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I don't think we're going to need the boots anymore, can we drop them? As for the fight itself, fireball early, fireball often.
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# ? Aug 14, 2015 23:50 |
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# ? Jun 8, 2024 02:33 |
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If we're at the end, we'd might as well go full Mage Knight. Pip's Armor, Pip's Wallop, Pip's Immunity, pound a health potion or two to get back our HP, then charge in like the unstoppable magic juggernaut that we totally are. Drop the weed killer - we already have an anti-plant spell if the Black Knight turns out to be some kind of disagreeable tulip.
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# ? Aug 15, 2015 00:30 |
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Don't forget to light the magic lamp too.
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# ? Aug 15, 2015 01:23 |
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Alright, lamp's lighted, polish applied, and we'll cast the spells as soon as we're actually in battle (according to the rules we have to be in the actual Section for the spells to apply). Also I've dropped the Weed-Killer, since I'd ruled that the boots are weightless (since we're wearing them). And going over our supplies I've realized something: I'd forgotten 1. to restore the Fireball we'd used up after we'd gotten killed by the Vampires (I've done so now) and 2. all about the collapsible shield. Would that have helped against the Vampires? Probably not, there were a lot of them and each hit for five damage, no matter what. We'd have lasted longer, but honestly we were doomed as soon as I rolled an eleven on the "how many are there" roll. To recap our current stats: with EJ we hit on a roll of four for plus twelve damage (five from EJ himself, five from the Magic Coin, and two from the Polish); also, we have a minus seven to damage against us, four from our Dragonskin Jacket and three from the Magic Lamp. Those stats will change as soon as we begin casting spells, but they're still very nice. Now let's go politely knock on the Black Knight's door. Section 200 posted:Despite the vast size of this chamber, the first thing you notice is that there are no doors leading out of it. But that hardly matters, since standing in the centre of the chamber, black armour glistening in the light of a massive chandelier above his head, is a burly figure carrying a sinister broadsword in one hand and an equally sinister mace in the other. Ranged in front of him are seven Military Dwarves. Ranged in front of them are seven Slime Monsters (and sickening they look). Ranged in front of them are seven Djinns. Pellinore, my man, so good to see you! What are you doing WAIT A SECOND Section 200 posted:'No, you're not,' you reply promptly, having made that mistake too many times before. 'You are the dreaded Black Knight of Avalon and I am going to do you fearful mischief in order than I may shut the Gateway to this Ghastly Kingdom.' This is the conclusion of a running joke in the first three Grailquest books, in that since Pellinore also wears black armour every time we met him we'd have the possibility to mistake him for the Black Knight and attack him. Section 200 posted:'Well, if you're going to be like that, we'd better get on with it,' says the Black Knight huffily. 'Sic him, Monsters!' Hey guys, how's it hanging? Do you mind if I smack your boss silly? Not at all, friend. Go for it. What about you, Djinns? Remember what happened last time we met? ...you may pass. Aren't you glad you decided to keep exploring level III after we found a passage to 200? Section 200 posted:Each dwarf has 20 LIFE POINTS, strikes on 5 and scores +3 damage. That's nice armour the Black Knight has. Threat analysis: the Slime Monsters can't hurt us with dice damage (they can do six damage at most, and we already have a minus seven), but they can poison us. The Black Knight, on the other hand, will damage us if he rolls eight or more. So, here's the battle plan: on our first action we'll cast PiRsquared to get more actions; then on the second we're casting PIP, to immunize ourselves against poison (even if we're already poisoned, since that will protect us against getting poisoned again after we heal); then, if we're poisoned, we're going to heal and then cast PANIC, if not we're just casting PANIC. Then let's Fireball the Black Knight with all the fireballs we have, and if that's not enough it's stabbin' time. Then we mop up the Slime Monsters. Roll initiative... let's do this. Pip's initiative roll: 2 + 4 = 6. Black Knight's initiative roll: 2 + 1 = 3. Slime Monsters' initiative rolls: 6 + 1 = 7, 4 + 6 = 10, 5 + 4 = 9, 3 + 1 = 4, 2 + 4 = 6, 6 + 4 = 10, 5 + 1 = 6. Tie-breaker for Pip and two Slime Monsters: 2 + 3 = 5, 2 + 1 = 3, 2 + 6 = 8. So the order is: five Slime Monsters, then Pip, then the two remaining Slime Monsters, then the Black Knight. Slime Monster 1 attacks! 