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inflatablefish posted:Then we'll try the church, then the smithy, then the apothecary, and hope that one of them lets us in. ONLY A FOOL WOULD VISIT THE CHURH FIRST, but I'm otherwise fine with this.
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# ? Jun 18, 2015 00:26 |
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# ? Jun 1, 2024 15:53 |
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Alright, grand tour of the village start! We'll visit the church last, so let's head to the smithy and see if we can maybe buy some torches (smithies have plenty of wood to spare, right?).Section 17 posted:'Here, young 'un,' calls the Smith as you approach the forge, 'I hopes you don't want no armour made nor 'orses shod for I be werry late already.' He is a big man, like most smiths, dressed in a heavy leather apron and engaged in trimming the toenails of a placid carthorse. Hey, mister, you alright? (3 + 2 = 5) Nope, out cold. Shame. Let's hope the apothecary is more helpful. Section 27 posted:What a funny place. The shop entrance is down a flight of eight stone steps and there are six more steps (wooden, this time) into the dim, musty interior. Mind your head on that stuffed crocodile hanging from the ceiling. Merlin, what the hell are you doing here? Now stand still so I can punch you for being a horrible jerk. Section 27 posted:'Merlin? Is that you, sir, ?' you ask, frowning. Davydd, my man, I think we'll get along very well, on account of our mutual disrespect for Merlin. Section 27 posted:'Where's he sent you off to, then? Somewhere nasty, I'll be bound. Some dark castle or some Oh come on! Section 27 posted:What a mess this is. In a dead faint at the mere mention of the Ghastly Kingdom of the Dead. You could try to revive him, of course. A score of 10, 11 or 12 on two dice should do the trick and take you to 18. If you fail, perhaps it best just to creep away quietly, in which case you can take the road west out of the village (10) or try the provisions store (11) or the church (11) or the smithy (17) or make for the wood to the east (41) or even try an innings at pogolfit (58). Roll: 2 + 6 = 8, nope this guy's out cold too. (Also, note the mistake in the section numbering here: neither the church nor the provisions store are at 11, they're at 12 and 22, respectively. 11 Is something else, which we'll reach later on. Maybe.) On to the church! Section 22 posted:It's a nice church. Small, but nice, surrounded by a nice graveyard. (Some graveyards can be very nice if you don't have to live in them.) There is a narrow winding path up to the front door, which is open, as church doors have to be in the Age of Chivalry, since you never know when you'll need to seek sanctuary from some chivalrous Knight who's gone bananas and wants to hack you into stock cubes. Are we sure this is a vicar? I mean, this dude could probably close the gate to the Ghastly Kingdom of the Dead by himself. Section 6 posted:This is better - the place looks positively dreadful. You follow the Clanking Vicar down a flight of rickety wooden steps while dusty cobwebs brush against your face, wait briefly on an equally rickety wooden landing while the Clanking Vicar lights a wooden tar-torch which splutters and spits and gives off a thick pall of heavy smoke and noxious fumes, but little enough light. Then you descend some more wooden steps, walk across a dusty stone-flagged floor and descend yet more steps, worn stone this time, into a musty, Stygian complex of interlinking chambers rather carelessly stacked with coffins, sarcophagi, urns, caskets, broken tombstones and the occasional headless marble angel. All three paths look like they could kill us easily. Where do we go? Pip's Stat Block posted:LIFE POINTS: 44/44 Mikl fucked around with this message at 20:11 on Jun 18, 2015 |
# ? Jun 18, 2015 18:01 |
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Interesting! By diverging from Merlin's instructions somewhat, we've acquired a light source, which will be useful once we find the Kingdom of the Dead again. Page 46 looks the most interesting, and you can't go too wrong with coffins, so let's go that way.
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# ? Jun 18, 2015 19:07 |
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The reference # for the Church jumped from 22 to 21 after we checked the provisions store and back to 22. Typo? Or church secrets? 46 has Fiend Crypt written all over it. Let's go see our buddy.
