Tuesday, January 31, 2012

Ian Livingstone to release a new Fighting Fantasy book involving zombies (the book, not the release)

So Ian Livingstone is releasing a new Fighting Fantasy book in August to coincide with the 30th Anniversary of the beginning of Fighting Fantasy.  However, much to my surprise, it's going to have nothing to do with Titan and instead it will be set in the modern world with zombies.  You can even vote on the name if you go here.

I'm interested to see the end result and I'm wondering if any more new Fighting Fantasy books will be released by Ian or anyone else.

To discuss the new book, or to suggest alternative titles, you could go here or here.

Here is the blurb:

In this adventure YOU are kidnapped and sold to a deranged megalomaniac who wants to build an army of undead to exact terrible revenge on those once mocked him. He hates everybody except for his scientists and servants. The scientists were instructed to develop a mutated gene in human blood which would be injected into innocent victims, turning them into Zombies. The madman's henchmen kidnapped hundreds of people who were locked up to await their fate. YOU are about to be injected with Zombie blood. The Zombie army is almost complete, ready to be unleashed upon the world in a frenzy of killing and wanton destruction. YOU have to avoid being transformed into a Zombie. YOU have to kill all the Zombies, dispose of the madman and escape from the castle. To do this you will need a lot of firepower to take down the hordes of Zombies. But don't kill everybody as there is one person who needs to be rescued...

Saturday, January 28, 2012

Tunnels, Trolls and Fools

I love Tunnels and Trolls .  It's system is simple, versatile and allows (or encourages) for all kinds of crazy shenanigans.  Lets take this little gem from the character creation chapter of the 7.5 edition rulebook, for example:

...the possible range for a character's attribute values in T & T is 4 to N where N could be a very large number but isn't likely to be much higher than 20 for a beginning character. (Yes, I know this wreaks havoc with the bell-curve distribution of character attributes - I meant it to do that.  Trollworld is full of heroes, freaks and monsters - not a bunch of averages.



If you want to know more about the system, you could buy the rulebook or have a few ganders at the great Tunnels and Trolls blogs out there such as The Delving Dwarf which talks about TnT games, The Lone Delver, where you can read about adventures with TnT solos and The Trollish Delver where Scott Malthouse provides ideas for TnT games and also sells his own great TnT adventures.

Tunnels and Trolls is an RPG with loads of solo adventures - i.e gamebooks that use the game system.  The first Tunnels and Trolls solo was Buffalo Castle but there were many more and many more are being created (such as Scott's Depths of the Devilmancer or Tavern by the Sea by Ken St Andre and Andy Holmes).


It is for this reason that I got really interested in solos and now I have written my own.  It is called Temple of the Fool God.  It is a 190 paragraph solo for a 1st level character.  What happens?  Here is the blurb:


The greatest treasure in the kingdom lies within the belly of a mad god and you have to retrieve it.  Now you have come of age, you must stake your life to brave the tricks and traps of the Fool God’s temple in order to prove your worth.

You can buy Temple of the Fool God from Lulu for the low low price of £2.99.

I hope you enjoy the adventure - please leave feedback.  I enjoyed writing a Tunnels and Trolls solo and I will probably write another one.

Happy gamebooking!

Friday, January 20, 2012

My views on D and D editions or: Yeah right, who was I kidding when I said I would limit my posts?

So.  Wizards are releasing a new edition of Dungeons and Dragons.   I feel that as someone who scours the Dungeons and Dragons rule books for inspiration and who has read lots of peoples' opinions on the new edition of Dungeons and Dragons, that I am entitled to give people my opinion too*.

*not really, I just really want to talk about something with a tenuous link because I like writing blog posts.

My view is born out of a project I had when I was 12.  I wanted to create a single player board game version of Advanced Fighting Fantasy, where the hero would wander around a country, roll up random encounters and quests, get treasure and experience.  It was kind of an Advanced Fighting Fantasy version of Fabled Lands (although, criminally, I had not heard of Fabled Lands at the time).  I spent ages on it, constantly revising and upgrading it until one day, it got thrown away (not by me).