5 + 4 = 9, Pip is poisoned. (Skipped: four Slime Monsters' attacks, since we can't get any more poisoned than that.) Pip casts PiRsquared! 4 + 2 = 6, a fizzle, we lose three LIFE POINTS plus two for poison and we're down to 32. (Skipped: two Slime Monsters' attacks.) Black Knight attacks! 3 + 1 = 4, Pip is hit for 0 + 4 - 7 = NO LIFE POINTS. (Skipped: five Slime Monsters' attacks.) Pip casts PiRsquared! 2 + 3 = 5, another fizzle, and we're down to 27 LIFE POINTS. (Skipped: two Slime Monsters' attacks.) Black Knight attacks! 5 + 5 = 10, Pip is hit for 6 + 4 - 7 = 3 LIFE POINT and is down to 24. (Skipped: five Slime Monsters' attacks.) Pip casts PiRsquared! 1 + 5 = 6, another fizzle. We're down to 19 LIFE POINTS and we'll have to do this without speeding up. (Skipped: two Slime Monsters' attacks.) Black Knight attacks! 6 + 1 = 7, Pip is hit for 3 + 4 - 7 = 0 LIFE POINTS. (Skipped: five Slime Monsters' attacks.) Pip casts PIP! 2 + 5 = 7, we're down to 14 LIFE POINTS but we're immunized against poison. (Skipped: two Slime Monsters' attacks.) Black Knight attacks! 6 + 6 = 12, Pip is hit for 8 + 4 - 7 = 5 LIFE POINTS and is down to 9. (Skipped: five Slime Monsters' attacks.) Pip pops a poison antidote and recovers from poison. (Skipped: two Slime Monsters' attacks, since they can't hurt us anymore, not even with poison.) Black Knight attacks! 5 + 2 = 7, Pip is hit for 3 + 4 - 7 = 0 LIFE POINTS. (Skipped: Five Slime Monsters' attacks.) Pip casts PANIC! 6 + 3 = 9, we're down to 6 LIFE POINTS but we get +4 to armour, now the Black Knight can only hurt us if he rolls a twelve, for one LIFE POINT. (Skipped: two Slime Monsters' attacks.) Black Knight attacks! 6 + 2 = 8, no damage. (Skipped: five Slime Monsters' attacks.) Pip casts Fireball! 1 + 3 = 4, the Fireball explodes harmlessly in the back of the room. (Skipped: two Slime Monsters' attacks.) Black Knight attacks! 4 + 5 = 9, no damage. (Skipped: five Slime Monsters' attacks.) Pip casts Fireball! 2 + 3 = 5, the Fireball grazes the Black Knight but it's yet another miss. (Skipped: two Slime Monsters' attacks.) Black Knight attacks! 1 + 4 = 5, no damage. (Skipped: five Slime Monsters' attacks.) Pip uses Fireball Wand! 3 + 5 = 8, that's better. Black Knight is struck for 75 - 12 = 63 LIFE POINTS and is down to 17. (Skipped: two Slime Monsters' attacks.) Black Knight attacks! 1 + 3 = 4, no damage. (Skipped: five Slime Monsters' attacks.) Pip uses Fireball Wand! 1 + 1 = 2, yet another miss (what is it with magic rolls today? ). (Skipped: two Slime Monsters' attacks.) Black Knight attacks! 5 + 4 = 9, no damage. (Skipped: five Slime Monsters' attacks.) Pip casts Lightning Bolt! Black Knight is thunderstruck for 10 - 6 = 4 LIFE POINTS and is down to 13. (Skipped: two Slime Monsters' attacks.) Black Knight attacks! 2 + 4 = 6, no damage. (Skipped: five Slime Monsters' attacks.) Pip casts Lightning Bolt! Black Knight is zapped for 10 - 4 = 6 LIFE POINTS and is down to 7. (Skipped: two Slime Monsters' attacks.) Black Knight attacks! 4 + 5 = 9, no damage. (Skipped: five Slime Monsters' attacks.) Pip attacks (might as well finish it the old-fashioned way)! 5 + 5 = 10, Black Knight is hit for 6 + 5 + 5 + 2 - 4 = 14 LIFE POINTS and is dead. This could have gone better, but we still won. Curse those three fizzles on PiRsquared. Since we have eight Lightning Bolts left and there are seven Slime Monsters (who can't hurt us, no matter how hard they try), let's zap them to death. Now what awaits us at 201? Section 201 posted:The Black Knight sinks to the floor, clutching his wounds. Epilogue posted:PIP TRIUMPHANT And with this, we're done with The Gateway of Doom! ...Almost. I'll do a post of after-book commentary showing the things we missed (there aren't many, you guys were thorough), and then we'll have a brief pause before we start with the next book. See you in a few! Pip's Stat Block posted:LIFE POINTS: 6/36+1 Roll of the dead posted:Death the first: (poisonous) smoke inhalation
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# ? Aug 15, 2015 14:27 |
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Man, Pip's aim sucks.
