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Is there any reason aside from chivalry to not repeatedly fight the semi-aquatic egg-laying mammals for a fountain of money and XP?
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# ? May 12, 2015 01:21 |
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# ? Jun 8, 2024 08:23 |
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Secret passages and snooping around for later. Let's check off some more boxes (and stone houses and little bush creepies)! 55->61->52->44->50->39->48
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# ? May 12, 2015 12:13 |
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inflatablefish posted:If Cluedo has taught me anything, it's that you always go with the secret passages. Let's try 90, then 92 if we can! This
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# ? May 12, 2015 12:48 |
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Glazius posted:Is there any reason aside from chivalry to not repeatedly fight the semi-aquatic egg-laying mammals for a fountain of money and XP? Yeah - Monsters/encounters beaten don't come back. Even/especially after you die.
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# ? May 12, 2015 13:06 |
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Alright, time to see where that secret passage leads!Section 90 posted:Thought you would. On one hand, there could be interesting things in there. On the other hand, EJ has explicitely warned us not to go in. On the other other hand, EJ is famously a coward. On the other other other hand, there are things that can easily kill us in this book. So what do we do? >Go in >Don't go in Pip's Stat Block posted:LIFE POINTS: 40/40 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...) Mikl fucked around with this message at 21:47 on May 12, 2015 |
# ? May 12, 2015 21:04 |
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Of course go in!
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# ? May 12, 2015 21:14 |
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We're going in!
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# ? May 12, 2015 21:38 |
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Section 86 posted:'No! No!' EJ shrieks in panic as you step forward. 'I have this dreadful premonition. I have a fearsome intuition. I have...' Section 86 posted:But the creature continues speaking, its melodious voice echoing within your mind. 'But I perceive your heart is pure and that your task is urgent. Therefore, you may take that which you seek and leave in peace.' And it turns away. Well that was nice. But what was that about being our fate to one day adventure there? What did he mean by that? I guess we'll have to wait and see. Meanwhile, where were we? Oh yeah, through the back door at 92. Section 92 posted:You step through the doorway into fog. At once you turn, but even your lightning reflexes are not fast enough. There is no sign of the door. You fumble in the fog without avail. You fumble for a very, very long time. Well that's not nice. We've already seen 8, it makes us wander through the fog until we reach 42, which is the start of the adventure yet again. Since we already know where we need to go, let's head to 58. Section 58 posted:You seem to be approaching a town, Pip. Well, a village, really. The first thing you see is the steeple of the village church, then later, as you continue trudging wearily along, the thatched roofs of the cottages come into sight. If you'll remember, 13 leads us to the shimmering doorway, which in turn leads to the village. Where will we end up now? Roll: 6 + 3 = 9. Section 19 posted:Someone is walking towards you on the roadway. Someone BIG. He walks funny too, rolling a bit from side to side as if he was having just a little difficulty keeping his balance. He must weigh a ton - the ground is shaking as he approaches. And he's a weird colour: all sort of slate grey. How do we face the stone menace? Pip's Stat Block posted:LIFE POINTS: 40/40 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...) Mikl fucked around with this message at 11:31 on May 13, 2015 |
# ? May 12, 2015 22:05 |
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I think a dagger would be highly ineffective against a statue so weaponry is out and knowingly our luck it probably nullifies magic...Let's use the Magic Sword and hope for the best.
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# ? May 12, 2015 23:03 |
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Not EJ! Magic is the best
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# ? May 13, 2015 04:15 |
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I have a feeling whatever weapon we try is going to shatter, so goodbye dagger.
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# ? May 13, 2015 11:19 |
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Let's try magic.
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# ? May 13, 2015 13:26 |
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We haven't done much with magic yet this book, so yeah, let's give that a shot. I'm sure it won't kill us hilariously.