I never started it again, but I realised that I would never be happy with it.  There would always be something that wouldn't sit straight with me.  I couldn't accommodate all of the spells and skills into my game in a balanced fashion, items popped up too often or not often enough, I didn't feel that my food and water rule was realistic etc.  I could have gone on forever.

The point is that after any number of revisions, there will always be holes to pick in something.  I have read Advanced Dungeons and Dragons source books, 3rd edition sourcebooks, 3.5 edition sourcebooks and 4th edition sourcebooks.  I could have found things to praise each of them to high heaven or damn them to eternal hell.

To me, AD+D was the edition that tried to fit in all contingencies.  There were tables for everything.  I have the outdoor survival guide which has tables for the chance of finding water in each type of area and whether it is potable or not.  There are tables for the type of weather and many other tables.  They were either super realistic or a tedious number crunching exercise.

3rd edition made things simpler but had balance issues.  3.5 fixed that.  4th edition seemed to balance out the game, give each class equal powers but it seemed like a computer game.

Here's my point:  I look on each new edition, not as a replacement for the old one, but as a different type of game.  There are plenty of posts on edition wars and why people like original D+D over 4th ed etc.  That's what we should be aiming for - games to cater to everyone's needs.  This means that in order to be popular, 5th edition D+D needs to fill a niche that previous editions haven't.  My suggestion would be a system that is perfect for gamebooks, but then I'm biased*.

*I'm also joking, just to make it clear.

And that is all I have to say about that.

Sunday, January 8, 2012

The trickster archetype

Happy new year one and all!  Here's to 2012, the year the Zetas land.  I'm going to start the year by talking about my favourite archetype.
Classic hero archetype

Stories are full of archetypes - the hero archetype, the mentor archetype  and the classic villain archetype are three common archetypes.  However, there are many more archetypes that make up a story and they do not just extend to characters.  They also extend to the stories themselves.

Archetypes are needed for stories.  However, some archetypes have more depth than others.  To me, one of the most varied, complicated and entertaining archetype is the trickster archetype.




Reynard the fox.
A classic trickster
Why do I like the trickster so much?  Every trickster is different.  Evryone knows that the hero is going to overcome a great struggle and beat the bad guy and that the mentor is old and will teach the hero stuff before dying and possibly coming back.  The main villain twirls his moustache and kidnaps the hero's girlfriend.  We've all heard it a million times.  However, when we get to a trickster, we don't know whether they could be hero or villain, or help either side at random or just do what the hell they like for a laugh.  The trickster's modus operandi is also very varied and ranges from acting impulsively with no regard for social norms to playing the other characters like pawns.



Anansi - a trickster from
West African mythology

Likewise, stories with tricksters as the main characters are always the most entertaining as the resolution of the conflict is very varied.  It may end with humanity obtaining new gifts, the death of a god or the trickster learning a lesson as a result of his own foolish acts.






The Doctor has characteristics
of a trickster.  

The things that tricksters have in common is that they like to cause upheaval in the established order of things and embraces new ideas to society.  The results of this are varied but normally those in power in society do not appreciate a tricksters unpredictable influence and so the trickster makes a lot of enemies.  However, this doesn't stop the trickster.


He gets his own RPG!


There are three more parts in this series which I will post in the upcoming months.In part two, I will talk about some specific trickster characters.  Part three is about some RPG races that would be considered trickster races.  The last part of the series is about the Riddling Reaver - the most infamous trickster character in gamebooks.





For further reading, have a look at these links:

That's all folks!
The Trickster (TVTropes)

The Trickster (Wikipedia)

A list of tricksters (TVTropes)

A list of tricksters (Wikipedia)


Tuesday, January 3, 2012

Changes for Lloyd of Gamebooks in 2012

Hi all.  Lots of my blog buddies (for example, Andrew Wright and Scott Malthouse) have been talking about their future plans and that got me thinking about mine.  I loved 2011 - it was the first full year for my blog and I enjoyed writing every post.  I now need to think about where I need to take myself for 2012.