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# ? Aug 15, 2015 15:16 |
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I handed off my LP of this series at this point and if memory serves, it fizzled early in the next book. As such, I'm looking forward to seeing most of that for the first time!
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# ? Aug 15, 2015 15:19 |
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Hooray! Thanks for all that, Mikl. Pip should definitely get on with a bit of target practice before the next adventure starts.
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# ? Aug 15, 2015 18:53 |
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I can't wait to see how Pip fails to get rewarded this time. Perhaps the neighbor kid will steal his knighthood between books.
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# ? Aug 15, 2015 19:10 |
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Huzzah for Pip! Huzzah, I say!
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# ? Aug 15, 2015 22:21 |
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The Gateway of Doom post-book commentary, or: what we missed during our way through the book Waaaaaaay at the beginning of the book, if you'll remember, Merlin sent us to a small village with a teleportation spell. However, he admitted that his aim isn't really perfect, and there's a chance that instead of ending up at Section 25, the village, we would end up at 45. What's at 45? Section 45 posted:Here's trouble and no mistake. Merlin's sense of direction must have slipped up badly. You are on a tiny, barren island in the middle of an ornamental lake, its still surface smooth as glass. There are two other things on the island (which is only a few yards across at best, incidentally). One is a leafless tree. The other is a gorilla. Four choices! However, the book doesn't really branch out into that many paths. If we choose to dive into the lake... Section 11 posted:
If we choose to climb up the tree, Section 5 says, summing up: "You dumbass, gorillas can climb trees too. In fact, there's a second gorilla in the tree, and the first one is climbing up after you. Do you try for a friendly reaction at 26, fight at 51, or wait and see what happens at 56?" And section 26 is "You rolled for a friendly reaction, but the gorilla looks really mean. You sure you want to wait and see what happens? If so go to 56, if not fight the gorilla at 51." Everything is pushing for a fight. Let's fight the gorilla, then! Section 51 posted:Splat! So yeah, we're basically railroaded into going to 56. Section 56 posted:You (gulp!) throw down your sword - Section 64 posted:Sometimes you get yourself into the oddest situations. You are sitting on a tiny island in the Section 11 is "you smack your head on the glass Section 31 posted:The two Gorillas watch you curiously. You thump your chest. 'I,' you say. You fall on your knees, adopting an attitude of supplication. 'Want,' you say. You hold up two fingers, taking great care not to make it a rude sign, Gorillas being notoriously sensitive about such things. 'To,' you say. You circle the little island, peering closely at the ground before whooping with joy and picking up an imaginary object. 'Find,' you say. You throw your arms wide, as if opening a huge portal. 'The Gateway,' you say. You pull a horrible face then fall down flat. 'Of the Ghastly Kingdom of the Dead,' you say. The solution should be obvious: it's "go to 16", 16 being the number of candles on the cake. Section 16 posted:This is the Gorillas' nest. What a strange place to send you. It looks even bigger now it's empty, with the two Gorillas down below waving encouragement. Why would they want you in their nest? The book really wants us to smack our head on the fake lake. Section 36 posted:This is real kid's stuff, but rather fun. You climb down out of the tree and look for a flat bit of stone since no way will the top spin on sand. The Gorillas, who are very excited by now, are grunting and jumping and scratching themselves and pointing to a flat rock. And with that we're back at 25, which is where we land if Merlin aims his teleport spell right. ------ From 25, we have several choices: going into the village at 4, taking the road west at 10, going east into the woods at 42, or playing So now let's try venturing out of the village. First let's go west to 10: this leads us to a fork in the road, turning south to 15 and north-west to 32. Let's try south. Section 15 posted:You know the funny thing about this road, Pip? It doesn't feel like a road in Avalon. Well that was unexpected. If we roll to escape we leave the lion behind, run several miles, and end up back into the village at 4. What if we don't make the roll? Section 38 says "you barely dodge the lion, go to 35 to fight it." And 35, well... Section 35 posted:'What do you think you're doing?' roars the lion, as you launch yourself upon it, swinging EJ in an arc above your head. Merlin status: still a jerk. Not only does he chew us up for something that's not our fault, but he casts a spell that has a 50/50 chance of getting us even more lost Let's get back to the fork in the road, and this time let's go north-west. Section 32 