[Let's Play] Revenge of the Red Dragon: Flametongue

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[Let's Play] Revenge of the Red Dragon: Flametongue

Post by Beroli »

You are an ancient Red Dragon. You've lived in this area for several hundred years. Most of those have been peaceful, since you dislike leaving your lair for any reason.

But last night you received a message that the Red Dragons were gathering for war. Of course, you couldn't ignore this summons, so you flew immediately to the Dragon Meeting Grounds. It was empty! No Red Dragons were there or had been there for hundreds of years apparently. Furious and suddenly fearful, you used a teleport spell to transport yourself back to your lair!

NO! It was a trick! You've been robbed! Shocked, you look quickly around your lair. The Shield of Dragonkind is gone, along with some other valuable items. But what really makes you angry is that your best friend--a small Faerie Dragon--is missing as well!

"It was the Black Knight! The Black Knight!" shouts the Guardian Skull. "He just left! Out the back!"

In a rage, you charge after him, but you miss catching him. Returning to your lair, you force yourself to calm down and think logically. Normally you would let the theft go unpunished, for you detest leaving your comfortable home. But you must get your little friend back, as well as making that black-armored scumdog pay for his actions!

There's no use chasing after him. You're not familiar with the countryside, having stayed in your lair for so long. But you have a map. You'll pick up his trail sooner or later. You could even fly to his Castle and wait for him there. But you'll have to hurry; if he reaches his Castle first, the spell on it will keep you out. Hastily packing a few treasures and selecting your magical spells, you start on your way.

PRIMARY PLAYER CHARACTER: Flametongue, An Ancient Red Dragon

Alignment: Chaotic Neutral

Hit Points: 67/67

Abilities: You can perceive things nondragons would not. If you are subjected to any fire attack, you heal 5 damage instead of taking damage. You can prepare and cast spells (see below).

Special Magical Possessions: Dragon Amulet: When in human form, this can be used to attack for 4 hit points of damage per Combat Turn. When in dragon form, it reduces the damage of one spell used against your group in the first round of each combat by 2. Magical Ring: This ring will teleport you out of immediate danger three times. To use this ring, in any situation except partway through combat with the Black Knight and his allies, simply say you wish to retreat. You can use it on encountering the Black Knight, should the situation be disadvantageous enough that you do not wish to fight him right then. Skeleton's Magical Bracer: springs the first trap you encounter. The next time you encounter a trap, it goes off harmlessly. Iron Statue: can fight at your side in one battle. It has 11 Hit Points and does 10 damage per hit.

Damage: You have one attack per Combat Turn. If you attack with claws and fangs, you deal 11 damage if you hit. If you use a fiery breath, you deal 18 damage if you hit. However, you can only use your fiery breath three times during this adventure (hit or miss).

Spells:

First Level Spell: Sleep: If this hits, one opponent who has less than 20 maximum hit points falls asleep and is automatically defeated.
First Level Spell: Enlarge: Automatic effect, doubles your physical damage for one battle.
Second Level Spell: Scare: If this hits, one enemy cannot attack for two Combat Turns.
Second Level Spell: Enfeeblement: If this hits, you can designate one enemy to do half damage for the rest of the combat. Round up.
Third Level Spell: Fireball: Deals 5 fire damage to each enemy.
Third Level Spell: Lightning Bolt: Deals 11 electrical damage.
Fourth Level Spell: Fumble: If this hits, all enemies in the current battle will be unable to effectively attack for two Combat Turns.
Fourth Level Spell: Charm Monster: If this hits, one enemy you are facing will fight on your side for the rest of the current battle if there are other enemies, and for two battles afterward. This will not work on anyone in the Black Knight's group.

You prepare spells at the beginning of your adventure, and are unlikely to have a chance to rest and prepare them again until the Black Knight is dead. An offensive spell can hit, miss, hit for double damage, or get a "special effect" result, just like a physical attack. If a spell takes effect or gets a "special effect" result, it is used up; if it misses, you still have it and can cast it again.

