Kish
This is a kind of game that, to my knowledge, hasn't been played here before (but I did check with the moderators to make sure it was appropriate for here). Anyone who wants to can vote at each choice; I'll post the next section after approximately 24 hours (assuming a leading vote exists by then). New participants are welcome at any time. If your character dies, I'll rewind to an earlier point, from which it will always be possible to win the gamebook (that is: if you miss an item you absolutely need at the first decision you make, then I'll rewind to the beginning; if you have everything you need but lose an unavoidable fight, I'll only rewind to redo the fight).

Default Fighting Fantasy rules:

You have three stats: Skill, Stamina, and Luck. Initial Skill is generated by rolling 1d6+6. Initial Stamina is generated by rolling 2d6+12. And Initial Luck is generated by rolling 1d6+6. Your Skill, Stamina, and Luck start out equal to their Initial values, and can never exceed their Initial values; some rare bonuses will increase the Initial value as well as or instead of the current value.

When told to Test your Skill, roll 2d6. If the result is lower than or equal to your current Skill, you succeed; if it is higher, you fail.

When told to Test your Luck, roll 2d6. If the result is lower than or equal to your current Luck, you succeed; if it is higher, you fail. Either way, reduce your current Luck by 1 afterward. For obvious reasons, it is advantageous to only Test your Luck if you have to.

Most enemies you encounter will have their own Skill and Stamina scores. One-on-one combat works like this:

Each round, you roll 2d6 and add the result to your Skill to get your Attack Strength. The enemy rolls 2d6 and adds the result to their Skill to get their Attack Strength. If one of you has higher Attack Strength, the other one loses two Stamina. If both Attack Strengths are the same, both of you have avoided damage. When one reaches 0 Stamina, that one is dead.

Immediately after you win an Attack Round, you may choose to Test your Luck. If you succeed, you do a further 2 points of damage to the enemy. If you fail, the enemy gets one point of Stamina back (it turns out your hit was just a graze).

Immediately after you lose an Attack Round (before you die, if the Attack Round brought you to 0 Stamina), you may choose to Test your Luck. If you succeed, you get one point of Stamina back (the wound was just a graze). If you fail, you take 1 more point of damage.

Combat against multiple opponents works like this:

Each round, you designate which opponent you are attacking. Then you roll for your Attack Strength as if you were fighting single combats with each of however many opponents you are facing (so if you are fighting five enemies, you generate five separate Attack Strengths for yourself). Each of them rolls for their Attack Strength normally.

If your Attack Strength is higher than your chosen target’s, they lose 2 Stamina (can be increased by Luck as normal). You have no chance of wounding any other opponent that round.

For each Attack Strength higher than yours, you lose 2 Stamina (can be decreased by Luck as normal).


PROVISIONS

By default, the PC starts with ten Meals worth of unspecified Provisions. Eating a Meal without being told it’s a requirement will cure 4 Stamina points worth of damage. If a gamebook says “you must eat a Meal now,” that Meal heals no damage, and if the PC is out of Provisions and cannot eat, they take damage instead. Whether eating Provisions is at will or only when a gamebook specifies that the PC can eat if they wish to varies from gamebook to gamebook.


POTIONS

By default, the PC starts with one of three potions. A Potion of Dexterity will restore Skill to its Initial score. A Potion of Strength will restore Stamina to its Initial score. A Potion of Fortune will increase Initial Luck by 1 and then restore Luck to its new Initial score.


Individual Fighting Fantasy Gamebooks may change any of those rules.

 
 Spoiler: Book cover 
 
 


In this gamebook, you play an adventurer. You have the default 10 provisions and do not start with a potion. In addition to the three default stats, you have a fourth stat, Faith, generated by rolling 1d6+3. Higher Faith will provide resistance to mind control and similarly nasty effects, and frighten off some undead, but it will also make you more conspicuous to undead. Faith can go up or down without limit. You begin with a sword, leather armor, a shield, a backpack which holds your Provisions, and a lantern. In this gamebook you can choose to eat a Meal whenever you are not in combat; I will highlight the option to do so whenever you take damage.
 
 Spoiler: map 
 
 

Rumours of great wealth and treasure have lured you west of Femphrey in the Old World, to the forbidding land of Mauristatia, home of unscalable peaks clad in ice and snow, obscured by great swathes of freezing mist. The air is cold and damp, and you are dressed in furs to keep out the chill. Hunched in a swaying coach heading north toward Mortvania, you wonder whether any of the rumours you have heard have any truth in them; people hereabouts are poorly fed and clothed, and this hardly seems a place of great riches! Still, perhaps that means that the treasures are still hidden and that the local folk haven’t found them…

You are aroused from your reverie as the coach creaks to a halt. The coachmen open the doors and begin lowering trunks and bags from the roof. You step out into a murky twilight; a thick winter fog is drawing in round the little coaching village of Leverhelven where you will rest tonight. The tavern is small and hardly luxurious, but the food is hot and the mulled wine is spiced and refreshing. But the local people, wary of strangers, talk little; after you enter, the tavern door is barred and the windows are already shuttered. The place has a strange name, the Hart’s Blood—but this doesn’t look like hunting country, except for those seeking bears or wolves for their pelts. You ask the tavern-keeper how the inn got its name, and a deathly hush descends in the room. He turns away, refusing to speak to you; you wonder how a polite and innocent question can have made him react in such a way. What’s more, a man sitting by the fire turns round—and spits at your feet!

An old woman swathed in shawls and a peasant smock looks over at you and says, “Furriners don’t know no better.” You take her over a drink and ask her to tell you more—at least she’s talking to you, which is more friendly than anyone else in here is. She gulps greedily at the warm wine. “’Tain’t no ‘Hart’s Blood,’ stranger. Were never called that ‘til they changed the sign outside. ‘Tis the  Heart’s  Blood, see,  h-e-a-r-t . That’s what too many fold round ‘ere has given up, their ‘eart’s blood!”

