[Let's Play] Fighting Fantasy 52 - Night Dragon

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Silent Wayfarer
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Post by Silent Wayfarer »

You are hardly surprised to discover the two chainmail-clad Skeleton Warriors in the bare stone chamber beyond this door; they are guarding a door opposite you. You leap to attack, but they have an unpleasant mode of attack themselves. They seem to be made of too many bones, with a plethora of ribs and extra limb bones; as you advance, the extra bones detach themselves and fly at you in an arc of battering, lacerating bony missiles! Test your Luck. If you are Lucky, you duck out of the way of most of the bones and must lose just 1 Stamina point. If you are Unlucky, you are hit by several and have to lose 3 Stamina points. Disorientated by this unusual assault, you cannot back into a corner before the Skeleton Warriors are upon you, and you must fight them both together.

First SKELETON WARRIOR Skill 9 Stamina 8
Second SKELETON WARRIOR Skill 9 Stamina 7

If you win, you can either return to the main corridor outside and choose somewhere else to go to (turn to 308) or advance to the door opposite you (turn to 228)
We can't possibly fail this Luck test, so we only take 1 damage. The damage to our luck score is the more important thing, though.
Dirk 26 (20/22) 1SW 17 (6/8) 2SW 17 (7/7)
Dirk 22 (20/22) 1SW 16 (4/8) 2SW 16 (7/7)
Dirk 21 (20/22) 1SW 17 (2/8) 2SW 18 (7/7)
Dirk 21 (20/22) 1SW 12 (0/8) 2SW 12 (7/7)
Dirk 18 (20/22) 1SW 16 (0/8) 2SW 16 (5/7)
Dirk 21 (20/22) 1SW 16 (0/8) 2SW 15 (3/7)
Dirk 21 (20/22) 1SW 19 (0/8) 2SW 17 (1/7)
Dirk 21 (20/22) 1SW 16 (0/8) 2SW 13 (-1/7)
Double Flawless. So, if we listen to Sirocco and penetrate the doors in order, we'll be leaving this room and going into another one.
Dirk el Dragoncock

Skill 11/12 (+1 from Magic Shield, +1/3 from Magic Armor, +1/3 from Magic Sword)
Stamina 21/22
Luck 11/12

Honour 3
Nemesis 1
Time Track 65

Gear:
Sword
Magic Armour
Magic Shield
Lantern
Backpack
13/17 Provisions
5 golds
Silver key
Rope
Longbow and arrows
Spiked boots
Ice pick
Viewing lens
Carved ivory polar bear
Steel mirror
Flask of Walrus Oil
Silver plaque with "Endimion" carved onto it
Smoke powder
Bag of Holding
Tattooing ink and needle
Tome of the Reaches
Magic Mirror (4 charges)
Sphere of Light
2 Striped Seed Pods
Harlequin's winged Boots of Gliding
Amulet of Teleporting
Magic Sword

Special:
20-stranded spider's web tattoo with a dragon's skull in it, seen on paragraph 55.
Shield Number: 70
Scalmagzaprin might be someone important, probably in the towers of Carnex was the High Priest of the dragon cult and is now a corpse.
Tome of the Reaches: Ward Runes section starts on page 44
Tome of the Reaches: Riddling section starts on page 191
Tome of the Reaches: Dragon Runes section starts on page 229
Cannot return to Carnex, what a loss.
Mirror Number: 100
Sphere Number: 244
Pod Number: 16
Teleport to Night Dragon's lair by turning to 289.
Armour Number: 12
Sword Number: 80
Blazing Crusher stopped: -1 from Skill of Night Dragon

Death count: 6
- Eating rohypnol biscuits and being sacrificed to the nameless cult of evil
- Slain by the High Priest and his OP panoply x5
Last edited by Silent Wayfarer on Mon Aug 04, 2014 7:28 am, edited 1 time in total.
If your religion is worth killing for, please start with yourself.
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Post by SGamerz »

Push on forward for a double-penetration.
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Sirocco
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Post by Sirocco »

I'm changing my vote to penetrate this branch further.
Silent Wayfarer
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Post by Silent Wayfarer »

