[Let's Play]Grailquest 2: The Den of Dragons

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Post by Darth Rabbitt »

Left exit is fine by me.
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Post by Thaluikhain »

Oh, you've no real reason to sleep and risk dreaming, but I'd recommend doing that to see what happens, otherwise you're missing out on a zany mechanic.
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Post by SGamerz »

Thaluikhain wrote:Oh, you've no real reason to sleep and risk dreaming, but I'd recommend doing that to see what happens, otherwise you're missing out on a zany mechanic.
I mentioned at the beginning of the thread that sleeping is actually pretty save as long as we have the Luckstone, and I half-expected that players would forego healing potions as starting equipment.

Of course, shortly after that we found the Snuffbox, rendering sleeping completely pointless.

Speaking of which, it's time for some healing....

Dice roll = 8. Pip is at 33/37.
Omegonthesane wrote:Do we have to fight another wraith if we go back north?
I'd say no. The default rules say that defeated monsters stay dead on replays, and while we're not on a replay it doesn't make sense for Pip to have to fight in the same section multiple times on the first play and 0 times on replay.

I made an exception for the Kangaroo-thing in the village because those were, according to the map, different locations that happen to have the same encounter. I think in the caverns we can safely assume that the same sections represent the same locations.

Moving to 98 now (left exit):
The corridor--a natural fissure in the rock by all appearances--twists, turns, widens, then narrows until you have almost lost all sense of direction. (Although your experience suggests it generally runs roughly north-west.) Eventually the passage narrows to such a degree that you are actually forced to turn sideways in order to pass through it.

You are squeezing through the last few metres when you emerge, like a cork from a bottle, into another cavern, larger than the entrance cavern. Marching through this cavern is a contingent of tiny, ugly, large-headed humanoid creatures, each armed with a sword and wearing leather armour. There is no doubt in your mind that you have met up with a party of Rock Trolls. There is a second passage leading out of this cavern to the north, rather wider than the one by which you entered. But how to reach it?

Your Invisibility spell can work here. If you get your roll and use it successfully, you may creep quietly past the Trolls and leave by the northern passage to 99. But remember this spell can be used only once and you may need it later.

You might try introducing yourself and hoping to convince the Trolls to let you past. If so, go to 103.

You may fancy your chances of hacking them to bits. There are six Trolls in all. Each has 10 LIFE POINTS. They haven't seen you, so you can get in first strike against one of them. The others will, however, strike back in sequence before you can strike again. They hit on 6, with +2 damage on their swords. Their armour, which isn't very good, will absorb only 1 point of damage you score against them. Get your dice rolling if you pick this option. If you kill the Trolls, you may proceed to 99. If they kill you, it's 14.
Use Invisibility, try to make friends, or kill them for Exp?
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Post by Omegonthesane »

LET'S BE FRANZ
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Post by Darth Rabbitt »

If Invisibility wasn't 1/adventure it might be worth considering using here (but probably not because of all of our healing). Winning the fight gives the same results as sneaking past, which means they aren't carrying anything worthwhile (and might not even give XP).

What the hell, try friendship.
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Post by SGamerz »

Darth Rabbitt wrote:Winning the fight gives the same results as sneaking past, which means they aren't carrying anything worthwhile (and might not even give XP).What the hell, try friendship.
XP is automatically given for every opponent defeated and every puzzle solved. The text never tells you to gain or not gain XP for any individual fight or puzzle in this series, so by default ALL fights gain you XP according to the rules. It's the puzzles that are more ambiguous, since the book doesn't actually specify what constitutes a puzzle, so that's more subject to player's own interpretations.

Anyway, we try talking....
Roll two dice.