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# ? May 13, 2015 13:48 |
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Do you believe in magic?Section 12 posted:Yip, Pip, magic should work OK, providing you manage it properly. Go to 23. Good choice! The other two options would have resulted in "nope, doesn't work, you can choose something else but you wasted time so the enemy strikes first" for ordinary weapons and "works alright, but you do -4 damage, go to 23" for magic weapons. Section 23 posted:The Stone Man has 28 LIFE POINTS. He's a bit slow on his feet and so needs to roll an 8 or better to hit you with his stone sword. As against that, the sword will cause +4 damage if it gets you. Good luck. We have some Lightning Bolts left over from the Castle of Darkness, so let's get some mileage out of those first. Stone Man's initiative roll: 1 + 6 = 7 Pip's initiative roll: 2 + 4 = 6 I don't think we have won a single initiative roll this whole book. Have we angered the Random Number God somehow? Stone Man attacks! 4 + 3 = 7, dodged. Firefinger! Stone Man is zapped for 10 LIFE POINTS and is down to 18. Stone Man attacks! 1 + 6 = 7, dodged yet again. Firefinger! Stone Man is zapped for another 10 LIFE POINTS and is down to 8. Stone Man attacks! 3 + 3 = 6, another miss. Firefinger! Stone Man is thunderstruck, his LIFE POINTS are in the negative, and he crumbles into gravel. That was easier than expected. Section 37 posted:Wow, was that some fight! For a while there it didn't look as though you were going to come 13 is the section with the shimmering doorway which leads to Stonemarten. We can step through to 10 and go directly there, or step around it to 33, making it disappear and ultimately ending up in the village all the same (fake choice!). So here we are again! Where shall we explore next? (So far we've seen Sections 33, 41, 43, 45, 51, 63, 69 and 72). Pip's Stat Block posted:LIFE POINTS: 40/40 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...)
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# ? May 13, 2015 20:14 |
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Try 79, 89, 74, 38, and 66 to see if there's anything in those buildings along the wall.
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# ? May 13, 2015 20:22 |
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Jazzimus Prime posted:Try 79, 89, 74, 38, and 66 to see if there's anything in those buildings along the wall. Works for me. Also, if we end up getting into a reasonably tough fight I'd like to see us trying out a bit of magic, eg a POW or a PANIC.
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# ? May 13, 2015 20:40 |
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Hmmm. Query, if you die, are you going to keep upgraded EJ? I mean, it is part of the sword itself now, and we keep the sword, so...
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# ? May 13, 2015 20:56 |
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Tallgeese posted:Hmmm. Yes. The only things that disappear after a death are enemies and loot, EJ's upgrade is a boon and we can always get to the Section that grants it. (This wasn't the case, for instance, with the Lady in the Castle of Darkness, where we were explicitly told we wouldn't be able to get back there again, ever.)
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# ? May 13, 2015 21:12 |
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I thought the rules for Firefinger changed, requiring us to make a to-hit roll even if we brought some from the previous book?
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# ? May 13, 2015 21:57 |
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FredMSloniker posted:I thought the rules for Firefinger changed, requiring us to make a to-hit roll even if we brought some from the previous book? Rules say that spells require a roll of 7 or more to work, but I interpreted that to mean that you need to roll a 7 to get Lightning Bolts or Fireballs, but once you do those work the same as they did in the Castle of Darkness. I can see how the rules can be interpreted like you said, though, and honestly I'm not sure who's right. Section 79 posted:Go direct to 41. Another Australian cricketer in fancy dress, another 10 Silver Pieces collected. (There are a few of these scattered around Stonemarten, it's hard to come up with enough things to fill a whole village after all.) Section 89 posted:Go direct to 41. Case in point. Section 74 posted:Go directly to 41. This one's different! It says directly instead of direct. Section 38 posted:It looks like a cottage, much like every other cottage. Whitewashed walls. Thatched roof. It's The back door to 92 is exactly like the other back door to 92 we stepped through, which leads us back to the start and, eventually, back to the village. If you really want to we can try it, but honestly I don't see the point. Section 66 posted:Go direct to 41. I'm starting to think these guys have something to do with the villagers' disappearance. We've found what, six of them by now? Well that was disappointing. We've collected 40 Silver Pieces from Things from Down Under and found a door out, but we already know where it leads. Where to next? Sections we've visited: 33, 38, 41, 43, 45, 51, 63, 66, 69, 72, 74, 79 and 89. Pip's Stat Block posted:LIFE POINTS: 40/40 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...)