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# ? Jun 18, 2015 20:07 |
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Section 46 posted:You clamber over the coffins then pause at the door to read the tattered notice scroll. It says: I'm not even going to bother asking what you guys want to do Section 37 posted:There is something decidedly familiar with this set-up. A touch of the old déjà vu as Monsieur Sir Lancelot du Lac was wont to say in his native France. The Crypt of the Fiend, eh? Surely this can only be the ubiquitous Poetic Fiend, famed throughout the length and breadth of Avalon as the author of the worst verse that ever fell like a pound of suet on a human ear! This dude, seriously Pip's Stat Block posted:LIFE POINTS: 44/44 Roll of the dead posted:Death the first: (poisonous) smoke inhalation I realized I forgot to add the Roll of the dead at the bottom of the stat roll. Fixed.
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# ? Jun 18, 2015 20:22 |
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Well, by my math, OPENING COFFIN = SECTION FORTY FOUR.
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# ? Jun 18, 2015 20:32 |
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FredMSloniker posted:Well, by my math, OPENING COFFIN = SECTION FORTY FOUR. Ding! Give this man a cigar. Section 44 posted:Something funny is happening. Well, perhaps funny isn't exactly the right word, since the lid of the casket is slowly opening and out of it is rising a slim, deathly pale figure in white gloves, evening suit and an opera cloak, staring at you with deep-set red eyes and smiling at you with top teeth so long they actually come down over his lower lip. Audience partecipation! Time to let your artistic talents shine: draw the Poster for the Fiend! Pip's Stat Block posted:LIFE POINTS: 44/44 Roll of the dead posted:Death the first: (poisonous) smoke inhalation
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# ? Jun 18, 2015 20:46 |
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No takers for the poster? A shame, but let's move on. Let's pretend we did draw it and see what our reward is.Section 53 posted:The Fiend strikes his forehead violently with the back of his hand, gasps, reels and pales - all, apparently, because you have just shown him the advertising poster you drew up. The more mathematically-inclined of you might note that the more Grailquest books we played, the more chances we have to find the coin. Fortunately we don't have to do the math, the sections we're referred to do it for us. Section 61 posted:Third adventure, eh? You're getting very experienced in this sort of thing now. According to the atomic pudding formula, you should roll two dice. Score 7, 8, 9, 10,11 or 12 and go to 54. Score 2 to 6 and go to 62. Roll: 2 + 5 = 7, let's go to 54. Section 54 posted:Frantically, you search through the coins, weighing them in your hands to find subtle differences in weight, biting them to see if one might be softer (or harder) than the rest, polishing them to find out if any one shines more than the others, testing their temperature to discover if one might be colder or hotter and generally making a completely logical approach to the problem before you luck out and find the magic coin!!! Status effect! And this one is actually the opposite of that one cursed emerald, we get +5 damage in combat. In theory you'd have to remember to use it, but I'll do it for every fight since it's not a consumable. Now from section 6 we have two possible ways to go: down a gloomy corridor to 28 or through an archway to 13. Which way? Pip's Stat Block posted:LIFE POINTS: 44/44 Roll of the dead posted:Death the first: (poisonous) smoke inhalation
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# ? Jun 20, 2015 11:45 |
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Gloomy sounds good. 28
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# ? Jun 20, 2015 13:45 |
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Section 28 posted:This corridor goes on forever! Gloomy, dank, smelly and dead straight. (Well, perhaps not dead straight: that was an unfortunate turn of phrase.) Section 24, you may recall, is the entrance to the Ghastly Kingdom of the Dead, a.k.a. where we emerged after we were drilled into the ground while playing Pogolfit. There are three choices from here, casually sauntering up to the gate (which results in the guardian Thing pulling us in), attacking the Thing (which results in it running into the gate and Pip giving chase ending up in the Kingdom of the Dead), and asking EJ what he thinks (he thinks we should go home). Therefore, we find ourselves back at Section 65! As a reminder: every six squares walked in a corridor we must roll dice to see if we encounter a roaming monster; last time we visited sections 125 (10 Gold Pieces loot, now empty because it's our second way through), 70 (cursed emerald), and 75 (death by smoke inhalation). Where should we go now? Pip's Stat Block posted:LIFE POINTS: 44/44 Roll of the dead posted:Death the first: (poisonous) smoke inhalation
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# ? Jun 20, 2015 15:17 |
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My gut tells me that 85 has something good.