Score 2-9 and the Trolls, an aggressive bunch, are beyond all reasoning. Return to 98 and reconsider your options.
Score 10-12 and the Trolls will let you past. Go to 99.
Dice roll = 12! We don't even need the Luckstone this time.
The passageway, which looks as though it has been used fairly often, runs in a two hundred metre stretch to a vast cavern notable mainly for the almost overpowering stench which emerges from it. Your torch soon shows the cause of the smell: the centre of the cavern floor is piled high with dragon droppings. Your hand drops instantly to your sword hilt, but a moment's quick inspection convinces you there are no dragons about at the moment. As you stand in the centre of the cave (just short of the manure heap) there are three exits.

West will take you to 98.

North will take you to 105.

East is almost totally blocked by a large boulder. If you wish to try this direction, roll two dice to find out if you are strong enough to move the boulder. Score 2-6 and it won't shift, so you must choose another way. Score 7-12 and though it's heavy, you manage to shift it sufficiently to squeeze past, in which case go to 102. Note: if you wish to use one of your precious Fireballs here, it will, on a hit, crumble the boulder to dust, allowing you to go to 102.

If you decide to search the heap of dragon dung (what a revolting thought) before leaving this cavern, go to 111.


98 takes us back to the trolls (you are free to go back and kill them if you want the XP).

We have also been to 102: that's where we killed the Wraith. From there we can then get to 112, which is a new section. But we have to roll to get past the boulder to reach there.

105 is a new section we haven't been to.

Meanwhile, Pip uses the Snuffbox again and rolls 5 to bring himself back to full health.

1) Search the dragon dung?
2) Back to 98 and kill the trolls?
3) Try to move the boulder and go through 102 to 112?
4) Go to 105?
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Post by Darth Rabbitt »

Search the dung and then try to move the boulder. With the Luckstone we only fail on a natural 2 or 3.
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Post by SGamerz »

Searching the dung:
You've found a ring! It fits neatly on the finger of your left hand. The trouble is, now you've tried it, you can't get it off. And it tingles slightly.

A tinglering. Wonder what a tinglering actually does? But never mind that now. Go to 99 and decide where to go from there.
That's the third one we've found......and apparently, the second one that we can't get rid of!

Now Pip tries to move the boulder:

Dice roll = 8. Success!
We proceed to 102, where we fought the Wraith earlier, and from there continue to 112 (because I assume nobody wants to go back to 108 again from there):

The passageway opens abruptly so that you find yourself standing on the rocky shore of a vast underground lake. There is no road around these still, dark waters. But there is, at least, a rather battered, leaky rowboat tied up only a few metres away from you.

If you have previously discovered on this adventure that you can swim, you might like to try swimming the lake. (If you don't know whether you can swim, don't risk it.) To attempt to swim, go to 123.

If you want to risk that rowboat (although it does look very leaky) go to 117.
I believe there was a previous encounter that required Pip to roll dice to determine whether he can swim. We missed that one. From the way the text puts it, we have to take the boat here.
You climb into the rowboat and fish out the oars from the scummy pool of water in the bottom, fit them into the rowlocks and pull away from shore. The dark water swallows up the light from your torch, which you have jammed at the prow, so that you seem to be rowing through an endless night. Water from the boat's many leaks is already lapping around your feet as you strive to cross the lake before this old tub sinks. Roll two dice to find out if you make it safely.

Score 2-4 and go to 124.
Score 5-12 and go to 132.
Dice roll = 5. We use the Luckstone to modify it down to 2, because the lower numbers are the better results.
Although we do get the chance to roll dice to determine whether Pip can swim if the boat sinks, which if it succeeds might actually be more convenient for us in future encounters.
You have strong arms, Pip. Or maybe just a lot of luck. Whichever way, you made it! You squelch off across the cavern floor to the entrance of an exit passageway to the east.

Enter the passageway and go to 130.

Image
Wow!