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# ? May 13, 2015 23:10 |
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55->61->52->44->50->39->48 Then maybe we can look at the field or something.
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# ? May 14, 2015 01:38 |
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Section 55 posted:'Halt, Varlet! Darest thou disturb my meditations!' Is it... Can it be? Section 96 posted:No, of course it's not! It's somebody you remember from your adventure in the Wizard Ansalom's Dark Castle. The last time you saw him was at King Arthur's Court in Camelot, dressed in all his finery and insignia of rank. And the time before that he was lost in the woods outside the Dark Castle, bravely determined to do something about the Wizard if he ever found his way out again. A man worthy of respect, Pip, as all true kings are, but one whose bark is definitely worse than his bite. Hey, it's this guy! Hi! Section 96 posted:'Well, I don't know about fearless...' you say modestly. For those just joining us for this book, we've met this dude before while we were on our way to the Wizard Ansalom's Dark Castle. Back then we just had a quick chat, but this time we get some respect. Nice. Let's see what this scroll says: Section 101 posted:Be it known to all adventurers that I, Ethelbert, warrior monk and loyal subject of Arturus Rex, son of Uthur Pendragon and rightful Liege Lord of the Realm of Avalon, do hereby testify in verity and truth that I, the said Ethelbert, have by the grace of God and a strong right arm, reached that place which men call Dragon Cavern and ventured a distance therein. Soon I must venture within this dreadful place again, risking my sanity and my very life, and so I write this scroll lest I perish, that it might be an aid to any who may come after me to this accursed place. Might be useful to remember this. Now let's see what the next cottage, 61, has in store for us. Section 61 posted:You know something? For the first time in this grotty village, you've actually found somewhere that feels nice. You stand just inside the doorway of the cottage, soaking up that very pleasant feeling. Our own personal healing spot! I'll never complain that nothing nice ever happens to us. Section 52 posted:Somebody likes pot plants. Roll: 2 + 3 = 5 Death the second: slowly strangled and digested by creepers (who grows creepers indoors anyway?) For the intent of not bringing the LP to a screeching halt, I'll just re-roll for LIFE POINTS instead of also rolling for money. If you wish to select some different equipment just post and say so, and I'll roll the money dice for you. 2 + 2 = 4, 1 + 4 = 5, 4 + 3 = 7. 28 LIFE POINTS this time. For now it's back to 58, and I'll roll the dice to see where they take us. Roll: 2 + 4 = 6, we're back to 13 and from there to 10, Stonemarten Village. Since the only things that disappear after a death are enemies and loot, not bonuses, I'll pop into the secret passage and collect the upgrade to EJ, and pop into King Pellinore's cottage and collect his scroll. Everything else we've found is lost, however. So now we're back into the village. Shall we keep going checking every section sequentially? It had been fine so far, but now we've encountered things that can kill us from a missed roll. If you want to proceed like that it's fine by me, but I wanted to run it by you guys first. So, where to next? Sections we've visited: 33, 38, 41, 43, 45, 51, 52, 55, 61, 63, 66, 69, 72, 74, 79 and 89. Pip's Stat Block posted:LIFE POINTS: 28/28 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...)