posted:North West it is, and heavy going since the road deteriorates into a track and the track climbs upwards into those mountains so that fit and youthful as you are, you become quite breathless and have to stop frequently to rest. The scan of the bear's illustration didn't come out very good. Oh well. Let's assume we win this one and check out 43: at that Section we search the shack and find... a tinglering I told you there was one we'd missed in this very book, didn't I? After finding that thing, however, we get sent back to the village at 4. This time let's try going east into the woods at 42. That section says "It's a really creepy wood, complete with cackling birds, maybe you're on the right path! Continue to 19", so let's do that. Section 19 posted:No wonder the birds are cackling - they're hens! The path you took wound deeper and deeper into the gloomy, strangled wood, then suddenly emerged into this place, a clearing, in the centre of which is a huge, high wooden stockade with a securely closed gate from behind which, unmistakably, comes the sound of a very large number of hens. Checking the insigna (which we can do, since we played CASTLE OF DARKNESS) tells us "this is the insigna of the wicked Wizard Ansalom, which you sent to 14 some time ago. Do you remember anything about him and chickens?" I'm sure you goons do, and indeed if we enter the stockade we find it's the breeding ground for the Savage Chickens we'd encountered back in book one. At 33 we get to roll two dice, and on a roll of 12 we manage to slam the door, otherwise we're pecked to death. Going deeper into the woods at 39 is no help either, since we flounder around a bit and find ourselves back at the village. ------ Now that we've explored everything that we can explore aboveground, let's find out what we missed in the Ghastly Kingdom itself. Frankly speaking, not much: just two Sections, one in level II and one in level III. In level II, you chose not to try and cross the room with the Section 126 posted:As you step in, the door of the huge chamber slams shut behind you. This section is a crapshoot, literally. We have to attack the Bota-Botas, and we can miss at most once or we're dead. Not fun. The reward isn't even that much: the key is used only to get out, and the scroll is a one-shot healing spell. But at least we get an amulet which paralyzes Minches, so we can get through the Minch room without any more trouble. Finally, you chose not to go into the zone of darkness just below section 200 on the map. Had we done that... Section 155 posted:Dark in here. If we kill the Thing we fumble around in the darkness, and find 500 Gold Pieces. Not bad. ------ Finally, I mentioned that the Dreamtime sections in this book are brand-new. Let's check them out. Dreamtime Sections posted:2. You are at the helm of a great ship on a voyage of high adventure. Your look-out in the crow's nest calls out a warning that your vessel is approaching the edge of the world. Although you know this is impossible since the world is round, you can nonetheless see he is right: a strong current is taking the ship directly to a vast waterfall in the middle of the ocean, a waterfall which plunges down into the starry depths of Space. You swing hard on the wheel, but cannot divert the ship from its course. In minutes, your vessel is plunging over the edge. Roll one die. Score 1-3 and you plunge to 14. Score 4-6 artd you get lucky enough to fall back to the section where you decided to SLEEP without loss of LIFE POINTS. ------ And that's it! Now I'm going to take a small break, but join me again sometime next week for the beginning of the next book in the Grailquest series: Voyage of Terror.
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# ? Aug 15, 2015 22:30 |
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Nice to see the chickens of doom again I don't really understand why anyone would voluntarily SLEEP. It seems like a pretty good chance of death for precious little reason... Looking forward to the next book!
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# ? Aug 15, 2015 23:40 |
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How many more of these have we got to go? I hope it's a lot.
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# ? Aug 16, 2015 01:42 |
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I've noticed this particular scanner failure in a lot of old gamebook images. Anyone know the technical reason for it?
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# ? Aug 16, 2015 01:42 |
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idonotlikepeas posted:How many more of these have we got to go? I hope it's a lot. There were eight GrailQuest books published, so if Mikl has all of them there would be five more.
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# ? Aug 16, 2015 03:09 |
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FredMSloniker posted:
All I can guess is that those pen drawings with the large amount of black/white lines somehow 'overload' the scanner's processing. Looks like the scanner processes the image in square blocks, and where the overload happens, they just turn white (with some noise at the edges, which might be caused by anti-aliasing).