This must be your lucky day, Pip. As you step into a cave, your torchlight illuminates the largest heap of gems, silver, gold, electrum, jade, ivory and artifacts you have ever seen. There is a king's ransom here, a treasure beyond the wildest dreams of avarice. This cavern makes the Wizard Ansalom's fabled treasure house look like the small-change booth in a second-rate circus. There must be millions here: maybe billions. Diamonds, rubies, sapphires, emeralds, circons, pearls... hundreds of them, thousands of them just sitting there in a huge pile waiting to be shoveled into a backpack! This must be the legendary Dragon's Treasure--ransom money for freed maidens, treasure trove from ravaged monasteries and castles, all the booty collected over centuries by generations of rampaging dragons. All of it here, all of it just waiting for a brave adventurer like you. This could make such a difference to your lifestyle, Pip. This could buy you a castle--a dozen castles. This could... but you know full well what this could do.

All you have to do to get it (as much as you can carry, at least, which is still an awful lot) is to persuade the lady with the funny-looking hair to let you take it. The lady with the funny-looking hair? That isn't hair on her head--it's snakes! Could this be the Medusa, the mythical female whose very look turns people to stone?

Now you come to mention it, there are several very lifelike statues standing around near the heap of treasure. But think of all that loot, Pip. Think what you could do with it.

To grab some of this treasure, you're going to have to fight the Medusa. If you decide to do so, go to 136.
If you feel discretion might be the better part of valour (and who needs loot anyway?) you may use your Invisibility spell to get out of this cave without being seen.
If you don't want to use your Invisibility spell here, you can try creeping out ever so quietly. To find out if you have succeeded, roll two dice. Score 2-6 and you're out without being spotted. Score 7-12 and the Medusa glanced briefly in your direction: go to 14.
The passages out of this cavern lead to 138 and 128.
Do we want to use Invisibility here? The text makes it sound like we only use it to escape, but if we choose to fight we can actually get some bonus if we have Invisibility on.

Either way, do we want to try to kill the Medusa for loot? Or just try to sneak past?

Also, another thing the text doesn't say is that 138 actually leads back to the water where we have to swim or row back to 102, so I'm assuming that you guys want to move on to 128 after this rather than turn back (whether you fight or stealth your way past the Medusa). If any of you object, please voice out.
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Post by Thaluikhain »

SGamerz wrote:I believe there was a previous encounter that required Pip to roll dice to determine whether he can swim.
IIRC, you roll the dice after deciding to jump in the water, and either you swim really well or you immediately drown. Seems a weird random instakill.
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Post by Darth Rabbitt »

Avoid the Medusa (using Invisibility) since she probably has a very real chance of instakilling us.
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Post by Omegonthesane »

Sneak past because we're inevitably going to need Invisibility for some later "no save just die" encounter.

Also fuck the writer for deciding Medusa's gaze can kill people who aren't looking at her.
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Post by SGamerz »

There's a tie about whether to use the spell. Any tiebreakers?
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Post by Darth Rabbitt »

I'll change my vote to break the tie.
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Post by SGamerz »

Dice roll = 4+3 = 7!

That Luckstone has saved us more times than I can count.
You trip gaily along this passage without a care in the world until you fall down a pit trap.

Roll two dice to determine the damage caused by the fall. Subtract the result from your current LIFE POINTS. If this kills you, go to 14. If you have a rope and spikes in your equipment, you may use them to climb out again. If not, you're stuck: starve for a week then go to 14.
If you get out of the pit, you may proceed. The passage you're in leads to 120 in one direction and 130 in the other.
Dice roll = 7-3 = 4, so Pip takes 4 LP of damage. Fortunately, he has the foresight of purchasing rope and spikes at the beginning of his quest, and escapes the pit!

130 leads back to the Medusa, to it's onwards to 120 now:
Image
The passageway runs due east for a time then curves, first north-east, then, with increasing sharpness, north. You catch a strange odour, a little like that of the cattle shed at the home of your adoptive parents, but more pungent and somehow strangely menacing. Nonetheless you press on. Pip is not an adventurer for nothing. What is a little danger between friends? (S)he who hesitates is lost. Press on regardless...