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# ? Jun 20, 2015 15:47 |
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I also vote Section 85. We've already cleared the northwest and northeast doors, and this will clear the southeast.
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# ? Jun 20, 2015 21:17 |
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85 is right there, so why the heck not.
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# ? Jun 20, 2015 21:26 |
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Section 85 posted:You have entered a 30' x 40' chamber, not so big as the one you just left, but big enough and with a higher ceiling. Hey, EJ, it's your favorite, spiders! Section 85 posted:That's the bad news. The good news is that the Great Danish Spider hasn't reached you yet, so you have time to make a dice roll to find out if you're stuck fast in the web. Roll: 3, we're free. Section 85 posted:Even if you're not stuck, there's still that Spider, which is a lot nearer now. It has 15 LIFE POINTS, strikes on 5 or better and does +2 damage. Because of the situation, no Surprise is involved here on either side. EJ, who is afraid of Spiders, will score one less than his normal damage on account of shivering. Man up, EJ Pip's initiative roll: 4 + 6 = 10 Great Danish Spider initiative roll: 6 + 3 = 9 Pip attacks! 4 + 3 = 7, Great Danish Spider is hit for 3 + 5 + 5 - 1 = 12 LIFE POINTS and is knocked out. That was easy. Now we're at 65 again: The remaining parts of this level are mostly linear, there are only four sections where we'll need to backtrack once we've reached it, so choose the order in which to visit them: 105, 95, 115 and 80. I'll take care of getting us there. (Of course, I'll stop and ask you if anything plot-relevant happens, like a decision point.) Pip's Stat Block posted:LIFE POINTS: 44/44 Roll of the dead posted:Death the first: (poisonous) smoke inhalation
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# ? Jun 20, 2015 22:12 |
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Left to right: 95, 105, 115 and 80
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# ? Jun 20, 2015 22:21 |
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Ghostwoods posted:Left to right: 95, 105, 115 and 80 Sounds as deadly as any other way to me! Good, I mean. I mean good.
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# ? Jun 20, 2015 22:25 |
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Alright then! From 65's southwest door to 90 there are exactly six squares' worth of corridor, so we have to roll once to see if we encounter anything. Roll: 4 + 5 = 9, we meet two Nerds. (No, seriously, that's what the book calls them.) They each have 11 LIFE POINTS, hit on a 7 or better for +2 damage, and drop 10 Gold Pieces when defeated. Let's get to it. Pip's initiative roll: 3 + 4 = 7 Nerds' initiative roll: 5 + 6 = 11 (We have to roll initiative for the whole group of enemies, not for each one.) Lewis Skolnick attacks! 1 + 6 = 7, Pip is hit for 0 + 2 - 4 = NO LIFE POINTS. Gilbert Lowe attacks! 2 + 3 = 5, miss. Pip attacks! 4 + 3 = 7, Lewis Skolnick is hit for 3 + 5 + 5 = 13 LIFE POINTS and is killed. Gilbert Lowe attacks! 6 + 6 = 12, Pip is hit for 5 + 2 - 4 = 3 LIFE POINTS and is down to 41. Pip attacks! 2 + 2 = 4, Gilbert Lowe is hit for 0 + 5 + 5 = 10 LIFE POINTS, is down to 1 and is knocked unconcious. Pip gains 1 EXPERIENCE POINT and finds 20 Gold Pieces. Now let's open the door to 90 and see what we must face. Section 90 posted:Well, at least there's an exit door in this 50' x 20' chamber. There's also a funny-looking sort of mound in the middle of the floor. Curious, you move forward to inspect it, giving it a little poke with EJ. Well isn't it fortunate we happen to have an Artificial Aardvark with us? Especially since we have to face 2 + 5 = 7 * 10 = 70 ants But we're not out of the woods yet, we have to hope we don't mess winding up the Aardvark too many times (though this is very unlikely). Pip's initiative roll: 4 + 4 = 8 Ants' initiative roll: 4 + 5 = 9 Ants attack! 