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# ? May 14, 2015 20:32 |
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We have nothing to lose at this point, so bring it on 44>50>39
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# ? May 14, 2015 22:11 |
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Section 44 posted:You enter the cottage and fall down a trap. Sorry to put it so bluntly, Pip, but you need to know right away when you're in trouble. And you may be in a lot of trouble. Roll: 5 + 3 = 8, we're safe from the spikes. And a good thing too! Because: Section 44 posted:If you got skewered, there's more bad news - the spikes are poisoned. Roll two dice again to So to recap, there are three ways this Section can kill you: 1. Life point depletion if we hit the spikes, are already low on LIFE POINTS, and roll badly; 2. Deadly poison; 3. Starvation if we didn't bring climbing tools. This book Fortunately, we do have climbing tools, so back to the map it is! And on to 50. Section 50 posted:Snaarl! Wolf attacks! 3 + 2 = 5, Wolf misses. Pip attacks! 1 + 1 = 2 Wolf attacks! 2 + 1 = 3, another miss. Pip attacks! 3 + 2 = 5, Wolf is hit for 1 + 5 - 1 = 5 LIFE POINTS and is down to 26. Wolf attacks! 1 + 4 = 5, yet another miss. Pip attacks! 1 + 3 = 4, Wolf is hit for 0 + 5 - 1 = 4 LIFE POINTS and is down to 22. Wolf attacks! 2 + 1 = 3, yet ANOTHER miss (what is it with the dice today?) Pip attacks! 6 + 1 = 7, Wolf is hit for 3 + 5 - 1 = 7 LIFE POINTS and is down to 15. Wolf attacks! 6 + 5 = 11, Pip is hit for 5 + 3 - 6 = 2 LIFE POINTS and is down to 26 (I just had to go and complain about the dice...) Pip attacks! 6 + 2 = 8, Wolf is hit for 4 + 5 - 3 = 6 LIFE POINTS and is down to 9. Wolf attacks! 3 + 3 = 6, Pip is hit for 0 + 3 - 6 = NO LIFE POINTS. Pip attacks! 6 + 5 = 11, Wolf is hit for 7 + 5 - 1 = 11 LIFE POINTS and falls down dead. Section 50 posted:If the Wolf kills you, go to 14. That's quite the neat amount of money! Let's hope we don't get killed now. Onwards to 39! Section 39 posted:As you approach this cottage you notice by the front door one of those ghastly plastic garden gnomes that are going to become extremely popular in a few centuries' time. Wait a minute ! A plastic gnome in the days of King Arthur? Something badly wrong here, Pip. Alright. Question 1: 3 + 6 = 9, 90 Gold Pieces. Question 2: 1 + 2 = 3, 30 Gold Pieces. Section 39 posted:Can you afford to pay to have your questions answered? Check your available money and valuables. Right now we have 100 Gold Pieces, courtesy of the Wolf's treasure, so we can afford the answer to either question, but not both. It's up to you: do we pay for an answer? If so, which answer do we pay for? Also an additional question: after we're done with the gnome, where shall we head to? Sections we've visited: 33, 38, 39, 41, 43, 44, 45, 50, 51, 52, 55, 61, 63, 66, 69, 72, 74, 79 and 89. Pip's Stat Block posted:LIFE POINTS: 26/28 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...)
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# ? May 16, 2015 10:40 |
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Well, we already know a couple of ways out of the village, so we don't want to pay extra for being told about those back doors we've found. But let's pay for a snippet of info about the Dragon Cavern. After that, let's go to whichever house was the free insta-heal. Looking at the map, it looks like 40 and 48 are the only cottages we haven't seen yet, so let's try those.
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# ? May 16, 2015 11:32 |
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inflatablefish posted:Looking at the map, it looks like 40 and 48 are the only cottages we haven't seen yet, so let's try those. This, then the left side - Garden, Stables, Church and then the well.
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# ? May 16, 2015 12:49 |
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Alright, let's count out 90 Gold Pieces and hand them to the Gnome!Section 93 posted:This may well be a Gnome of Zurich, Pip - you wouldn't believe the way he counted and recounted your money before stashing it carefully away in a leather pouch with a lock on it. Imagine! A locked pouch! There you have it. The exit to Stonemarten Village is at Section 30 Now let's pop into the healing cottage, and when we're well rested answer this question: shall we go directly for the exit, or search Stonemarten carefully as the Gnome suggested? Pip's Stat Block posted:LIFE POINTS: 28/28 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...)