While such daft thoughts are drifting through your mind, you reach the end of the passage and step directly into another cavern. There is an exit on the north wall, another to the east, and three large brass-bound chests and a small matching casket on the floor some five metres ahead of you. This would be an interesting and intriguing place to explore at your leisure were it not for one thing. Between you and the chests (not to mention the exit passages) is a two metres tall, heavily muscled figure, holding a naked sword. Except you aren't looking at the sword right now, however threatening that might be: you are looking at the figure's head which, incredibly, is that of a bull! You have entered the cave of the MINOTAUR!

'HALT!' bellows the Minotaur, making a curious scraping gesture with his right foot on the floor. 'NO ONE PASSES THIS WAY!'

'Keep your voice down, you silly monster!' you reply, perhaps with more bravado than you actually feel. 'I have no quarrel with you--I'm simply trying to find the Brass Dragon.'

'You?' snorts the Minotaur. 'A little pipsqueak like you looking for the Brass Dragon?'

'I am no pipsqueak,' you answer proudly, 'although my name is Pip. Perhaps you have heard of me?'

The Minotaur shakes his huge head, snorting. 'Can't say I have.'

'Then,' you say, 'you may have heard of the man who sent me--Merlin, the greatest magician in all of Avalon.'

'Merlin, is it? I thought he'd be dead of old age by now.'

'Very much alive,' you say quickly, on the principle that jaw-jaw is safer than fight-fight, especially when you're facing anything as tough looking as a Minotaur.

'And you really know him? Personally?'

'Of course.'

The Minotaur stops scraping his foot on the ground. 'Do you think you could persuade him to fix my head?'

'What's wrong with your head?' you ask, wondering if the monster has a headache.

'It's shaped like the head of a bull,' says the Minotaur. 'Hadn't you noticed?'

'Well, yes...' you admit.

The Minotaur sits down on one of the chests and leans his sword against his knee. The great bull's head hangs sorrowfully. 'Most people do,' he remarks. He looks up. 'You don't think I was born like this, do you?' And before you can answer, he goes on: 'No, of course not. I was a perfectly normal child, good-looking as you are. I lived in Athens--a little Greek village you may have heard of. My head grew like this because I ate too many hamburgers, I think. I'm not altogether sure, but it's the only reason I can think of. All my friends deserted me, and while the King of Crete was decent enough to give me a job for a time guarding his labyrinth, the pay was appalling and eventually I turned it all in to come and skulk here. Do you think Merlin could cure me?'

'I'm sure he could,' you say. 'He's very good at changing the shape of things.'

'If you can get him to do it,' says the Minotaur, 'I'd be ever so grateful.'

'Would you let me pass through your cave unharmed?' you ask warily.

'I can't do that. Anyone who comes in here has to fight me--that's tradition. But we can make it a token fight with no weapons. First one to knock off 10 LIFE POINTS is the winner. If you win, you can go on through: I'll even let you search these chests for anything useful. If you lose, you have to go straight back to Merlin and see about fixing my head--how does that suit you?'

'That suits me fine!' you say (in some relief). 'Shall we fight now?'

'Yes, let's!' says the Minotaur excitedly, leaping to his feet.

Roll two dice to decide the outcome of the fight. The Minotaur needs a six to hit, exactly as you do since this is a fist fight. First roll decides who gets first strike.

If you win, go to 126.

If you lose, go to 133.
We lose the advantage of EJ's bonus in this fight. Do we want to use magic here to help us win?

QUEST JOURNAL:
Pip's LIFE POINTS: 33/37
Permanent Life Points: 1

EQUIPMENT CARRIED:
Excalibur Jr. (hits on 4, damage +5)
Dragonskin Jacket (damage taken -4)
Luckstone (modifies all of Pip's dice rolls by 3 in his favour)
Double-headed Copper Coin (can be used to win any gambling games)
Tinglering x3
Magic Wooden Duck (can neutralize any magic once per book)
Globule Wand (roll 6+ during combat to hit, allows 4 free strikes before foe gets free), 5 charges remaining.
Scroll of Teleportation Spell (sends Pip to any section previously visited, can be used only once)
Backpack
Carpentry Hammer
Axe
Rope (15m coil)
Torches
Waterbag
Tent
Sack (six)
Blanket
Lamp
Container of oil
Climbing spikes
Fish-hooks
Harp
Horn
Bandages (15m roll)
Knife
Tinderbox
Stakes
Change of boots
Parchment
Quill and powdered ink
Food pack (10 days rations)
Cooking utensils
Healing Potion (4 doses)
War Hammer (+3 damage)
Daggers x4
Snuffbox of Healing (can restore 2D6 LP every new section)
Horseshoe

