[Let's Play] Grailquest 3: The Gateway of Doom

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Omegonthesane
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Post by Omegonthesane »

Drop the weed killer, it wasn't even an option against the vampire carrot so how good can it even be.
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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SGamerz
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Post by SGamerz »

I still need a vote on where to proceed next, since there are multiple sections accessible from the corridor.
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Post by Thaluikhain »

Half a vote for 140.
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Post by Darth Rabbitt »

Sure, 140.
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Post by SGamerz »

Pip makes 3 Wandering Monster rolls as he head towards 140:

1st roll = 5 (No encounter).

2nd roll = 7 (Medusa).

Medusa roll 6, Pip rolls 8. Pip strikes first.

COMBAT LOG:
Pip rolls 7 and hits for 3+5+5 (Magic coin) = 13 damage. Medusa is at 17.
Medusa rolls 6 and misses.
Pip rolls 7 and hits for 3+5+5 (Magic coin) = 13 damage. Medusa is at 4.
Medusa is knocked out.
Pip loots 15 GP from the dead Medusa.

3rd Wandering Monster roll = 9 (2 Colls.....whatever they are).

Colls rolls 3, Pip rolls 3. Tie
Colls roll 6, Pip rolls 2. Colls strike first!

COMBAT LOG:
Coll#1 rolls 6 and hits for 1+2-4 = no damage.
Pip rolls 7 and hits for 3+5+5 (Magic coin) = 13 damage. Coll#1 is at 2.
Coll#1 is knocked out.
Coll#2 rolls 3 and misses.
Pip rolls 5 and hits for 1+5+5 (Magic coin) = 11 damage. Coll#2 is at 4.
Coll#2 is knocked out.
Pip loots 30 GP from the Colls, and finally makes it to 140:
Zap! This whole huge chamber is full of blinding pinkish light. It comes from a large globe set in the centre, which pulses (and gibbers slightly, come to that).

'I AM THE MAGIC ZAPPER,' a voice sniggers telephatically in your head, 'I HAVE BEEN WAITING TO SEE IF YOU WOULD BE FOOL ENOUGH TO ENTER MY LAIR. IF YOU LEAVE MY LAIR NOW, ANY MAGIC YOU USE FROM NOW ON WILL COST YOU DOUBLE THE NORMAL LIFE POINTS. BUT IF YOU FAIL TO KILL ME WITH A SINGLE BLOW, I SHALL ABSORB ALL YOUR MAGIC COMPLETELY.'

Nasty.

The Magic Zapper has only 6 LIFE POINTS, but it's still a big risk if you have only one blow. At the same time, you hardly want to pay double in LIFE POINTS every time you use magic from now on, do you?

Decide what to do, do it, then go back out the door into the corridor and keep away from this chamber from now on.


It's a pity we didn't pre-cast Firefinger. One zap would have taken it out. As it is we'd need to risk missing if we attack. Of course, 1 hit is guaranteed to take it out.

Do we want to attack?

Also, since there's no other exit here, where do we go after this (we can definitely survive this encounter....with or without magic)

QUEST JOURNAL:
Pip's LIFE POINTS: 36/53
Permanent Life Points: 9

SPEED: 11/22

EQUIPMENT CARRIED:
1. Excalibur Jr. (hits on 4, damage +5)
2. Dragonskin Jacket (damage taken -4)
3. Double-headed Copper Coin (can be used to win any gambling games)
4. Talisman of Wandering Monster Protection
5. Poison Antidote (6 doses)
6. Lamp
7. Healing Salve (5 applications)
8. Healing Salve (5 applications)
9. Magic coin (+5 damage to successful physical attack or spell, once per combat)
10. Magic coin (+5 damage to successful physical attack or spell, once per combat)
11. Key to the Gateway of the Ghastly Kingdom of the Dead

MONEY: 1023 GP

MAGIC:
PANIC 3/3
POW 3/3
PILL 3/3
PAD 3/3
PIP 2/3
PIN 3/3
PiR2 3/3
INVISIBILITY 1/1
Firefingers 21/21 (must spend 3 LP to re-cast the spell to use the last 10)
Fireballs 2/2
PLoP 3/3
PID 3/3
PALS 2/3
PIL 3/3
POPS 3/3

EXPERIENCE POINTS: 6
ENEMIES DEFEATED:
Giant Danish Spider
3 Ghouls
110 Ants
4 Nerds
Creeping Jello
4 Orcs
Shark
Little Old Lady Monster
5 Animated Skeletons
4 Kobolds
2 Guards
Treasure Room Nerd
Twisted Mirror Image
Giant Poisonous Spider
2 Poison Dwarves
Medusa
2 Colls
PUZZLES SOLVES: 2

No. of Deaths:
1. Suffocated in smoke-filled room
Omegonthesane
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Post by Omegonthesane »

I thought we agreed we still had all the cast up firefingers from previous books so could use those. Hence the note in our inventory that we only need to cast Firefinger again if we want to use the last ten of our set.

