Witches and Bandits and Swords (Oh My) The Graphic Novel
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About this ebook
An adventure-choosing fantasy gamebook in which you must:
Explore dangerous forests!
Trade potions with exotic witches!
Try not to be offended by the sarcastic rabbit!
Only the bravest and best will succeed in saving themselves, rescuing their friends and preventing a dark and terrible fate from befalling the land.
Dominic O'Reilly
Born to the mean streets of Stoke on Trent, Dominic is now an economic immigrant in the Manchester area; living in a box in Stockport and jumping around various temp jobs which range in excitement from typing address information for the Royal Mail, through typing Census forms, all the way up to typing railway station surveys. When he can clear his mind of postcode information and defective platform copers, he writes stories in genres including horror, humour and erotica- typically depending on what mood he's in, and his total career earnings prior to the release of his debut novel amounted to 33 US Dollars, for which he was very grateful. Dominic also writes about himself in the third person for no apparent reason.
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Witches and Bandits and Swords (Oh My) The Graphic Novel - Dominic O'Reilly
Chapter 1
CottageDayYou're in a sparse cottage with no furnishings other than a modest bed and a cauldron. It is a bright day outside and the forest looks far more inviting than it was when you were fleeing from the murderous pirates. Looking around, you see a trapdoor beneath the bed.
Examine the cauldron 8
Examine the trapdoor 30
Go outside 77
Go back to sleep… 35
002
GuardDayWhen they say no-one, they probably don't mean me.
You say cheerfully as you nonchalantly head west. Unfortunately, you find yourself walking into a very heavy guard who pushes you back. Perhaps you should rethink your strategy.
Run down the path west 81
Follow the path east 21
Talk to guard 23
Offer guard gift 76
Attack guard 33
Use potion… 13
003
RabbitDayTricky. Just how does one engage in conversation with a rabbit? It very rarely comes up as an issue. Nonetheless, you make an effort.
So,
you say, you can...talk.
Yes. So. Can. You.
You feel the rabbit is mocking you slightly.
Oh, sorry. Erm, do you have a name?
No. If it makes it easier you can call me Mr Rabbit. Do you think you can possibly remember that? Now, what would you like to discuss? I'm very wise, as far as rabbits go.
How come you can talk?
49
Where am I?
41
Have you seen any friends?
70
What should I do?
11
West 9
East 16
North 52
South 69
Attack the rabbit… 59
004
CottageDay*hic* This doesn't appear magical (you hope) but is very potent. Probably best not to drink anymore unless you want to spend the rest of the adventure running into trees and trying to befriend armed bandits.
West 25
East 47
South 77
Read note… 66
005
CampWith what?
Sword 62
Fists 46
On second thought, let's not… 36
006
GuardDayCheers
say the guard as he takes your money. You're not so bad after all.
Can I pass now? Please?
Nope.
Follow the path west 2
Follow the path east 21
Offer playing cards 57
Offer sexual favours 80
Attack guard 33
Use Potion… 13
007
ForestDayYuck! What a mess. Blood and innards everywhere. You recognise one of the men as a pirate you've met before; he wears an animal skin and has a tattoo of a flaming skull and crossbones. The other is a stranger to you. You think the bandits might have sent one guy out to look for you and he might have run into the hut's owner. Looks like they died fighting each other. To try and stop thinking about whether there are more pirates around, you check the bodies. You take the best of the two swords and 20 Gold. You graverobber, you.
Follow the path west 21
Follow the path east 77
Go north into woods 25
Go south into woods… 60
008
CottageDayThe cauldron is filled with a foul smelling greeny brown liquid. What it is and how long it's been there are two things you aren't entirely sure you want to know.
Drink the liquid 22
Examine the trapdoor 30
Go outside… 77
009
ForestDayYou're in a forest to the south of the hut. That's it. You're perfectly aware that most woodland is just mile after mile of plantlife with no special features, people to talk to, curiously discarded valuables etc. but you still feel that there should be something here. Oh well, see if you reach anywhere more exciting next time.
West 60
East 42
North 77
South… 79
010
WitchesHeathI'm afraid you can't afford this. Just as well really, as we can't control this spell at all. You could end up shooting off into a tree.
(poison) Provide some purple and black herbs, and ten gold 38
(invisibility) Use purple, black and yellow herbs, and ten gold 68
Go south 17
Read book again… 34
011
RabbitDayWhat should I do?
Tricky. Trying to seek help from a talking rabbit is probably not a good start. People might talk,
it says in what you suspect to be a sarcastic tone of voice.
I’ll risk it.
You tell it your story and it listens attentively (or possibly in a state of deep boredom- it’s hard to tell with rabbits), but after some thought, it answers,
Hmmm… interesting. Well, your cargo’s probably been moved through the smuggler’s tunnel and into the town, but, if you ask me- and you are doing- I wouldn’t go that way. Seeing the witches to the north will be your best bet, but you’ll need some herbs and money.
Anything else?
you ask, hopefully.
What do you want? I’m only a rabbit. How about this; stay away from battlegrounds, they’re dangerous. There, satisfied?
Where am I?
41
How come you can talk?
49
Have you seen my friends?
70
West 9
East 16
North 52
South 69
Attack the rabbit… 59
012
RIPHaving never used a sword before, why you think you can beat a professional guard with one is completely beyond me but, it's your life. Or was. You die. The guards fatally hacks you with a single stroke and goes back to being bored.
Go back to start… 1
Play Witches... on Kongregate
Play Witches... on Itch.io
Play Witches... on mobile in the Google App Store
Krunchy Fried Games Website
Patreon
Dominic O'Reilly Website
013
GuardDayWhich potion do you wish to use?
Invisibility 73
Poison 45
Ultra Disco Dancing… 64
014
BanditsForestAs you continue your quest through the woods you hear raucous shouting and the clanging of metal on metal. To the south and west of you, huts and trees are on fire. You keep perfectly still as you realise you've entered a battleground and you can see soldiers fighting against bandits. To risk entering the thick of it, go the south or the west. To back away, head north or east.
West 20
East 60
North 21
South… 39
015
CampAs you head south, you are blocked by several well armed men who are very insistent that you don't go in that direction.
West 36
East 69
North 9
Attack soldiers 67
Enter building 71
Talk to a soldier… 24
016
CliffsYou are at the far east of the continent and looking out into the ocean to the south and east. The rapid waves are some hundred feet