MONEY: 20 SP

MAGIC:
PANIC 2/3
POW 2/3
PILL 3/3
PAD 3/3
PIP 3/3
PIN 3/3
PiR2 1/3
INVISIBILITY 1/1
Firefingers 11/18
Fireballs 2/2

EXPERIENCE POINTS: 11
ENEMIES DEFEATED:
2 Kangaroo-things
Phantom of the Village Church
Water Weird
4 Martial Monks
Irish Wolfrat
Wraith
PUZZLES SOLVES: 1

No. of Deaths:
None yet
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Post by Omegonthesane »

This looks rather like a set of coin flips. If magic that doesn't involve hitting the other person with something other than your fists isn't considered scummy cheating then I'd use a POW.

Interesting that the minotaur isn't any better at unarmed combat than a young boy half his size.
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Post by Ikeren »

"...on the principle that jaw-jaw is safer than fight-fight, especially when you're facing anything as tough looking as a Minotaur."

What? What? Seriously, what is this?

I say fight, we have the luckstone after all.
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Post by Omegonthesane »

Changing vote to just fight if we're allowed to use the Luckstone to rig combat rolls.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Post by SGamerz »

I don't see why the Luckstone wouldn't be allowed. A luck bonus is something intangible that can't really be caught as a cheating device.

In addition to that, we still get the bonus of our armour, since the text doesn't say anything about Pip taking it off for the fight, so we'd be tougher than the Minotaur too!

Of course, this isn't a fight to the death. Winning the duel may be easy for Pip, but a real fight may be a different story. For all we know the Minotaur may have 5000 LP.

Minotaur rolls 3.
Pip rolls 2+3 = 5. Pip strikes first.

COMBAT LOG:
Pip rolls 9+3 = 12 and hits for 6 damage.
Minotaur rolls 2 and misses.
Pip rolls 10+3 = 13 and hits for 7 damage.
Pip wins!
'Well now,' says the Minotaur (a little breathlessly after the fight), 'now that we've got that out of the way, you'd better have a rummage through my belongings. That's traditional too, you know. To the victor the spoils, as young Julius Caesar used to say to me before my head got this way and we stopped speaking to one another. But I'd better warn you, it's been set up so you can only look at two of them: once you do that, the others vanish. A little magic I bought to protect my belongings, you appreciate, except I don't know how to switch it off, so you're stuck with it, I'm afraid. Now we've got three chests and a casket. You can look in any two. So make your choice.'

You stare from chest to chest. They all three look identical. The casket, although much smaller, is of essentially the same design. 'Can't you simply tell me what's in them?' you ask the Minotaur.

But he shakes his great bull's head. 'Tradition, you know...' he explains sadly. Since there's no way of telling the chests apart, Pip, let's call them 1, 2 and 3.

Open Chests 1 and 3 and go to 135.
Open Chests 1 and 2 and go to 140.
Open Chests 2 and 3 and go to 146.
Open Chest 1 and the casket and go to 143.
Open Chest 2 and the casket and go to 150.
Open Chest 3 and the casket and go to 129.
Which 2 containers do we pick?
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Post by Darth Rabbitt »

Chest 2 and the casket.
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Post by Omegonthesane »

Agreed.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Post by SGamerz »

The casket contains a large key. Wonder where that might fit then? The chest is no help: it contains only a bottle clearly marked SNAKE VENOM ANTIDOTE, which may at least come in handy if you're ever bitten by a snake. It tastes horrible, but absolutely neutralizes the poison, leaving your LIFE POINTS exactly as they were before he bite. There is enough in the bottle for one dose only.

