This is what you will see when you run the game, in it's current state of completion. Not exactly what you will see because there's no justBasic window around it but it's what you will read.
KillystuffKastle is a place holder name and should be an obvious parallel to Deathtrap Dungeon. It will be changed to something more appropriate in time.
KillystuffKastle is a place holder name and should be an obvious parallel to Deathtrap Dungeon. It will be changed to something more appropriate in time.
Welcome to Killystuff Kastle
A game in the tradition of Fighting Fantasy
By Richard 'Palocles' Henderson
Turn on CAPS LOCK, it'll make things easier.
Welcome Adventurer
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Although this game is in the style of Fighting Fantasy there are some notable differences from the original rules in the gamebooks. The most significant of which is that you won't have to keep any records or roll any dice, the game will do that for you.
You can weald one of a number of different weapons and in combat choose from one of several different types of attack, with different effects on your attack roll and the damage dealt.
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LUNGE is a good attack to use in the first round of a combat and can cause extra damage.
JAB is a quick and accurate attack but causes less damage.
A SLASH can cause extra damage to some creatures who are vulnerable to this type of attack.
CLEAVE is a powerful but less accurate attack which can do serious damage.
A regular ATTACK will need to be made at times to prevent enemies predicting your attacks and countering their effects.
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In each area you enter you will be told in which directions you can continue onwards and some of the actions you can do in these areas. In some situations you will be able to perform actions for which you are not prompted and must, instead, use your own initiative to guess what you can do.
When you want to try an unprompted action, simply type a single word (in CAPS) describing the action you want to try. For example: type SEARCH in an area with a secret door and it will be revealed if your Skill test is successfull.
Other options might include: INV(entory), CLIMB, SNEAK, HIDE, BREAK, etc. You will not need to state what you are trying to climb or break.
Finally, a tally of your time taken is kept. Over time your Luck will slowly replenish and the time you arrive at a location might effect what you find. Some actions, like eating will add to your time tally.
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Before you go further you must tell us who you are!
What is your name? PALOCLES
Hello, PALOCLES
Skill: 13 Stamina: 50 Luck: 16
Make new Character? (Y)es?
Choose your weapon: (R)apier, Long (S)word or (B)road Sword: R
Rapier, damage: 4, skill: 1
Weapon ok? (Y)es? Y
You are PALOCLES
Skill: 13 Stamina: 50 Luck: 16
You have a Rapier and Leather armour.
You have a Backpack with [5] provisions and [5] healing herbs.
Your belt pouch contains 14 pieces of gold.
(K)eep this character? K
You are a wandering adventurer and have been travelled for many miles when you see a village on the road ahead of you. Anticipating rest and a refreshing ale in the tavern the town will surely host you adjust your pack and quicken your pace.
As you approach the town it becomes apparent that all is not right. Where there should be the bustle of village life, farmers bringing their wares for trade or the sounds of the local smith, you are greeted with empty streets and silence.
With your left hand resting on your belt, using your thumb you nonchalantly loosen your weapon in its scabbard. As you pass the outlying houses and enter the high street you remain alert to posible ambush.
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You pass the tavern, it bears the sign of cat in silhouette with a rooster shaped hole through it. Looking in through the windows you can see the tavern is as deserted as the town seems to be. You lick your lips as you see the kegs behind the bar.
As you proceed deeper into the town you hear voices from ahead. In the town square you see a group of what must be the villagers. They seem agitated, voices are raised and some women can be heard crying. You quietly approach the group and listen to what they are saying.
From what you overhear you can determine that some of the towns people have vanished during recent nights, the first to disappear some days ago. None of the villagers are sure of the cause.
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A grizzled man with a weathered face and worn leather clothings growls about a group of monsters he has found tracks of. A woman screams that her children have been eaten by Orcs!
A chubby man, looking besieged by the crowd desperately trys to calm the group. He must be the towns mayor or bursar, while the grizzled man seems to to be the local ranger or a retired fighter.
The beleagered bursar sighs and begins to burble something about mercenaries from the large city a day or so travel away. At this time you decide to make yourself know and clear your throat.
"AHEM"
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You tell the people you have overheard their talk and that you:
Would like to (H)elp them find their people and kill the monsters!
Think you could posibly help them, if the (P)rice is right.
(D)emand that the tavern keeper return to the inn as you are a tired and thirsty traveller in need of refreshment!
Make your selection, (H), (P), (D):What would you do? Don't worry, you can't die. Yet.