You push open the door and stride forward; no point in being subtle bow, you decide. You have entered a large chamber which has a doorway on your right and, much further along on the left-hand wall, an archway which opens directly into another chamber. A rosy glow comes from the archway, and you feel heat emanating from there even where you are standing, some twenty metres away. Will you open the door (turn to 43) or go to the archway (turn to 193)?
There's a hole, so a man must plunge into it, but at the same time the door requires penetration! Truly a conundrum for Dirk.
Dirk el Dragoncock

Skill 11/12 (+1 from Magic Shield, +1/3 from Magic Armor, +1/3 from Magic Sword)
Stamina 21/22
Luck 11/12

Honour 3
Nemesis 1
Time Track 65

Gear:
Sword
Magic Armour
Magic Shield
Lantern
Backpack
13/17 Provisions
5 golds
Silver key
Rope
Longbow and arrows
Spiked boots
Ice pick
Viewing lens
Carved ivory polar bear
Steel mirror
Flask of Walrus Oil
Silver plaque with "Endimion" carved onto it
Smoke powder
Bag of Holding
Tattooing ink and needle
Tome of the Reaches
Magic Mirror (4 charges)
Sphere of Light
2 Striped Seed Pods
Harlequin's winged Boots of Gliding
Amulet of Teleporting
Magic Sword

Special:
20-stranded spider's web tattoo with a dragon's skull in it, seen on paragraph 55.
Shield Number: 70
Scalmagzaprin might be someone important, probably in the towers of Carnex was the High Priest of the dragon cult and is now a corpse.
Tome of the Reaches: Ward Runes section starts on page 44
Tome of the Reaches: Riddling section starts on page 191
Tome of the Reaches: Dragon Runes section starts on page 229
Cannot return to Carnex, what a loss.
Mirror Number: 100
Sphere Number: 244
Pod Number: 16
Teleport to Night Dragon's lair by turning to 289.
Armour Number: 12
Sword Number: 80
Blazing Crusher stopped: -1 from Skill of Night Dragon

Death count: 6
- Eating rohypnol biscuits and being sacrificed to the nameless cult of evil
- Slain by the High Priest and his OP panoply x5
If your religion is worth killing for, please start with yourself.
SGamerz
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Post by SGamerz »

Door first. We must break through every barrier.
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Sirocco
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Post by Sirocco »

Door.
Silent Wayfarer
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Post by Silent Wayfarer »

You have entered a small guard chamber with ruffled blankets on the bed, a wooden chest under a table, and some curved knives hanging in a rack on the wall. Rising from the bed is a black-robed assassin, with a vial of blue liquid raised to his mouth; you surmise that he is drinking a Potion, so you strike with your weapon to stop him! Roll Attack Strengths for both of you (he has a Skill of 10). If you have the higher Attack Strength, turn to 93; if he has the higher Attack Strength, turn to 73.
The results are 25 vs 16; Dirk cuts the potion out of the Assassin's hands!
The black-robed assassin is dextrous and swift, but, fortunately for you, he has not had time to poison his weapon. Nevertheless, he is a quick-witted and dangerous enemy!

BLACK ASSASSIN Skill 10 Stamina 13

If you win, you find nothing of value in this room save for a little food (add 1 to your Provisions); you can now either head for the archway (turn to 267) or retreat to the main passage outside and choose somewhere else to explore (turn to 308).
Dirk 23 (20/22) Black Assassin 16 (11/13)
Dirk 25 (20/22) Black Assassin 15 (9/13)
Dirk 22 (20/22) Black Assassin 16 (7/13)
Dirk 25 (20/22) Black Assassin 17 (5/13)
Dirk 19 (18/22) Black Assassin 20 (5/13)
Dirk 21 (18/22) Black Assassin 19 (3/13)
Dirk 20 (18/22) Black Assassin 17 (1/13)
Dirk 21 (18/22) Black Assassin 18 (-1/13)
I'll have Dirk nom a Provisions to bring him up to full, and I'm going to assume we penetrate the archway, but if you don't want to, let me know...
Peering carefully around the archway, you are sickened by an awful sight before you; two ion-clad and glowing, skeletal, Dragon-like forms are standing in front of a furnace, heavy shovels in their hands. Extraordinarily, the furnace looks as if it is sculpted from huge, stone-coated bone, although no normal bone could withstand the white heat of the flames within. Even more oddly, the ribcage-like furnace wall seems to be pulsing, as if inhaling and exhaling! You don't want to think about what is burning in the furnace, and you can't see what the creatures here use for fuel. They do not appear to have seen you, so you can leave and return to the main passage, if you wish (turn to 308) or enter and attack them (turn to 351).
I am going to assume much dragoncocking takes place, because since when has Dirk ever run from a fight? Especially a fight vs. Stalkers, who are specifically designed to be killed by the sword he now carries?
The guards turn to face you as you approach them. Each is a two-metre tall Stalker with red, scaly skin and thick limbs, and they are powerfully muscled beneath their heavy armour. They will strike you with the metal shovels they carry, and you must fight them together. The extreme heat of the room fatigues you, and after four Attack Rounds you must subtract 1 from your Attack Strength.