Here's the bad news - I've decided to reduce the number of posts from 1 a week (at least) to 2 per calendar month (the first and second Sundays of the month).  The main reason for this is that my writings on gamebooks has now gone beyond just this blog.  I want to devote more time to the following things:

  • Writing gamebooks.  I want to write about gamebooks less so that I can write more gamebooks.  This is the main reason that I am reducing my post count.  I feel that I have written a lot on how gamebooks work and how to write a gamebook.  There will be more posts on this, but I want to now apply my findings to producing more gamebooks.
  • Lone Tiger Gamebook Reviews.  I want to write one review per month for this blog (which means you'll get 3 posts a month from me).  When I first started Lloyd of Gamebooks, I wanted to analyse gamebooks and how they work rather than review them as it seemed to me that the most popular gamebooks had been discussed so much that I could add no more to the discussion.  However, the same is not true for many amateur gamebooks and so I think this blog is important to start discussions on  less well known gamebooks.
  • Fighting Fantazine.  I've contributed a few things to the fanzine so far and I would to contribute more in the future.
  • Twitter.  Twitter is an excellent networking tool and you can follow many great people on it.  I want to keep in contact with my followers.
  • My life.  I've had a full time job the whole time while writing this blog.  I am also now married  and I want to make sure I devote time to my family and friends.
So there we go.  There will be fewer posts in this blog, but I am by no means leaving gamebooks alone.  I want to devote more writing time to writing actual gamebooks.  

I would like to thank you all for following me and hope that you continue to do so into 2012.  There is lots to look forward to and although you will get fewer posts from me here, you will get more from me in other areas.

Happy gamebooking!


Saturday, December 31, 2011

Why I read reviews

This post is going out at 11:59 PM on New Years Eve 2011 (GMT), so before I start, I'd like to say 10...9...8...7...6...5...4...3...2...1... HAPPY NEW YEAR!

I've been thinking about why I read reviews for a while, but the catalyst for writing this post was brought on by the Lone Tiger Gamebook Reviews blog which I contribute to.  I noticed that it got quite a few views and I think it's because the blog is about reviews.

First, I'd like to thank David Walters (who has written some great ebooks), Richard Palmer (who has a blog on SF books) and Sam Richards (who has brought gamebooks to Twitter) for their contributions to this post with our twitter discussions.  Thanks all.

A good review gets to the point.
I'm an obsessive review reader.  I read reviews about everything - Dr Who, board games, computer games, films, books, TV shows, gamebooks.  Oh hang on, I write some of those reviews.  Anyway, I read reviews about all these things and more.  I read reviews about things I'm going to buy.  I read reviews about things I've bought.  I read reviews of things that I'm never going to watch or read or play.  And I don't think I'm alone.  Four of my five most viewed blog posts are reviews (the other one being the introduction to how to write a gamebook) and even though at the time of writing, the Lone Tiger Gamebook Review blog only has two posts, it has way over 100 views a day.  Zhu Bajiee, in his review of his first year states that '...as others have pointed out generally about OSR blogs the creative stuff gets a lot less hits than the commentary and review stuff.'  

So it seems that people like reviews.  In this post, I'm going to analyse why I read reviews and hopefully, it will resonate with other people as to why you read reviews.

Why I read reviews of  things I haven't partaken in yet (but may do so)


Yes.  Even that episode.
This one should be pretty straightforward.  I read reviews of things that I haven't watched or played yet to find out if they will be worth watching or playing.  However, strangely, this is the least common reason as to why I read reviews.  I can't remember a time when a bad review put me off something or a good review made me want to partake in something.  No matter what Den of Geek  says about the latest Dr Who episode, I'm going to watch it.  I don't care if Eastenders came top of the TV ratings with an amazing story, I'm not going to watch it.  I enjoy reading all gamebooks, even the bad ones.  If it's a gamebook, I'm going to want to read it.  It's the same with everything else.  reviews don't really sway my decision over whether I am going to partake in something or not.  Oh well.  On to the next stage.
It will ruin your life.

Why I read reviews of things I have already partaken in.

This I do a lot.  I have read the reviews of Fighting Fantasy books from Mark J.Popp's website at least a dozen times.  I scour forums for peoples' opinions on gamebooks I know intimately and I read reviews of films and TV shows I've watched.  I don't just read reviews of them either; I also want to understand how they are broken down into their tropes.

