are Unlucky, you have taken a more serious blow. Subtract 1 extra STAMINA point.
Remember that you must subtract 1 point from your own LUCK score each time you Test your Luck.
Restoring Skill, Stamina, and Luck
Special RulesSkill
Your SKILL score will not change much during your adventure. Occasionally, a page may give instructions to increase or decrease your SKILL score.
Stamina and Provisions
Your STAMINA score will change a lot during your adventure as you fight and undertake arduous tasks. As you near your goal, your STAMINA level may be dangerously low and battles may be particularly risky, so be careful!
Your bag contains enough Provisions for ten meals. You may rest and eat at any time except when engaged in a battle. The text will not tell you when you can do this: it is up to you. Eating a meal restores 4 STAMINA points. When you eat a meal, add 4 points to your STAMINA score and deduct 1 point from your Provisions. A separate Provisions Remaining box is provided on the Adventure Sheet for recording details of Provisions. Remember that you have a long way to go, so use your Provisions wisely!
Luck
Additions to your LUCK score are awarded through the adventure when you have been particularly lucky. Details are given on the pages of the book. Remember that, as with SKILL and STAMINA, your LUCK score may never exceed its Initial value, unless specially instructed by the text.
Honour PointsAs a Samurai, there are certain skills at which you may be expert. Depending on which skill you choose, you will be told in the text when you can use it, or else the skill will effect combat in some way. Choose one skill from the following list.
Kyujutsu (Archery)
This skill allows you to start with the Samurai bow and a set of twelve arrows, consisting of three willow-leaf arrows (2 STAMINA damage), three bowel-rakers (3 STAMINA damage), three armour-piercers (2 STAMINA damage, but required for use against certain opponents) and three humming bulbs (1 STAMINA damage, but makes a frightening noise). You must keep a record of the number and type of your arrows on your Adventure Sheet. When you are asked if you wish to fire an arrow, choose the arrow you wish to use and cross it off your list. Sometimes you may be lucky enough to regain an arrow or find some more. To see whether or not you hit a target, you will have to roll a number on two dice less than your SKILL. You will be told when to use an armour-piercer or a humming bulb.
Iaijutsu (Fast draw)
This skill enables you to draw your sword and strike all in one fast motion. This means you will always hit your enemy, no matter what his SKILL rating, in the first round of combat only, doing 3 STAMINA points of damage.
Karumijutsu (Heroic Leaping)
This enables you to make fantastic leaps and acrobatic jumps. You will be told when you can use this.
Ni-to-Kenjutsu
This is the skill of fighting with two swords, the wakizashi (shortsword) and the katana (longsword). All Samurai carry both swords, but not all have this special skill at using them simultaneously. With this skill, if you attack an opponent and roll 9 or more, you may make another attack, before your enemy has the chance to fight back. (If you roll 9 or more on your second throw you cannot have yet another attack!)
Please keep all spoilers covered out of respect to those of us who want to have a blind experience. Any ties will be broken by me based on my personal instincts.As a Samurai of the Shogun of Hachiman, you are bound by giri (duty) and Honour. You begin the adventure with 3 Honour points. Certain actions will increase Honour, others reduce it. If your Honour is ever reduced to 0, turn to paragraph 99, no matter what you are doing at the time. Also, your Honour will have a bearing on whether or not you can do certain things in the adventure.
Since our character has extremely high Skill, I will be prohibiting resurrections for this book to balance our experience. So, if our hero dies, it is Sayonara, baby. After all, you do not get to rewind and get another chance in the real world. I can tell you from my personal experience playing the book that this adventure is highly winnable with a Skill 12 character, and I very much want all of us to take this Let’s Play seriously. However, I will make any reasonable adjustments if we run into any writing errors that I believe Steve Jackson and Ian Livingstone made.
Background
Turn to 1.The world of Titan has three main continents – Allansia, Khakabad and Khul, the Dark Continent. It is on the eastern coast of Khul that the land of Hachiman lies; the sea on one side and mountains on all the others cut Hachiman off from the rest of the continent.
The capital of Hachiman is Konichi and its ruler is Kihei Hasekawa, the Shogun. You are a young Samurai, the Shogun’s champion, and said by many to be Kensei or ‘Sword Saint’. You have faithfully followed Bushido, the Way of the Warrior, and are a master of Kenjutsu, the Way of the Sword.
One day the Shogun summons you to his presence and tells you a dreadful tale:
‘Hachiman is in grave danger. My control is slipping – some lords are seeking to break away and declare their estates independent; others have already done so, and plot against me. Bandits roam the land freely and barbarian invaders have begun to raid across our borders, knowing that Hachiman is weak. All this because the Dai-Katana, the great sword Singing Death, has been stolen from me.’
Singing Death is a wondrous sword, said to bestow great powers on its keeper, and to be the soul of Hachiman. ‘He who wields Singing Death and uncovers the secret of the sword will rule Hachiman,’ the Shogun continues. ‘Many lords say I now have no right to rule; some seek to take the sword for themselves, others have already changed their allegiance to he who now holds the sword. And no keeper could be worse: it is Ikiru, Master of Shadows, that soulless dog who cowers in his mountain fastness, Onikaru, the Pit of Demons. Now that he has the sword, Bakemono-Sho and Shikome are flocking to his banners, and he summons Shura, warrior ghosts, from the pit to aid him. Soon, if he uncovers the secret of the sword, he will overrun our beautiful land of cherry blossoms.
‘You have senki, war spirit, and to you I entrust this mission. Go, my champion, to Onikaru, slay Ikiru and bring me Singing Death. It will not be easy. To slay Ikiru and defeat his infernal allies you will have to uncover the secret of Singing Death. I cannot tell you the secret, for it is written that he who freely reveals it will be damned forever to the nether regions, and Singing Death will disappear from the world of men. You will have to solve the puzzle yourself. I will pray to the Kami of the Heavens for your success, and may Hotei god of Luck smile on you. Here, take this, the Seal of the Shogun. It will give you safe passage through those areas still loyal to me.’
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You gather your weapons, your katana (longsword) and wakizashi (shortsword), your battle armor and Provisions. The guards salute you as you leave the main gate of Konichi. You follow the road north through the beautiful countryside surrounding the capital; soon you come to a fork in the road. Will you go west and north, to the Forest of Shadows, Hagakure Bridge and on to the Shios'ii Mountains (turn to 10), or east, to the ford, through the Mizokumo Fens and thence to the mountains (turn to 29)?
What name do you want to give our hero? Which skill do you want for this character out of the four available? And should we choose to follow communism or fascism to start this adventure? Please make your decisions before 9:00 AM PDT to guarantee that they will be counted.