Let's Play: Citadel of Chaos

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Ursca

Marquis
CitadelofChaos.png

"Deep inside the Citadel of Chaos, the dread sorcerer Balthus Dire is plotting the downfall of the goodfolk of the Vale of Willow.
His battle plans are laid, his awesome army equipped, and attack is surely imminent.

Summoned by a desperate plea for help, YOU are the Vale of Willow's only hope.
As star pupil of the Grand Wizard of Yore and a master sorcerer yourself, you must strike at the very heart of Balthus Dire's Nightmare world.
Though you command many powerful spells, the quest may be deadly, for who knows what creatures lie in wait in the Citadel of Chaos?"


Dun dun duuuuuuun.​

Welcome to The Citadel of Chaos, the old-school campy fantasy gamebook in which YOU are the hero. And by YOU, I mean YOU (Plural).
If you've never played a gamebook, fighting fantasy or otherwise, it's quite simple. First you generate a character. Then you follow the story and choose whichever options seem the most sensible or fun. The book then directs you to a page where you continue your story. For instance, the book may ask you whether you want to go left or right. If you choose left, you turn to page 14, if you choose right you go to page 83 and so on. Sometimes there are monsters to fight, and dice are rolled to determine the victor. In this game, I'm going to be doing all the page-turning and dice-rolling and you guys get to choose the way we go.

First things first - Character Generation.

Our character's statistics comprise of Skill, Stamina, Luck and Magic.

For Skill, you roll one die and add 6. I rolled a 5, so our Skill is 11.
For Stamina, you roll one die and add 12. I rolled a 4, so our Stamina is 16.
For Luck, you roll one die and add 6. I rolled a 4, so our Luck is 10.
For Magic, you roll two dice and add 6. I rolled a 9, so our Magic is 15.

Simple enough?

Adventuresheet1.png


Here's our scores and equipment. The numbers in the boxes are our initial scores. They can't be changed and  while we may receive additional points during the adventure, we may never go above the initial scores unless otherwise stated.

Rules

Combat
Combat is conducted by rolling two dice and adding your skill. The same happens for the opponent.
Both scores are then compared. The one with the higher attack strength deals two points of stamina damage to his opponent. (Luck may be used to cause additional damage or minimise damage to oneself)
Continue until one dies.

If escape is chosen (there is the option in some fights), the monster gets to deal two points of stamina damage to the character.

Luck
Sometimes we will need to test our luck. If this happens, I roll two dice. If the result is equal to or less than our Luck characteristic then we are lucky. If it is higher, we are unlucky.
Regardless of the result, 1 Luck is subtracted from our total.

In combat, luck can be used to deal more damage or to minimise damage to the character. If choosing to use luck to deal damage, I test my luck. If lucky, I deal 2 extra stamina damage (for a total of 4). If unlucky, I only deal 1 point of damage in total.

If I use it to minimise damage, I need to test my luck. If lucky, I restore 1 point of stamina (for a total of 1), if unlucky, I get an extra 1 point of damage (for a total of 3).

If you think it might be a good idea to use luck in a battle, please mention it.

Magic
Each spell we have may be used only once unless we start with duplicates. They can only be used when the book allows for it (with the exception of Luck, Skill and Stamina).

Before the adventure starts, we must decide what spells to take. We can take an amount equal to our Magic score. Duplicates are allowed.

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Spells

Creature Copy - Conjures a copy of one creature you are fighting, with identical Skill and Stamina scores and any abilities the creature may have. Useful for defeating large monsters.

E.S.P - Reads minds and allows you to gain information about hidden places.

Fire - *Woomch* Burny.

Fool's Gold - Turns a rock into 'Gold'.

Illusion - Creates an illusion. This will be cancelled by anything which might dispel the illusion. Most effective against intelligent creatures.

Levitation - Causes the subject of the spell to float under your control.

Luck - Restores half of your initial Luck score. IE If your original score was 12, it restores 6 Luck.

Shielding - Creates an invisible shield that will repel physical objects.

Skill - Same as Luck, but for Skill.

Stamina - Same as Luck, but for Stamina.

Strength - Hulk Smash!

Weakness - Weakens the enemy. Power is inversely proportionate to the strength of the enemy.
Edit: Or rather, proportionate. The stronger the enemy, the more powerful it is.

Basically, pick 15 spells out of that list and post them. Bonus points go for thinking of an awesome name for the character.

Bonus-bonus points go for being our mapper. No expedition gets anywhere without a good map:


Map.png
 
It's probably a good idea to get one of each type and then work out the duplicates.

Most (if not all) fights can be avoided by being clever, and you can only use certain spells when it says you can. So you can't fireball yourself through every single fight.  :sad:
 
Ursca 说:
It's probably a good idea to get one of each type and then work out the duplicates.

Most (if not all) fights can be avoided by being clever, and you can only use certain spells when it says you can. So you can't fireball yourself through every single fight.  :sad:
Is that a challenge?
 
I can't think of an instance where fireball wouldn't serve just as well as, if not better than, any other spell.
 
Well actually I was thinking that Creature Copy sounds like the uber spell. I can't imagine a situation where it wouldn't beat any monster.
 