But why?

There are quite a few reasons actually.  I suppose, one reason is confirmation.  I want to know if someone else had the same opinion about something as myself.  It's a bit like having a one sided conversation with a friend about it, but instead, you are just listening.  Reading other peoples' well written opinions on things helps you form your own opinions, express them and lets you understand where you fall in relation to other peoples' views on something.  Or maybe it will show you that you are ALWAYS RIGHT and that everyone else is ALWAYS WRONG! (thanks to @redrichie).

There was no poetry, however.
Another reason for reading a review is that the review may highlight something that you missed.  There are many subtleties to TV shows, films and writing and sometimes it is a pleasure to go over something one more time to pick up on new delights.  Reviews can help point that in your direction.  For example, TVTropes informed me that the Doctor the Widow and the Wardrobe (2011 Dr Who Christmas Special) had a reference to Hitchhikers' Guide to the Galaxy at the beginning (the spaceship announced 'People of Earth!'  just like the Vogon ship in HGTTG).



Takes me back towhen I was 8.
Another reason why I like to read reviews of things that I have already experienced is for nostalgia.  It's nice to kick back and remember the first time I finally saved the world of Orb from the Talisman of Death or blew up Helgedad or invented the method of fighting combats where I just assumed that I won.  It's not nice when said nostalgia leads to watch the Flight of the Conchords songs on Youtube when I should be finishing off this blog post (they are very funny though).

Reviews are informative.  Reviews may give some background into the creative process that may have gone into the finished product.  It may explain a lot about certain things that you spotted.





Why I read reviews of things I never intend to partake in


I like reading reviews because I can see someone give their opinion in an erudite way.

Reviews in themselves can be entertainment.  Charlie Brooker has made an art of reviewing things with his acerbic wit.  There are also several hilarious reviews on Amazon for certain items such as this mystical t-shirt or this excellent book on silicon-29.

'Unfortunately I already had this exact picture tattooed on my chest, but this shirt is very useful in colder weather.' - Overlook 1977

Friday, December 30, 2011

Caravan to Kaad - an AFF2 solo.



I'm going to slip in a cheeky little post before 2012 hits us.  I am a Tunnels and Trolls fan and I enjoy the way that it produces lots of solo adventures for the system (basically, they are gamebooks, but the rules are in a separate book).

If you want to see a good example of a short Tunnels and Trolls solo, try Depths of the Devilmancer by Scott Malthouse.

Well, I decided to turn my hand to writing an Advanced Fighting Fantasy 2nd edition solo for a non magic user.The problem with writing gamebooks for a system designed for an RPG is that it is difficult to prepare your gamebook for all of the skills, abilities and spells that the characters may have.


For example, what happens if you cast ESP on an NPC?  A referee could make something up on the fly, but a gamebook cannot do that.  So, for the time being, I'm keeping it simple for myself.



In this solo, you are guarding a caravan for a few days.  Normally, it is boring, but this time, things go wrong.  Read on and let me know what you think.  It's nice and short, so it shouldn't take too long.


Caravan to Kaad
You are an adventurer who has fallen on hard times and has decided to guard a caravan for some gold pieces.  However, the job is far from boring. 

This gamebook is intended for a character with AFF2 stats, but magic has not been accounted for.

Skills and talents
This gamebook does not take into account spellcasting, so the following skills and talents will not be available for a hero doing this gamebook.

Skills not available:  Magic – Minor, Magic – Priestly, Magic – Sorcery, Magic – Wizardry.

Talents not available:  Arcane, Blessed, Dark Seeing, Familiar, Focus, Holy, Knighted, Natural Mage, Physical Empowerment, Status.

Starting equipment
You start with a bare minimum of equipment but you may find other items later  on.  At the moment, you have these items:
  • One weapon that you have a special skill in or a staff or dagger if you have no weapon special skill.
  • A leather cuirass if you have the armour special skill or a small shield if you don’t.
  • A backpack.
Background
After falling on hard times, you decide to earn some money doing caravan guard duty.  The town crier announced that a merchant wants guards to escort him and his wares to Kaad.  You approach the well built, leather wearing merchant in the town square of Blitterford who introduces himself as Lars and tells you that he has several barrels of corn ale that he needs transporting to Kaad.  It should take three days for the caravan to get there along a well known trail and the fee is 30 gold pieces. 
Turn to 1.