Your Spellbook:
First Level Spells:
Enlarge: Automatic effect, doubles your physical damage for one battle.
Magic Missiles: Deals 5 damage.
Sleep: If this hits, one opponent who has less than 20 maximum hit points falls asleep and is automatically defeated.
Shield: Automatic effect, causes all enemy attacks to do 1 fewer point of damage for one battle.

Second Level Spells:
Invisibility: Automatic effect, causes one enemy to not attack for one Combat Turn.
Enfeeblement: If this hits, you can designate one enemy to do half damage for the rest of the combat. Round up.
Web: If this hits, all enemies cannot attack for one Combat Turn.
Scare: If this hits, one enemy cannot attack for two Combat Turns.

Third Level Spells:
Fireball: Deals 5 fire damage to each enemy.
Lightning Bolt: Deals 11 electrical damage.
Wall of Fire: Automatic effect, permits you to escape one battle.
Haste: Automatic effect, causes each of your allies (not you) to have 2 physical attacks per Combat Round for the rest of the battle. Does nothing for an ally who already has 2 or more physical attacks.

Fourth Level Spells:
Change to Human Form: Permits you to assume a human form for up to three encounters.
Charm Monster: If this hits, one enemy you are facing will fight on your side for the rest of the current battle if there are other enemies, and for two battles afterward. This will not work on anyone in the Black Knight's group.
Fumble: If this hits, all enemies in the current battle will be unable to effectively attack for two Combat Turns.
Enchant Claws: Automatic effect, causes your physical attacks to automatically hit for normal damage every round for the rest of the fight. Can only be cast while none of your current enemies are human.



Flametongue's Ally: Sistoo, the Mantis Warrior

Alignment: Chaotic Neutral

Hit Points: 37

The Mantis Warrior is one of the most powerful of its kind. You magically suspended it in a Mantic ring and now you have called upon it to fight with you. It flies on a black magic carpet so that it can keep up with you. The Mantis will attempt to drag off small enemy corpses for trophies. This reduces the number of items it can carry unless you make it give up some!

Special Magical Possessions: Two Healing Potions: When you or one of your allies drinks this, it restores 5 hit points.

Damage: Sistoo attacks with a Glaive which does 9 damage per hit. If the Glaive misses, it will throw a Throwing Wedge, which hits automatically for 3 damage. If the Glaive hits, it does not throw the Throwing Wedge. This counts as one attack per Combat Turn for the Haste spell.


Flametongue's Ally: Gridelin, the Faerie Dragon

Alignment: Neutral

Hit Points: N/A, he never takes damage and attacks are never directed at him

Gridelin is an ancient Purple Faerie Dragon of great power. He came to your lair weary and hungry one rainy evening. You invited him in, fed him, and the two of you became great friends. There is only one minor irritation. Faerie Dragons never take anything seriously and consider life one huge joke. No matter what happens, Gridelin giggles.

Gridelin is currently with the Black Knight and it is the Black Knight's having kidnapped him that caused you to set out to punish the Knight. You can call him to you at any time and there is nothing the Black Knight can do to stop this. However, there are reasons you might want not to do so immediately. First is that if you wait to call Gridelin to your side until you are about to fight the Black Knight, Gridelin can automatically cast two spells against him before anyone else acts. Second is that while Gridelin is with the Black Knight, you can telepathically instruct him to sabotage the Black Knight in three ways, once each. The Black Knight will not know this has anything to do with Gridelin.

1) Gridelin can cause one of the Black Knight's double damage or special result rolls in combat to become a miss instead. If used to negate a special result, this must be done before knowing what a "special result" means.
2) One time the Black Knight or one of his allies uses a healing potion or healing ointment, Gridelin can cause it to have no effect.
3) Gridelin can summon a Giant Snake to attack the Black Knight at any time. The Giant Snake has 10 hit points, does 5 damage on hit, and strikes first each Combat Turn.


Spells: Gridelin can cast each of these spells once while with you. Each of them hits automatically.

