Posted: Sun Aug 06, 2017 7:24 am
Make friends! Make friends!
Welcome to the Gaming Den.
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Well, in a normal Friendly Reaction test it's our 1D6 roll vs the opponent's 3D6, so even with the Luckstone the chances aren't too great.ashimbabbar wrote:( especially as with the Luckstone our chances should be seriously improved )
......it turns out that this is not a normal FR test.You're certainly an optimist. Roll two dice.
Score 2-9 and go to 115.
Score 10, 11 or 12 and go to 120.
The darkness vanishes and your torch abruptly lights up a smallish chamber. Lying on the floor, carefully extracting his teeth from your ankle, is a Leprechaun!
'Sure and begorrah,' says the Leprechaun with a thick Irish brogue (you wouldn't expect him to come from Israel, would you?). 'Isn't it sorry I am to be after biting your poor ankle, but wasn't I thinking you might be a monster or that wicked Wizard Ansalom and didn't I launch meself without thinking. But I could tell from the taste you had good decent blood in ye, so let me make amends for the damage.'
With which he hands you a small leather purse and, in the manner of Leprechauns, vanishes.
Go to 114 to discover what is in the purse.
Leprechaun gold? Let's hope they're not like JK Rowling's version where they disappear after some time.What's this? More gold! It is, you know--fifty Gold Pieces and a double-headed copper coin. What a bit of luck!
But there's more! Tucked away in the bottom of the purse is a parchment scroll. There's something very familiar about this type of scroll. It looks very similar to the scrolls lying about in Merlin's log castle: the ones he uses to write spells on. Get your dice rolling quickly, Pip, to find out what is written on the scroll.
Score 1 or 2 and go to 113.
Score 3 or 4 and go to 88.
Score 5 or 6 and go to 83.
Score 7 or 8 and go to 106.
Score 9 or 10 and go to 93.
Score 11 or 12 and go to 98.
Definitely useful, and I will probably use it if we're ever in danger of getting killed in combat (it doesn't say it can't be used in combat).The scroll contains a Teleportation Spell!
Not many of those around, Pip. It's the sort of spell that might come in handy in dire emergencies. Once you use it, you are instantly teleported right back to the dreaded 14, except that you are alive and well this time, with all your booty and treasure intact. So all you need do is retrace your steps carefully and avoid the particular danger that threatened you.
You can only use this spell once, but should it be unused at the end of your journey you can take it on future quests. Pack the scroll away carefully. Since there are no exits to this chamber, return to 75 and reconsider your options.
Dice roll = 6! Ow! Life points is now at 43/28.You climb the stone stairway. At least you climb the first five steps. The remaining steps, like the door, are, unfortunately, an illusion created by the Wizard Ansalom. You discover this by the simple process of falling through them once you reach step six. You plunge downwards into sudden darkness and even your own torch goes out abruptly as you strike the bottom somewhere below the level of the floor of the room you have just left.
As you lie winded in the darkness, roll one die to find out how many LIFE POINTS you lost in the fall. (If this loss kills you, go to 14.) Then go to 46.
Do we explore the pit?If you use your rope and spikes to climb out of this black pit, go to 45.
If you decide to relight your torch and explore the pit, go to 43.
OMG, EJ worst nightmare just got real! What shall we do?It takes a little while to get your torch lit again. (Torches are never easy, especially in an emergency.) And when you do get it lit, you discover something very disturbing. You are not alone in the pit!
Crawling towards you across the rough stone floor, no more than two or three metres away, is a giant Spider. This great hairy monster is the size of a Great Dane. A big Great Dane. Swiftly you draw Excalibur Junior. Bravely you leap towards the monster.
'Hey, wait a minute!' screams Excalibur Junior. 'We can't fight a thing that size! I hate spiders.'
So there you are, faced by a giant Spider the size of a big Great Dane and probably poisonous if the truth be told, with a shivering cowardy-custard sword in your hand, a torch that looks as if it might go out any second, and no easy escape.
Isn't this exciting?
If you're mad enough to try to make friends with the Spider, go to 70.
If you decide to force EJ to fight the Spider, go to 64.
If you fancy your chances of climbing up out of the pit, go to 66.
The "lunatic" is his word, not mine....OK lunatic, roll!
If you get a Friendly Reaction, go to 68.
If not, go to 64.
