AztecQuest
336 pages
English

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336 pages
English
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Description

Pit your wits against one of the most bloodthirsty cultures in history - the Ancient Aztecs - in this thrilling gamebook from the international superselling author of the GrailQuest series, Herbie Brennan.

Sujets

Informations

Publié par
Date de parution 17 juin 2014
Nombre de lectures 0
EAN13 9781849895798
Langue English
Poids de l'ouvrage 2 Mo

Informations légales : prix de location à la page 0,0100€. Cette information est donnée uniquement à titre indicatif conformément à la législation en vigueur.

Extrait

Title Page





AZTECQUEST







by
Herbie Brennan




Publisher Information



Published in 2011 by
Andrews UK Limited
www.andrewsuk.com


This book is sold subject to the condition that it shall not, by way of trade or otherwise, be lent, resold, hired out or otherwise circulated without the publisher’s prior written consent in any form of binding or cover other than that in which it is published, and without a similar condition being imposed on the subsequent purchaser.


The characters and situations in this book are entirely imaginary and bear no relation to any real person or actual events.


Copyright © Herbie Brennan


The right of Herbie Brennan to be identified as author of this book has been asserted in accordance with section 77 and 78 of the Copyrights Designs and Patents Act 1988.




Introduction

It’s the year of 1-Reed. 1519. The mighty Aztec Empire is reeling under the onslaught of invaders from the East. Thousands have been slaughtered. Thousands more maimed and wounded. Whole populations are fleeing the carnage. People are predicting the end of the world.
But you have troubles of your own. Your family, poor Tlaxcalan farmers, have joined the invaders in the hope of overthrowing the Aztec tyranny. And you have managed to get yourself captured in your very first battle.
Now you’re languishing in a filthy dungeon waiting for the priests to come. Because the Aztec First Speaker and Emperor, Montezuma II, has decreed that only a human sacrifice can halt the brutal invaders ... and you’re it!
Already the High Priest is trying to decide whether to roast you alive or let you off lightly by cutting open your chest with an obsidian knife and ripping out your still-beating heart.
Can you escape to rejoin your family? Can you elude the priests as you flee through the ruins of this terrifying city? Will you even survive your first meal of rats in chocolate sauce?
This incredible new game books lets you adventure through one of the most terrifying periods of human history. Meet the bloodthirsty Aztecs as they meet the even more bloodthirsty Conquistadors. Thrill to horrors almost beyond your imagination.
If you dare take up the challenge of ...

The Aztec Quest




Important: Read This First

You can’t just read this book - you have to live it.
To do that, you’ll need pen and paper and a couple of dice. You’ll also need to learn the game play system.
Of course, you may have done that already. You may have played another of the books in this series. In which case you’ll know exactly what to do.
But if this is your first book, turn now to the section headed GAME PLAY SYSTEM .
Otherwise, you can turn to 1 and get straight on with your adventure...




Game Play System

Here’s what you’ll need to survive this book.

Life Points
To get your starting Life Points, roll one of your dice and multiply the result by ten. This will give you a Life Point figure between 10 and 60. You’re allowed to do this three times and pick the best score out of the three.

Fights
First attack: In any combat situation, it’s important to find out who gets in the first attack. Roll one of your dice. Score 4, 5 or 6 and the first attack is yours. Score 1, 2 or 3 and your opponent gets to go first.
Striking blows: Roll both dice to strike a blow or use a weapon. Score 2, 3 or 4 and it counts as a miss. Anything else is a hit and the score comes off your opponent’s Life Points. Throw the dice for your opponent in exactly the same way. Any hits scored by him come off your Life Points.
Weapons: If you (or your opponent) are using a weapon, it adds extra damage to a successful hit. The amount of extra damage is given with the weapon. For example, if you find a pistol (+5), it means each time you successfully shoot somebody with it, you add 5 to the damage shown by the dice.
Ammunition: Firearms are useless without ammo. You’ll be told when you find a weapon how much ammo it contains. Once you run out of ammo, you score no extra damage when using a firearm.