Sleep: All enemies in the current battle whose maximum hit points are less than 10 fall asleep and are automatically defeated.
Forget: All enemies in the current battle will do nothing on their next Combat Turn.
Fumble: One enemy of your choice in your current battle who uses a weapon will drop it and spend their next Combat Turn picking it back up.
Distortion: One enemy of your choice will automatically miss with all attacks for two Combat Turns.
Faerie Fire: Everyone in your group will automatically hit the next Combat Turn.
Wood Warp: All wooden weapons used by enemies in your current battle will do 2 less damage from now on.
Winds: Each enemy in your current battle takes 2 damage and spends their next Combat Turn getting back to their feet.

Forget-Me-Not Dragon Breath: Three times during this adventure, the Faerie Dragon can choose an enemy to breathe on (not the Black Knight). Refer to the Combat Table; if you get a "hit" result, that enemy will not fight for the next two Combat Turns. (Any other result does nothing.)
Flametongue's Map.jpg
Flametongue's Map.jpg (40.92 KiB) Viewed 28512 times
Looking over your ancient map of the Enchanted Lands, you try to figure out where the Black Knight has gone. But it's difficult. This map is nearly as old as you are, and it's possible that the lands have changed a great deal. The two nearest places on your map are the Abbey of the High Cleric and the Ruins of Castle Arcania. Both of those look like they might be excellent places for the foul knight to hide.

Briefly you consider calling Gridelin to your side. You know that the little dragon could use its magical powers to respond to your summons immediately. It could be an invaluable help. But then again, there is much to be gained by letting Gridelin hinder the plans of the Black Knight. That fool human doesn't realize how much trouble that little Faerie Dragon can cause him. Your fangs flash in a dragony smile at the thought.

Looking back, you see your Mantis Warrior sitting on the magic carpet you've given him. Together, you fly off in pursuit of your enemy.

You now need to choose which spells to prepare for this adventure, as well as whether to fly to the Abbey of the High Cleric or the Ruins of Castle Arcania. Because of your size, the Black Knight will always know where you are, but you will not know where the Black Knight is unless you're in the same area as him; if you are, there will be an immediate fight unless one of you chooses to retreat.
Last edited by Beroli on Mon Sep 08, 2025 10:13 am, edited 7 times in total.
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Re: [Let's Play] Revenge of the Red Dragon: Flametongue

Post by JourneymanN00b »

Question: For the automatic effect spells, does this mean that they instantly used in the first round of the combat? Or does this mean that it automatically succeeds, and I can choose to save them for later turns or future combat encounters?

Below are my spells that I choose to prepare:
First level Spells: Sleep; Magic missiles if the former answer to the above is true, Enlarge if the latter answer is true
Second level Spells: Scare; Enfeeblement
Third level Spells: Fireball; Lightning Bolt
Fourth level Spells: Fumble; Charm Monster

I elect only to use Dragon Breath in battles against the Black Knight, where I will choose to use all Dragon Breath attacks until they are used up in that battle.

I do not want to call Gridelin until I meet the Black Knight. When said encounter happens, I will have Gridelin cast Winds and Faerie Fire (or Fumble if only enemy target spells are allowed) as the two spells.

Another question: If I choose to use Greidelin's second sabotage, will I be informed exactly when the second sabotage is triggered?

To start things off, I will head to the Ruins of Castle Arcania, since the last name indicates some mysterious knowledge that could potentially be more useful than something related to the High Cleric.
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Re: [Let's Play] Revenge of the Red Dragon: Flametongue

Post by Beroli »

Sorry, didn't mean to be unclear! Automatic effect spells are spells that work with no roll. No spells will be cast without you choosing to cast them.

As long as you haven't yet used Gridelin's second sabotage ability and he's with the Black Knight, I'll tell you, e.g., "The Black Knight has just used a 10-point healing ointment on his ally Scorch." You will be able to say "I have Gridelin block it" before the Black Knight's next turn.

You enter the ruins cautiously. According to rumors, no one who entered this place has ever come back out alive. Suddenly you know why! You're being attacked by Skeletons!

The Skeletons have 14 hit points and deal 10 hit points per successful Combat Turn. Do you wish to use any spells against them? If they remain intact long enough to attack you (...pretty much entirely contingent on Flametongue missing...), which attacks do you wish to hit Flametongue, and which Sistoo?
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Re: [Let's Play] Revenge of the Red Dragon: Flametongue

Post by JourneymanN00b »

Thanks for the clarification.