And even if we don't, casting Firefinger now doesn't as written take up our one chance to strike.
Last edited by Omegonthesane on Thu Jan 11, 2018 2:43 pm, edited 1 time in total.
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 »

Omegonthesane wrote:I thought we agreed we still had all the cast up firefingers from previous books so could use those. Hence the note in our inventory that we only need to cast Firefinger again if we want to use the last ten of our set.

And even if we don't, casting Firefinger now doesn't as written take up our one chance to strike.
This.
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Post by SGamerz »

Oops, yes, we still have access to active Firefingers, my bad.

In that case, we still need a vote on where to proceed after this, since there's nothing else left to do after we zap the thing.
Omegonthesane
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Post by Omegonthesane »

Let's knock on 76.
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.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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Post by SGamerz »

Pip zaps the Zapper with a Firefinger and moves on. He narrowly avoids having to make a Wandering Monster roll on our way to 76 due to the shorter distance:
** (each)

Good grief, Pip--it's a den of Manticores! The clicking of their claws on the stone-flagged floor should have warned you before you opened the door, but it didn't and now it's too late.

There are three of them, Mum, Dad and Little Baby Manticore, a six-foot long toddler, which gives you some indication of the size of Mum and Dad. They do not look at all pleased to see you, probably on account of the chest they are guarding.

This is a tricky one. If you happen to have any blue powder with you, you might use it to make them slip and hence run back to the corridor (slamming the door securely shut behind you). If you haven't, you could run anyway by rolling two dice: score 2 to 6 and the Manticores rip you to pieces which they post to 14; score 7 to 12 and you get back to 129 intact. Or you could be really brave and fight the Manticores. Mum has 30 LIFE POINTS, Dad has 25 and Little Baby has 15, but all hit successfully on a 6 and score +3 damage. What's more, Little Baby has a Fireball similar to your own, which he will fire immediately either of his parents are killed. If they slaughter you, it's off to 14. But if you survive, you get to loot the chest at 107.


Ack, we don't have any blue powder this time round. Of course, using blue powder means we don't get the loot here, so maybe we wouldn't have used it anyway? Also, apparently if we run away successfully without the powder they chase us all the way back to 129!

The most dangerous thing is obviously the baby's Fireball, but he only uses it when we kill his parents, so we should clearly target Baby first.

Each Manticore can be bribed with 500 gold, we can try for up to 2.

Do we want to bribe any of them? Do we use any spells here?

QUEST JOURNAL:
Pip's LIFE POINTS: 36/53
Permanent Life Points: 9

SPEED: 11/22

EQUIPMENT CARRIED:
1. Excalibur Jr. (hits on 4, damage +5)
2. Dragonskin Jacket (damage taken -4)
3. Double-headed Copper Coin (can be used to win any gambling games)
4. Talisman of Wandering Monster Protection (2 charges remaining)
5. Poison Antidote (6 doses)
6. Lamp
7. Healing Salve (5 applications)
8. Healing Salve (5 applications)
9. Magic coin (+5 damage to successful physical attack or spell, once per combat)
10. Magic coin (+5 damage to successful physical attack or spell, once per combat)
11. Key to the Gateway of the Ghastly Kingdom of the Dead

MONEY: 1023 GP

MAGIC:
PANIC 3/3
POW 3/3
PILL 3/3
PAD 3/3
PIP 2/3
PIN 3/3
PiR2 3/3
INVISIBILITY 1/1
Firefingers 20/21 (must spend 3 LP to re-cast the spell to use the last 10)
Fireballs 2/2
PLoP 3/3
PID 3/3
PALS 2/3
PIL 3/3
POPS 3/3

EXPERIENCE POINTS: 7
ENEMIES DEFEATED:
Giant Danish Spider
3 Ghouls
110 Ants
4 Nerds
Creeping Jello
4 Orcs
Shark
Little Old Lady Monster
5 Animated Skeletons
4 Kobolds
2 Guards
Treasure Room Nerd
Twisted Mirror Image
Giant Poisonous Spider
2 Poison Dwarves
Medusa
2 Colls
Magic Zapper
PUZZLES SOLVES: 2

