Posted: Mon Jul 03, 2017 7:45 pm
I'll vote slow and careful as well.
And also, lawls.
And also, lawls.
Welcome to the Gaming Den.
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Incidentally, 13 is the section we'll be heading to right now!angelfromanotherpin wrote:I have a vague recollection that it's because 13 would be 'too cliché.'Thaluikhain wrote:(So it's never explained why it's always 14?)
A Lucky 13!You notice a series of holes in the tunnel above your head and by keeping close to the walls, manage to avoid the boiling oil which sudden pours through them. You reach the portcullis in one piece and thus gain entry to 32.
Where do we start?You have entered a vast open courtyard, its unflagged floor composed of beaten earth. Fifty metres north are closed wooden double doors set in the far wall of the courtyard. Over by the eastern wall are two carts, six crates and about a dozen wooden barrels. Stone steps on the western wall lead upwards to the battlements and towers. There are about a hundred Chickens, scratching about in the courtyard.
If you run directly towards the double doors in the north wall, turn to 15.
If you move east to examine the carts and barrels, turn to 18.
If you move west to climb the steps to the battlements, turn to 29.
If you stop to have a little chat with the Chickens, turn to 27.
Roll = 5! AAAARRRRGHHH!Dumb move, Pip. These are Savage Chickens. The Wizard Ansalom breeds them as courtyard guards.
The Savage Chickens fling themselves on you (savagely) and though each peck only does 1 LIFE POINT of damage, there are so many of them that they could easily kill you. Roll two dice to find out what happens.
Score 2-6 and the Savage Chickens peck you to death. Go to 14.
Score 7-10 and you escape with half your current LIFE POINTS. Go to 32 and reconsider your options.
Score 11 or 12 and you manage to fight off the Savage Chickens without injury. Go to 32 and reconsider your options (the Chickens won't attack again).
Well, that didn't take long....You're dead. Dead as a coffin nail. Finished. Done for. The late Pip. Draw a thick black border round this Section for future reference. You may be back here again before you're much older.
Most people get deaded sooner or later the first few times they try to get through this adventure. Don't get too depressed about it. What you have to do now is go back to the beginning of the forest, where the King's Guard left you, and try again. You'll rescue the Queen sooner or later. What's more, you can safely ignore the monsters and villains you have killed the first time round, since these. will only be harmless ghosts and illusions when you go in again.
When you go back, you'll need to roll up your LIFE POINTS again. No good trying to return to your adventure with no LIFE POINTS. So roll them up exactly as you did the first time. And here's a tip. Draw a map as you go along. Especially a map of the Wizard Ansalom's Dark Castle. It will help you find your way around a lot better the second time. Make a note on the map of what you encountered. Second time around, a map is as good as an extra sword - even an extra Fireball.
Now back you go to the beginning of the forest, Pip. With luck you won't be seen round here again.
Do we want to drink anything?The carts are in a pretty broken-down condition and more or less unusable. Two of the crates contain old sacks, one is full of rotten apples and the rest are empty. Three of the barrels contain cider, the rest wine.
If you drink any cider, turn to 12.
If you drink any wine, turn to 16.
If you leave this load of rubbish and go to the double doors in the north wall, turn to 33.
If you move west to climb the steps to the battlements, turn to 29.
Dice roll = 11! We survive this time, but our LP Is down to 14!The wine tastes funny. This is because it's poisoned. Roll two dice to see how it affects you.
Score 2-6 and writhe in agony before dropping stone dead. Go to 14.
Score 7-12 and you get sick as a parrot, losing half your current LIFE POINTS. Stagger back to 32 and reconsider your options.
It's not bad....but nothing actually good happens, either.Good cider. Don't take too much or you'll get drunk. Go to 32 when you've finished and decide what you want to do now.
They lead to different section numbers, that's why I present them as different options. The battlements is the same section no matter where you go there from.Thaluikhain wrote:Is option 4 the same as option 2, but circling up to them instead of crossing an open space?
Yeah, unfortunately arbitrary random dice rolls with a chance of death are quite a thing in this series. The good news is that (I think) this courtyard might be the harshest part for this book. It gets (slightly) better once you find the way past this portion.Ikeren wrote:Wow, this one is harsh.
At least this time the auto-death chance is less than 50%.....Good grief! The battlements and towers are guarded by a horde of Archer Insects! These horrifying creatures are nearly two metres tall, each one looking for all the world like a giant Preying Mantis, each one armed with a bow and a quiver of twenty arrows. There are hundreds of them skulking up here! No chance to fight so many. Roll two dice to find out if you can make it safely back down the steps to the yard.
Score 2-4 and you're skewered with 750 arrows, killing you instantly. Go to 14.
Score 5-8 and you're wounded by three arrows (total damage 10 LIFE POINTS) but make it back to the yard. Return to 32 and reconsider your options.
Score 9-12 and you reach the yard safely without being wounded. Return to 32 and reconsider your options.