The low murmur of voices that had begun once more is completely silenced. Many people are casting fierce looks at you and the old woman and the barman bellows at her to be silent. But her face is flushed with the warmth and the wine, and she says she will not be unheard, “’Tis the Count, damn his black heart; folk vanish from the village, they do, and are never seen again. The Count takes them up to the castle, to be sure, and there they die a terrible death. Terrible! There’s folks as have heard the screams from the place, screams as from the souls in hell itself.” Now tears run down her old, weathered face. “Didn’t he take my grand-daughter only yesterday? Didn’t we see the coach and the headless horseman in the village? My poor little Nastassia, such a beautiful, gentle girl, taken by the fiend ‘imself, and not a man in this godforsaken place brave enough to go to the castle and save her!”

Embarrassed voices murmur around the room as sparks fly from the fire; the crackling of the burning wood seems to emphasize the old woman’s desperate plea: “I beg you, sir, to rescue her. She is only seventeen and she ‘as done no harm to anyone…”; she bursts into tears again.

A tall, red-haired man gets up from a table opposite and approaches you; you see he has only one arm, the right sleeve of his tunic being pinned up to his chest. “Stranger, I take you for a wanderer, a seeker after adventure. What old Svetlana says is true: the Count is a terrible and evil soul, and Castle Heydrich is a place of horror. I would have tried to slay him myself, but for one obvious reason—” You nod as he glances down at his empty sleeve. “Will you help us? From my own days as a warrior I have some gold put by, and it’s yours gladly if you will help.” The eyes of all present turn to you, imploring your assistance.

You are about to nod your agreement to this proposal when the door of the tavern bursts open. The people inside cry out in fear as an icy blast whips through the room. Outside in the mist you can make out a black coach with four jet-black steeds prancing and whinnying, and in the doorway stands a spectral figure. Bony fingers extend from black sleeves, and he beckons—you! But he says nothing—how could he?  He has no head… 

You follow the beckoning figure outside into the swirling mists. It leaps up to the driver’s seat of the black coach and the carriage door swings open. The steeds prance expectantly, their breath steaming in the cold air.

Time for the first vote. First, vote on where to distribute your stat rolls: one die to Skill, two to Stamina, one to Luck, and one to Faith.  (5d6)[ 3 ][ 5 ][ 1 ][ 4 ][ 1 ](14) .

Also vote on the name and sex of your character.

Finally, will you:
Attack the Headless Horseman?
Get in the coach?
Ignore the coach and ask a local person how to get to the Castle?


Adventure Sheet
Name: ??
Sex: ??
Skill: ?/?
Stamina: ??/??
Luck: ?/?
Faith: ?
Inventory: Sword, shield, leather armor, backpack, lantern
Provisions: 10
Coins: 0
Deaths:
RossN
Oh interesting choice! 🙂
  Vote:  
 Dice Rolls: 
 4  to Skill
 1 + 1  to Stamina
 5  to Luck
 3  to Faith

(I know that leaves Stamina fairly low but better to try and not be hit!)

 Name:  Hans
 Sex:  Male

'Get in the coach'
Lacco
 Vote :
Dice Rolls:
5 to Skill
1+1 to Stamina
4 to Luck
3 to Faith

(I agree with the stamina, but I prefer skill to luck!... because I usually roll terribly.)

Name: Hans von Unbekannterort
Sex: Male

'Get in the coach'! It's impolite to ignore such an invitation... maybe. Also, I like coach rides.
Kish
Skill and Luck will remain undefined for now. If there's still a tie over which to make higher when one is checked, I'll roll a die to determine.

You clamber into the coach, and the horses set off at a gallop--making no sound as they move! You settle back into a comfortable seat draped in black. Looking through the heavy purple-curtained windows, you see nothing outside but thick swirling fog, but the wolf-howls you hear send shivers down your spine.

Roll and compare to Faith:  (1d6+2)[ 6 ] 

Your roll is less than or equal to your Faith.

(And in the interests of not double or triple posting, I'm going to need to use an offsite dice roller for most rolls.)

Suddenly you feel a chill inside the carriage and there, slowly appearing before you, is a ghost! The spectral shape of a tall man with wavy black hair and green eyes, his figure almost covered by a voluminous black and purple cloak, sits smiling opposite you. "The Count is expecting you," he smirks, "although your stay will be a very short one, I fear." He sits back and continues to smile in a leering, mocking way. Then the carriage lurches abruptly, and the ghostly apparition springs forward at you!

Roll 1d6+4 and compare to Faith; the result (8) is higher than your Faith.

The fiend lunges at your throat and you hurl yourself sideways away from it, but the carriage door bursts open and you are flung out. Take 2 damage from the bruising fall as you roll over and over, the laughter of the ghostly figure in the distance ringing in your ears.

 Test your Luck , which necessitates first determining your Luck. Rolling a 2 on 1d2, you go with Skill 11, Luck 10. A 5 succeeds.

Your hands manage to grab onto a bush at the edge of the rocky precipice, and this saves you from certain death on the jagged rocks below. You haul yourself up and, somewhat shaken, follow the road toward the Castle. You have a long walk ahead of you, so roll 1d3; 1 will mean something different from Not-1.

You get a 2.

As you walk through the night, using your lantern to light your way, you can hear wolves howling on this dark and foggy night. Bright moonlight occasionally breaks through the swirling mist and thick cloud to show you some little detail of what is away from the path and outside the circle of warm light your lantern casts. As the howling gets closer, one such shaft of moonlight reveals two wolves straight ahead. They are large specimens, with silvered grey hair and yellow eyes and slavering muzzles--and they are bounding toward you!

Attack them?
Throw them some food?
Run?

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 12/14
Luck: 9/10
Faith: 6
Inventory: Sword, shield, leather armor, backpack, lantern
Provisions: 10
Coins: 0
Deaths:
RossN
Attack! Hans has a high Skill and I've not convinced they'd leave with just our food and running sounds like inviting being chased down!
Kish
You must fight the two wolves together here. Each round, I will generate Attack Strengths for all three of you; only the one with the highest Attack Strength will win. When you win a combat round, you have a 50% chance of hitting each of the wolves; you cannot choose a target as they run around and dart in and out at you.

First WOLF Skill 6 Stamina 5
Second WOLF Skill 7 Stamina 8

If you win, the gamebook will check if the second wolf wounded you before dying.

Vote on how to use Luck here (possible choices include "don't," "use Luck whenever I hit until my Luck reaches 7," "use Luck whenever I hit the second wolf until my Luck reaches 5," "use Luck whenever either wolf hits me until my Luck reaches 3," or lots of other possibilities).