I do not wish to use any spells at this time, and would like all damage to go to Flametongue.
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Re: [Let's Play] Revenge of the Red Dragon: Flametongue

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Flametongue gets a special result. He sneezes fire violently. He misses this Combat Turn, but all his allies hit automatically; Sistoo hits for 9 damage.

The Skeletons attack and miss.

Flametongue hits, smashing the Skeletons.

You gain a magical bracer.

Skeleton's Magical Bracer: springs the first trap you encounter. The next time you encounter a trap, it goes off harmlessly.

Will you now travel to the Purple Plain, or the Black Desert?
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Re: [Let's Play] Revenge of the Red Dragon: Flametongue

Post by JourneymanN00b »

I will head to the Purple Plain next, and equip the bracer if it has not been done already to avoid the first trap encountered.
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Re: [Let's Play] Revenge of the Red Dragon: Flametongue

Post by Beroli »

Noted, and now you wait until the Black Knight finishes his first turn.
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Re: [Let's Play] Revenge of the Red Dragon: Flametongue

Post by Beroli »

You should get out of your lair more often! A Copper Dragon has dared to move into a den on your lands! Should you fight it now and see what loot it has stashed away in its den? Or should you continue chasing the Black Knight?

Attack the Copper Dragon?
Continue after the Knight?
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Re: [Let's Play] Revenge of the Red Dragon: Flametongue

Post by JourneymanN00b »

I will attack the Copper Dragon, and not use any spells and have all damage go to Flametongue until Flametongue is below half health or the Copper Dragon is dead.
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Re: [Let's Play] Revenge of the Red Dragon: Flametongue

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The Copper Dragon has 33 hit points and does 7 damage per successful Combat Turn.

Round One: Flametongue, Sistoo, and the Copper Dragon miss. Sistoo's Throwing Wedge does 3 damage. Copper Dragon has 30/33 Hit Points.

Round Two: Flametongue hits for double damage. Sistoo and the Copper Dragon miss. Sistoo's Throwing Wedge does 3 damage. Copper Dragon has 5/33 Hit Points.

Round Three: Flametongue, Sistoo, and the Copper Dragon miss. Sistoo's Throwing Wedge does 3 damage. Copper Dragon has 2/33 Hit Points.

Round Four: Flametongue gets a Special result. A javelin streaks out of the darkness and buries itself in his hide, doing 3 damage to him. Sistoo misses, and kills the Copper Dragon with his Throwing Wedge.

Flametongue searches the Copper Dragon's lair.

Amid the tons of gold coins and useless swords and armor, you find something really worthwhile! A Wizard Sphere!

Wizard Sphere: Flametongue can use this instead of doing anything else a Combat Turn to fire a lightning bolt which will do 5 damage if it hits, 5 times total. Probably useless unless you need electricity damage specifically at some point. Much more importantly, it will heal 2 damage to Flametongue at the beginning of each of his movement turns.

Pleased with your good fortune, you set off for the Druid's Grove...and wait for Raven to finish his current turn.
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Re: [Let's Play] Revenge of the Red Dragon: Flametongue

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Flying over Druid's Grove, you realize this would be an ideal place for the Black Knight to hide. Cautiously you look around. It seems deserted, but you sense the magical presence of the Druids still lingering.

You try to peer into the Grove, but you can't see through the thick trees that block your path. All your life you've heard stories of Druid treasure. But you've also heard stories of their fearful traps!

You decide to enter, but would it be better to enter in human or dragon form? Doesn't matter, you don't have a spell to turn into human form. You crash through the trees in your dragon form.

Oh, no! A Druid would have been bad enough, but now you face Pixies! Stupid little nuisances! Their darts can't kill you, but they itch like crazy!

The Pixies have 24 Hit Points. Their darts do no actual damage, but if they roll an 18, 19, or 20, you find the itching unbearable and are forced to disengage and fly on to the Lich's Way. How will you fight them?
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Re: [Let's Play] Revenge of the Red Dragon: Flametongue

Post by JourneymanN00b »

I will just use claws and fangs.
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Re: [Let's Play] Revenge of the Red Dragon: Flametongue

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Flametongue misses, Sistoo hits, and the Pixies get a double damage result, forcing Flametongue to leave.