1
30 gold pieces for three days work.  You need the money, but could you squeeze more out of him?  If you want to try, turn to 9.  If you accept, turn to 17. 

2
There is a cloaked man up ahead. He is carrying a staff. Lars stops the wagons and tells you and Margov to approach it. You do so cautiously. As you get nearer, the figure lowers its hood to reveal a face of madness. The man cackles insanely and launches himself at both of you. You and Margov fight the man together (you both get a +1 bonus to attack strength while you are both fighting).  He will target you with his blows.

MAD PILGRIM SKILL 9 STAMINA 12 WEAPON: Staff ARMOUR: None

If you win, you may take the man's staff, but there is nothing left of value. Turn to 24.

3
The peasants are very grateful for your help. They give you a bag of berries, nuts and apples that they collected today. 'Many thanks, my friend.' Says the woman. This will protect you from the elements. Note down the bag as a meal, but if you eat it in this gamebook, you will also enjoy the effect of the weather protection minor spell (you won't lose any stamina from bad weather). The spell wears off when this gamebook ends. Turn to 24.

4
You see two figures approaching and you wake Sovril. You have a chance to ambush them. Test your hide or skill. If you succeed, turn to 6. If you fail, turn to 18.

5
Before you can react, two MAN ORCS leap out of the copse and land before you, brandishing their battle axes. You are surprised. If you are with Margov, you both fight one man orc each. Otherwise, you fight them together. In the first round, the man orcs get a +6 bonus to attack strength and a +2 bonus to damage rolls due to the surprise. Also, if you win the attack round, you don't inflict any damage.

First MAN ORC SKILL 8 STAMINA 6 WEAPON: Battle axe. ARMOUR: Leather cuirass.
Second MAN ORC SKILL 8 STAMINA 6 WEAPON: Battle axe. ARMOUR: Leather cuirass.

If you win, you may take a battle axe, but the man orcs have no other possessions. Turn to 22.

6
You leave the shelter of the wagon and head for a nearby bush. The MAN ORCS look under the wagon and then at the barrels. While they are distracted you ambush them. They grunt in surprise and anger. You have to fight them. If Sovril has a weapon, he will try his best against the second man orc. Otherwise, he will flee while you have to fight both of them at once (they get +1 to their attack strength while there are two of them). If Sovril beats his man orc before you, he will aid you. If the man orc reduces Sovril's stamina to 4 or less, Sovril will flee. The man orc will ignore him and attack you. Since you surprised the man orcs, you get a +6 bonus to your attack strength and a +2 bonus to damage rolls in the first round. Also, if the man orc wins, you take no damage. The same applies to Sovril, if he is fighting.

Sovril   SKILL 6 STAMINA 11 WEAPON: Whatever you gave him. ARMOUR: None

First MAN ORC SKILL 8 STAMINA 6 WEAPON: Battle axe. ARMOUR: Leather cuirass.
Second MAN ORC SKILL 8 STAMINA 6 WEAPON: Battle axe. ARMOUR: Leather cuirass.

If you win, and Sovril ran away, he eventually returns. Turn to 25.

7
You awak at dawn and carry on traipsing along the trail, protecting the wagons. The day goes without incident until you come to a copse. Lars tells you to investigate it before he sends the wagons through. You approach it, getting slowly closer. Test your awareness or skill. If you have the hawkeye talent, you may use its bonus. You automatically succeed if you have the combat reactions talent. If you succeed, turn to 15. If you fail, turn to 5.

8
The first 3 hours are uneventful. You walk alongside the slow moving wagons, enjoying the countryside. Then you see something approaching you on the trail. Roll 1 die.

On the roll of a 1-2, turn to 12.

On the roll of a 3-4, turn to 16.

On the roll of a 5-6, turn to 2.

