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

Stories about games that you run and/or have played in.

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SGamerz
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Post by SGamerz »

There's some oil in it. Funny perfumed smell that you can't quite place, probably because you've never smelled it before. Apart from that, it looks like a perfectly ordinary lamp.

You can keep it or chuck it away and leave by the southern door into the corridor or use he eastern door into 167.
We already have a lamp, so there's no point in keeping this one.
This was actually a magic lamp that generates protective "smoke shield" if we chose to lit it, with 6 charges in total. Unfortunately, it looks like by opening the lamp we broke its magical properties, and it's now just an ordinary lamp.
Which room do we try next?
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Post by Omegonthesane »

167 next.
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 »

A whirlwind envelopes you the second you step through this doorway, blacking you out momentarily and teleporting you straight back to 74, which is right at the beginning of Level II!

Wouldn't that make you spit!
Okay, now there's some ambiguity in the rules that makes a lot of difference in how we interpret it, namely, how the Amulet of Wandering Monster protection works.

The text stated that when we use a charge "you will never encounter a Wandering Monster on the level you are in". This can mean either a) the protection lasts until we leave this current level, after which it expires so we'll no longer have it if we come back later; or it can mean b) the protection is permanent no matter how many times we re-visit this level.

I think all of us would prefer the second interpretation. Let me know if you disagree.

Assuming we still have the protection (because we used the first charge on level 2), this means we can walk straight back to level 3 again. However, there are actually a few rooms that we skipped earlier on level 2 (102, 113, 126), so you might want to take the chance to check those, too.

Where do we go next?

LEVEL TWO MAP:
Image
LEVEL THREE MAP:
Image
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Post by Darth Rabbitt »

Assume that it protects us for the whole floor and head back to level 3.
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Post by Omegonthesane »

Can only try out 113, 102, and 126 in that order if we want to try out any of them due to where doors are.

Visit 113 first.
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 »

Omegonthesane wrote:Can only try out 113, 102, and 126 in that order if we want to try out any of them due to where doors are.
Actually, the only required order is that we must go through 102 if we want to check out 126, since we can access both 113 and 102 from 87, which is where the stairs to the next level are.

Anyway, since Darth didn't specify which section to visit on level 3, Pip heads to 113 first.
Image
*(Special)

What a vast room. 50' x 60' if it's an inch. Pity it's empty.

Or is it? There's just the slightest hint of a shimmer up by the northern wall. By the time you reach it, there's nothing there at all, but being a curious sort of soul, you reach out and feel where the shimmer was.

Hate to tell you this, but you are feeling the outline of a tall, thin man with a pointed head. (Or possibly a pointed hat: it's difficult to tell since he's invisible.)

'Get your grubby little hands off me!' a remarkably unpleasant voice hisses out of nowhere. Remarkably unpleasant and oddly familiar. If you hadn't killed him on your very first adventure (those were the days, eh?) you could swear it was the voice of the Wicked Wizard Ansalom.

You leap back and draw your faithful sword. 'Show yourself, sir!' you challenge brusquely. 'Otherwise I shall be forced to slit your gizzard!'

But all you get in answer is a sneering laugh as a fireball materializes out of nowhere and whizzes past your ear.

This may not be the late Wizard Ansalom, but it's certainly an invisible wizard of some sort. And angry too.

The only way to avoid a fight with the Wizard is to offer him a bribe. But he will only accept a magical item. If you don't have any you're prepared to give away, then you're into a combat situation.

The Invisible Wizard has 40 LIFE POINTS. He will not use weapons, but knows every spell in PIP'S FIRST SPELL BOOK and will certainly use them until his LIFE POINTS run out. He does not, however, have any more Fireballs and his Lightning Bolts are of a very poor quality which do only +2 damage.

Should the Wizard kill you, go to 14. Should you kill the Wizard, go to 142.


Hmmm....the book doesn't say what spells he prefers, so if it comes to a fight, I'd let the dice decide. He doesn't have Fireballs left, Invisibility won't be cast since he's already invisible, PIP is useless to him here since we have no poison to use on him, and PIN is useless in a fight since it neutralizes spells on objects. That leaves exactly 6 spells on Pip's first spell book, so it's perfect for 1D6 random determination.