No. of Deaths:
1. Suffocated in smoke-filled room
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Post by Darth Rabbitt »

Firefinger+magic coin Little Baby and then chop Mum and Dad to pieces with Excalibur Junior. I could be convinced to try to bribe the parents instead of fighting them, mostly just due to how hilarious it would be for someone to show up, blow up a baby creature and then pay off its parents.
Last edited by Darth Rabbitt on Sat Jan 13, 2018 3:45 am, edited 1 time in total.
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Omegonthesane
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Post by Omegonthesane »

Agreed but once Baby is dead start with Dad, he has fewer LP.
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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Thaluikhain
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Post by Thaluikhain »

I agree with Omegonthesane
SGamerz
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Post by SGamerz »

Manticores roll 8, Pip rolls 5. Manticores go first!

COMBAT LOG:
Baby Manticore rolls 2 and misses.
Dad rolls 9 and hits for 3+3-4 = 2 damage. Pip is at 34.
Mum rolls 6 and hits for 0+3-4 = no damage.
Pip hits Baby with a Firefinger (no need for magic coin - Baby is unconscious when his LP hits 5) for 10 damage. Baby is knocked out.
Dad rolls 6 and hits for 0+3-4 = no damage.
Mum rolls 7 and hits for 1+3-4 = no damage.
Pip rolls 10 and hits for 6+5+5 (magic coin) = 16 damage. Dad is at 9.
Dad rolls 8 and hits for 2+3-4 = 1 damage. Pip is at 33.
Mum rolls 5 and misses.
Pip rolls 8 and hits for 4+5 = 9 damage. Dad is killed.
Mum rolls 6 and hits for 0+3-4 = no damage.
Pip rolls 7 and hits for 3+5+5 (magic coin) = 13 damage. Mum is at 17.
Mum rolls 4 and misses.
Pip rolls 8 and hits for 4+5 = 9 damage. Mum is at 8.
Mum rolls 9 and hits for 3+3-4 = 2 damage. Pip is at 31.
Pip rolls 8 and hits for 4+5 = 9 damage. Mum is killed.
There are 150 gold pieces and an umbrella in the chest. At least it looks like an umbrella. Or a sunshade. One of those ridiculous candystriped things you see on the beach at Cannes in summer. Except that it doesn't have a handle.

Wait a minute, Pip--this isn't an umbrella: it's a collapsible shield; and magic to boot. If you use it during combat, it will stop you being hit by every third blow, however much damage the dice may show for that blow. What's more, it's so light it won't affect your speed so you can carry it however much other equipment you may have.

Nice find.

The only door from this chamber leads back out into the northern corridor.


1) Do we drop anything for the collapsible shield?
2) Which section do we check out after this?
Omegonthesane
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Post by Omegonthesane »

What's more, it's so light it won't affect your speed so you can carry it however much other equipment you may have.
So we drop not a sausage for the umbrella and get it anyway.

What's in 108?
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 »

Right, somehow missed that, Pip picks up the shield and heads for 108.

It's very close by, but due to leftover sections from the last journey, Pip makes a Wandering Monster roll on the way:

Dice roll = 7 (Medusa).

Medusa rolls 3, Pip rolls 9. Pip strikes first.

COMBAT LOG:
Pip rolls 9 and hits for 5+5+5 (magic coin) = 15. Medusa is at 15.
Medusa rolls 10 and hits 3+2-4 = 1 damage. Pip is at 30.
Pip rolls 10 and hits for 6+5 = 11 damage. Medusa is at 4.
Medusa is knocked out.
Pip reaches 108:
This is such an oddly shaped room, like an upside down L, that you're going to have to work out the dimensions for yourself. You're also going to have to work out what to do about the Golls, one of which looks Korean.

They are, in the manner of their kind, fiddling with an infernal machine, parts of which are strewn untidily all about the chamber. The machine itself is steam driven, this being long before the days of electricity, and has a large red indicator with the needle set to 'DETONATION IMMINENT'. Beside the indicator is a lever pushed forward to the ON position.

This is a tricky problem, Pip. If that Goll is as Korean as he looks, he probably knows karate and could kill you with one blow even if you were standing behind a brick wall, which you're not.

Should you decide to fight the Golls before trying to do anything about their infernal machine, it may blow up at once and kill you all.

But if you decide to go for the machine first, both Golls have a free hit against you without your being able to hit back.

If you decide to switch off the machine first, take your hits and if they don't kill you, go to 137.

If you decide to fight the Golls first, go to 116.


Do we want to switch off the machine first?