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 12/14
Luck: 9/10
Faith: 6
Inventory: Sword, shield, leather armor, backpack, lantern
Provisions: 10
Coins: 0
Deaths:


Editing to avoid double posting:

For now, I'll treat the lack of votes as meaning "don't use Luck" wins, but please don't hesitate to vote in situations like that.

Hans von Unbekannterort Attack Strength: 21 First WOLF Attack Strength: 12 Second WOLF Attack Strength: 19 Hans von Unbekannterort wins and hits the first WOLF First WOLF Stamina is now 3.
Hans von Unbekannterort Attack Strength: 19 First WOLF Attack Strength: 13 Second WOLF Attack Strength: 19 Hans von Unbekannterort wins and hits the first WOLF First WOLF Stamina is now 1.
Hans von Unbekannterort Attack Strength: 17 First WOLF Attack Strength: 9 Second WOLF Attack Strength: 11 Hans von Unbekannterort wins and hits the second WOLF Second WOLF Stamina is now 6.
Hans von Unbekannterort Attack Strength: 15 First WOLF Attack Strength: 8 Second WOLF Attack Strength: 11 Hans von Unbekannterort wins and hits the first WOLF and they die..
Hans von Unbekannterort Attack Strength: 22 Second WOLF Attack Strength: 10 Hans von Unbekannterort wins and hits the second WOLF Second WOLF Stamina is now 4.
Hans von Unbekannterort Attack Strength: 17 Second WOLF Attack Strength: 10 Hans von Unbekannterort wins and hits the second WOLF Second WOLF Stamina is now 2.
Hans von Unbekannterort Attack Strength: 17 Second WOLF Attack Strength: 9 Hans von Unbekannterort wins and hits the second WOLF and they die..
Hans' final Stamina is 12.

Hans both won and avoided being bitten by the second wolf. After a pause to edit the number of periods in the Twine program I'm using to resolve combat:

Before moving on, you notice that the larger wolf has a glint of gold round its neck: a golden chain and a small pendant. The latter has a design etched on it; it looks like the one you remember seeing briefly on the coach. It must be the Heydrich coat of arms, or something similar. It is valuable and worth 3 Gold Pieces. You'll need to vote on whether to take it, but either way, you continue to the castle without further incident.

You walk along as far as the base of a narrow trail which leads up a steep incline, and suddenly you walk out of the fog into a completely clear area. Starkly illuminated by the three-quarter moon stands the brooding Castle Heydrich!

Walk up and enter the half-open front gates?
Walk round the outside to see what you can make of the place?

Also vote on whether to take the Count's Amulet.

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 12/14
Luck: 9/10
Faith: 6
Inventory: Sword, shield, leather armor, backpack, lantern
Provisions: 10
Coins: 0
Deaths:
RossN
 Vote: 
 
 Take the amulet! 
 Walk round the outside to see what we can make of the place! 
 
Kish
You skirt carefully round the building. You have approached from the south, and can make out some features of what appears to be a two-storey building. In the southwest and southeast corners are the towers, whose spires loom above the slate roofs over the stone walls. Bats flit into and out of the southwest tower belfry. The arrow-slits in the towers are too high and too narrow to climb in through. You can see lights on the ground floor from windows in the east and west sides, but heavy drapes prevent you from seeing anything inside the Castle itself. Compare your Faith to  (1d6+3)[ 7 ] .

You continue walking around and arrive back at the main gates without finding any other likely means of getting into the place.

You put your shoulder to the heavy wooden gates, and they open with a creak that sets your nerves on edge. You walk through a small entrance area into a large courtyard. Facing you, you observe great brass decorated doors across the courtyard and past the entrance to what looks like a family Crypt. There are also two doors to the west of you, and a door just round the courtyard which opens into a southern part of the main building.

Head for the brass doors to the north?
Open the door in the south?
Open the upper west door?
Open the lower west door?
Head for the Crypt?

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 12/14
Luck: 9/10
Faith: 6
Inventory: Sword, shield, leather armor, backpack, lantern, Count's Amulet (3 gold)
Provisions: 10
Coins: 0
Deaths:
RossN
Door to the south!
Kish
You open the door. It is very dark within, and you need your lantern to see by. Peering in, you can make out sacks of grain and some scurrying rats. There is a door in the west wall of the storeroom.

Go to the west door in the storeroom?
Leave and approach the Crypt?
Leave and approach the north doors in the courtyard?

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 12/14
Luck: 9/10
Faith: 6
Inventory: Sword, shield, leather armor, backpack, lantern, Count's Amulet (3 gold)
Provisions: 10
Coins: 0
Deaths:
RossN
Go to the west door!
Kish
You are just getting close to the door when the rats start to squeak, then they rush forward to attack you! There are too many for you to fight. You duck through the west door and slam it behind you to keep the squeaking horde at bay.

You find yourself in a dusty chamber with a wooden spiral staircase leading upwards; it is dark and cobwebbed, so you need your lantern to see by. As you head toward the filth-encrusted wooden steps, two man-like figures loom out of the shadows. The stench of death is strong about them, and their half-rotted hands clutch rusted swords! Roll [1d6+2] and compare it to your Faith; the result is 3, lower.

These Zombies--as you can see these pathetic things must be--hesitate and allow you time to dash up the stairs without having to fight.

The stairs end at a landing, where you come to a door of black wood embellished with runes laid in silver. As you try to open it, the handle turns into a claw and grasps your wrist. "Leave this place," the door intones sonorously, "you're not allowed in here." The claw releases your hand.

Try to get past the talking door?
Go back to the courtyard and investigate the Crypt?
Go back to the courtyard and head for the north doors?

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 12/14
Luck: 9/10
Faith: 6
Inventory: Sword, shield, leather armor, backpack, lantern, Count's Amulet (3 gold)
Provisions: 10
Coins: 0
Deaths:
Lacco
(Sorry, forgot to subscribe and lost the thread!)

I'd go back to the north door!
Kish
You push open the brass door and walk into a well-lit entrance hall which is deserted. Floor mosaics and wall-hangings of plain black and red give the chamber a sombre appearance, and for a moment you think you heard a faint moaning sound....There are three exits from the hall.

Go through the north door?
Go down the east corridor?
Go through the west door?

