Liam Callaghan's
Knightmare: The Ultimate Quest
-
Your life force status has three possible grades: GREEN, AMBER and RED. You begin the adventure on GREEN, as you are as yet unwounded. During the adventure it is possible for you to lose or gain life force grades. For instance, if you were on AMBER and were told to lose a grade, your life force would change to RED. Once you are on RED, any further loss of life force will kill you.
-
Keep a note of items as you come across them. Should you come across a clue room, or any other room that contains items you might wish to pick up, you may take up to two items, not including food. You may carry up to a maximum of five items, inclusive of food, at any given time. If you find an item that you think might be useful but you already have five other items, you will have to discard one.
-
You may eat any item of food you are carrying at any entry marked with an asterisk (*). Each item of food you eat when wounded will restore your life force by one grade. Note that your life force cannot go above GREEN.
-
It is possible that you may learn spells during your adventure. Each spell can be used only once. Keep a note of any spells you acquire.
-
Additionally, you must keep track of your DEXTERITY rating. This score represents how nimble and dextrous you are. At the start of your adventure, you will have a basic DEXTERITY of 6. However, for each object you pick up on your quest, your DEXTERITY will drop by one. For instance, if you are carrying four items, your DEXTERITY rating will only be 2. It is advisable to keep a note of your DEXTERITY at all times, and keep track of any changes to it. (Also, on a technical note, when faced with a die roll that depends on this score, you should also check carefully whether the divide is "less than or equal to/greater than" or "less than/greater than or equal to", or even "less than/equal to/greater than" your DEXTERITY, as not all die rolls are the same.)
-
Finally, in a break with tradition, all things are equal in this dungeon. Right- and left-hand doors may be looked upon as equally dangerous. It may be, however, that some items will come in more useful than others depending on which door you take. But unless you are told otherwise, you may assume any choice of doors will lead to an equally dangerous adventure.
|
|