QUEST JOURNAL:
Pip's LIFE POINTS: 30/53
Permanent Life Points: 9

SPEED: 11/22

EQUIPMENT CARRIED:
1. Excalibur Jr. (hits on 4, damage +5)
2. Dragonskin Jacket (damage taken -4)
3. Double-headed Copper Coin (can be used to win any gambling games)
4. Talisman of Wandering Monster Protection (2 charges remaining)
5. Poison Antidote (6 doses)
6. Lamp
7. Healing Salve (5 applications)
8. Healing Salve (5 applications)
9. Magic coin (+5 damage to successful physical attack or spell, once per combat)
10. Magic coin (+5 damage to successful physical attack or spell, once per combat)
11. Key to the Gateway of the Ghastly Kingdom of the Dead
12. Collapsible Shield (negates every third blow; does not affect SPEED)

MONEY: 1188 GP

MAGIC:
PANIC 3/3
POW 3/3
PILL 3/3
PAD 3/3
PIP 2/3
PIN 3/3
PiR2 3/3
INVISIBILITY 1/1
Firefingers 19/21 (must spend 3 LP to re-cast the spell to use the last 10)
Fireballs 2/2
PLoP 3/3
PID 3/3
PALS 2/3
PIL 3/3
POPS 3/3

EXPERIENCE POINTS: 11
ENEMIES DEFEATED:
Giant Danish Spider
3 Ghouls
110 Ants
4 Nerds
Creeping Jello
4 Orcs
Shark
Little Old Lady Monster
5 Animated Skeletons
4 Kobolds
2 Guards
Treasure Room Nerd
Twisted Mirror Image
Giant Poisonous Spider
2 Poison Dwarves
2 Medusas
2 Colls
Magic Zapper
3 Manticores
PUZZLES SOLVES: 2

No. of Deaths:
1. Suffocated in smoke-filled room
Thaluikhain
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Post by Thaluikhain »

Golls? That look Korean so know karate? Uh...

Anyhoo, dive at the off switch.
Omegonthesane
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Post by Omegonthesane »

No option to just let their machine kill them?

Dive at the switch.
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.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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Post by SGamerz »

As the machine shuts off (which it does easily) you notice a bottle of healing potion (six doses: one die roll of LIFE POINTS restored per dose) propping up one of the side plates.

You snatch the bottle quickly, then turn to face the Golls which are lumbering forward to do you mischief. Each Goll has 10 LIFE POINTS, strikes on 6 and fights with a dagger which does +1 damage.

If they kill you, go to 14. If not, you can take either door out of the chamber.
Now the Golls get to hit us first. Fortunately, they're weak opponents.

COMBAT LOG:
Goll#1 rolls 4 and misses.
Goll#2 rolls 6 and hits for 0+1-4 = no damage.
Pip rolls 6 and hits for 2+5 = 7 damage. Goll#1 is at 3.
Goll#1 is knocked out.
Goll#2 rolls 11 and hits for 5+1-4 = 2 damage. Pip is at 28.
Pip rolls 11 and hits for 7+5 = 12 damage. Goll#2 is killed.
1) Do we want to drop stuff for the new healing potion we found?
2) Where to we go next?
Omegonthesane
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Post by Omegonthesane »

Chug the healing potion, 6d6 won't even necessarily bring us back to full.

Swing by 96.
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.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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Post by SGamerz »

Pip drains the potion he just found:

Healing roll#1 = 1. Pip is at 29.

Healing roll#2 = 5. Pip is at 34.

Healing roll#3 = 3. Pip is at 37.

Healing roll#4 = 3. Pip is at 40.

Healing roll#5 = 1. Pip is at 41.

Healing roll#6 = 4. Pip is at 45.

This is only slightly better than what we'd have gained if we used up all of one jar of salve.

Pip leaves by the north door to enter 96 so that he can avoid too many random encounters.
Aaaaaaaaaaaaaaaaaaarrrrrrrrrrrrrggggggggggggghhhhhhhhhhhhhth ud!

That was the sound you just made falling down a pit, Pip. The whole 40' x 20' chamber is one big pit. Deep too, to judge from the time it took you to hit the bottom. Deduct half your LIFE POINTS right away and pick yourself up so you can consider the situation calmly.

That's long enough for calm. Now you can panic. The situation is that unless you are carrying climbing spike, rope and hammer, you will not get out of this pit. (Although you might, of course, try a Levitation spell if you're prepared to lose half your remaining LIFE POINTS, this being very definitely indoors.)

Assuming you do get out somehow, you may leave through either the western or the eastern door. Assuming you don't, you may go to 14.