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 12/14
Luck: 9/10
Faith: 6
Inventory: Sword, shield, leather armor, backpack, lantern, Count's Amulet (3 gold)
Provisions: 10
Coins: 0
Deaths:
Lacco
I vote for east corridor! ... because suddenly I'm terrified of doors. No idea why.
Kish
Along the eastern passageway there is a door to the north, and the passageway turns south just beyond it; there is another door facing you at the junction of the east and south corridors.

Open the north door?
Open the door facing you?
Follow the corridor around to the south?

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 12/14
Luck: 9/10
Faith: 6
Inventory: Sword, shield, leather armor, backpack, lantern, Count's Amulet (3 gold)
Provisions: 10
Deaths:
Lacco
Let's see what's around the corner. I vote for Hans to follow the corridor &amp; check south.
Kish
Looking down the corridor, you see that there are doors opposite each other on the west and east sides halfway down, and then another door on the east side right at the end. And avoiding opening a door is no longer an option. The only choice is which one.

First east door?
East door at the end of the corridor?
West door?

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 12/14
Luck: 9/10
Faith: 6
Inventory: Sword, shield, leather armor, backpack, lantern, Count's Amulet (3 gold)
Provisions: 10
Deaths:
Lacco
Let's start from the end! East door at the end of the corridor - here we go!
Kish
You open the door and a dark, musty odour of stale air greets you. You must use your lantern to see, and now you realize that you are at the foot of the south-east tower. Roll 1d6+3 and compare to your Faith; an 8 is higher.

You ascend the narrow, steeply sloping wooden stairs until you come to a landing before a wooden door which is barred and decorated with warding glyphs of amber and silver. Something is scratching on the other side of the door. There is a distinctly unpleasant charnel smell here.

Summon your courage and open the door?
Go back downstairs and choose somewhere else?

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 12/14
Luck: 9/10
Faith: 6
Inventory: Sword, shield, leather armor, backpack, lantern, Count's Amulet (3 gold)
Provisions: 10
Deaths:
Lacco
Hans ponders for a moment. Silver and magic. He was sure he'd regret facing the thing on the other side without preparation. He went searching for something silver to use against it.

Go back. Choose first east door instead.
Kish
You enter a large room filled with all sorts of strange equipment: tables and charts showing the planets in the heavens, varieties of herbs, rock formations, and lots else besides. All this is strewn over benches and desks, pinned to the walls, and even scattered over the floor! Sitting at one desk is a white-haired, tall, thin man with pince-nez glasses perched precariously on his beaked nose; he is poring over some intricate diagrams and muttering to himself. He looks up at you. 'Er, pleased to meet you, I suppose. I am Karl-Heinz Matthaus, Alchemist-in-Residence. Something I can do for you?' He appears unarmed. He looks back at his work, clearly not interested in you.

Attack him?
Talk to him?
Leave and go elsewhere?

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 12/14
Luck: 9/10
Faith: 6
Inventory: Sword, shield, leather armor, backpack, lantern, Count's Amulet (3 gold)
Provisions: 10
Deaths:
RossN
Talk to him!
Lacco
I agree. I want to talk to the old codger (also, kinda afraid he'd kick my ass, the guy lives right next to the thing in the tower and keeps no visible weapon...).
Kish
The Alchemist says little, although he does tell you that he is employed by Katarina--the Count's sister--to prepare potions and powders which enable her to keep her youthful appearance, together with another treatment which Karl-Heinz is unwilling to share any details of. 'Katarina looks very young for a woman of 76,' he mutters laconically. You can't really ask about the Count and how to kill him (Karl-Heinz might tell someone what you're up to!) and there's little else you can get out of him.

You have no afflictions and no reason to stay here.

Back in the corridor, will you go through the west door, or go back up the stairs and confront whatever is making those scratching noises?

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 12/14
Luck: 9/10
Faith: 6
Inventory: Sword, shield, leather armor, backpack, lantern, Count's Amulet (3 gold)
Provisions: 10
Deaths:
Lacco
Let's see what the west door has to offer. I'm kinda hoping for a silver sword of whatever'sscratchingthatdamndoorslaying +5.
Kish
 
 Spoiler 
 
 

You open the door into a suite of rooms that are cluttered with papers, cushions, toys, pictures and all sorts of debris strewn all over the place! Marching up and down, clad in an ill-fitting blue military uniform and with a ridiculous tricorn hat is a dishevelled young man with long, flowing black hair and green eyes. He mutters nonsensically to himself and and does not seem to have noticed you enter. He certainly seems rather lacking in his wits. Will you:

Attack him?
Enter and talk to him?
Leave and go elsewhere?

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 12/14
Luck: 9/10
Faith: 6
Inventory: Sword, shield, leather armor, backpack, lantern, Count's Amulet (3 gold)
Provisions: 10
Deaths:
Lacco
Let's see what this crazed military guy knows. Talking it is - we'll see if we cross swords later.
Kish
Roll 1d6; the result is 2.

Poor young Wilhelm, cousin of the Count, is quite mad, and you can get only scraps of information, of doubtful value, out of him. He mutters about a glowing sword hidden in a book, and other seeming nonsense. You leave him to his ramblings.

Now you must either go up the stairs and confront whatever is making those scratching noises, or leave this corridor entirely.

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 12/14
Luck: 9/10
Faith: 6
Inventory: Sword, shield, leather armor, backpack, lantern, Count's Amulet (3 gold)
Provisions: 10
Deaths:
Lacco
Quite glad I did not kill the poor madman. Still... glowing sword in a book. Sounds good.

Let's go die for the first time. Up to the tower and to the scratchy killy thingie!
Kish
You open the door and gaze into a low-ceilinged room with some narrow stone steps visible on the other side. Bones and horrifying, bloodied lumps of flesh and gristle lie around the room, and the occupant--a huge Ghoul--intends that you should be his next feast!

 (1d6+4)[ 9 ] ; the result is higher than your Faith.
 
 Spoiler: Huge Ghoul 
 
 

The Ghoul springs at you with filth-encrusted and bloodied talons, its rank breath hot on your face. Its eyes are miniature infernos of fiery hatred and hunger for living flesh!