First RED STALKER Skill 10 Stamina 11
Second RED STALKER Skill 10 Stamina 10

If you win, the furnace suddenly flare sup and the heat here becomes truly oppressive! Will you now:

Search this chamber? (turn to 325)
Return into the next room and wait awhile? (turn to 237)
Leave, returning to the main passageway? (turn to 308)
So: these Red Stalkers definitely count for the Magic Sword's bonus, which means our final attack bonus against them is 2d6 + 11 Skill + 1 Shield +3 Sword +3 Armour = 2d6+18.

Now, let the dragoncocking begin!
Dirk 25 (22/22) 1RS 16 (9/11) 2RS 16 (10/10)
Dirk 27 (22/22) 1RS 16 (7/11) 2RS 18 (10/10)
Dirk 24 (22/22) 1RS 20 (5/11) 2RS 19 (10/10)
Dirk 26 (22/22) 1RS 16 (3/11) 2RS 18 (10/10)
Dirk 25 (22/22) 1RS 17 (1/11) 2RS 18 (10/10)
Dirk 23 (22/22) 1RS 20 (-1/11) 2RS 18 (10/10)
Dirk 22 (22/22) 2RS 13 (8/10)
Dirk 24 (22/22) 2RS 17 (6/10)
Dirk 26 (22/22) 2RS 13 (4/10)
Dirk 20 (22/22) 2RS 12 (2/10)
Dirk 23 (22/22) 2RS 13 (0/10)
Double flawless victory! God damn, we are shredding these things. So - search, wait or leave?
Dirk el Dragoncock

Skill 11/12 (+1 from Magic Shield, +1/3 from Magic Armor, +1/3 from Magic Sword)
Stamina 22/22
Luck 11/12

Honour 3
Nemesis 1
Time Track 65

Gear:
Sword
Magic Armour
Magic Shield
Lantern
Backpack
13/17 Provisions
5 golds
Silver key
Rope
Longbow and arrows
Spiked boots
Ice pick
Viewing lens
Carved ivory polar bear
Steel mirror
Flask of Walrus Oil
Silver plaque with "Endimion" carved onto it
Smoke powder
Bag of Holding
Tattooing ink and needle
Tome of the Reaches
Magic Mirror (4 charges)
Sphere of Light
2 Striped Seed Pods
Harlequin's winged Boots of Gliding
Amulet of Teleporting
Magic Sword

Special:
20-stranded spider's web tattoo with a dragon's skull in it, seen on paragraph 55.
Shield Number: 70
Scalmagzaprin might be someone important, probably in the towers of Carnex was the High Priest of the dragon cult and is now a corpse.
Tome of the Reaches: Ward Runes section starts on page 44
Tome of the Reaches: Riddling section starts on page 191
Tome of the Reaches: Dragon Runes section starts on page 229
Cannot return to Carnex, what a loss.
Mirror Number: 100
Sphere Number: 244
Pod Number: 16
Teleport to Night Dragon's lair by turning to 289.
Armour Number: 12
Sword Number: 80
Blazing Crusher stopped: -1 from Skill of Night Dragon

Death count: 6
- Eating rohypnol biscuits and being sacrificed to the nameless cult of evil
- Slain by the High Priest and his OP panoply x5
Last edited by Silent Wayfarer on Mon Aug 04, 2014 12:37 pm, edited 2 times in total.
If your religion is worth killing for, please start with yourself.
SGamerz
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Post by SGamerz »

What's the point of killing them if we don't loot? Of course we search for loot! We can't let them die for nothing! We're not sadistic murderers that just kill for the pleasure, you know!
Last edited by SGamerz on Mon Aug 04, 2014 12:53 pm, edited 2 times in total.
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Darth Rabbitt
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Post by Darth Rabbitt »