9
Roll 2 dice and add it to Lars's bargain skill of 9. Roll 2 dice and add it to your skill or bargain skill. If you get the same scores, roll again. If you beat his score, you manage to raise the fee to 36 gold pieces. If you fail, he lowers the fee to 24 gold pieces. Turn to 17.

10
Overcoming your revulsion, you search through the entrails and bloodstained clothes and backpack to find an axe and a pouch containing 5 gold pieces. You may take either or both of these. Turn to 24.

11
Lars and his caravan ride off. Just as they do, the heavens open and it starts to pour with rain. Lose 1 stamina point through cold and wet. You are left with Sovril, a servant. The first thing you both do is collect up the barrels and arrange them on the trail. Then you lean the broken wagon against the tree for shelter. After that, you get some food. Gain 2 stamina points. Neither of you sleep particularly well as you are anxious against further attacks. Eventually, the sun rises and you spend the day patrolling the copse. However, nothing comes. Sovril helps, but he looks like he couldn't hold himself in a fight and he is unarmed. If you would like to lend him a weapon, you may do so now. Turn to 23.

12
You see three figures on the road all dressed in ragged clothing. Two of them are supporting the third who is limping along. The central person's leg is covered in blood.

'Please help us.' Says one of the uninjured peasants, a woman with wild black hair. 'We were hunting for food and Arwal here got caught in a man trap. He's in a bad way. Please help us.' You look at Lars who is unimpressed and ready to move his wagon on.

If you ignore them and follow Lars, turn to 19.

If you want to help them and you have the healing skill, make a roll. If you succeed, turn to 3. If you fail, you may try something else.

If you try to convince Lars to use some of his bandages and alcohol to clean and repair the wounds, turn to 14.
13
Deciding that spending two days in man orc infested countryside is foolish, you turn around and head back to Blitterford. You don't get any pay and Lars will badmouth you to any merchant he meets, reducing your chances of employment, but at least you still have your skin. Gain 5 experience points for this trip.

14
Test your Con, Leadership or skill. If you succeed, Lars agrees to give you some bandages and alcohol and you dress the wound. Turn to 3.

If you fail, Lars refuses to give the materials away freely, but he will give them to you if you let him reduce your fee by 6 gold pieces. If you do this, turn to 3.

If you are not able to get the materials, you move on. Turn to 19.

15
You see a shape moving behind the trees and you shout a warning to the others. Two MAN ORCs leap out of the copse to attack you, but you are ready for them. If Margov is still with you, you fight one man orc each. Otherwise, you fight them together (they get a +1 bonus to attack strength while they are both alive).

First MAN ORC SKILL 8 STAMINA 6 WEAPON: Battle axe. ARMOUR: Leather cuirass.
Second MAN ORC SKILL 8 STAMINA 6 WEAPON: Battle axe. ARMOUR: Leather cuirass.

If you win, you may take a battle axe, but the man orcs have no other possessions. Turn to 22.

16
You see a pack of wild dogs gorging on something in the road. There are six of them. When you get near to them, they turn as one and glower at you, mad for more meat. The pack of dogs then launch themselves at you and Margov, barking madly. You must fight three of them at once (each wild dog in the pack gets a +1 bonus to attack strength for each other wild dog attacking you.

First WILD DOG SKILL 4 STAMINA 4 WEAPON: Small bite ARMOUR: None
Second WILD DOG SKILL 4 STAMINA 4 WEAPON: Small bite ARMOUR: None
Third WILD DOG SKILL 4 STAMINA 4 WEAPON: Small bite ARMOUR: None

Fight Margov's combat simultaneously:

First WILD DOG SKILL 4 STAMINA 4 WEAPON: Small bite ARMOUR: None
Second WILD DOG SKILL 4 STAMINA 4 WEAPON: Small bite ARMOUR: None
Third WILD DOG SKILL 4 STAMINA 4 WEAPON: Small bite ARMOUR: None

Make a note of Margov's current stamina. If he dies, the ramaining wild dogs will attack you. If he wins before you, he will aid you.

If you win, turn to 21.

17
Note down how much you will be paid.

'Great. We're leaving in a couple of hours.' says Lars. Come and help us load up.