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# ? Aug 16, 2015 11:54 |
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There's nothing wrong the image. The poor bear has alopecia. That's why he's so angry.
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# ? Aug 16, 2015 13:26 |
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Grailquest is probably my favorite gamebook series ever, and it's all due to the humorous approach of the writing. Searched in vain for years to find all the books until I managed to find them used via the wonder of the internet. Except apparently I didn't because there's 8 instead of 6? Were the last two not ever published in the U.S.? Anyway, looks like I'm just in time to join in with the 4th book which, for whatever reason, seems to have been the most widely printed of the series, since for a long time it was the only one I could ever find anywhere. Which amused me then as now, since as we're about to see, it's "different" from the rest of the series and thus rather unrepresentative, but I'll leave further detail on that front to Mikl. Ratatozsk posted:I handed off my LP of this series at this point and if memory serves, it fizzled early in the next book. As such, I'm looking forward to seeing most of that for the first time! I remember that! (and you). Yeah, I was disappointed that one never ended up finishing. Happy to see someone else taking another shot at LPing these books.
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# ? Aug 16, 2015 20:02 |
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Mister Perky posted:Except apparently I didn't because there's 8 instead of 6? Were the last two not ever published in the U.S.? Correct. The final two books never crossed the pond.
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# ? Aug 17, 2015 01:58 |
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We cannot escape the death chickens.
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# ? Aug 18, 2015 08:55 |
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J.H. Brennan communicates entirely in death chickens and pit traps.
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# ? Aug 19, 2015 07:11 |
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Welcome back, ladies and gentlemen, to the Let's Play the Grailquest series thread! Last time we braved the depths of the Ghastly Kingdom of the Dead to close its Gateway, and in the process we kicked that jerk Black Knight's teeth in, and for our trouble we were rewarded with a knighthood. This time, we're going on a trip! Let's Set Sail on the Voyage of Terror! Prologue posted:MERLIN CALLING Section 1 is just a refresher on the rules: LIFE POINTS, combat, healing, and the like. (Curiosly, it doesn't make any mention of magic. And also, the SPEED mechanic appears to have been scrapped.) Since we're here, we might as well roll for LIFE POINTS now. Roll: 6 + 6 = 12 we have the full set of 48 LIFE POINTS! 49, actually, since we have one PERMANENT LIFE POINT from our previous adventure. Now let's turn to 2. Section 2 posted:MERLIN'S GREATEST MAGIC Well then, this isn't good. Section 15 posted:The Court and Castle of Camelot was situated on a hill overlooking the tiny market town of Glastonbury. Like many similar towns in Avalon, Glastonbury had grown up around a market square. And like many similar squares, the market square of Glastonbury had grown up around a public well. Section 30 posted:Although the spell required to get young Pip into heroic action was pretty complicated. Merlin anticipated no difficulties with it. He had, after all, managed the trick very successfully oh three previous occasions and saw no reason why the fourth should give him any trouble now. This could be bad. Let's hope the spell works and doesn't leave us stranded halfway. Section 40 posted:Something wrong here. You're lying on a heap of filthy straw in a tiny little room with a single round window. And you're dressed funny. None of the highly polished armour that's de rigeur in Camelot; not even a decent Dragonskin jacket. Instead you have on a very light (and very greasy) linen tunic that doesn't even cover up your knobbly knees. You've no leggings either, or boots, come to that - only a pair of worn leather sandals. Welp, Merlin hosed up Most of these either are fake choices or open up more options, so let's go through them. Section 50 posted:Nope, no foam. So you aren't rabid (yet). But the room's still going up and down and it's still hot. Will you: At least we're not sick. Let's try the window next. Section 60 posted:The window's a bit too high to see out. You could try jumping, of course, although it could be tricky with the room going up and down. Section 70 posted:It's not difficult to search, since there isn't a single stick of furniture in the place. Not a chair, not a couch, not a table, not a cupboard. In fact the only place you can search is the filthy straw you're lying on. As you might guess, 8 is the way out, but before that we have two things to decide: do we keep searching the straw pile, and do we try to jump to see out of the window? Pip's Stat Block posted:LIFE POINTS: 49 / 48+1
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# ? Aug 19, 2015 20:39 |
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Always with the searching!