I say we search the room.
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Sirocco
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Post by Sirocco »

Why aren't we already searching?
CapnTthePirateG
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Post by CapnTthePirateG »

Search for monoes
OgreBattle wrote:"And thus the denizens learned that hating Shadzar was the only thing they had in common, and with him gone they turned their venom upon each other"
-Sarpadian Empires, vol. I
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Silent Wayfarer
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Post by Silent Wayfarer »

You find nothing in your search of the furnace room, and by the time you have finished your exploration you are dripping with sweat, almost overcome by the heat; subtract 1 from your Attack Strength during your next combat. If you have a Magic Mirror with you and if your Honour score is 2 or higher, divide the Mirror Number by 4 and turn to that paragraph. If you do not have the Mirror or if your Honour score is 1 or below, turn to 308.
We have a Mirror and Honour 3; so we turn to 100/4 = 25.
A deep, disembodied voice rises from the blank surface of the mirror. "Hold me by the furnace," it commands! You blanch at the thought; though the flames therein are cooling, placing the mirror close by the furnace would expose you to intense heat. If you obey the mirror, tum to 141. If you will not, tum to 308.
Hmm, this could be the Bone Furnace mentioned in the High Priest's notes.
Dirk el Dragoncock

Skill 11/12 (+1 from Magic Shield, +1/3 from Magic Armor, +1/3 from Magic Sword)
Stamina 22/22
Luck 11/12

Honour 3
Nemesis 1
Time Track 65

Gear:
Sword
Magic Armour
Magic Shield
Lantern
Backpack
13/17 Provisions
5 golds
Silver key
Rope
Longbow and arrows
Spiked boots
Ice pick
Viewing lens
Carved ivory polar bear
Steel mirror
Flask of Walrus Oil
Silver plaque with "Endimion" carved onto it
Smoke powder
Bag of Holding
Tattooing ink and needle
Tome of the Reaches
Magic Mirror (4 charges)
Sphere of Light
2 Striped Seed Pods
Harlequin's winged Boots of Gliding
Amulet of Teleporting
Magic Sword

Special:
20-stranded spider's web tattoo with a dragon's skull in it, seen on paragraph 55.
Shield Number: 70
Scalmagzaprin might be someone important, probably in the towers of Carnex was the High Priest of the dragon cult and is now a corpse.
Tome of the Reaches: Ward Runes section starts on page 44
Tome of the Reaches: Riddling section starts on page 191
Tome of the Reaches: Dragon Runes section starts on page 229
Cannot return to Carnex, what a loss.
Mirror Number: 100
Sphere Number: 244
Pod Number: 16
Teleport to Night Dragon's lair by turning to 289.
Armour Number: 12
Sword Number: 80
Blazing Crusher stopped: -1 from Skill of Night Dragon

Death count: 6
- Eating rohypnol biscuits and being sacrificed to the nameless cult of evil
- Slain by the High Priest and his OP panoply x5
If your religion is worth killing for, please start with yourself.
SGamerz
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Post by SGamerz »

Barbecue the mirror. With honey.
CapnTthePirateG
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Post by CapnTthePirateG »

Smoked mirror is delicious.
OgreBattle wrote:"And thus the denizens learned that hating Shadzar was the only thing they had in common, and with him gone they turned their venom upon each other"
-Sarpadian Empires, vol. I
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Darth Rabbitt
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Post by Darth Rabbitt »

Tonight on Cooking with Dirk el Dragoncock, we learn all about baking mirrors.
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Post by Silent Wayfarer »

Your hands, arms and face throb with pain while you hold the mirror close to the furnace for a few seconds, then you are forced to retreat, biting back a cry of agony. Deduct 5 points from your Stamina. However, the Mirror's bloodstones are glowing a brilliant ruby-red now, and something of the furnace's heat seems to have been drawn into those pulsating gemstones. You may add 2 points to your Initial Stamina score, and make a note that when you meet the Night Dragon, you may subtract 3 from its Stamina score! Now turn to 308.
Man cannot remake himself without pain, for he is both the marble and the sculptor.
Standing in the main long passageway, with your back to the way you came in, you can explore somewhere you haven't been before. Will you:

Open the first right-hand door? (Turn to 389)
Open the second right-hand door? (Turn to 299)
Open the left-hand door? (Turn to 183)
Make for the spiral staircase? (Turn to 262)
Choose~
Dirk el Dragoncock