You spend an hour loading barrels onto wagons. As you do, you get to know the other travellers. Lars has three servants and one other guard, a man in a chain cuirass who has a sword at his side and a shortbow on his back. He is known as Margov and he is an ex soldier in the Salamonis army who left for more adventure.

'I've been guarding caravans for the next six months. It was more entertaining in the army.'

Here are Margov's stats:

Margov

Skill 7 Stamina 16 Luck 10

Skills: World Lore (1), City Lore (Salamonis) (1), Religion Lore (1), Ride (1), Swords (2), Armour (2), Strength (2), Bows (1), Brawling (1), Dodge (1), Mounted Combat (1), Animal Lore (1), Etiquette (1)

Talent: Strongarm.

Equipment: Sword, dagger, shortbow, quiver of 12 arrows, chain cuirass backpack, waterskin, 2 meals, 25 GP, 10 SP.

After you have loaded up the Lars and each servant get on a wagon laden with barrels and begin their journey. You and Margov have to walk alongside them, keeping an eye out for  trouble. Turn to 8.

18
You hear guttral noises nearby and go to wake Sovril. As you do, two MAN ORCS appear on the trail. You have to fight them. If Sovril has a weapon, he will try his best against the second man orc. Otherwise, he will flee while you have to fight both of them at once (they get +1 to their attack strength while there are two of them). If Sovril beats his man orc before you, he will aid you. If the man orc reduces Sovril's stamina to 4 or less, Sovril will flee. The man orc will ignore him and attack you.

Sovril   SKILL 6 STAMINA 11 WEAPON: Whatever you gave him. ARMOUR: None

First MAN ORC SKILL 8 STAMINA 6 WEAPON: Battle axe. ARMOUR: Leather cuirass.
Second MAN ORC SKILL 8 STAMINA 6 WEAPON: Battle axe. ARMOUR: Leather cuirass.

If you win, and Sovril ran away, he eventually returns. Turn to 25.

19
The peasants glare at you as you walk on. As you leave, you hear the woman mumble something under her breath. Then you feel a sharp jabbing pain in your back. Roll 1 die. If you roll a 6, lose 1 stamina point. Turn to 24.
20
'I'm you're boss, you insolent mudworm. Either do as I say, or clear off!' Shouts Lars. If you do go along with his plan, make a note that your pay has been reduced by 4 gold pieces since you angered him and turn to 11. If you still refuse, turn to 13.

21
After you have killed the pack, you then see that they were feasting upon the rotting, disemboweled corpse of an adventurer. No one else wants to touch it. If you investigate the corpse, turn to 10. If you carry on, turn to 24.
22
Eager to move on, Lars pushes the horses on. It all goes well, until the last wagon goes over a gnarled tree root in the copse, overturning it and sending the barrels flying. Lars curses. You all inspect the wagon which now has a broken wheel. Lars orders you and the servant driving the wagon to stay behind and guard the goods while the rest of them move on to get a replacement. If you go along with this, turn to 11. If you refuse, turn to 20.
23
You both eat well during the day. Restore 4 stamina points. Then night comes around and you decide to take the first watch. You stare out across the plains from the copse for hours. Test your awareness or skill. If you have the hawkeye talent, you may use its bonus. If you succeed, turn to 4. If you fail, turn to 18. 

24
The rest of the day carries on without incident. You circle the wagons, start a fire and enjoy a good meal. In the evening, you keep watch. If Margov is still alive, you share the duty and you may both restore 2 stamina points through food and a reasonable night's sleep. If you are alone, you get very little sleep and you have to lose 1 stamina point.

The night passes without incident. In the morning, you carry on. turn to 7.

25
Once again, the man orcs have nothing of value. After two, thankfully uneventful days of waiting and resting (restore your stamina to its initial level), Lars and Margov return with an empty wagon. You hurridly load it with the barrels and hastily make your way to Kaad. Lars thanks you for protecting his goods and pays you his fee with an additional 15 gold pieces on top. You have managed to guard the caravan to Kaad. Gain 15 experience points.


So there we go.  Feel free to post any comments.  


I wish you all a happy new year.  Here's to 2012!