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# ? May 16, 2015 19:35 |
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We should search the village entirely, and not pick up anything until we're ready to head to 30. It would suck to get vital stuff and lose it.
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# ? May 16, 2015 21:05 |
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Search the village and take everything. We need the XP.
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# ? May 17, 2015 03:31 |
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Ok. First, as you said, we'll finish with the cottages, at 40 and 48. Then we'll see where to go from there.Section 40 posted:Now that's better! A table laden with jam tarts, trifle, apple pies, cakes, buns, bombes, tortes and goodies of every description. There's even a pitcher of home-made lemonade. And not a soul in sight! Tuck in, Pip. You need to fortify yourself when you can in a place like this! Sure, let's eat food randomly found lying around in a deserted village! What's the worst that can happen? Section 100 posted:You've got a bit of a tummy ache, Pip. And it's getting worse. Maybe you shouldn't have scoffed so many of those jam tarts. Or those cakes. Or maybe. . .maybe the food is poisoned! Roll: 6 + 4 = 10. Section 109 posted:Writhe in agony, Pip - you're definitely poisoned. Death the third: ate from a poisoned banquet Two things to note! First, we could have prevented this by casting P.I.P., which according to the rules would have neutralised the poison. Actual effect, as I interpreted the rules, was that we would have checked out both 97 and 109, and chosen the Section with the "the poison doesn't work on you" effect. Second, this Section is one of several gently caress yous to people who brought the Luckstone over from the Castle of Darkness, since usually the lower the dice throw, the worse the result, so it is encouraged to use the Luckstone to add three to dice rolls. This time, instead, it's the higher dice roll that gives a dedly result. (There are other Sections like this.) Anyway! Life point roll once again. 4 + 5 = 9, 6 + 3 = 9, 3 + 5 = 8. 36 LIFE POINTS. Let's backtrack to the village, and check out that last cottage at section 48. Section 48 posted:You enter the cottage and the entire place caves in on top of you. It's no fun being an adventurer sometimes, Pip. Death the fourth: buried under a collapsed cottage Ladies and gentlemen: our first "no saving throw, you are dead!" Section. It won't be the last. Once again, life point roll: 4 + 6 = 10, 3 + 2 = 5, 5 + 5 = 10, 40 LIFE POINTS. And let's backtrack to the village again. Where to next? Sections we've visited: 33, 38, 39, 40, 41, 43, 44, 45, 48, 50, 51, 52, 55, 61, 63, 66, 69, 72, 74, 79 and 89. Pip's Stat Block posted:LIFE POINTS: 40/40 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...)
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# ? May 17, 2015 12:04 |
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20 24 28 34 47 54 57 60
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# ? May 17, 2015 12:59 |
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jesus christ what is with all these bullshit save or die rooms. Or you know, the just die room.
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# ? May 17, 2015 17:23 |
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We're never going to actually accumulate any experience or treasure, are we?
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# ? May 17, 2015 19:17 |
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I think that is the hidden secret of these books. They're teaching you about the transitory nature of material possessions.
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# ? May 17, 2015 20:18 |
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Ah, Grailsquest! One of my favorite series of gamebooks, mainly due to its witty, charming writing. I've read the books so much I almost know them by heart now, so I think I will not participate in the decisions; however, if Mikl likes I might butt in every now and then to provide some bits of trivia about the game mechanics, and in particular the probability of success or failure of some actions in the game (I've coded small simulation programs to calculate them for my own amusement). About Firefingers and Fireballs in the second book, I agree with Mikl: both "Firefinger" and "Fireball" are categorized as spells which can be cast only once per book, so I assume once you cast them successfully they provide 10 bolts and 2 fireballs working as in the first book.