6 + 1 = 7, Pip is bitten for 1 LIFE POINT and is down to 40. Pip winds up the Artificial Aardvark! 2 + 6 = 8, success, 50 ants remaining. Ants attack! 5 + 6 = 11, Pip is pricked for 1 LIFE POINT and is down to 39. Pip winds up the Artificial Aardvark! 4 + 3 = 7, success, 30 ants remaining. Ants attack! 4 + 4 = 8, Pip is munched for 1 LIFE POINT and is down to 38. Pip winds up the Artificial Aardvark! 5 + 4 = 9, success, 10 ants remaining. Ants attack! 5 + 5 = 10, Pip is snacked on for 1 LIFE POINT and is down to 37. Pip winds up the Artificial Aardvark! 3 + 6 = 9, no ants remaining. Now let's leave through the south door, which leads to 110. Section 110 posted:Make one Wandering Monster roll in this 10' x 10' chamber. If the dice show no monsters present or you win through the encounter, you may leave by any of the three doors shown. Roll: 2 + 3 = 5, nobody's here. Let's go south to 95. Section 95 posted:There is only one door to this 30' x 30' chamber (the one you came in) and it swings tight shut behind you. Not that this should bother you greatly since your attention is taken up by the fact that the floor has just opened up beneath you, dropping you into a 20' deep pit. Deduct a double dice roll of damage from your LIFE POINTS (and go to 14 if this kills you) then sit down on the floor of the pit, which is littered with the dried bones of previous adventurers, and try to figure your best way out. Roll: 5 + 3 = 8, we're down to 31. Section 95 posted:Try climbing out without ropes. To do this you roll two dice. Score 11 or 12 and you will succeed in getting safely to the top. Anything else and you fall, with a double dice roll of damage. Nope, haven't got a rope. There is another way of getting out that isn't mentioned in this section: a PIL spell, but that would mean the loss of half our life points even if successful. Since that's 15 (rounded down), and is more than the maximum damage we can get from failing to climb out, let's first try not to use magic. Climb roll: 6 + 2 = 8, nope. We're hurt for 3 + 5 = 8 LIFE POINTS and down to 23. Still, it's unlikely we're going to roll 12 on our next damage roll, so let's try to climb back out again. Climb roll: 5 + 6 = 11, we made it. Now we're back at 110, and we must make one more Wandering Monster roll. Roll: 5 + 3 = 8, there's an Animated Skeleton here. This dude has 20 LIFE POINTS, hits on a 6 for +1 damage, and drops 10 Gold Pieces when defeated. Pip's initiative roll: 3 + 6 = 9 Animated Skeleton's initiative roll: 3 + 3 = 6 Pip attacks! 3 + 6 = 9, Animated Skeleton is hit for 5 + 5 + 5 = 15 LIFE POINTS, is down to 15 and is knocked out (how does that even work? It's clearly undead, but the book treats it as a normal enemy ) Now, before we head down the corridor to 105, there are two things to note: 1. We have to heal, of course. How do we do this: by chugging down a potion, or by Sleeping? 2. By virtue of reading ahead, taking a closer look at the map's scan, and comparing it with my paper copy of the book, I realized I had made a mistake when I cleaned up the map (FredMSloniker is right, the scan is TERRIBLY hard to read), which I corrected in this one: Note the difference with the previous one in room 105 and the corridor north of it. This is actually good for us, because it means that from 105 we don't have to backtrack to proceed forwards, but it's still a mistake which I freely admit, and I hope it didn't cause too much confusion. This, in fact, turns the rest of the level into a straight run for section 80, with some side rooms to explore here and there, so that's what we'll do once we've healed. Pip's Stat Block posted:LIFE POINTS: 23/44 Roll of the dead posted:Death the first: (poisonous) smoke inhalation Mikl fucked around with this message at 17:38 on Jun 22, 2015 |
# ? Jun 21, 2015 14:17 |
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Chug a potion, I doubt we'll run out anyway.
