[Let's Play]Grailquest 2: The Den of Dragons

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Thaluikhain
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Post by Thaluikhain »

Pirate Nazgul! No wonder they said sending the Ring overseas was a bad idea.
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Post by SGamerz »

Omegonthesane wrote:Can we cast a spell before committing to a decision? 'Cause my inclination is to cast PANIC as a battlecry, then spend our first combat round casting PIR2, then hope to Cthulhu we got enough armour to last.
In this case, I don't think we can cast any spells before the battle, since the text says they're fast enough that they get automatic first hit, so they get to strike at us once before we can get PANIC in place. We can still cast the spells in the sequence you listed (PANIC --> PIR2 --> use Firefingers), though.

Do we want to fight using those spells mentioned?
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Post by Omegonthesane »

Fingering the monks all the way down will take 12 shots of our remaining 17, so make that a last resort. Most of the way down, 8 shots; 40% of the way down, 4 shots. So make our first shot at each of the four a firefinger.
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SlyJohnny
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Post by SlyJohnny »

I feel like we should be able to retreat and come back, so I vote to leave this difficult battle for later.
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Post by SGamerz »

SlyJohnny wrote:I feel like we should be able to retreat and come back, so I vote to leave this difficult battle for later.
In that case, please vote for where to go next.

If there's no majority opinion on the next location to search, I will proceed with the fight using Omegon's strategy.
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Post by Darth Rabbitt »

These guys seem important, so let's try to take them out. Go with Omegon's plan.
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Post by SGamerz »

Alright, fight it shall be!

COMBAT LOG:
Monk#1 rolls 6 and hits for 2+3-4 = 1 damage. Pip is at 34.
Monk#2 rolls 7 and hits for 3+3-4 = 2 damage. Pip is at 32.
Monk#3 rolls 12 and hits for 8+3-4 = 7 damage. Pip is at 25.
Monk#4 rolls 9 and hits for 5+3-4 = 4 damage. Pip is at 21.
Pip rolls 4+3 = 7 and manages to cast PANIC successfully. Pip is at 18 (for the spell).
Monk#1 rolls 8 and hits for 4+3-4-4 = no damage due to Pip's magically-enhanced armour.
Monk#2 rolls 11 and hits for 7+3-4-4 = 2 damage. Pip is at 16.
Monk#3 rolls 7 and hits for 3+3-4-4 = no damage.
Monk#4 rolls 6 and hits for 2+3-4-4 = no damage.
Pip rolls 3+3 = 6! His spell fails and he wastes a spell & 3 LP. Pip is at 13.
Monk#1 rolls 6 and does no damage.
Monk#2 rolls 5 and does no damage.
Monk#3 rolls 3 and misses completely.
Monk#4 rolls 7 and does no damage.
Pip rolls 11 and casts PIR2 successfully! Pip is down to 10 LP.
Monk#1 rolls 2 and misses.
Monk#2 rolls 10 and hits for 1 damage. Pip is at 9.
Monk#2 rolls 10 and hits for 1 damage. Pip is at 8.
Monk#4 rolls 4 and does no damage.
Pip zaps Monk#1 for 10 damage. Monk#1 is at 15.
Pip rolls 6+3 = 9 and hits for 5+5 = 10 damage. Monk#1 is at 5.
Monk#1 is knocked out!
Monk#2 rolls 9 and does no damage.
Monk#3 rolls 10 and hits for 1 damage. Pip is at 7.
Monk#4 rolls 4 and does no damage.
Pip zaps Monk#2 for 10 damage. Monk#2 is at 15.
Pip rolls 7+3 = 10 and hits for 6+5 = 11 damage. Monk#2 is at 4.
Monk#2 is knocked out.
Monk#3 rolls 6 and does no damage.
Monk#4 rolls 4 and does no damage.
Pip zaps Monk#3 for 10 damage. Monk#3 is at 15.
Pip rolls 9+3 = 12 and hits for 8+5 = 13 damage. Monk#3 is at 2.
Monk#3 is knocked out.
Monk#4 rolls 4 and does no damage.
Pip zaps Monk#4 for 10 damage. Monk#4 is at 15.
Pip rolls 6+3 = 9 and hits for 5+5 = 10 damage. Monk#4 is at 5.
Monk#4 is knocked out.
That was one hell of a grueling fight! Pip emerges with 7 LP and 13 Firefinger bolts remaining, and also used up 1 PANIC and 2 PIR2 spells.
Before King Arthur chased the Romans out, there was a saying current throughout Avalon (which was not called Avalon then, of course), and this saying went: 'To the Victor, the Spoils'. (Ad victor spoilarum or some such nonsense in the original Latin.) It is a saying which applies fully to you now, Pip, for you were undoubtedly victorious in hacking up those morbid monks. So don't waste another moment: get into the Abbey and search, search, search. Roll two dice to discover what, if anything, you find.

Score 2-4 and go to 115.
Score 5-8 and go to 119.
Score 9-12 and go to 106.
First, Pip uses the Snuffbox for some much-needed healing:

Dice roll = 9. Pip is at 16/37.

Now he rolls again for the search....

Dice roll = 5.

In this case the middle section is actually the worst (we find nothing). :roll: Modifying our roll up changes nothing, so we'll modify it down instead, bringing it to 2!
What a find! What a find! You have discovered a scroll. And this is what it says:

Be it known that I, Ethelbert, monk, warrior and loyal subject of Arturus Rex, son of Uthur Pendragon and rightful Liege Lord of the Realm of Avalon, have, by the grace of God and a strong right arm, come thus far in my quest for the place men call Dragon Cavern.

And be it known that I, having found myself trapped for several months in the accursed Stonemarten Village with its foul magics and other perils, have at last discovered a true route herefrom, leading, so I believe, directly to the entrance of Dragon Cavern.