Of course, the easy way is to bribe him with a magical item. The book doesn't say that the item must be still useable, so that means we should be able to bribe him with our Amulet of Wandering Monster Protection (which is now useless to us since we used both charges). :biggrin:

Do we bribe him or kill him for more Exp? If we fight him, do we use spells?

QUEST JOURNAL:
Pip's LIFE POINTS: 19/55
Permanent Life Points: 11

SPEED: 13/22

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 (0 charge remaining)
5. Poison Antidote (6 doses)
6. Lamp
7. Key to the Gateway of the Ghastly Kingdom of the Dead
8. Magic coin (+5 damage to successful physical attack or spell, once per combat)
9. Magic coin (+5 damage to successful physical attack or spell, once per combat)
10.
11.
12. Collapsible Shield (negates every third blow; does not affect SPEED)

MONEY: 1938 GP

MAGIC:
PANIC 3/3
POW 3/3
PILL 3/3
PAD 3/3
PIP 1/3
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: 200
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
Winzig
20 Vampire Bats
3 "Them"s
A Thing
Geroflas
PUZZLES SOLVES: 3

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

Just because the Talisman of Wandering Monster Protection has completely blown its load doesn't mean it's no longer magical. Unless we have to still be carrying it to benefit from the spent charges.

If the talisman still needs to be on us then fight to the death, otherwise hand over a useless trinket.
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:Just because the Talisman of Wandering Monster Protection has completely blown its load doesn't mean it's no longer magical. Unless we have to still be carrying it to benefit from the spent charges.

If the talisman still needs to be on us then fight to the death, otherwise hand over a useless trinket.
This.
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Post by Thaluikhain »

Yeah, third that.
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Post by SGamerz »

Yeah, the book didn't specifically state that we need to hold on to the chargeless Talisman for the protection to last after we use up the charges. I guess logically, it should, since it's supposed to emit magical rays that protect us. But then, maybe the rays get attached to the user after they're emitted from the talisman.

Since there're a lot of random/arbitrary traps & punishments in this book, I'm generally inclined to interpret most ambiguities in the reader's favour.

Pip bribes the invisible wizard off with the talisman.
As you deliver the death-blow, the Invisible Wizard slowly grows visible again. And would you believe, he really is the spitting image of the Wicked Wizard Ansalom. But he couldn't have been, could he? Not when you killed Ansalom ages ago.

As a hardened scavenger, you diligently search the pockets of his robe. He is carrying a chewed piece of bubble gum, a pen-knife, a piece of string, a wax doll, a shrunken head and a spell book just like yours.

You start to throw away this rubbish when a thought strikes you and you flick through the Spell Book. Much as you thought--it has only the spells you already know.

You start to throw away the Spell Book when another thought strikes you and you carefully examine the inside back cover. Something is written there in faded pencil. Although the light is bad, you finally manage to read it:

RESURRECTION

Resurrection? Resurrection! You've found a Resurrection Spell! This is the most valuable Spell you could possibly have. It's the only spell you can cast when you're dead. It's a bit tricky since you need to roll a 10, 11 or 12 on two dice to make it work. But if it does work, you are completely resurrected with all your original LIFE POINTS and can go on fighting whatever monster killed you, or whatever else you were doing when you got yourself killed. What a spell! The only trouble is it uses up so much magic that you will not be able to use any of your other spells in the next three sections you visit, or until you SLEEP, whichever is sooner.

All the same, that spell could mean the difference between life and death for you, Pip, so rejoice a little.

That's enough rejoicing. You can now leave by either of the southern doors. One leads to 102, the other to 87.


It doesn't sound like we actually need to carry the spell book around with us to use the spell, which makes it even better. Of course, the chances of succeeding in casting the spell isn't high (and I assume we can only cast it once per death, otherwise it'd be flat out broken), but it also looks like there's no limit on the number of times we can use it in this book, and since it's not an item that can be lost via dying, I think it means we can still try it even after we fail the first time, re-roll a new character, then die again.

Where do we proceed after this?