HUGE GHOUL Skill 8 Stamina 11

Something will happen if the ghoul wins 3 combat rounds. Vote on how to use Luck here.
RossN
Use LUCK to increase damage only if the ghoul wins a combat round.

(Also neat picture!)
Lacco
And only if we fall below 6 HP... I'd say.
Kish
That's two incompatible votes. Note that if you reach 6 Stamina, the ghoul will have hit you three times and you'll...find out what happens if it does.
Lacco
Okay, in that case I'd say use luck only to prevent the third hit if possible?

Would that be ok?
Kish
No, because you can't prevent a hit with Luck. Here's what it can do:

 Immediately after you win an Attack Round, you may choose to Test your Luck. If you succeed, you do a further 2 points of damage to the enemy. If you fail, the enemy gets one point of Stamina back (it turns out your hit was just a graze).

Immediately after you lose an Attack Round (before you die, if the Attack Round brought you to 0 Stamina), you may choose to Test your Luck. If you succeed, you get one point of Stamina back (the wound was just a graze). If you fail, you take 1 more point of damage. 

Taking 1 damage still counts as being hit; the closest using Luck can come to preventing hits is to do more damage so that the enemy dies faster.
Lacco
 
 Originally Posted by Kish 
 No, because you can't prevent a hit with Luck. Here's what it can do:

Taking 1 damage still counts as being hit; the closest using Luck can come to preventing hits is to do more damage so that the enemy dies faster. 
 

Sorry, seems that I have a fresh serving of work fried brain.

So, I accept the other vote.
Kish
Hans von Unbekannterort Attack Strength: 17, HUGE GHOUL Attack Strength: 13. HUGE GHOUL's Stamina is 9
Hans von Unbekannterort Attack Strength: 23, HUGE GHOUL Attack Strength: 13. HUGE GHOUL's Stamina is 7
Hans von Unbekannterort Attack Strength: 17, HUGE GHOUL Attack Strength: 13. HUGE GHOUL's Stamina is 5
Hans von Unbekannterort Attack Strength: 22, HUGE GHOUL Attack Strength: 20. HUGE GHOUL's Stamina is 3
Hans von Unbekannterort Attack Strength: 15, HUGE GHOUL Attack Strength: 11. HUGE GHOUL's Stamina is 1
Hans von Unbekannterort Attack Strength: 14, HUGE GHOUL Attack Strength: 10. HUGE GHOUL is dead.

 
 Spoiler 
 
 


You climb the stone steps, cobwebbed and filthy, past growths of mould and fungus on the walls, and ascend to the top of the tower. Moonlight streams into the circular chamber through tinted glass, and it seems almost as if the shadows in this place are skulking and watching. Opposite you, bathed in moonlight, is a young woman sprawled across a chair, bound by her wrists and ankles with a mesh of fine cobwebs - but they could be a lot stronger than they look, perhaps even magical. She is very pretty indeed, with long curly auburn hair and a fine, smooth complexion.

 (1d6+4)[ 8 ]  is greater than your Faith.

Looking at the sleeping woman, will you try:

Waking her up?
Searching the room?
Leaving here and returning to the entrance hall?

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 12/14
Luck: 9/10
Faith: 6
Inventory: Sword, shield, leather armor, backpack, lantern, Count's Amulet (3 gold)
Provisions: 10
Deaths:
Lacco
Pretty ladies may or may not be deathtraps. Still, the monster was guarding her, so it may as well be a potential ally.

I'll wake her up. If she decides to drain my vessels, at least I will have a reason to tell my mom that raising me up as a gentleman was not the best idea 😁
Kish
You try saying something, even shaking the girl, but she does not awaken.

Try kissing her to wake her up?
Search the room?
Leave the room and go elsewhere?

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 12/14
Luck: 9/10
Faith: 6
Inventory: Sword, shield, leather armor, backpack, lantern, Count's Amulet (3 gold)
Provisions: 10
Deaths:
Lacco
Kissing an unconscious girl? Naaaah! Hans von Unbekannterort is a man of [insert Deity of your choice]!

Let's loot the room instead.

BTW, Kish, how are you enjoying the game so far?
Kish
I'm having fun. I hope you are, too. And RossN as well.

You start to look around for secret alcoves, trapdoors and the like, and you tum your back on the woman. She rises from her resting place and stands upright, arms outstetched, with her head thrown back. She screams! Compare  (1d6+4)[ 5 ]  to your Faith...

it is lower and her scream does not affect you.

You are now fighting a direly evil undead creature, and the Baobhan Sith casts a spell at you! Determine whether you or the Baobhan Sith has the higher Attack Stength for this Attack Round (the Baobhan Sith has a Skill of 9). Your Attack Strength is 17, hers is 16; you strike her and ruin her spell.

The evil magic-wielder smiles as she draws a razor-sharp dagger, its blue crystalline blade set into a silver handle. She is very nimble and swift and dodges your blows; she will not be easy to overcome.

BAOBHAN SITH Skill 9 Stamina  9  7

Pause to vote on how and whether to use Luck here.

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 12/14
Luck: 9/10
Faith: 6
Inventory: Sword, shield, leather armor, backpack, lantern, Count's Amulet (3 gold)
Provisions: 10
Deaths:
Lacco
Okay, let's see.

I'd say offense will be important, I don't want to prolong this fight with this lady. I'd say use luck for offense for first two times we hit.
Kish
Hans von Unbekannterort Attack Strength: 20, BAOBHAN SITH Attack Strength: 20.
Hans von Unbekannterort Attack Strength: 20, BAOBHAN SITH Attack Strength: 17. Luck Test Failed with a 10. BAOBHAN SITH's Stamina is 6
Hans von Unbekannterort Attack Strength: 18, BAOBHAN SITH Attack Strength: 20. Hans von Unbekannterort's Stamina is 10
Hans von Unbekannterort Attack Strength: 14, BAOBHAN SITH Attack Strength: 17. Hans von Unbekannterort's Stamina is 8
Hans von Unbekannterort Attack Strength: 17, BAOBHAN SITH Attack Strength: 13. Luck Test Succeeded with a 3. BAOBHAN SITH's Stamina is 2
Hans von Unbekannterort Attack Strength: 19, BAOBHAN SITH Attack Strength: 19.
Hans von Unbekannterort Attack Strength: 17, BAOBHAN SITH Attack Strength: 19. Hans von Unbekannterort's Stamina is 6
Hans von Unbekannterort Attack Strength: 14, BAOBHAN SITH Attack Strength: 16. Hans von Unbekannterort's Stamina is 4
Hans von Unbekannterort Attack Strength: 18, BAOBHAN SITH Attack Strength: 12. BAOBHAN SITH is dead. Hans von Unbekannterort's Luck is 7.