Skill 11/12 (+1 from Magic Shield, +1/3 from Magic Armor, +1/3 from Magic Sword)
Stamina 17/24
Luck 11/12

Honour 3
Nemesis 1
Time Track 65

Gear:
Sword
Magic Armour
Magic Shield
Lantern
Backpack
13/17 Provisions
5 golds
Silver key
Rope
Longbow and arrows
Spiked boots
Ice pick
Viewing lens
Carved ivory polar bear
Steel mirror
Flask of Walrus Oil
Silver plaque with "Endimion" carved onto it
Smoke powder
Bag of Holding
Tattooing ink and needle
Tome of the Reaches
Magic Mirror (4 charges)
Sphere of Light
2 Striped Seed Pods
Harlequin's winged Boots of Gliding
Amulet of Teleporting
Magic Sword

Special:
20-stranded spider's web tattoo with a dragon's skull in it, seen on paragraph 55.
Shield Number: 70
Scalmagzaprin might be someone important, probably in the towers of Carnex was the High Priest of the dragon cult and is now a corpse.
Tome of the Reaches: Ward Runes section starts on page 44
Tome of the Reaches: Riddling section starts on page 191
Tome of the Reaches: Dragon Runes section starts on page 229
Cannot return to Carnex, what a loss.
Mirror Number: 100
Sphere Number: 244
Pod Number: 16
Teleport to Night Dragon's lair by turning to 289.
Armour Number: 12
Sword Number: 80
Blazing Crusher stopped: -1 from Night Dragon's Skill
Bone Furnace quenched: -3 from Night Dragon's Stamina

Death count: 6
- Eating rohypnol biscuits and being sacrificed to the nameless cult of evil
- Slain by the High Priest and his OP panoply x5
If your religion is worth killing for, please start with yourself.
SGamerz
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Post by SGamerz »

Like Sirocco said, let's do them doors in sequence.

Second right door.
CapnTthePirateG
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Post by CapnTthePirateG »

All hail the Sequence.
OgreBattle wrote:"And thus the denizens learned that hating Shadzar was the only thing they had in common, and with him gone they turned their venom upon each other"
-Sarpadian Empires, vol. I
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Darth Rabbitt
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Post by Darth Rabbitt »

Sequence.
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Silent Wayfarer
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Post by Silent Wayfarer »

The door is locked. You can open it in one of three ways. If you have a set of iron keys, you can simply unlock the door; turn to 172. If you have an ice pick, you may be able to pick the lock here, though an ice pick is a crude tool for such a task. Test your Skill; you must add 3 to the number rolled on the dice unless you use oil to lubricate the lock (you may use Walrus Oil if you have it; otherwise use Lantern Oil, but then your lantern will be of no further use to you!). If you are successful, turn to 172. If you fail, or if you don't have an ice pick (or you decide not to bother picking the lock), you can smash the door down. This will take time, and it will surely raise the alarm here; if you do this, turn to 372.
No keys, so we'll have to pick it. We get an 8+3 = 11, which is... a pass!
You stand in a bare guard chamber with a very strange rising passageway to your left. The slope of the passage is very steep and the surfaces of the floor, ceiling and wall are knobbled, almost bony in appearance. All the surfaces drip with a thin, slippery jelly which will make climbing very difficult and dangerous. If you have a magical seed pod and you choose yo use it here, you know how many stripes it has; multiply that number by twenty and turn to the paragraph with that number. If you do not have it or do not wish to use it, turn to 205.
We have 2 seed pods, and the magic number is 16x20 = 320. But only if you want to use it.
Dirk el Dragoncock

Skill 11/12 (+1 from Magic Shield, +1/3 from Magic Armor, +1/3 from Magic Sword)
Stamina 17/24
Luck 11/12

Honour 3
Nemesis 1
Time Track 65

Gear:
Sword
Magic Armour
Magic Shield
Lantern
Backpack
13/17 Provisions
5 golds
Silver key
Rope
Longbow and arrows
Spiked boots
Ice pick
Viewing lens
Carved ivory polar bear
Steel mirror
Flask of Walrus Oil
Silver plaque with "Endimion" carved onto it
Smoke powder
Bag of Holding
Tattooing ink and needle
Tome of the Reaches
Magic Mirror (4 charges)
Sphere of Light
2 Striped Seed Pods
Harlequin's winged Boots of Gliding
Amulet of Teleporting
Magic Sword