QUEST JOURNAL:
Pip's LIFE POINTS: 19/55
Permanent Life Points: 11

SPEED: 14/22

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. Key to the Gateway of the Ghastly Kingdom of the Dead
5. Poison Antidote (6 doses)
6. Lamp
7. Magic coin (+5 damage to successful physical attack or spell, once per combat)
8. Magic coin (+5 damage to successful physical attack or spell, once per combat)
9.
10.
11.
12. Collapsible Shield (negates every third blow; does not affect SPEED)

MONEY: 1938 GP

MAGIC:
PANIC 3/3
POW 3/3
PILL 3/3
PAD 3/3
PIP 1/3
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
Resurrection Spell (cast when dead, roll 10+ to cast successfully, can't use any spell for next 3 sections or until SLEEP if succeeds)

EXPERIENCE POINTS: 200
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
Winzig
20 Vampire Bats
3 "Them"s
A Thing
Geroflas
PUZZLES SOLVES: 3

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

As you deliver the death-blow
"Bribery! My one weakness!"

102 next.
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 »

Agreed. Shame we don't still have the Luckstone; it would make that spell a lot nicer.
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Post by SGamerz »

Omegonthesane wrote:
As you deliver the death-blow
"Bribery! My one weakness!"
Clearly, he died of a rage-induced heart-attack after he agreed to accept your bribe only to find out that you've given him a device that is out of charges.
Well, at least there are two doors out of this 30' x 20' chamber. (Three, counting the one you came in.) But that's the only good news. The bad news is that the chamber is full of Minches.

The trouble with Minches is that they don't look particularly dangerous. They never grow more than a few inches long and they're furry, fat and cuddly. They're also very friendly. Very friendly. And very stupid. A Minch genius would have an IQ of 1 if it could only count that far.

It's a well-known fact (among adventurers at any rate) that your average Minch will try to snuggle up to anything that comes near it--another Minch, a human being, a Tyrannosaurus Rex--anything. Which possibly explains why Minches are so rare.

Being snuggled by a Minch is a very pleasant experience. But being snuggled by several thousand Minches all at the same time is usually lethal, since they suffocate you.

There are several thousand Minches in this chamber. They are all snuggled up together in the middle of the room. They are turning their friendly eyes towards you and smiling their friendly smiles and wiggling their friendly bodies with delight. They are beginning to move in your direction, Pip.

The doors from this room lead to 113, 126 and 87. You can go back to the section you were last in without any problem. (Just remember to slam the door.) If you decide to head for a different section then you must make one die roll for every 10' square you have to cross to find out if you're fast enough to avoid suffocation by the Minches. Score 1 to 4 and you'll make it safely. Score 5 or 6 and you'd better go to 14 to get your breath back.


To get to 126 we need to cross 2 squares and therefore risk 1/3 chance insta-death rolls twice.

Do we think it's worth the risk?

If not, we'll be proceeding to level 3, so let me know where you want to go from there, too.
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Post by Omegonthesane »

Given it'll likely be another two rolls coming back, not worth the risk.

Slightly disappointed we can't just fireball the room to clear it if these things are that dangerous.

Anyway looks like we missed 173 earlier so let's knock on it this time.
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 »

Pip beats a hasty retreat from the Minches and goes back to level 3, going to 173.
Another bad choice. There are three exceedingly nasty things in here. Ghouls, by the look of them, and giant ghouls at that. each nearly fourteen feet tall, leprous white, skinny as sin and big teeth. Each Ghoul has 30 LIFE POINTS, hits on 5 and will tear bits out of you at +4 with its bare hands. Ghouls never accept Bribes, so you may as well get out EJ and--

Wait a minute--one of the Ghouls is saying something. That doesn't often happen down here: things usually just hack first and ask questions afterwards.

'Our Master, the Black Knight, has told us you are thick as a brick,' says the Ghoul, 'so we, as founders of the Ghoul Mensa, have decided to put you to the test. The test is that you must work out logically what our professions are.' He smiles, grimly.

'What a dumb test!' you reply, loosening EJ in his scabbard. 'There's no logic in it--only guesswork.'

The Ghoul smiles again. 'We'll make it easy for you. My name is Ghoul Yvan and by profession I am a sailor.' He points to one of the other Ghouls. 'His name is Ghoul Truoc and by profession he is a lawyer. Now all you have to do is work out Ghoul Ymra's profession.'

Ghoul Ymra smiles and bows. 'And to make it even easier,' he remarks, 'I can tell you that I am either a Doctor, a Soldier, a Merchant or a Dentist.'