You do not have lycanthropy.

Checking carefully, you find a small secret door in one wall; it conceals a wall alcove, from which you draw out a white shield with a red cross. This is the Shield of Faith; gain 1 Faith point and regain 1 Luck point for finding it. Now you must leave the tower, go to the entrance hall, and open the north door there.

You push open the north door in the entrance hall and see a brightly lit corridor stretching out before you. The floor is tiled, and there are small watercolour paintings hung on the walls. Before you, there is a door on the east wall, and further along one on the west wall; between the two, there is a side-passage to the east. There is also a door facing you at the (north) end of the corridor. Will you:

Open the north door?
Open the east door?
Open the west door?
Go down the eastern side-passage?

Since you just took damage, highlighting the option to eat here; each Meal you consume will restore 4 Stamina.

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 4/14
Luck: 8/10
Faith: 7
Inventory: Sword, shield, leather armor, backpack, lantern, Count's Amulet (3 gold), Shield of Faith
Provisions: 10
Deaths:
Lacco
I'm going to munch on a lunch. Two provisions!

Let's check the first door - east it should be.
Kish
 
 Spoiler: kitchen workers 
 
 

You push open the door and come upon a scene of domestic homeliness - a cook and two servants at worktables preparing food. However, there is an unpleasant smell mixed with that of the food: a vile rotting smell which catches at the back of your throat. The workers look up at you with mindless eyes--and you see at once that they are Zombies! Compare  (1d6+2)[ 7 ]  to your Faith; it is equal to or less than your Faith.

The Zombies pick up knives and cleavers, but they are keeping well away from you. You might be able to get past them and through the entrance into the main kitchen and stores to the east if you try.

Get past them into the main kitchen?
Attack the Zombies?
Leave and go to the north door in the corridor?
Leave and open the west door in the corridor?
Leave and take the eastern passage off the corridor?

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 12/14
Luck: 8/10
Faith: 7
Inventory: Sword, shield, leather armor, backpack, lantern, Count's Amulet (3 gold), Shield of Faith
Provisions: 8
Deaths:
RossN
Fight the zombies! I figure there may be important items in the kitchen, even if actual garlic seems unlikely!

(Sorry for the lack of posts - been busy recently!)
Kish
You gain a free attack on the first Zombie, and kill it instantly! Regain 1 Luck point. Then fight the remaining zombies one at a time, in order.

Second ZOMBIE Skill 7 Stamina 5
Third ZOMBIE Skill 6 Stamina 6

Hans von Unbekannterort Attack Strength: 15, Second ZOMBIE Attack Strength: 18. Hans von Unbekannterort's Stamina is 10
Hans von Unbekannterort Attack Strength: 23, Second ZOMBIE Attack Strength: 9. Second ZOMBIE's Stamina is 3
Hans von Unbekannterort Attack Strength: 15, Second ZOMBIE Attack Strength: 19. Hans von Unbekannterort's Stamina is 8
Hans von Unbekannterort Attack Strength: 22, Second ZOMBIE Attack Strength: 16. Second ZOMBIE's Stamina is 1
Hans von Unbekannterort Attack Strength: 17, Second ZOMBIE Attack Strength: 12. Second ZOMBIE is dead.
Hans von Unbekannterort Attack Strength: 19, ZOMBIE Attack Strength: 18. ZOMBIE's Stamina is 4
Hans von Unbekannterort Attack Strength: 16, ZOMBIE Attack Strength: 10. ZOMBIE's Stamina is 2
Hans von Unbekannterort Attack Strength: 16, ZOMBIE Attack Strength: 10. ZOMBIE is dead.

Having overcome these Undead servants, will you:

Head into the main kitchen?
Leave and go to the north door in the corridor?
Leave and open the west door in the corridor?
Leave and take the eastern passage off the corridor?

Also highlighting the option to eat, since you just took damage.

(There is unfortunately nothing of value in this outer section of the kitchen; fighting them cost you 4 Stamina and gained you 1 Luck. Only time will tell if that was a good trade.)

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 8/14
Luck: 9/10
Faith: 7
Inventory: Sword, shield, leather armor, backpack, lantern, Count's Amulet (3 gold), Shield of Faith
Provisions: 8
Deaths:
Lacco
Hans will munch two provisions and then remembers the wise words of the boys from the pet shop he used to listen to when younger. He goes west.
Kish
You eat two Meals and then leave the kitchen and open the western door in the corridor outside.

You open the door into a large and plushly decorated dining-room. A huge, centrally-placed mahogany table is flanked by chairs; it groans under the weight of silver cutlery, utensils and crystalware, laid out on lace cloths. Heavy drapes are drawn across the windows to the west, and there is a large tigerskin rug stretched out by the north wall; just past this is a half-open door. Deciding to investigate the room beyond, you walk past the rug, but you hear a growl and a snarl, then the thing rises to its feet and its eyes gaze at you with hostility! Snarling fangs and claws and fur are about to fly at you, so you must fight this unusual enemy!

TIGERSKIN RUG SKILL 7 STAMINA 7

Hans von Unbekannterort Attack Strength: 18, TIGERSKIN RUG Attack Strength: 13. TIGERSKIN RUG's Stamina is 5
Hans von Unbekannterort Attack Strength: 16, TIGERSKIN RUG Attack Strength: 13. TIGERSKIN RUG's Stamina is 3
Hans von Unbekannterort Attack Strength: 21, TIGERSKIN RUG Attack Strength: 14. TIGERSKIN RUG's Stamina is 1
Hans von Unbekannterort Attack Strength: 22, TIGERSKIN RUG Attack Strength: 9. TIGERSKIN RUG is dead.

You can take some treasure from this room: some silver items small enough to carry, worth a total of 4 gold pieces. You look round the door to peer into the next room.