Special:
20-stranded spider's web tattoo with a dragon's skull in it, seen on paragraph 55.
Shield Number: 70
Scalmagzaprin might be someone important, probably in the towers of Carnex was the High Priest of the dragon cult and is now a corpse.
Tome of the Reaches: Ward Runes section starts on page 44
Tome of the Reaches: Riddling section starts on page 191
Tome of the Reaches: Dragon Runes section starts on page 229
Cannot return to Carnex, what a loss.
Mirror Number: 100
Sphere Number: 244
Pod Number: 16
Teleport to Night Dragon's lair by turning to 289.
Armour Number: 12
Sword Number: 80
Blazing Crusher stopped: -1 from Night Dragon's Skill
Bone Furnace quenched: -3 from Night Dragon's Stamina

Death count: 6
- Eating rohypnol biscuits and being sacrificed to the nameless cult of evil
- Slain by the High Priest and his OP panoply x5
If your religion is worth killing for, please start with yourself.
SGamerz
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Post by SGamerz »

There doesn't seem to be an alternative way this time, so use the seedpods.
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Post by Silent Wayfarer »

Actually, you can just climb it as normal; you just take penalties to a Skill test for doing so (must succeed twice in a row) and every attempt takes time.
You plant the seed pod at the bottom of the slippery incline, and a riot of vines and creepers explodes from the pod, expanding and writhing up the passage. You can climb these with complete safety. When you reach the top, you are standing in a dank, chill chamber with spongy walls, and before you is a door, of sorts. It resembles a valve, with fibrous and rubbery flaps which you need to push open, rather than a door. You can force open the flap (turn to 362) or plunge a weapon into the knot of tissue, hoping that this will damage whatever protections the Night Dragon has in this bizarre place (turn to 379).
Penetration is assured; but does Dirk want to fist the flaps open, or apply sword?
Dirk el Dragoncock

Skill 11/12 (+1 from Magic Shield, +1/3 from Magic Armor, +1/3 from Magic Sword)
Stamina 17/24
Luck 11/12

Honour 3
Nemesis 1
Time Track 65

Gear:
Sword
Magic Armour
Magic Shield
Lantern
Backpack
13/17 Provisions
5 golds
Silver key
Rope
Longbow and arrows
Spiked boots
Ice pick
Viewing lens
Carved ivory polar bear
Steel mirror
Flask of Walrus Oil
Silver plaque with "Endimion" carved onto it
Smoke powder
Bag of Holding
Tattooing ink and needle
Tome of the Reaches
Magic Mirror (4 charges)
Sphere of Light
1 Striped Seed Pod
Harlequin's winged Boots of Gliding
Amulet of Teleporting
Magic Sword

Special:
20-stranded spider's web tattoo with a dragon's skull in it, seen on paragraph 55.
Shield Number: 70
Scalmagzaprin might be someone important, probably in the towers of Carnex was the High Priest of the dragon cult and is now a corpse.
Tome of the Reaches: Ward Runes section starts on page 44
Tome of the Reaches: Riddling section starts on page 191
Tome of the Reaches: Dragon Runes section starts on page 229
Cannot return to Carnex, what a loss.
Mirror Number: 100
Sphere Number: 244
Pod Number: 16
Teleport to Night Dragon's lair by turning to 289.
Armour Number: 12
Sword Number: 80
Blazing Crusher stopped: -1 from Night Dragon's Skill
Bone Furnace quenched: -3 from Night Dragon's Stamina

Death count: 6
- Eating rohypnol biscuits and being sacrificed to the nameless cult of evil
- Slain by the High Priest and his OP panoply x5
If your religion is worth killing for, please start with yourself.
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Sirocco
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Post by Sirocco »

First off, we did have Walrus Oil so we needn't have added 3 to the dice roll on the Skill check. (Not that it mattered, anyway.)

In this case, I think stabbing the "valve" may trigger an alarm or something; it doesn't seem like the most discreet way possible to proceed. I think we should just take a peek through the flaps.
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Darth Rabbitt
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Post by Darth Rabbitt »

I think it's time Dirk showed how good he is with his fingers.
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Post by SGamerz »

Yeah, sometimes a little foreplay with fingers works out better than a direct insertion of the blade.
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