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# ? Jun 21, 2015 14:32 |
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Sleep! We need to see just how deadly this book's dreams are!
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# ? Jun 21, 2015 15:25 |
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Chug a potion then sleep. The best of both worlds (and then sleeping is less likely to kill us outright.)
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# ? Jun 21, 2015 15:44 |
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Ratatozsk posted:Chug a potion then sleep. The best of both worlds (and then sleeping is less likely to kill us outright.) Sure, best of both worlds.
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# ? Jun 21, 2015 16:54 |
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Ratatozsk posted:Chug a potion then sleep. The best of both worlds (and then sleeping is less likely to kill us outright.) Sounds lethal. Bring it on.
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# ? Jun 22, 2015 11:55 |
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Let's chug a potion: 5 + 3 = 8, we're up to 31 LIFE POINTS. And now, let's Sleep. Roll: 1, looks like we're headed for the Dreamtime, more specifically for Dreamtime Section 6 + 5 = 11. Dreamtime Section 11 posted:You have been knocked unconscious during combat, but Merlin, who is a bit short-sighted, decides you are dead and arranges a decent burial. You come to in an extremely comfortable coffin as it is being lowered into the grave. You have only a very short time to attract everybody's attention before our air runs out. You can attract their attention by throwing a 6 on a single die. But unless you manage to throw that six in five or fewer attempts, you're dead from suffocation. Take up your die ... Merlin Roll 1: 1 Roll 2: 5 Roll 3: 6! We wake up drenched in sweat, but at least we're still alive. We're still at 31 LIFE POINTS, but I think they're enough for now. (Let me know if you want to try sleeping again.) We're currently at Section 110, to reach 105 we have to cross eight corridor squares, which means one random encounter roll. Roll: 6 + 6 = 12, we're facing a Pip's initiative roll: 4 + 3 = 7 Creeping Jello's initiative roll: 2 + 4 = 6 Pip attacks! 5 + 3 = 8, Creeping Jello is hit for 4 + 5 + 5 = 14 LIFE POINTS and is down to 16. Creeping Jello attacks! 1 + 3 = 4, a miss. Pip attacks! 3 + 5 = 8, Creeping Jello is hit again for 14 LIFE POINTS, is down to 2 and is knocked out. Now let's walk two more squares to 105: Section 105 posted:There are two archways in this 20' x 30' chamber, neither of which is closed off by a door. The room is empty, but you must make one Wandering Monster roll to cross it. Roll: 2 + 5 = 7, nobody's in this room. Now it's four more squares to Section 82, which when added to the two we had left from the previous corridor, total six squares, and another Wandering Monster roll. Roll: 4 + 5 = 9, revenge of the Nerds (two of them, 11 LIFE POINTS each, hit on a 7 for +2 damage and each drops 10 Gold Pieces). Pip's initiative roll: 6 + 1 = 7 Nerds' initiative roll: 5 + 6 = 11 Nerd 1 attacks! 1 + 1 = 2 Nerd 2 attacks! 5 + 4 = 9, Pip is hit for 2 + 2 - 4 = 0 LIFE POINTS. Pip attacks! 6 + 5 = 11, Nerd 1 is hit for 7 + 5 + 5 = 17 LIFE POINTS and killed. Nerd 2 attacks! 4 + 6 = 10, Pip is hit for 3 + 2 - 4 = 1 LIFE POINT and is down to 30. Pip attacks! 2 + 3 = 5, Nerd 2 is hit for 1 + 5 + 5 = 11 LIFE POINTS and also killed. Now let's pick up the 20 gp and go through the door to 82. Section 82 posted:An empty 10' x 10' room with two doors. Nice surprise: you don't even risk a Wandering Monster. How nice Let's go south to 97. Section 97 posted:There is a door in each wall of this 10' x 10' room. There is also a funny smell, similar in many respects to fish and chips. Good thing we took a clickstick with us I guess! Section 68 posted:Chirp! says the cricket. Chirp. Chirp-chirp. Chirp. What a nice cricket. Much nicer than the other cricket we had to deal with in the village. Let's try the door to 115 first. Section 115 posted:There's a chest in here, oak by the look of it, with brass banding. Want to open it? If so, roll two dice. Score 2 to 6 and go to 73. Score 7 to 12 and go to 134. If you decide not to open the chest, you can leave through the door by which you entered. This update is already quite long, so let's stop here at this decision point. Do we open the chest or not? Pip's Stat Block posted:LIFE POINTS: 30/44 Roll of the dead posted:Death the first: (poisonous) smoke inhalation
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# ? Jun 22, 2015 17:58 |
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What kind of question is that? Of course we open the chest. Cast PIP first though, in case of poison traps.