You look into a very snug room that is evidently used by diners who have had too much to eat and drink. Among the armchairs, footstools and cushions you spy two objects of note. First, there is a decanter of what smells like brandy. Although there are only two large measures left in the decanter each one will restore 4 lost STAMINA points. You can drink it at any time except during a combat. There is also a small drape across one corner of the room, and when you draw this back you find a small silver mirror on a table.

You leave and go back to the corridor. From the east door opposite, you hear a loud slamming sound and a shout. Perhaps something has been discovered, or someone has been alerted!

Open the northern door?
Head down the eastern passage?

Also mention if you do not want to take either the treasures, or the Silver Mirror.

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 14/14
Luck: 9/10
Faith: 7
Inventory: Sword, shield, leather armor, backpack, lantern, Count's Amulet (3 gold), silver pieces (4 gold), 2 doses of brandy (+4 Stamina), Silver Mirror, Shield of Faith
Provisions: 6
Deaths:
Lacco
Looting everyting! Looty loot, loot loot...

...can't really loot the rug, right? I'd totally loot that one if I were able to.

North it is! Let's see what the future has for us!
Kish
Alas, not in this gamebook.

This door has a small silvered lock. You do not have a key and cannot open it. You can only go down the eastern passage.

After progressing some ten feet, you come level with a door on the north side of the passage, and then the dimly lit, tiled corridor continues to a door at the end.

Open the north door?
Open the door further along?

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 14/14
Luck: 9/10
Faith: 7
Inventory: Sword, shield, leather armor, backpack, lantern, Count's Amulet (3 gold), silver pieces (4 gold), 2 doses of brandy (+4 Stamina), Silver Mirror, Shield of Faith
Provisions: 6
Deaths:
Lacco
Hans ponders the nature of the tiles. They remind him of the kitchen. State of the local kitchens is not so pleasant, so he decides to pick the closer option.

North door!
Kish
You open the door and enter a shrine of some kind; the room is unlit, and you need a light-source to see by. There are white and yellow cloths on tables, wall-hangings decorating the room, small stools and a writing-table. There is also a book lying on a chair which attracts your attention, so you pick it up. It is a history of the lives of some famous healers, and it has a signature on the flyleaf, that of Gunthar Heydrich. You can take this Book of Healers with you if you choose.

There is a spy-hole on the east wall, and you stand on a stool to look through it. Beyond, you can see a bare chamber with a pair of Zombies standing motionless on guard, holding fearsome halberds. Behind them is a half-open door leading into a bare chamber with stone steps going up. There doesn't seem to be any way of getting into the Zombie Chamber from here, so you leave and head for the door at the end of the eastern side-passage outside.

You see that there is a plaque on the door, with the inscription 'Doktor Karl Adenauer'. You knock politely, and a wavering but sharp voice answers, 'Come!' You step in, and see a grey-haired, middle-aged man in robes sitting at a desk covered with papers neatly stacked up in piles. The room is chock full of books and papers, and the man peers at you over a crystal ball mounted on a dragon's foot which stands on his desk. 'Doktor Adenauer, young man,' he says, rather needlessly. 'Sage in the employ of Count Reiner Heydrich; wretched man, never gives me enough money for my research. These important books cost a fortune!' and he indicates a wall full of bookcases with a sweep of his hand. He looks grumpy, but he isn't overtly hostile.

Attack him?
Talk to him?
Leave and go elsewhere?

Also vote on whether to take the Book of Healers from the previous room.

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 14/14
Luck: 9/10
Faith: 7
Inventory: Sword, shield, leather armor, backpack, lantern, Count's Amulet (3 gold), silver pieces (4 gold), 2 doses of brandy (+4 Stamina), Silver Mirror, Shield of Faith
Provisions: 6
Deaths:
Lacco
Hans came for three things: laughs, ladies and loot. He remains somber, last lady he met tried to kill him so sure he'll loot the book.

And he'll talk to the doctor. Maybe he'll trade the book for something shiny.
Kish
You are wondering what to say, but the Sage talks freely of his own accord. Mostly he goes on about how mean the Count is, and how he--the Sage--needs more money for books. You realize that you're going to have to pay for information, and it isn't going to come cheap. While you're wondering how much to offer, and how to do this politely, the Sage suddenly announces, 'Of course, for a goodly sum in gold I could get you into the library. Who knows what you might not find in there?'

You can ask the Sage about various matters, but you'll have to pay him for each answer you get. He will accept gold pieces, or any Treasure items of equal value. You can choose what you want to ask about from the list below, but you must pay for each answer you get. The Sage demands payment in advance, and he doesn't haggle! You could ask about  :

Getting into the library (6 Gold Pieces)
Where the Count can be found (3 Gold Pieces)
Relatives of the Count in the castle (3 Gold Pieces)
Nastassia, the missing village girl (2 Gold Pieces)
What's in the Crypt (2 Gold Pieces)
 Any Afflictions you have (2 Gold Pieces) 

You have 7 gold to spend; you could ask about any combination that totals equal to or less than that. You have no afflictions.

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 14/14
Luck: 9/10
Faith: 7
Inventory: Sword, shield, leather armor, backpack, lantern, Count's Amulet (3 gold), silver pieces (4 gold), 2 doses of brandy (+4 Stamina), Silver Mirror, Shield of Faith, Book of Healers
Provisions: 6
Deaths:
RossN
I know it's putting all our eggs in one basket but I say library.
Kish
The Sage whips out a Silver Key from a waistcoat pocket after taking your fee. 'That'll get you in,' he says. 'Back down the corridor to the west, turn right, and open the north door with this.'

After you have finished paying for information, you leave the Sage to his musty books and manuscripts. He has given you an item, so you follow his directions.

This door has a small silvered lock. You do have a key.

You enter a library lit by a golden globe of soft magical light, hanging in the air. There are hundreds of books on the bookshelves, but one particular shelf is full of works concerned with the history of Mortvania and the Heydrich family, and you look quickly through some of them. You read of the time when Siegfried was Count and the land flourished, until Siegfried disappeared mysteriously and Reiner became Count. Since that time, misery and fear have been the people's lot. It seems that many Heydrichs have been cruel and despotic tyrants; of Reiner's great-great-grandfather Eckhart you read a small text, which states that 'the folke saye he is Vampyre'. On the frontispiece is written in elegant, sloping writing, 'and now I have attained that blessed state'. Since Reiner's Heydrich's signature is on the flyleaf, you know what  this  means!