I'm going to use Vilhjalmr's suggestions but switch E.S.P for Creature Copy, because, as Yoshi correctly pointed out, it's ****ing awesome.
So here's our character sheet:
Adventuresheet2.png


History

The lawful goodfolk of the Vale of Willow have for some eight years in fear and awe of the demi-sorcerer Balthus Dire. In awe - since his power is truly awesome - and in fear ever since word leaked from his domain that his ambitious plans of conquest were to commence with the Vale itself.

A faithful half-elf sent on a spying mission to the Black tower came galloping back to the Vale three days ago with a frantic warning. From within the caverns of Craggen Rock, Balthus Dire had recruited an army of Chaotics and was preparing them to attack the Vale within the week.

The good King Salamon was a man of action. Messengers were sent throughout the Vale that day to prepare defences and to summon the menfolk to action. Riders had also been sent to the Great Forest of Yore to warn the half-elves that lived there and to make an appeal for allied forces. He knew well that the news would inevitably reach the Grand Wizard of Yore, a white sorcerer of great power, who lived deep within the forest. The wizard was old, and would not last through a battle of this magnitude. But he schooled a number of young magicians, and perhaps one of the students in the magic arts with courage and ambition would aid the king and his subjects...

You are the star pupil of the Grand Wizard of Yore. He has been a difficult Master and your own impatience has often got the better of you. Perhaps a little too headstrong, you left immediately for Salamon's court. The king welcomed you enthusiastically and explained his plan. The battle could be avoided without bloodshed if Balthus were to be assassinated before his army could be amassed.

The mission ahead of you is extremely perilous. Balthus Dire is surrounded, in his citadel, by a multitude of appalling creatures. Although Magic is your strongest weapon, there will be times when you must rely on the sword to survive.
King Salamon has briefed you on your mission and warned you of the dangers that lie ahead. One way through the Citadel is best for you to take. If you discover it, you will be successful with a minimum of personal risk. It may take several trips to find the easiest way through.

You leave the Vale of Willow on the long hike to the Black Tower. At the foot of Craggen Rock you can see an outline against the dark sky...

Now turn over.
(That is the most ominous 'now turn over' I have ever read. Considering most of them have been on exam papers, that's not really surprising.)

The sun sets. As twilight turns to darkness you start your climb up the dark hill towards that forbidding shape silhouetted against the night sky. The Citadel is less than an hour's climb.

Some distance from its walls you stop to rest - a mistake, as it seems a fearful spectre from which there is no escape. The hairs on your neck prickle as you look towards it.

But you are ashamed of your fears. With grim resolve you march onwards towards the main gate, where you know guards will be waiting. You consider your options. You have already thought about claiming to be a herbalist, come to treat a guard with a fever. You could pose as a trader or artisan - perhaps a carpenter. You could even be a nomad, seeking shelter for the night.

As you ponder the possibilities, and the yarns you will have to spin to the guards, you reach the main trail leading up to the gates. Two lanterns burn on either side of the portcullis.

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You hear muffled gruntings as you approach, and two mis-shapen creatures step forward. On the left stands an ugly creature with the head of a dog and the body of a great ape, flexing its powerful arms. Its opposite number is indeed its opposite, with the head of an ape and the body of a large dog. This latter guard approaches you on all fours. It stops some metres in front of you, raises itself on its hind legs and addresses you.

Which story will you opt for?

Will you pose as a herbalist?
Will you claim to be a tradesman?
Will you ask for shelter for the night?


Vote now!
 
Hah, this is uber. I say Tradesman, everyone loves money - even evil overlords.

(not so many people like herbs or nomads)
 
Doesn't "tradesman" mean "man of a trade" here, like a carpenter or something?

I lean at herbalist (might be able to fake it better, being a magician). Somehow I don't think "shelter for the night" is a good idea haha.
 
I say a tradesman!

For as was mentioned: You have already thought about claiming to be a herbalist, come to treat a guard with a fever. Were you to go with this option, how would you know for sure that you'll actually find a guard with a fever?
 
These guards are a rather unusual lot... perhaps in the employ of a wizard. Claiming to be an herbalist might be appropriate if the wizard is interested in acquiring new reagents, unless he fears competitors instead. A tradesman might be useful, since it has value without being a competitor. A nomad is... troublesome. If the Citadel is short on food or there has been a rash of crime, a nomad would not be welcome. However, if all is well inside the Citadel, travelers might be welcome. A nomad also has the advantage of not requiring you to prove that you are who you say you are, as you might in the case of an herbalist or tradesman. Considering the wizard issue though, it might be wise not to appear too expendable, and therefore a possible guinea pig for his experiments.

With all this in mind, a tradesman seems to be the best bet. Hopefully they wont require you to help them build/make anything...
 
It seems we have a clear leader.

"I am but a humble tradesman, sir."

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"Come to make some money, eh?" says the Ape-Dog. "Well, you can share some of your profits with us!"

As you have nothing to offer them, you can pull a rock out of your pouch and cast Fool's Gold on it or you can prepare yourself for battle.
 
Ah, the perfect chance to use our thoughtfully prepared Fool's Gold spell.
 
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