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# ? Jun 22, 2015 18:49 |
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Ghostwoods posted:What kind of question is that? Of course we open the chest. Cast PIP first though, in case of poison traps. Yep.
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# ? Jun 22, 2015 19:31 |
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Ghostwoods posted:What kind of question is that? Of course we open the chest. Cast PIP first though, in case of poison traps. And then sleep some more. 'Twould be a shame to left anything left undreamt at the end of things.
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# ? Jun 22, 2015 20:41 |
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Pip casts PIP! Down to 27 LIFE POINTS, roll: 1 + 5 = 5, failed. Pip casts PIP! Down to 24 LIFE POINTS, roll: 3 + 4 = 7, success. Roll to open the chest: 2 + 1 = 3, we're off to 73. Section 73 posted:Mmm. Seems the chest was trapped, Pip. I see you guys are starting to realize how this book thinks. Since we'd cast PIP, the poison doesn't work on us. Section 73 is the "fail" result for that dice roll; if we'd succeeded we would have gone to 134, where the chest isn't trapped and contains 50 Gold Pieces and a scroll that teaches us a light spell, which can be cast the same as other spells in the two spellbooks, except that it costs only one LIFE POINT and has a permanent effect. Now let's Sleep to recover some life points: roll 5, we're safe this time, and we've recovered 3 + 3 = 6 LIFE POINTS, bringing us back to 30. Now let's see what's behind the door to 120. Section 120 posted:Trouble. There's a Shark in here, Pip. You discover it by falling into the pool which comprises the whole of this eccentric chamber. This book Even when it does a dick move (such as right now, for instance) it does it with style Do we drown? roll: 4, we don't. Do we freeze? roll: 4, we don't. Pip's initiative roll: 2 + 1 = 3 Dungeon Shark's initiative roll: 3 + 2 = 5 Dungeon Shark attacks! 6 + 6 = 12 Pip is hit for 7 + 4 - 4 = 7 LIFE POINTS and is down to 23. Pip attacks! 1 + 4 = 5, Dungeon Shark is hit for 1 + 5 + 5 = 11 LIFE POINTS and is down to 9. Dungeon Shark attacks! 3 + 4 = 7, Pip is hit for 2 + 4 - 4 = 2 LIFE POINTS and is down to 21. Pip attacks! 3 + 1 = 4, Dungeon Shark is hit for 0 + 5 + 5 = 10 LIFE POINTS and is killed. Let's gather the shark teeth and get out of here, moving on to 100. Section 100 posted:There's a little old lady in here, Pip. This book Pip's initiative roll: 1 + 3 = 4 Murder Granma's initiative roll: 2 + 1 = 3 Pip attacks! 2 + 4 = 6, Murder Granma is hit for 2 + 5 + 5 = 12 LIFE POINTS and is down to 38. Murder Granma attacks! 1 + 2 = 3, Pip is hit for 0 + 3 - 4 = NO LIFE POINTS. Pip attacks! 2 + 2 = 4, Murder Granma is hit for 0 + 5 + 5 = 10 LIFE POINTS and is down to 28. Murder Granma attacks! 3 + 2 = 5, a miss. Pip attacks! 4 + 1 = 5, Murder Granma is hit for 1 + 5 + 5 = 11 LIFE POINTS and is down to 17. Murder Granma attacks! 1 + 1 = 2, another miss. Pip attacks! 2 + 3 = 5, Murder Granma is hit for 1 + 5 + 5 = 11 LIFE POINTS and is down to 6. Murder Granma attacks! 3 + 2 = 5, yet another miss. Pip attacks! 