And they all wait, smiling grimly, for your decision.

If you think Ymra is a Doctor, go to 166.

If your decision is Soldier, go to 192.

If a Merchant, go to 178.

If a Dentist, go to 188.


This should be easy, but I still gotta ask: what's Ghoul Ymra's profession?
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Post by Darth Rabbitt »

Yvan backwards is Navy, so he's a sailor.
Truoc backwards is Court, so he's a lawyer.
Yrma backwards is Army, so he's a soldier. Final answer.
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Post by Omegonthesane »

Agreed.

Though this only works in text - "Yvan" isn't pronounced that much differently to "Ivan" and he clearly isn't a nine foot tall blue catboy. Or an exposition fairy.
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 Thaluikhain »

If they have an army medical corp...ok, yeah, probably soldier
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Post by SGamerz »

'By Jove, this adventurer isn't as thick as a brick!' exclaims Ghoul Yvan in amazement. 'That's absolutely the right answer. Please accept this with our deepest respect.' And before you can move, he leaps forward and hangs a locket around your neck.

Desperately you tear it off, thinking it may be cursed or something, but when you open the locket, you find engraved inside the words:

HONORARY MEMBER: GHOUL MENSA

Now there's a turn-up. Honorary Member of Ghoul Mensa, eh? Although what good it will do you is anybody's guess.

'Please feel free to proceed without further let or hindrance from us,' says Ghoul Truoc. 'But a word of free legal advice--don't go into 176 or you'll regret it.'

You can always ignore this advice, of course, and go direct to 176 through the eastern door. Alternatively, you may use the western door into the corridor.


And with that Pip gains another puzzle point!

176 is right next door, but we've just been warned against going there.

Where do we want to go now?

QUEST JOURNAL:
Pip's LIFE POINTS: 19/55
Permanent Life Points: 11

SPEED: 13/22

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. Key to the Gateway of the Ghastly Kingdom of the Dead
5. Poison Antidote (6 doses)
6. Lamp
7. Magic coin (+5 damage to successful physical attack or spell, once per combat)
8. Magic coin (+5 damage to successful physical attack or spell, once per combat)
9. Locket of Honorary Member of Ghoul Mensa
10.
11.
12. Collapsible Shield (negates every third blow; does not affect SPEED)

MONEY: 1938 GP

MAGIC:
PANIC 3/3
POW 3/3
PILL 3/3
PAD 3/3
PIP 1/3
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
Resurrection Spell (cast when dead, roll 10+ to cast successfully, can't use any spell for next 3 sections or until SLEEP if succeeds)

EXPERIENCE POINTS: 1
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
Winzig
20 Vampire Bats
3 "Them"s
A Thing
Geroflas
PUZZLES SOLVES: 4

No. of Deaths:
1. Suffocated in smoke-filled room
Last edited by SGamerz on Mon Feb 19, 2018 3:50 am, edited 1 time in total.
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Post by Omegonthesane »

Have we already visited 156?
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 »

Omegonthesane wrote:Have we already visited 156?
Not yet, so here we go:
Image
Don't like the look of this place, Pip.

'Don't like the look of this place, Pip,' remarks EJ from his scabbard.

Nor do you, come to that, which makes three of us. The 60' x 60' chamber is chill and silent as a tomb. Which is what it seems to be, judging from the coffins, caskets and sarcophagi all neatly laid out in rows along the north/south axis.

There are two doors, one north into the corridor, one south to 151. You might be wise to tiptoe queitly towards one of them before--

'Yipes!' shrieks EJ, who seems to have eyes in the back of his pommel. 'The coffins are opening!'

And so they are. Slowly but surely, the lids are opening, while slowly but equally surely, huge bolts are sliding shut across both doors leaving you (and EJ) trapped in what must surely be...

Yes, it is!

... a Vampire Crypt!!

This is really sick, Pip. Why can't you avoid the dangerous sections? There are twelve coffins in all, so you'd better throw two dice to find out how many of them are opening.

Each coffin contains one Vampire. Each Vampire has a double dice roll multiplied by two of LIFE POINTS (or DEATH POINTS, in this case.) Each Vampire will fang you successfully on a throw of 5 or better. Each Vampire will suck away 5 LIFE POINTS on a successful fanging whatever the dice shows. Each Vampire is extremely thirsty.