Aaaaand our LP just dropped back down, this time to 23!

Worse, we don't have the climbing tools to get out safely, so that means we need to use the Levitation spell here, which will cost us half of our LP again!

Casting PIL:

Dice roll = 3 (Fail!) Pip is still at the bottom of the pit and is now at 20 LP.

Roll again = 7. Pip gets out of the pit, but he loses another 3 LP for casting the spell and half again of his LP for using it indoors. He's now at 9 LP.

We're now in very poor shape. Do we want to use the Talisman now to avoid Wandering Monsters?

And where do we go from here?

QUEST JOURNAL:
Pip's LIFE POINTS: 9/53
Permanent Life Points: 9

SPEED: 11/22

EQUIPMENT CARRIED:
1. Excalibur Jr. (hits on 4, damage +5)
2. Dragonskin Jacket (damage taken -4)
3. Double-headed Copper Coin (can be used to win any gambling games)
4. Talisman of Wandering Monster Protection (2 charges remaining)
5. Poison Antidote (6 doses)
6. Lamp
7. Healing Salve (5 applications)
8. Healing Salve (5 applications)
9. Magic coin (+5 damage to successful physical attack or spell, once per combat)
10. Magic coin (+5 damage to successful physical attack or spell, once per combat)
11. Key to the Gateway of the Ghastly Kingdom of the Dead
12. Collapsible Shield (negates every third blow; does not affect SPEED)

MONEY: 1188 GP

MAGIC:
PANIC 3/3
POW 3/3
PILL 3/3
PAD 3/3
PIP 2/3
PIN 3/3
PiR2 3/3
INVISIBILITY 1/1
Firefingers 19/21 (must spend 3 LP to re-cast the spell to use the last 10)
Fireballs 2/2
PLoP 3/3
PID 3/3
PALS 2/3
PIL 1/3
POPS 3/3

EXPERIENCE POINTS: 13
ENEMIES DEFEATED:
Giant Danish Spider
3 Ghouls
110 Ants
4 Nerds
Creeping Jello
4 Orcs
Shark
Little Old Lady Monster
5 Animated Skeletons
4 Kobolds
2 Guards
Treasure Room Nerd
Twisted Mirror Image
Giant Poisonous Spider
2 Poison Dwarves
2 Medusas
2 Colls
Magic Zapper
3 Manticores
2 Golls
PUZZLES SOLVES: 2

No. of Deaths:
1. Suffocated in smoke-filled room
Omegonthesane
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Post by Omegonthesane »

Ludicrous. Not even narrated as if it's a collapsing floor. And if it's deep enough to bring us halfway to death on the way down how is it also miraculously not tall enough to avoid hitting the ceiling on the way back up?!

Eat an entire healing salve, then 135 for reduced wandering monster risk.
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.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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Post by SGamerz »

Pip uses up a jar of healing salve to bring his LP back to 24.

He makes 1 Wandering Monster roll on the way to 135 and gets a 5 (no encounter).
This looks like a very ordinary ante-chamber, one door leading into the corridor, the other leading into 81. You could walk straight through if it wasn't for the Spif which has rooted itself in the centre of the floor, cracking up the stone slabbing and revealing the earth beneath.

You recognize it as a Spif instantly, of course, since there are pictures of these weird vegetables in several of Merlin's spell books. It has a single stem, very thin and pliable, and a bulbous head the size and shape of a melon (honeydew, not watermelon) and the colour of aubergine.

Desperately you try to remember what you read about Spifs in Merlin's spell books. There's something magical about them, of course, otherwise they wouldn't be written about. But what?

Eventually it comes to you. The seeds! Inside the head are anything up to six seeds and each one swallow restores your LIFE POINTS to their absolute maximum. The most powerful healing known. What's more, if you eat six Spif seeds, you automatically gain one PERMANENT LIFE POINT.

The only problem is, Spifs don't like having their heads cut off for the sake of the seeds and will begin to vibrate if you're not very, very careful. A vibrating Spif will turn the molecules of your body into brackish water in exactly eight seconds, Pip.

The thing is, are you willing to risk cutting off the Spif head for the sake of the seeds?

If so, turn to 165.

If not, you can safely return to the corridor or progress to 81.
We do rather need extra heals right now, but we're not told exactly how much the risk of failure here is. Do we want to try for the Spif seeds?
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Post by Darth Rabbitt »

Without any knowledge of what the risk is I'd say take the chance.
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Post by Omegonthesane »

Bypass it until we're really desperate for hit points.
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.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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