2 + 2 = 4, Murder Granma is hit for 0 + 5 + 5 = 10 LIFE POINTS and will knit for the devil in hell from now on. Let's open the chest and see what's in there. Section 136 posted:There's a key in here ! "Where is the Gateway" is a really good question, actually. We were teleported to 65 when we crossed it, how do we back there? The corridor to 80 is 30 squares long, and this means it merits no less than FIVE Wandering Monster rolls. Let's get to it. Roll 1: 4 + 3 = 7, no one. Roll 2: 3 + 4 = 7, no one (again). Roll 3: 2 + 4 = 6, no one (yet again). Roll 4: 1 + 1 = 2, still no one. Roll 5: 3 + 1 = 4, the corridor was empty. We were really lucky with those rolls. Now let's enter the door to 80! Section 80 posted:You find yourself in a dingy, rather cramped 20' x 20' room, stacked floor to ceiling with broken furniture (none of it particularly good-looking even when it was new, so far as you can judge). Thought we would be done when we reached 80? Tough luck Here's the new map: Old map, for comparison: What do we do now? Pip's Stat Block posted:LIFE POINTS: 21/44 Roll of the dead posted:Death the first: (poisonous) smoke inhalation
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# ? Jun 22, 2015 23:06 |
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Let's press on through 72, 133, and 66
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# ? Jun 22, 2015 23:55 |
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Added Space posted:Let's press on through 72, 133, and 66 This, but quaff two healing potions first. And DON'T risk the Dreamtime. Too many chances of a bullshit instant death.
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# ? Jun 23, 2015 00:39 |
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I still feel a bit of a varlet for beating up an old lady, even if she was a murderous old lady.
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# ? Jun 23, 2015 02:32 |
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First thought:Jazzimus Prime posted:This, but quaff two healing potions first. And DON'T risk the Dreamtime. Too many chances of a bullshit instant death. Thirded.
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# ? Jun 23, 2015 21:16 |
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Jazzimus Prime posted:This, but quaff two healing potions first. And
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# ? Jun 24, 2015 02:09 |
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Popular consensus seems to chug two potions, then go through 72, 133 and 66, in order, so we'll do just that! Potion 1 roll: 6 + 6 = 12 (!), we're up to 33 LIFE POINTS. Potion 2 roll: 3 + 4 = 7, we're up to 40 LIFE POINTS. Now let's go to 72. Section 72 posted:Through the secret door merrily and into a huge 30' x 80' chamber full of pot plants. Never mind 133 and 76, we've got a decision to make right here! What shall we do with the old gardener? Pip's Stat Block posted:LIFE POINTS: 40/44 Roll of the dead posted:Death the first: (poisonous) smoke inhalation
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# ? Jun 24, 2015 17:58 |
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Take the chance that he may be harmless, but do so vigorously.