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# ? Aug 19, 2015 21:56 |
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Search
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# ? Aug 19, 2015 22:46 |
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OK, first we'll search the straw pile, and then we'll try to jump to see out of the window. Maybe we'll find out why the room keeps swaying.Section 44 posted:There's something right at the bottom. You hurl away bits of rotting straw with gay abandon to find a rusty +2 dagger. Not a great weapon; and certainly not a patch on old EJ, but at least it's something to use in a fight. Since it's not magic like EJ, you will need to throw a 6 on two dice to strike something successfully and the blade will give you 2 extra over and above any damage the dice might show, but that's about it. Still, beggars can't be choosers. Now at least we can shank anything that comes at us. Whether that'll stop them is another story entirely. Section 22 posted:Okay, so you've made up your mind to jump. Roll two dice. Roll: 2 + 1 = 3. Section 35 posted:The pain! The pain! You've done in your ankle. Sprained it good and proper. What a grotty start to an adventure - and not even a bandage to support it unless you start tearing up your linen tunic (which is the only thing that stands between you and indecent exposure). Welp, that went badly. We've tried everything we can in here except the door, so let's do that now. Section 8 posted:It's open! Can you believe that? Here you were thinking you were locked in a dungeon or incarcerated in an outhouse for the rabid and the door was open all the time! Alright, let's go to Plan 1! We're... on a boat? Curioser and curioser... Pip's Stat Block posted:LIFE POINTS: 49 / 48+1
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# ? Aug 20, 2015 17:25 |
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It goes without saying, but we're really going to need to pick our fights carefully now that Pip is without his gear and therefore no longer some close combat monster who can easily truck through anything short of eleven vampires. Room 47, I suppose, and then just work through them all.
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# ? Aug 20, 2015 18:43 |
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Alright, time's a-wasting. Let's do a grand tour of the ship, clockwise starting with 47 and ending up in the poop cabin. Of course I'll stop and ask you guys if something plot-relevant happens.Section 47 posted:Now this is interesting. Not very useful, but interesting. This room is full of provisions; sacks mainly. And when you investigate, as you surely do, you find they're full of grains, dried fruit, vegetables and some utterly revolting leathery stuff which might be dried meat (or then again might be the remains of old boots). That's about all there is in here, apart from the poisonous spider. Pip attacks! 4 + 3 = 7, Poisonous Spider is hit for 1 + 2 = 3 LIFE POINTS, is down to 3 and is unconcious. That could have been very bad. I'm getting flashbacks to a certain snake back in book one... Onwards with our tour, next stop is 18. Section 18 posted:This door's locked, which probably means there's something interesting inside. Now how does a seasoned young adventurer tackle a problem like that? We'll come back to this Section later to let you guys decide what to do with the door. For now let's move on to 57. Section 57 **B posted:Here's trouble. One glance tells you instantly that this is a guardroom. Another glance tells you instantly there are twelve guards in here. A third glance tells you instantly they are not at all pleased to see you. Aaaaaand let's stop here, since we can't go any further without dealing with these dudes first. How do we handle the situation? (We've no gold, so Bribery is out, but all other options are open to us.) Also, since we're already stopped, decide what to do about the door at 18: kick in, pick the lock, or leave it alone? Pip's Stat Block posted:LIFE POINTS: 49 / 48+1
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# ? Aug 20, 2015 19:59 |
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Without Pip's usual overload of magic items and spells, we have zero chance of taking these guys. Even if we didn't have the ankle slowing us down. Take the 10-LP beating and move on to 67.
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# ? Aug 20, 2015 20:17 |
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Selachian posted:Without Pip's usual overload of magic items and spells, we have zero chance of taking these guys. Even if we didn't have the ankle slowing us down. On the contrary, I say we FIGHT. When they inevitably kill us we'll respawn with both ankles at 100%.
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# ? Aug 20, 2015 20:27 |
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Always fight.
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# ? Aug 20, 2015 21:27 |
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If we respawn we won't have max LIFE POINTS anymore. Take the beating.
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# ? Aug 20, 2015 22:16 |
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Jazzimus Prime posted:If we respawn we won't have max LIFE POINTS anymore. Yeah.
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# ? Aug 20, 2015 22:35 |
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Take the beating. Maybe we can find some upgraded gear and come back to this room later for sweet, sweet vengeance.
