Posted: Sun Aug 20, 2017 1:51 pm
north, at random
Welcome to the Gaming Den.
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Check out the seemingly empty guard room? If not, please specify where you want to go next!The northern corridor ends in a door, which is slightly ajar. Carefully, quietly, you push it open.
A Guard Room! It's obviously a Guard Room since there is all sorts of military equipment--swords, shields, daggers, spears--stacked along the walls; not to mention tables, chairs, plates, goblets, even dice, which you would normally associate with large numbers of Guards. The only thing is--it's empty. Something suspicious here, Pip.
There are two exit doors to the room: one in the east wall, the other in the north wall.
If you decide to enter the room, go to 122.
If not, return to any available Section you haven't explored.
There's actual some ambiguity on this part. When the adventure began, the text says that we have some garlic in our provisions. The thing is, if we were to assume that those garlic can be used in this encounter, then this option is pointless because there's never any option/opportunity to eat any of our provisions during the adventure, much less any garlic.**** B
You're halfway across the room, tiptoeing, when a soft voice whispers in your ear: 'He doesn't need guards, Pip--he's got me...'
You freeze, then turn. You are staring into the cold eyes and smiling fangs of a fully-fledged, dyed-in-the-wool, real-life
VAMPIRE!
Do you still have that garlic, by any chance?
If you still have your garlic (no cheating now: if you ate it, it's gone) then go to 132.
If you don't, go to 147.
He can be bribed with 10000 GP.....which we can actually afford now.****B
Greedy pig - fancy munching all that garlic. Now you're going to have to fight him.
The Vampire has 35 LIFE POINTS (or in his case, DEATH POINTS). He carries no weapons, but that hardly matters since his fangs are poison. If he manages to hit you twice in a row, you're dead and that's all there is to it.
Roll to see who has the first strike. And don't worry about becoming a Vampire yourself if be kills you — that's only an old wives' tale. Probably
If the Vampire kills you, go to 14.
If you kill the Vampire, you have a choice:
Eastern door go to 136.
Northern door go to 127.
North or east door from here? Or we can leave this room and try the other corridor in the east? Or try the magic circle after all.Aarrrghhhh!'
The scream of the Vampire as he sees the garlic in your hand. He clutches his throat and writhes. 'Aaarrghhh!'
His knees buckle slowly. His eyes cross. His face goes pale (well, paler). His entire body begins to convulse. His fangs fall out. He drops in a heap on the floor. He begins to shrivel, growing smaller and smaller until all that's left is a tiny heap of dust, some mouldering clothes and a jewelled ring (worth 500 Gold Pieces of anybody's money). Lucky you had that garlic, Pip.
If you want to try the door on the east wall, go to 136.
If you want to try the door on the north wall, go to 127.
East door in the vampire room? Or east corridor outside?Darth Rabbitt wrote:Try going east, I guess.
The east corridor on the other hand:You are looking into a large chamber set out with rows of bunk beds, each one of which has a small wooden locker placed by the side. Obviously a dormitory, Pip. And empty.
Better try the northern door by going to 127.
Unfortunately, Pip seems to much of a n00b to even consider taking the easy way, like stabbing the guard in his sleep or even just hitting him over the head to make sure he won't wake up for a while.You follow the corridor quietly eastwards, noting that this one is rather more dimly lit than the others. The wall torches have been replaced by only a very few lamps. And when you reach the steps downwards, you can see there are fewer still below.
At the bottom of the steps is a stout door, the top half of which comprises bars through which emerges a dull red glow. The door has a huge lock. It also has a Guard. Fortunately, a very tired Guard, since he is asleep at his post.
Looks like you've discovered the dungeons, Pip, or possibly some horrible torture chamber. Is Ansalom keeping the Queen locked away here? Who can tell?
If you decide to try your luck at stealing the Guard's keys and opening the dungeon, go to 124.
Otherwise return to any available Section you haven't explored.
Dice roll = 6 +3 = 9. Saved by the Luckstone again.Slowly, gingerly, you steal down the steps. The Guard remains asleep. Carefully, slowly, you reach out to get his keys. Roll dice to see if you make it.
Score 2-6 and go to 142.
Score 7-12 and go to 126.
Sneakily done: you've got the keys and the Guard is still snoring soundly. Use them to open the dungeon door quietly, and go to 125.
We're left with only one door unexplored: north door from vampire room. Since there's been no interest shown in checking out the magic circle, we'll proceed there:It's a dungeon all right; and a torture chamber. Just look at the shackles on the walls. And the Iron Maiden - that big coffin-shaped cabinet with iron spikes inside the door. And the rack for stretching people. And the branding irons in the charcoal brazier.
The Wizard Ansalom could do somebody a lot of damage in here. Fortunately there is no one to do damage to. No wonder the Guard was asleep - no tough job guarding an empty dungeon.
There is no other exit from this room.
Better go back to 96 and reconsider your options.
And it's Boss-fight time....well, almost, since we have to deal with the hounds first.**** B (Hounds Only)
As you approach, a strange thing happens--the northern door swings open of its own accord!
You are looking into a vast, granite-lined throne room, colonnaded with black, granite pillars. Between each pillar stands a thick two-metre-high, jet-black lighted candle, which gives off a heavy, sickly-sweet smell of incense. Beyond the columns hang heavy maroon velvet drapes.
At the end of the colonnade is a granite dais, stepped to a huge, rough-hewn granite throne. By the foot of the throne are two of the largest, fiercest, jet-black Hounds you have ever seen--Hounds that stare at you malevolently with fiery eyes. And on the throne sits a tall, dark-haired, dark-bearded figure dressed in heavy, flowing black robes. Menace hangs over him like a thundercloud.
'Welcome, little person,' booms the figure on the throne. 'It seems you wish to see me.'
It's him, Pip! It's him!! You are face to face with the Wizard Ansalom Himself!!!
What a fight this is going to be. (You are going to fight him, aren't you, Pip? Not much point in the whole adventure if you don't, eh?)
First the good news. The Wizard Ansalom will make no move to harm you until you have successfully defeated his Black Hounds. Now the bad news. Each Hound has 25 LIFE POINTS and bites with +4 damage. Get the dice rolling, Pip.
If the Hounds kill you, go to 14.
If you kill the Hounds, take a deep breath, use any Healing Potions or Salves you may have and go to 137.
Uh, what? We didn't kill your Hounds! They dropped you for diamonds. Clearly, he's either lost his mind due to being grief-stricken at his pets walking out on him, or he's just senile.'My Hounds!' screams the Wizard Ansalom. 'You've killed my Hounds!' And he leaps to his feet, hands outstretched, muttering a savage spell.
Are you ready for this, Pip? The Wizard Ansalom has 150 LIFE POINTS. You want that again? 150 LIFE POINTS. What's more, he is equipped with 10 Firefinger Lightning Bolts exactly like the ones Merlin gave you. (With one important difference: Ansalom's Lightning Bolts do not hit their target automatically. You must roll dice each time he uses one. Unless he scores 5 or better, the bolt misses you.)
Let the magical battle commence, Pip. And may the best Wizard win!
If the Wizard Ansalom kills you, go to 14.
If you kill the Wizard Ansalom, lick your wounds and go to 135.