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# ? May 17, 2015 21:05 |
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QuintusCunctator posted:Ah, Grailsquest! One of my favorite series of gamebooks, mainly due to its witty, charming writing. I've read the books so much I almost know them by heart now, so I think I will not participate in the decisions; however, if Mikl likes I might butt in every now and then to provide some bits of trivia about the game mechanics, and in particular the probability of success or failure of some actions in the game (I've coded small simulation programs to calculate them for my own amusement). I don't mind at all! Anyway, a bit of warning: the next update is shaping up to be a big one and I'll be away for work for three days with dubious internet access, so I'm going to call it right now and say that the next update will come sometime on Thursday. See you all then!
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# ? May 17, 2015 22:54 |
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Oh good lord. We've got nothing to go on picking these answers and some of them are instant death? Well, at least if the dragons eat Pips we'll be able to fish out a ready supply. Some of them poisoned!
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# ? May 18, 2015 09:03 |
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Welcome back! We've got a lot of ground yet to cover in this village, so let's take a look at the map. To hopefully end what's in Stonemarten within a few updates, here's what I'll do: I'll make a clockwise grand tour of the Sections we haven't visited yet, starting with the field at 28, moving through 20, 24, 57, 47, 34, and ending with the well at 60, skipping the ruined tower at 30 which we were told is the way out. I'll do anything there's to do in those Sections, but I won't make any decisions (if there are decisions to make, that is), leaving those to you after this update. Are you ready? Let's go! Section 28 posted:Stone leeks and lettuces, stone cabbages, stone peas, stone carrots, stone spinach, even stone potatoes. And over there you can clearly see stone flowers - roses, hyacinths, rhododendrons, lily of the valley, bachelor's buttons, buttercups and daisies. There must be an awful lot of lime in the soil here. Not gonna lie, this section scared the poo poo out of me when I was a little kid. Let's see what the dice have in store for us! Roll: 3 + 2 = 5. Section 67 posted:'Welcome home,' says the monster, obviously having noticed you are gradually turning to stone. 'We've saved a very nice spot for you when you petrify completely. Over there to the south, where it's warm.' Desperate times call for desperate measures. Time to use our magic! Pip casts P.O.W.! 2 + 6 = 8, Pip loses 3 LIFE POINTS and is down to 37 but his next strike will do +10 damage! Stone Monster attacks! 1 + 6 = 7, Pip is hit for 0 - 6 = NO LIFE POINTS. Pip attacks! 5 + 3 = 8, Stone Monster is hit for 0 + 5 + 10 - 1 = 14 LIFE POINTS, is down to 4 and falls unconcious. What if we had rolled differently on the dice back at section 28? Section 70 (roll 7-10) means we'd be able to stagger back out of the stone garden, making the turn-to-stone spell lose its effect, while Section 75 (roll 11 or 12) sees us completely turned to stone and sent packing to 14. Onwards, let's visit the building at 20. Section 20 posted:Phew, what a pong! These are stables by the smell of them, although it looks as though they haven't been used in years. The stalls are broken down and the hay rotting. Pieces of leather harness hang from nails in the walls, looking as if they'd fall apart if you tried to put them on a horse. Fortunately you don't have to, as there are no horses here. First decision you have to make! Do we search the stables by going to 71? Keep in mind that it might cause us to die painfully (and also hilariously, but mostly painfully). Let's move on, time to visit the church at 24. For this next Section, I'll provide a soundtrack! There'll be a link embedded in the text partway through the Section, open that in another tab and listen along while you read for full effect. Section 24 posted:This is like no church you've ever been in, Pip. At least it is, but it isn't. There's an aisle and pews and an altar and an organ and a pulpit and a lectern and all the rest, right down to the stained-glass windows. But the whole kit and caboodle is covered thick with dust and cobwebs. They're everywhere. They brush against your face as you move, and the dust rises in little clouds from under your feet. This loving book Pip's initiative roll: 1 + 5 = 6 The Phantom's initiative roll: 1 + 2 = 3 Pip attacks! 