As the Minotaur predicted, the remaining chests have vanished. There are three passages leading from this cavern. They go to 114, 137 and 128. Take your pick!
Brennan has given up pretending that there's any use trying to map this place, since he doesn't even give us directions here, just section numbers.

We came from 128 (where the pit trap was), so either 114 or 137 onwards?
Last edited by SGamerz on Wed Oct 18, 2017 2:06 am, edited 1 time in total.
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Post by Omegonthesane »

114.

There's still totally a use in a map of section numbers, just not one that in any way matches the ground layout...
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Post by Darth Rabbitt »

Sure, 114.
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Post by SGamerz »

Image
What a maggoty little cavern! Low roof, no exit and the whole place is positively full of some sort of nasty fungus. Smelly, nasty...Fungus.

Even at this very minute it's earing its way through your leg! -

Run Pip! Too late - your leg has fallen off! The fungus is eating your head.

Go to 14.
Yeah, this is the other 100% no-save insta-death in this book.

Pip still has the Scroll of Teleportation, so I'm going to have Pip use it to teleport back to the previous section as soon as he smells he foul fungus.

And after that, of course, we're left with 137:
This cavern is completely lined with metal! Floor, walls, and ceiling! And the whole north wall is taken up by bank upon bank of truly massive machinery! This was never made by dragons! Or by anybody else in the time of King Arthur. If you weren't really a young person from the twentieth century occupying another body, you might be tempted to think it was magic. But you are a young person from the twentieth century, so you know perfectly well you are facing some strange sort of giant machine. But who made it? How did it get here? And what does it do? What a mystery.

What a puzzle. What a glorious opportunity to poke around a bit and get yourself into no end of trouble!

You might be sorely tempted to walk directly to that control panel on the north wall were it not for one small thing. The machinery is being tended by no less than a dozen hunchbacked Dwarves of evil countenance. Twelve of them, Pip! Could even an adventurer of your reputation and experience fight them all? The choice is yours.

You may use your Invisibility spell here to get away safely. (Although that means going back the way you came, since there are no other exits to this place.)

You may try to creep away quietly. If so, roll two dice. Score 2-8 and you made it without any of the Dwarves noticing. Score 9-12 and they spot you and hurl themselves upon you shrieking evilly, in which case you're stuck with a fight so go to 131.

You may hurl yourself upon the Dwarves and hope to hack them to pieces. If so, go to 131.
Pip uses the Snuffbox and rolls 8 to get back to full LP.

Since the only way to avoid this fight is to turn back, and we know what the other ways lead to, I guess it's fight time....
Each nasty Dwarf has 10 LIFE POINTS. They are slow movers, so you can certainly have the first strike against some of them. Roll two dice to find out how many you can hit first. (If you manage a 12, it means you can take a bash at every one of them before any of them get to strike you back.) When you have taken your first hit or hits, the Dwarves will strike you back in sequence. They aren't particularly good fighters and need 8 or better to hit. As against that, they are armed with swords which do +3 damage.

If the Dwarves kill you, go to 14.
If you manage to kill ten of the Dwarves, the other two will run off in the direction of the Minotaur's cave, leaving you to do what you will in this cavern. Go to 134.


Dice roll = 7+3 = 10! This means Pip can hit 10 of them in the first round! With their puny LP, he may be able to KO 10 of them before any of them can hit back!