Standing in front of the entrance to the Lich's Way, you can't help but think about the time several hundred years ago when you watched a group of powerful wizards enter this place to clean it out. Only one came back out, shrieking in terror. But there's no path around Lich's Way. You must go in or give up your quest--and that's out of the question!

Now your only question is, do you change into human form to enter this door or remain in dragon form and fly up to an entrance you see high in the side of the cliff? That's not a question at all; you have no spells prepared to change into human form. You fly to the higher entrance.

Before you is an entrance into the Lich's Way, but it appears to be guarded by some unknown type of shadow creatures. You've never seen anything like them in all your long existence!

There's a chance the Black Knight is in there, hiding from you. There's also rumored to be a lot of treasure in that place, but the thought of facing some sort of weird monster is not pleasant.

Leave the Lich's Way and fly to the Cloud Giant's castle?
Enter the cave fighting?
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Re: [Let's Play] Revenge of the Red Dragon: Flametongue

Post by JourneymanN00b »

I will enter the cave fighting, under the same rules as the Copper Dragon fight.
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Re: [Let's Play] Revenge of the Red Dragon: Flametongue

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The moment you enter this tunnel, you realize you've made a mistake! You are being attacked from all sides by shadows who you cannot affect! Suddenly, you realize that the crystals in the cave walls are giving the Shadow People their power! You're going to have to fight walls!

Crystal Cave Walls have 20 hit points. Each time the Shadow People get a "hit" or "double damage" result, they will steal one of your party's objects away and you will not get it back. If you run out of items before the crystals are broken, they will start actually attacking, doing 4 damage.

Flametongue gets a Special result. A Ghost Dragon rises from the ground, breathes a healing blast on his body, and disappears. He would be restored to full health, if he was injured. Sistoo misses and does 3 damage with the Throwing Wedge. The shadows miss.
Flametongue misses. Sistoo misses and does 3 damage with the Throwing Wedge. The shadows miss.
Flametongue misses. Sistoo hits for 9 damage. The shadows miss.
Flametongue misses. Sistoo hits, breaking the crystals.

Go down the tunnel to the west?
Leave and fly to the Cloud Giant's Castle?
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Re: [Let's Play] Revenge of the Red Dragon: Flametongue

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I will head down the tunnel to the west.
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Re: [Let's Play] Revenge of the Red Dragon: Flametongue

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The only thing in this chamber is a fountain, but what a strange fountain! It fills the chamber with its magical aura. Thankfully you notice tunnels leading out of here!

As you investigate the fountain, you hear the water whispering words that you can't quite make out.

Stay in this chamber, hoping to figure out what the magical fountain is trying to tell you?
Leave this complex by the passage to the west which might lead to Deadman's Valley?
Stay in the complex and go south toward a smell of rotting flesh--dinner perhaps?
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Re: [Let's Play] Revenge of the Red Dragon: Flametongue

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I will stay and figure out what the fountain is trying to say.
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Re: [Let's Play] Revenge of the Red Dragon: Flametongue

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You try all the standard tests on the fountain to see if it's magical. Nothing happens. It tastes bitter. It doesn't heal wounds. It's time to try something a little more daring. Looking over your magic items, you select one and throw it into the fountain.

Suddenly you can understand the fountain's words:

In return for your gift, Noble Dragon, I will either heal one member of your group, give you information about your enemy, or give you a gift.

Choose which magic item you no longer have. Then choose which you will ask the fountain to do, or if you will decide you don't trust it and either leave the complex to go to Deadman's Valley, or explore the south corridor that smells of rotting flesh.
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Re: [Let's Play] Revenge of the Red Dragon: Flametongue

Post by JourneymanN00b »

I will give up the Wizard Sphere for the fountain’s gift, and check out the south corridor.
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Re: [Let's Play] Revenge of the Red Dragon: Flametongue

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"Take one of these as a gift, Dragon," the fountain whispers to you.

