Beowolf indeed we have skills best bet is for you to read the original house of horrors. I gives how this game system operates at the start.
https://www.bordeglobal.com/foruminv/index....&f=135&t=26598&
Currently we sit at 10 attack(because we have a dagger) stamina of 20 started at 22. We lose 2 st points when attacked per hit. We have 8 luck points and 2 out of 12 fear points. We hit 12 we die. We are at 3 lives if we die we go back to the hall out side of the room we started in with our dagger in hand and at the set of stat I just listed.
Later we may change our return point pending on our successes we have. My boys have found some keys and I did that with them saves many boring repetitive actions. just for fun they have died once but currently are hurt bad.
So now again we are needing to decide do we explore the unmarked door we have found at this tee? or ponder on down the hall in which case we need to chose left or right? (Since I posted two in a row we can keep the three choices open)
We sit two vote open door two vote down hall but no direction given.
I am marking the doors with names and paragraph numbers for quicker reference.
Edited: krakyn on 13th Feb, 2008 - 4:19pm
Cool to see ya here KN, this one is real easy, all you have to do is see the latest post that krakyn made and then vote what you have to do. Right now the decision is either
QUOTE |
At this point, the hall splits into a t-junction. To your left, a new passage runs past a couple of doors before bending right. To follow this passage, go to 55. To your right, the hallways runs past a single door before curving left. To head in this direction, go to 262. |
Sorry for my absense. I will go along with with this door since we should be looking for keys too .
QUOTE |
207) Leaving the Maledetto room behind, you soon reach an unmarked door to your left. Further ahead, the hallway branches off to your left and right. Will you open the unmarked door (244) or continue down the hall to where it splits (150)? (244) The door opens up into some kind of storeroom. Drawers, shelves, and cabinets line the walls. You decide to search the room in the hope of finding something useful. The drawers contain forks, spoons, and other silverware. You do find a rather large knife, which you may keep as a weapon if you are in need of one (remember to adjust your Skill). Inside a cabinet you find several unopened plastic bottles of water. As you are feeling very parched, you decide to swig some down. It is very refreshing; restore up to 3 lost Stamina points. You also find an old but clean plastic canteen, which you may fill with water and clip to your belt. It will hold enough water for 2 good drinks, each one restoring 3 Stamina points. You may take a drink at anytime except during a combat. Happy with your finds, you leave the room and continue down the hall. Go to 150. |
QUOTE |
(150) At this point, the hall splits into a t-junction. To your left, a new passage runs past a couple of doors before bending right. To follow this passage, go to 55. To your right, the hallways runs past a single door before curving left. To head in this direction, go to 262 |