COMBAT LOG:
Pip rolls 6+3 = 9 and hits for 5+5 = 10 damage!
Dwarf#1 is killed.
Pip rolls 4+3 = 7 and hits for 3+5 = 8 damage!
Dwarf#2 is KOed.
Pip rolls 7+3 = 10 and hits for 6+5 = 11 damage!
Dwarf#3 is killed.
Pip rolls 8+3 = 11 and hits for 7+5 = 12 damage!
Dwarf#4 is killed.
Pip rolls 11+3 = 14 and hits for 10+5 = 15 damage!
Dwarf#5 is killed.
Pip rolls 4+3 = 7 and hits for 3+5 = 8 damage!
Dwarf#6 is KOed.
Pip rolls 5+3 = 8 and hits for 4+5 = 9 damage!
Dwarf#7 is KOed.
Pip rolls 8+3 = 11 and hits for 7+5 = 12 damage!
Dwarf#8 is killed.
Pip rolls 11+3 = 14 and hits for 10+5 = 15 damage!
Dwarf#9 is killed.
Pip rolls 4+3 = 7 and hits for 3+5 = 8 damage!
Dwarf#10 is KOed.
And just like that Pip wins this in one round as the remaining 2 dwarfs flee!

And with these additional 10 adversaries vanquished, Pip's Exp rises all the way to 22, allowing him to trade 20 of them for an additional Permanent LP!
Picking your way carefully over the bodies of dead Dwarves, you reach the bank of controls on the north wall. Inlaid in the gleaming metal floor beneath your feet is a blue metal plate. You test it carefully, but it seems secure to stand on. Before you are three large levers, surmounted by a notice in red. The notice reads:
PLACE KEY IN SLOT
BEFORE ACTIVATING LEVERS

Beside the notice is a slot big enough to take quite a large key. The levers are numbered 1, 2 and 3. You can see that each one may be pushed upwards or downwards. Make your choice carefully when you decide what to do with these levers because they will obviously determine the course of the remainder of your adventure. Here are your various options:

If you have a key to place in the slot, then the following results will arise:

Push all three levers up and go to 139.
Push all levers down and go to 141.
Push one lever up and two down and go to 144.
Push two levers up and one down and go to 147.

If you do NOT have a key to put in the slot, then the following results will arise:

Push all three levers up and go to 142.
Push all levers down and go to 145.
Push one lever up and two down and go to 148.
Push two levers up and one down and go to 149.


We got a key from the Minotaur. What do we do with the levers?

QUEST JOURNAL:
Pip's LIFE POINTS: 38/38
Permanent Life Points: 2

EQUIPMENT CARRIED:
Excalibur Jr. (hits on 4, damage +5)
Dragonskin Jacket (damage taken -4)
Luckstone (modifies all of Pip's dice rolls by 3 in his favour)
Double-headed Copper Coin (can be used to win any gambling games)
Tinglering x3
Magic Wooden Duck (can neutralize any magic once per book)
Globule Wand (roll 6+ during combat to hit, allows 4 free strikes before foe gets free), 5 charges remaining.
Backpack
Carpentry Hammer
Axe
Rope (15m coil)
Torches
Waterbag
Tent
Sack (six)
Blanket
Lamp
Container of oil
Climbing spikes
Fish-hooks
Harp
Horn
Bandages (15m roll)
Knife
Tinderbox
Stakes
Change of boots
Parchment
Quill and powdered ink
Food pack (10 days rations)
Cooking utensils
Healing Potion (4 doses)
War Hammer (+3 damage)
Daggers x4
Snuffbox of Healing (can restore 2D6 LP every new section)
Horseshoe
Large Key
Snake Venom Antidote

MONEY: 20 SP

MAGIC:
PANIC 2/3
POW 2/3
PILL 3/3
PAD 3/3
PIP 3/3
PIN 3/3
PiR2 1/3
INVISIBILITY 1/1
Firefingers 11/18
Fireballs 2/2

EXPERIENCE POINTS: 22 2
ENEMIES DEFEATED:
2 Kangaroo-things
Phantom of the Village Church
Water Weird
4 Martial Monks
Irish Wolfrat
Wraith
Minotaur
10 Dwarves
PUZZLES SOLVES: 1

No. of Deaths:
None yet
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Darth Rabbitt
Overlord
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Joined: Thu Feb 05, 2009 8:31 pm
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Post by Darth Rabbitt »

Two up, one down, although I could be convinced to go with one up, two down.
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