That poison ability is annoying, although our Luckstone means that we only need to score 3 of better to avoid insta-death. It can hit us pretty easily, though.Nothing for it but a fight, whatever EJ thinks. The Spider has 33 LIFE POINTS, strikes on a 4 or better and scores +3 damage. Worse still, it really is poisonous, so every third time it hits you, you need to see if the poison gets you. Roll two dice again. Unless you score 6 or better, you're dead from Spider venom.
If the Spider kills you, go to 14.
If you kill the Spider, go to 80.
Last time we searched we found a spider. Do we want to keep searching?What a mess! Legs all over the place. Still, you killed the Spider, Pip, which is better than the Spider killing you.
If you want to search this pit again, go to 73.
If you decide to climb back out, go to 45.
Only poisons on every third hit, for some reason, and only hit Pip twice.ashimbabbar wrote:search
by the way, did you roll to see if we were dead by poison ? it's not mentioned in the combat log
Yeah, someone took the trouble to tattoo this snake with skull-and-crossbones.....Will you never learn? You've found a Snake now! A little thing, but deadly poisonous. (You can tell by the skull and crossbones markings on its back.) No chance to make friends here--it's trying to bite you already.
The Snake has only 12 LIFE POINTS so it's not too difficult to kill. But it only needs to hit you once (by rolling 6 or better) to kill you. Roll to see who gets first strike. And best of luck.
If the Snake kills you, go to 14.
If you kill the Snake, go to 79.
Like I said, we explored all the alternatives, so we search again....Going to search again?
If so, go to 69.
If you've had more than enough of this pit, climb out and go to 45.
You've found a secret door, Pip. Well done.
Go to 91
I'm assuming it's 2 dice, even though the text doesn't make it clear. That's one of Brennan's flaws, a lot of the rules in his book tend to be open to reader's interpretation. Hard-and-fast rules are not his strong suit.A secret door, Pip!
What an extremely sneaky place to put it. An adventurer could wander around for ages and never think of looking for a secret door down here. Well, well. Always worth looking behind a secret door, Pip. The thing is, can you open it? They aren't always easy. Roll your dice quickly.
Score 6 or below and go to 94.
Score above 6 and go to 118.
Nice!You've got a knack with doors, Pip. It opened so quietly. Which is just as well since there are two Guards on the other side, nasty big men with leather armour and swords.
Since you opened the door quietly, you have the advantage of surprise which gives you the first blow against each of them. Go to 86.
**B means they can each be bribed with 500 GP, which of course we do not have. So it's going to be a fight. Fortunately, our initiative, extra LP buff and Luckstone, and better arms gives us a pretty good advantage altogether.* * B (Each)
You're into a fight, Pip, whether you like it or not. Each Guard has 15 LIFE POINTS. Their swords do +2 damage and their leather armour subtracts 2 from any damage scored against them.
Remember from 118 who gets first strike. When rolling the dice to decide the outcome of this fight, take the two Guards together when you're working out the sequence. Now go to it!
If the Guards kill you, go to 14.
If you kill the Guards, go to 107.
And finally we're faced with another choice.....Now that you have time to look around you, you find you are in a small anti-room with a single well-lit corridor running off northwards. The whole feel of this place is very different to the parts of the Wizard Ansalom's Dark Castle that you have already visited: it feels lived in. If you listen carefully, you can even hear distant sounds. Better move quietly, Pip, and keep a careful look-out.
You creep along the corrdior for fifteen metres until you arrive at a T-junction with a second corridor running east/west. A quick glance both ways tells you this corridor is empty for the moment, although you have a feeling someone might happen along at any second.
If you decide to move west along the new corridor, go to 105.
If you decide to move east, go to 96.
If you decide to risk searching for another secret door (and you never know your luck), go to 99.
He can apparently be bribed with 1000 GP, which is a lot of money that Pip doesn't have.*** B
Trouble, Pip! While you were searching for that secret door, a Guard crept up on you. In the circumstances, he has the first strike.
The Guard has 20 LIFE POINTS, wears -2 leather armour and carries a + 2 sword. What's much worse, he is a particularly skilled swordsman, so only needs to roll a 3 or better to hit you!
If the Guard kills you, go to 14.
If you manage to kill the Guard go to 150.
Do we still think there's any secret door here?Another baddie bites the dust! You're doing rather well at the moment, Pip.
If you want to continue searching for a secret door, go to 134.
If not, return to 107 and reconsider your options.