5 + 1 = 6, the Phantom is hit for 2 + 5 = 7 LIFE POINTS and is down to 23. The Phantom attacks! 6 + 6 = 12 Pip is hit for 7 + 3 - 6 = 4 LIFE POINTS and is down to 33. Pip attacks! 5 + 4 = 9, the Phantom is hit for 5 + 5 = 10 LIFE POINTS and is down to 13. The Phantom attacks! 2 + 6 = 8, Pip is hit for 3 + 3 - 6 = NO LIFE POINTS. Pip attacks! 4 + 1 = 5, the Phantom is hit for 1 + 5 = 6 LIFE POINTS and is down to 7. The Phantom attacks! 6 + 3 = 9, Pip is hit for 4 + 3 - 6 = 1 LIFE POINT and is down to 32. Pip attacks! 1 + 6 = 7, the Phantom is hit for 3 + 5 = 8 LIFE POINT and falls down dead. Section 87 posted:That is certainly one dead Phantom! By the time this adventure is over, everybody will be calling you Pip the Phantomslayer. If they aren't calling you Pip the Dragonslayer, of course. They might even be shaking their heads and saying, 'Poor old Pip. Did rather well, but the monsters got the best of it eventually.' Loot obtained: one tinglering. (A zombie back in the Castle of Darkness had one like this too. Are they related? ) Moving on, time for 57! Section 57 posted:Close up, this doesn't look nearly so impressive as it does at a distance. In fact, it doesn't look impressive at all. It looks decidedly seedy, if not exactly tumbledown. The sort of place that might have been a beautiful Abbey once, but has certainly seen better days. Past its prime, as you might remark. Over the hill. But still used, by the looks of this. Second decision point! Do we stay with the monks forever, or do we fight them? )We can also do nothing and leave them alone.) Next stop, 47! Section 47 posted:Count Dracula used to say that when you'd seen one crypt you'd seen them all. But whatever about that, this really does seem to be a rather special sort of crypt. For a start it's all done up in pink Oh dear, this guy again. Section 47 posted:Only one creature in the universe could write rhymes as badly as that. His fame is so widespread almost everybody in Avalon has heard of him at some time or another. Could it be . . . ? Yes, it is! Below the plaque is an iron plate bearing the words: Third decision point! Do we knock on the Poetic Fiend's door? You know you want to. Is there something in the crypt's courtyard at 34? Section 34 posted:Why would anybody in their right mind want to explore this place? It's a graveyard, Pip. You knew it was a graveyard - you could see that quite plainly before you decided to come here! What on earth do you expect to find in a graveyard? There is! What does 91 hold in store for us? Section 91 posted:What ghastly corpse will emerge from the open grave? What mouldering monster? What vicious vampire? What ghostly ghoul? Mystery solved: what happened to the village? It was cursed, of course! New mystery: who cursed the village? What do dragons have to do with it? Let's see if the well at 60 can answer that. Section 60 posted:Haven't you anything better to do with yourself than waste time staring down a well, Pip? Especially a well with a Water Weird in it? That's right - a Water Weird! We already used a P.O.W. against the Stone Monster, so let's go for a P.A.D. now. Pip casts P.A.D.! 4 + 4 = 8 It's super effective! Enemy Water Weird has fainted! Phew, that was a long tour, but we're almost finished with Stonemarten now. Almost. There are still some things we can do. To remind you: - Do we search the stables? - What do we do with the monks? Join them, fight them, or leave them alone? - Shall we enter the Crypt of the Fiend? Of course, if you're tired of this dump, we can head to the ruined tower and move on. Your call. Pip's Stat Block posted:LIFE POINTS: 32/40 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...)
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# ? May 21, 2015 19:57 |
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Mikl posted:
Yes Fight them Yes But first visit that cottage that restores all your Life Points. (EDIT: And visit it again between each action if we lose any Life Points along the way) Jazzimus Prime fucked around with this message at 21:13 on May 21, 2015 |
# ? May 21, 2015 21:09 |
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# ? Jun 8, 2024 08:23 |
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Yes. Yes, Fight! Yes. Also get life points every time we need them.
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# ? May 21, 2015 21:52 |