The Leather Potion Bottle: 15-point healing potion.
The Crystal Coffer: When you open this coffer, you can avoid one combat encounter entirely. Cannot be used on the Black Knight. Used up when used.
The Drum of Panic can be used by any member of your group in lieu of doing anything else in a Combat Turn. If they get an 18, 19, or 20, one enemy flees. Can be used an infinite number of times.
The Iron Statue can fight at your side in one battle. It has 11 Hit Points and does 10 damage per hit.
The Lightning Bolt Thrower does 12 electrical damage per hit. Any member of your group can use it in lieu of doing anything else in a Combat Turn. Each time you fire it, hit or miss, you use up one of its six charges.

You go south and encounter four Trolls! Whenever one of them is wounded but not killed in a Combat Turn, it will run away (if there is at least one other troll present to cover its retreat) and come back in two rounds with full health. You have to fight them one at a time, in the following order:

The First Troll has 13 Hit Points.
The Second Troll has 12 Hit Points.
The Third Troll has 11 Hit Points.
The Fourth Troll has 10 Hit Points.

Each does 4 damage per hit.

Which item will you take and what strategy will you use to fight them?
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Re: [Let's Play] Revenge of the Red Dragon: Flametongue

Post by JourneymanN00b »

I will take the iron statue.

When facing the first and second trolls, if both Flametongue and Sistoo get hits and Flametongue’s attack was claws and fangs, would the Troll retreat before Sistoo’s hit lands? If yes, then I want to cast enlarge on Flametongue for the first round, then use fangs and claws for the rest of the battle. If not, then I will just use fangs and claws until the trolls are dead or Flametongue is at half health. All damage should go to Flametongue.
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Re: [Let's Play] Revenge of the Red Dragon: Flametongue

Post by Beroli »

The troll cannot retreat until it is its turn. As long as it takes enough damage to die on your group's turn, it will die.

And accordingly:

Flametongue misses. Sistoo misses and hits with the Throwing Wedge for 3 damage. Troll One misses, and runs away.
Flametongue hits for 11 damage. Sistoo hits for 9 damage. Troll Two is dead.
Flametongue misses. Sistoo misses and hits with the Throwing Wedge for 3 damage. Troll Three misses, and runs away. Troll One returns.
Flametongue hits for 11 damage. Sistoo misses and hits with the Throwing Wedge for 3 damage. Troll One is dead.
Flametongue misses. Sistoo misses and hits with the Throwing Wedge for 3 damage. Troll Four hits Flametongue for 4 damage. Troll Four, alone, cannot retreat. Troll Three returns.
Flametongue gets a Special result. The Dragon Gods are displeased; all his enemies (the single troll he's fighting) hit automatically. Sistoo misses and hits with the Throwing Wedge for 3 damage. Troll Three hits automatically for 4 damage, and runs away.
Flametongue misses. Sistoo misses and hits with the Throwing Wedge for 3 damage. Troll Four misses and cannot run away.
Flametongue misses. Sistoo hits for double damage, killing Troll Four. Troll Three returns.
Flametongue misses. Sistoo misses and hits with the Throwing Wedge. Troll Three hits Flametongue for 4 damage.
Flametongue hits for 11 damage, finishing off Troll Three.

You have reached a dead end!

Flametongue's Hit Points: 55/67

Fly to the Dwarven Hills?
Fly to the Cloud GIant's Castle?
Fly to Deadman's Valley?
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Re: [Let's Play] Revenge of the Red Dragon: Flametongue

Post by JourneymanN00b »

I choose the Dwarven hills, and to restore 11 hit points by using the healing potion that Flametongue has.
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Re: [Let's Play] Revenge of the Red Dragon: Flametongue

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After flying for miles through the desolate Dwarven Hills, you come across an ancient battlefield. It brings back fond memories--you enjoyed watching that battle when you were a young Dragon. You're just trying to remember who won when suddenly your path through the battlefield is blocked by the image of a ghostly dwarf. It speaks to you!

We have paid for this land with our blood. You who trespass must give us aid or back luck will follow! You must enter the Caves of Night!

Looking around, you see the Caves.

Flametongue's Hit Points: 66/67

"The only good dwarf is roast dwarf!" Fly off?
"Ghostly warnings are dangerous to ignore." Fly to the caves?
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