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# ? Jun 24, 2015 18:42 |
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I'm sure he's just a regular old man, tending his plants. It's not like the last time we met a senior citizen they turned out to have murderous intentions, right?Section 132 posted:'What be 'e doing here, young adventurer?' asks the scruffy old man, setting the pitchfork down carefully on account of his bad back. Surprisingly, the old gardener is actually an old gardener. Sometimes it pays being nice to your elders. Wait, what was that about the Black Knight guarding the way to the gate? Anyway, let's walk from 80 all the way around to the door to 133. Those are sixteen corridor squares, and since sixteen is six plus six plus four it means we have to roll twice for Wandering Monsters. Roll 1: 3 + 2 = 5, we meet nobody. Roll 2: 2 + 5 = 7, we still meet nobody. (Enjoy this while it lasts. Once we get to the second Wandering Monsters table - or, god forbid, the third - "empty" rolls are going to be very few and far inbetween.) Section 133 ***B posted:This 30' x 30' chamber looks as though it might have been used as some sort of reception room at some time, although the few scraps of wooden furniture are in a pretty ragged state now. There is a small section at the back of the book that has a list of weapons and armour, and says "unless otherwise stated in the Section you're at, use these stats for damage added by enemies' weapons or subtracted by enemies' armour". This is the first time this has come into play. Swords are +3. Section 133 ***B posted:The guards will not attack if you leave them alone, so you have a choice of simply returning back into the corridor. If you want to go to 66, however, you're into Bribery or a fight, or both. Bribery is not an option for us, since we don't have enough money (three asterisks means 1000 Gold Pieces). We could try to offer them EJ, or our Dragonskin Jacket, but I strongly advise aganist it. Not when "murder our way through" is an option. Of course we could simply leave the two guards alone and get ourselves to another section, per the map: What do we do? Pip's Stat Block posted:LIFE POINTS: 40/44 Roll of the dead posted:Death the first: (poisonous) smoke inhalation
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# ? Jun 24, 2015 22:18 |
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Ratatozsk posted:Take the chance that he may be harmless, but do so vigorously. Yeah, precisely. I think we're buff enough to cope if he proves frisky.
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# ? Jun 24, 2015 22:25 |
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Beat guards, get treasure. We didn't come all this way for nothing. And maybe the treasure room has a ring of +1 coolness or something.
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# ? Jun 24, 2015 22:58 |
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Murder for Fun and Profit
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# ? Jun 24, 2015 23:18 |
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Pip draws his sword and pounces upon the two guards... Who had been eyeing him with suspicion, so they're ready for the attack. No surprise on either part this time. Pip's initiative roll: 5 + 3 = 8 Guards' initiative roll: 3 + 5 = 8 Pip's initiative reroll: 4 + 4 = 8 Guards' initiative reroll: 3 + 6 = 9 Guard 1 attacks! 5 + 4 = 9, Pip is hit for 3 + 3 - 4 = 2 LIFE POINTS and is down to 38. Guard 2 attacks! 4 + 3 = 7, Pip is hit for 1 + 3 - 4 = 0 LIFE POINTS. Pip attacks! 6 + 4 = 10, Guard 1 is hit for 6 + 5 + 5 - 3 = 13 LIFE POINTS, is down to 2 and is out of the fight. Guard 2 attacks! 6 + 3 = 9, Pip is hit for 3 + 3 - 4 = 2 LIFE POINTS and is down to 36. Pip attacks! 2 + 5 = 7, Guard 2 is hit for 3 + 5 + 5 - 3 = 10 LIFE POINTS, is down to 5 and is knocked out. Now let's loot that TREASURE ROOM! Section 66 posted:TREASURE ROOM Oh, so THAT is what Nerds look like in the Ghastly Kingdom of the Dead. Good to know. Section 66 posted:'Welcome,' he says. 'What treasure have you come to give me?' This section is not a "but thou must", by the way. In section 124 there's a check to see if we're fast enough to skewer this guy before he can grab the bell, and if we succeed we can slice and dice to our heart's content. (If we fail we get sent to 101.) Pip's Stat Block posted:LIFE POINTS: 36/44 Roll of the dead posted:Death the first: (poisonous) smoke inhalation Mikl fucked around with this message at 23:44 on Jun 24, 2015 |
# ? Jun 24, 2015 23:36 |
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# ? Jun 1, 2024 15:53 |
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It slices, it dices, it makes Julienne fries in seconds!
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# ? Jun 24, 2015 23:39 |