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# ? Aug 20, 2015 23:17 |
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Take the beating but remember their faces. They haven't seen the last of Pip. Also, maybe try to pick the lock on the other door? Presumably with the blade of our dagger, since it's an option at all. Or maybe Pip is wearing a hairpin.
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# ? Aug 21, 2015 07:19 |
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Well, that hurt. We got beaten black and blue, but at least we've escaped with our lives. We'll be back to deal with these guys later, assuming we find some armour and a decent weapon. Also, let's pick the lock on the door to 18 and see what's behind it. Section 139 posted:Lock-picking is a skilled job. Roll two dice and we'll see if you have the knack. Roll: 3 + 3 = 6 Looks like we won't be going into this room after all. (If we try to kick it all we get is three LIFE POINTS of damage from bruising our foot, so I'll spare you that.) Now, what's next door in section 67? Section 67 **B posted:The door opens easily enough, but as you step inside, you can see a series of three further barred doors, with a villainous-looking Guard before each. We'll come back to these guys later, since they're letting us get away. Let's move to the next door at 52. Section 52 posted:A locked door, which presumably means something absolutely fascinating inside. Roll two dice to find out if you can get through it. Roll: 2 + 2 = 4, what IS IT with dice today? Onwards, to 13. Section 13 posted:Now there's posh! Well, sort of This used to be a very well-appointed room, but now it's in a bit of a mess, as if you kept a pig in a boudoir. It's sleeping quarters and hving quarters combined; and for only one person by the look of it, which means somebody important, since it's a large room. Another room we'll come back to later. For now, let's explore 11. Section 11 posted:There are wooden stairs here, going upwards. As you've probably guessed, this is the way forward. We'll be taking this later on, for now let's keep going down this. 32 is the next room. Section 31 posted:This is an extremely large room, almost certainly used as communal sleeping quarters to judge by the hammocks slung from the rafters. The room is empty of people, but there are twelve large and interesting chests set at intervals around the walls. Yet another decision to make. Should we loot? You know you want to. Next room's 74. Section 74 posted:There's a whole lot of gear in here. A lot of it could be quite useful to an adventurer like yourself. You might reckon on carrying half a dozen items before you collapse with exhaustion, so pick carefully. In the room are: Score! Apparently we've found the storeroom One more thing for the to-do pile: pick six items to carry with us. Since I have clairvoyance in the form of being able to read forward in the book, I'll carry on with the exploration since we won't need the items before we've finished exploring this ship. Onwards to 26! Section 26 posted:'Out!!!' Another thing to decide: do we fight the cook? For now, let's check what's in section 64. Section 64 posted:This place is full of foodstuffs - sacks of grain, dried fruit, vegetables and what looks like dried meat. Have a little munch on anything you fancy before moving on to any other section shown on Plan 1. The pantry. What's the pantry doing right next to the kitchen, I wonder Now we only have 20 and the poop cabin, 5, to explore. Section 20 posted:This is a smallish room, so far as you can judge, although judging is difficult on account of the fact that it's absolutely jam-packed with wooden casks and barrels. This is where you decide whether to open the casks and barrel. And now for the final room: Section 5 posted:There are wooden stairs here, going upwards. Which is the other way forward. So now we've explored everything we can, and we have several decisions to make: 1. Do we fight the three guards at 67? 2. Which (if any) of the chests at 13 do we open? ("All of them" is a perfectly valid answer.) 3. Do we loot the chests at 31? 4. Do we fight the cook? 5. Do we open the casks and/or barrels at 20? And finally, 6. What six items to we take from the storeroom to carry along? Pip's Stat Block posted:LIFE POINTS: 39 / 48+1 Mikl fucked around with this message at 16:48 on Aug 21, 2015 |
# ? Aug 21, 2015 13:28 |
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I would recommend leaving questions one and four in abeyance until we know what great gear we've been able to obtain from the other rooms. So: 2) Open all of the chests at 13. 3) Loot all of the chests at 31. 5) Open casks then barrels at 20 (booze!). 6) We absolutely definitely want the rope and the grappling hook, since these books have proved themselves to be lousy with pit traps time and again. After those, I'd say the lamp, flint & steel, quill & parchment, and drinking horn (booze!).
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# ? Aug 21, 2015 17:13 |
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I agree on the rope and hook, lamp, and flint and steel, but I'd substitute the oil and saw for the last two items. As for 13, search the room first (7) before opening the chests. If order is important, open the battered chest first. Go ahead and loot the chests at 31, and the casks and barrels at 20.