Just as you feel that you have spent too much time here, you come across a small, untitled book with many illustrations of weapons. One page has a slight magical glow which draws you to it. This leaf of the book is a beautiful illuminated etching of a sword, covered in runes and held to the sky by a powerful, muscular bronzed arm. You take this book; add the Book of Swords to your Possessions. Now you leave, and you search in the eastern side-passage for the stars which will lead you to the floor above.

After careful searching, you find a secret door in the passage on the north wall, some ten feet from the door at the end of the passage. You open it and enter a bare chamber with a half-open door in the east wall. Standing guard here are two Zombies bearing pole-arms - your FAITH will not protect you against these mindless but thoroughly trained guards! Fight the Zombies one at a time in the doorway.

First ZOMBIE SKILL 6 STAMINA 6
Second ZOMBIE SKILL 7 STAMINA 6

Hans von Unbekannterort Attack Strength: 13, First ZOMBIE Attack Strength: 11. First ZOMBIE's Stamina is 4
Hans von Unbekannterort Attack Strength: 15, First ZOMBIE Attack Strength: 17. Hans von Unbekannterort's Stamina is 12
Hans von Unbekannterort Attack Strength: 21, First ZOMBIE Attack Strength: 14. First ZOMBIE's Stamina is 2
Hans von Unbekannterort Attack Strength: 15, First ZOMBIE Attack Strength: 14. First ZOMBIE is dead.
Hans von Unbekannterort Attack Strength: 14, ZOMBIE Attack Strength: 19. Hans von Unbekannterort's Stamina is 10
Hans von Unbekannterort Attack Strength: 15, ZOMBIE Attack Strength: 16. Hans von Unbekannterort's Stamina is 8
Hans von Unbekannterort Attack Strength: 14, ZOMBIE Attack Strength: 14.
Hans von Unbekannterort Attack Strength: 16, ZOMBIE Attack Strength: 17. Hans von Unbekannterort's Stamina is 6
Hans von Unbekannterort Attack Strength: 23, ZOMBIE Attack Strength: 13. ZOMBIE's Stamina is 4
Hans von Unbekannterort Attack Strength: 18, ZOMBIE Attack Strength: 13. ZOMBIE's Stamina is 2
Hans von Unbekannterort Attack Strength: 19, ZOMBIE Attack Strength: 10. ZOMBIE is dead.

Rather bad rolls there.

You search the Zombies, but they have nothing of value. You past through the half-open door in the east wall and enter another bare chamber. Here there is a flight of stone steps leading up, and the walls are lit with torches in sconces. You climb the steps, and when you get to the top you are standing under a shaft of moonlight from a tiny circular window high on the north wall.

You do not have Lycanthropy or Major Lycanthropy.

There are two doors in this bare chamber, so you decide to open one of them. Will it be:

The door in the south corner of the west wall?
Or the silver-handled door in the middle of the south wall?

Also highlighting the option to eat.

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 6/14
Luck: 9/10
Faith: 7
Inventory: Sword, shield, leather armor, backpack, lantern, silver pieces (1 gold), 2 doses of brandy (+4 Stamina), Silver Mirror, Shield of Faith, Book of Healers, Book of Swords
Provisions: 6
Deaths:
Lacco
Let's eat two portions of food and then drink one portion of brandy.

That should keep the boat afloat.

Not sure about the silver handle (it may keep someone out, or something in)... but I like silver. Silver door handle it is.
Kish
Eating two Meals brings you to full Stamina, so you don't drink the brandy.

You enter a lounge where nondescript carpets and plain wood furniture litter the scene. You notice wall-hangings displaying a bewildering variety of herbs and other plants, and an open door to the west. From that doorway and man enters; he looks absentmindedly at you. He is middle-aged and has a mane of greying black hair tapering to a widow's peak above his face, which is dominated by his pale green eyes. He is dressed simply in white and grey robes, and he carries a tray with a decanter and goblets, which he puts down as he greets you. "I am Gunthar Heydrich. What is your business here?" he asks you.

Talk to him?
Attack him?


Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 14/14
Luck: 9/10
Faith: 7
Inventory: Sword, shield, leather armor, backpack, lantern, silver pieces (1 gold), 2 doses of brandy (+4 Stamina), Silver Mirror, Shield of Faith, Book of Healers, Book of Swords
Provisions: 4
Deaths:
Lacco
Sorry, been absent from the forums due to sudden influx of RL and extra work.

My mother always taught me to talk to the doctors, so let's hear what the healer has to say. I talk to him. We'll see how badly that fares!
Kish
Gunthar gives you some food and wine (recover 4 lost STAMINA points) and tells you of his work as a healer. He is well aware of his brother's evil and denounces Reiner as a cruel, vile creature. But Gunthar claims to be no fighter, and in any event he could not bring himself to kill his own brother! Gunthar seems weighed down by the evil of the Castle, almost in a stale of despair. You take a chance aid announce that you arc here to do away with Reiner Heydrich. Gunthar's eyes light up with hope, and he says he will give you the one thing he has which could help. From a carefully concealed pocket inside his robes he pulls out a silver crucifix on a chain, adding that, to destroy Reiner, this will be needed. You will also need a stake to drive through Reiner's heart as he sleeps in his coffin, but Gunthar does not have one; you'll have to find this elsewhere. 'Unless, of course, you find Siegfried's sword Nightstar, for that also would destroy him, but it has been lost for many years,' he sighs. Now, will you:

Leave and open the west door on the landing?
 Ask Gunthar for help with an Affliction, if you have one? 
 Show Gunthar a book, if you have one? 

Adventure Sheet
Name: Hans von Unbekannterort
Sex: Male
Skill: 11/11
Stamina: 14/14
Luck: 9/10
Faith: 7
Inventory: Sword, shield, leather armor, backpack, lantern, silver pieces (1 gold), 2 doses of brandy (+4 Stamina), Silver Mirror, Shield of Faith, Book of Healers, Book of Swords, Silver Crucifix
Provisions: 4
Deaths:
Lacco
A helpful guy! I'd show him a book. He looks like a bookworm.
Kish
Will you show him the Book of Swords, the Book of Healers, or both?