Healing
Medicine: You can find all sorts of medicine in these adventures. Each time you do, using it will restore Life Points. You’ll be told how to calculate the number of restored Life Points with each medical pack.
Rest: If you can’t find medicine when you need it, you can always take a chance on resting. You can rest any time and as often as you like. To do so, throw one of your dice. Score 5 or 6 and you can add that number to your Life Points. But if you score 3 or 4 you have to deduct that number from your Life Points because you were attacked in your sleep. Score 1 or 2 and you rested without being attacked, but were too nervous to restore any Life Points.

Death
When your Life Points come down to zero, you’re dead and have to start the adventure again from the beginning. Same applies to any opponent you’re fighting.

Money
Keep a careful note of any money you may earn/win/find/purloin during your adventure. It could be useful for buying things or (occasionally) bribery.

Experience
Every time you win a fight (and in a few other special circumstances as well) you earn yourself one Experience Point. Keep careful note of the total, because 10 Experience Points gives you a Special Life Point. Special Life Points are added to your total just like ordinary Life Points and are lost in fights just like ordinary Life Points. But there are some important differences between Special Life Points and ordinary Life Points.
If you’re killed during an adventure, you can add all your Special Life Points to your score when you’re rolling up your Life Points for the next try.
You can add Special Life Points even if you score the absolute maximum of 60 when you’re rolling your Life Points. So if you have earned 6 Special Life Points and score 60 on your Life Point roll, your final Life Points will be 66.
You can carry Special Life Points with you into any other book in this series and add them in when you’re rolling up your Life Points for each adventure.

Absolutely Anything Roll
From time to time during your adventure, you might want to try to do something weird or spectacular. To find out the result, use the Absolutely Anything Roll. Throw both dice.
•Score 2 and you failed to do what you tried to do and killed yourself in the attempt.
•Score 3, 4 or 5 and you failed to do what you tried to do and can’t try again.
•Score 6,7, 8 or 9 and you failed to do what you tried to do but can try just one more time.
•Score 10, 11 or 12 and you succeed.

Use The Links!
Most e-reading devices will let you use the interactive links in each section to take you to your destination.



1

Darkness.
You’ve opened your eyes to total darkness. Your head hurts as if somebody recently bashed it with a club. Which, now you come to think of it, was exactly what happened.
You leap to your feet and promptly fall down again. You’re exhausted, trembling, every muscle aching. You stand up again, more cautiously this time and reach out in the darkness. Your hand touches a rough stone wall.
You wonder where you are. You wonder how you got here. Most of all you wonder how you’re going to get out.
As you explore the confines of your tiny cell, your memory gradually returns. You remember how you joined the iron-clad Invaders from the East, hoping to help them overthrow the evil Emperor Montezuma whose very name means Angry Lord. You remember how you were stunned and captured, brought here to Tenochtitlan, the Aztec capital.
Most of all you remember the last thing your guard told you before you passed out in this filthy cell. The Angry Lord has ordered a human sacrifice to persuade the gods to turn away the invaders.
And you are going to be it!
There’s a noise. You stand very still, your back against the wall. Suddenly you are blinded by light. You can see in silhouette the broad figure of your guard. Has he come to take you to the sacrificial temple?
“Awake are you?” he growls. “Not before time. I got some food for you. The High Priest says you need fattening up before ... well, you know.”

This could be your chance to escape. You know Tenochtitlan like the back of your hand so if you can only get out of this cell you can quickly lose yourself in its winding alleys and hordes of people. To launch an attack on your guard, go to 18 . But maybe it would make more sense to eat the food since you’re feeling so weak, in which case go to 26 .

Please select an option from the previous page.




2

Splat! The stone’s fallen down and crushed you.

Toss yourself like a pancake to section 13 .

Please select an option from the previous page.




3

Enough of fumbling! Bravely you stride forward. Bravely your foot lands on empty air. Bravely you tumble downwards to splat onto hard rock far below. You lie there wondering if you are dead.

Good point. Throw two dice. Score 2 and you’re definitely dead at 13 . Score anything else and deduct your score from your Life Points. If this kills you, go to 13 . If it doesn’t, rub your bruises at 105 .

Please select an option from the previous page.




4

You step over the limp body of the jaguar. The fight was noisy and the great cat howled when you eventually killed him so you’re worried you may have attracted the attention of the priests.

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