Boy is this a mess!

If you survive your encounter with the Vampires, you'll find a ruby worth 500 gold pieces in each open coffin. Once you've swiped these and closed the coffins, the doors will open again, allowing you to leave north into the corridor or south into 151.

If you don't survive, it's a short trip to 14.


Yikes, this can be lethal.....

No. of coffins opened (dice roll) = 5!

Vampire#1's Death Points: 7x2 = 14.
Vampire#2's Death Points: 5x2 = 10.
Vampire#3's Death Points: 9x2 = 18.
Vampire#4's Death Points: 4x2 = 8.
Vampire#5's Death Points: 8x2 = 16.

3 successful bites are enough to take us out, and we may potentially get bitten 5 times per round! How do we deal with this fight?
Last edited by SGamerz on Wed Feb 21, 2018 3:05 pm, edited 1 time in total.
Omegonthesane
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Post by Omegonthesane »

Does PiR2 let us use firefingers with both attacks?

Otherwise we're pretty much fucked.
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:Does PiR2 let us use firefingers with both attacks?

Otherwise we're pretty much fucked.
This. If we can PIiR2, Firefinger #2 and #4 in the first round, so we only have to deal with three of them in the next.
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Post by SGamerz »

Pip casts PiR2 (LP down to 16):

Dice roll = 7. Success!

Vampires roll 2, Pip rolls 7. Pip goes first!

COMBAT LOG:
Pip zaps Vampires#1, whose LP is down to 4 and is knocked out.
Pip zaps Vampires#2, whose LP is down to 0 and is.....re-deadidfied.
Vampire#3 rolls 6 and hits! Pip is at 11.
Vampire#4 rolls 11 and hits! Pip is at 6.
Vampire#5 rolls 8 and hits....but is blocked by the collapsible shield!
Pip rolls 9 and hits for 5+5+5 (magic coin) = 15 damage. Vampire#3 is at 3 and is knocked out.
Pip rolls 8 and hits for 3+5 = 8 damage. Vampire#4 is re-deadidfied.
Vampire#4 rolls 9 and hits! Pip is at 1!
.....and Pip is knocked out by the last vampire! The shield actually saved us once, but not the second time. Pip can't resist as the vampire sucks out his last remaining LP.....

.....however, thanks to the Resurrection Spell, Pip has one last chance:

Dice roll = 11! OMG IT WORKED!

Pip is back to full LP!

COMBAT CONTINUES:
Pip rolls 8 and hits for 3+5+5 (magic coin) = 13 damage. Vampire#5 is at 3 LP and is knocked out!
Pip comes out of this with 5 new Exp points, 2500 GP richer, and with full LP!

Which room do we visit now?

QUEST JOURNAL:
Pip's LIFE POINTS: 55/55
Permanent Life Points: 11

SPEED: 13/22

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. Key to the Gateway of the Ghastly Kingdom of the Dead
5. Poison Antidote (6 doses)
6. Lamp
7. Magic coin (+5 damage to successful physical attack or spell, once per combat)
8. Magic coin (+5 damage to successful physical attack or spell, once per combat)
9. Locket of Honorary Member of Ghoul Mensa
10.
11.
12. Collapsible Shield (negates every third blow; does not affect SPEED)

MONEY: 4438 GP

MAGIC:
PANIC 3/3
POW 3/3
PILL 3/3
PAD 3/3
PIP 1/3
PIN 3/3
PiR2 2/3
INVISIBILITY 1/1
Firefingers 17/21 (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
Resurrection Spell (cast when dead, roll 10+ to cast successfully, can't use any spell for next 3 sections or until SLEEP if succeeds)

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
2 Medusas
2 Colls
Magic Zapper
3 Manticores
2 Golls
Winzig
20 Vampire Bats
3 "Them"s
A Thing
Geroflas
5 Vampires
PUZZLES SOLVES: 4

No. of Deaths:
1. Suffocated in smoke-filled room
Last edited by SGamerz on Fri Feb 23, 2018 12:40 pm, edited 1 time in total.
Omegonthesane
Prince
Posts: 3680
Joined: Sat Sep 26, 2009 3:55 pm

Post by Omegonthesane »

Well we're now next to 151.
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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