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# ? Aug 22, 2015 14:40 |
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Alright, our inventory so far is rope, grappling hook, lamp, and flint and steel. I'll hold out on the last two items until we can reach a consensus. Meanwhile, time to loot. Searching the room at 13 yields: Section 7 posted:Lucky old you! It always pays to be thorough in adventures, doesn't it? You've found a roll of parchment under a heap of pongy old clothes. You unroll it at once, finding it is covered with spidery handwriting, quite difficult to read, which gives instructions for performing something called the Wallbanger Ritual. Could this be some sort of spell? You bet your life it could! The only problem is that the scroll gives you no indication whatsoever of what the spell actually does. Worse still, the scroll states that you can only use the spell once - just once - in an entire adventure! ...excuse me, what? I'll just write this down, but I'm not clear on this at all. Let's open some chests! Section 72 posted:This chest is locked. To find out if you have the SKILL to open it, throw a die. Now throw another. If your first roll is greater than your second, you may open the chest at 17. If not, you'll have to leave it. Difficulty roll: 3 Skill roll: 5 Section 17 posted:It's empty! No, it's not - there's a false bottom. Not very well made, so you discover it almost at once. In a compartment beneath the false bottom is a very nasty little weapon; a poison stiletto. Should come in handy. Let's open the new chest now. Section 62 posted:Wow! Gold! There are 1,000 gold pieces in here! All yours now. Heh! Heh! Heh! Last up, the skull and crossbones chest. Section 24 posted:
LUCK roll: 6 Trap roll: 6 LUCK re-roll: 5 Trap re-roll: 1 This time we were lucky. What's in the box? Section 9 posted:Well, well, well - it seems to be a medicine chest! There is a bottle of healing potion in here (enough for six doses, restoring a double dice roll of life POINTS each). There is also a jar of salve (five applications, restoring 3 LIFE POINTS per application). And finally, there is a small bottle of magical quinine which, according to the label, will absolutely cure you of malaria. (What a pity you don't have malaria at the moment. But keep the bottle carefully - it could come in handy if you're ever munched by a mosquito.) These should come in handy too. We're all done with this room, so let's go and loot 31 now! For that we had to roll two dice and check the corresponding section. Roll: 1 + 4 = 5, we're going to 16. Section 16 posted:The good news is that the chests are not locked. The bad news is that there doesn't appear to be anything of interest in them except old clothes and worthless personal items. You go through each systematically until, on opening the last chest but one, you are bitten by a snake. Secton 16 posted:You stare at the reptile in horror as it slithers away. What sort of idiot keeps a snake in his chest? Then you stare in horror at the fang marks on your arm. Your arm is beginning to burn, then turn numb as the sensation creeps up towards your shoulder. Your skin is turning brown, then bluish as the venom creeps relentlessly towards your loudly beating heart. You feel dizzy. You sway. You are on the point of blacking out. You are dying, poisoned by - The choice regarding this is yours, goons: do we keep searching, even after encountering a snake? Before that, let us check the casks and barrels in room 20. First the barrels. Section 77 posted:You knock out a wooden bung and a clear liquid gushes out, splashing all over your legs. Within seconds, you are standing in a widening pool, trying desperately to stuff the bung back in and wondering why you can't leave things alone. And here's another problem: do we fight this guy, or do we let him bash us? So here's the questions for today: 1. Do we search the final chest, even though the last one we looked into held a (non-poisonous) snake? 2. Do we fight the old sea dog? 3. After the above, do we fight the three guards and/or the cook? In what order? Or do we just leave them be and go upstairs? As always, the choice is yours, goons. Pip's Stat Block posted:LIFE POINTS: 39 / 48+1
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# ? Aug 22, 2015 22:09 |
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Mikl posted:1. Do we search the final chest, even though the last one we looked into held a (non-poisonous) snake? Yes, no, and no.
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# ? Aug 22, 2015 22:16 |
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Yes, No, NO.
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# ? Aug 23, 2015 01:00 |
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# ? Jun 8, 2024 02:33 |
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Yes, no, no. Although I do think that it feels as though we probably should've acquired more gear and power-ups (armour? Maybe it'll be in this last chest) from the starting area before moving on to what I assume is the next level. I bet the good stuff is guarded. Ah well. If Pip gets eaten by a sea monster after going up on deck, we can take a more disciplinarian line with the catering staff next time around.
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# ? Aug 23, 2015 09:48 |