Thus I take up my quill and write this knowledge lest I perish on my quest, so that it may be of some small usage to any brave adventurer who follows me. The route, written plainly, is thus:

First go to the ruined tower and there search diligently for an entrance. When the entrance is found, enter and again search diligently. Within the rubble, half buried, is a rotted wooden trap door. This open and stone steps will be revealed. Be not afeared, but descend and follow the route. Soon you will emerge to daylight and a foul, cliff-enclosed place, a wasteland of hardened lava. This, as I attest, is the road to Dragon Cavern. Remember me at matins for this small service. I append my name.

Ethelbert, monk and warrior.

Now return to your map of Stonemarten Village and explore further or follow the directions on the scroll.


Pip uses the Snuffbox here again:

Dice roll = 8. Pip is now at 24/37 LP.

We now have a definite clue to where the Dragon Cavern is supposed to be. Can you guys spot the ruined tower on the map? Which section do we go (although of course, we don't have to go there immediately)?

QUEST JOURNAL:
Pip's LIFE POINTS: 24/37
Permanent Life Points: 1

EQUIPMENT CARRIED:
Excalibur Jr. (hits on 4, damage +5)
Dragonskin Jacket (damage taken -4)
Luckstone (modifies all of Pip's dice rolls by 3 in his favour)
Double-headed Copper Coin (can be used to win any gambling games)
Tinglering x2
Magic Wooden Duck (can neutralize any magic once per book)
Globule Wand (roll 6+ during combat to hit, allows 4 free strikes before foe gets free), 5 charges remaining.
Scroll of Teleportation Spell (sends Pip to any section previously visited, can be used only once)
Backpack
Carpentry Hammer
Axe
Rope (15m coil)
Torches
Waterbag
Tent
Sack (six)
Blanket
Lamp
Container of oil
Climbing spikes
Fish-hooks
Harp
Horn
Bandages (15m roll)
Knife
Tinderbox
Stakes
Change of boots
Parchment
Quill and powdered ink
Food pack (10 days rations)
Cooking utensils
Healing Potion (5 doses)
War Hammer (+3 damage)
Daggers x4
Snuffbox of Healing (can restore 2D6 LP every new section)

MONEY: 20 SP

MAGIC:
PANIC 2/3
POW 2/3
PILL 3/3
PAD 3/3
PIP 3/3
PIN 3/3
PiR2 1/3
INVISIBILITY 1/1
Firefingers 13/18
Fireballs 2/2

EXPERIENCE POINTS: 9
ENEMIES DEFEATED:
2 Kangaroo-things
Phantom of the Village Church
Water Weird
4 Martial Monks
PUZZLES SOLVES: 1

No. of Deaths:
None yet
Omegonthesane
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Post by Omegonthesane »

Is it only the cottages where we're playing "die no save" roulette every time we open a new section?

If so, 54.

Otherwise skip straight to the ruined tower lookin' thing at 30.
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Post by Darth Rabbitt »

Omegonthesane wrote:Is it only the cottages where we're playing "die no save" roulette every time we open a new section?

If so, 54.

Otherwise skip straight to the ruined tower lookin' thing at 30.
This.
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Post by SGamerz »

Omegonthesane wrote:Is it only the cottages where we're playing "die no save" roulette every time we open a new section?
Yes.

Heading to 54.....
Big building. When you enter, you find it's a grain store. But like almost everything else in this crummy village, the grain smells pretty musty.

If you think there's nothing of interest here, return to your map and explore some other section of the village.
If you want to explore the store thoroughly, go to 104.
Do we think there's anything of interest?
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Post by Darth Rabbitt »

Basically the question is whether this is reverse psychology or reverse reverse psychology. Search.
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Post by SGamerz »

Before he begins the search, Pip uses the Snuffbox:

Dice roll = 3. Pip is at 27/37.
There is a rustling in the grain. A loud rustling. Yuk! It's Rats! There must be hundreds of them to judge by the noise. No there aren't. There's one! And it's the size of an Irish wolfhound! It stares at you momentarily with pink, glittering eyes and gnashes teeth like daggers. Look out, Pip, it's launching itself upon you! Roll dice quickly to find out if you can get in a quick sword thrust!

The Irish Wolfrat has a full 25 LIFE POINTS and bites at +2 on a score of 5 or better.

If the Rat kills you, go to 14.
If you kill the Rat, go back to your map of Stonemarten Village and explore somewhere else. But NOTE: the Rat's bite carries disease, so that if it has even one successful strike against you, you must obtain healing before you leave the village, otherwise you die. Look carefully in all the cottages. There must be some healing potions stashed away somewhere. Mustn't there?
We already have healing potions, so we're not afraid of the diseased bite. In fact, since we have the Snuffbox, we probably won't be using the potions much at all, so there's definitely enough to spare.

Rat rolls 2. Pip also rolls 2, but he has the Luckstone, so he gets 5 and strikes first!

COMBAT LOG:
Pip rolls 6+3 = 9 and hits for 5+5 = 10 damage! Rat is at 15.
Rat rolls 9 and hits for 4+2-4 = 2 damage. Pip is at 25.
Pip rolls 8+3 = 11 and hits for 7+5 = 12 damage. Rat is at 3.
Rat is knocked out.
Pip uses a dose of healing potion and rolls 5 to regain 5 LP, and is now at 30/37.

Where do we go now?

QUEST JOURNAL:
Pip's LIFE POINTS: 30/37
Permanent Life Points: 1

EQUIPMENT CARRIED:
Excalibur Jr. (hits on 4, damage +5)
Dragonskin Jacket (damage taken -4)
Luckstone (modifies all of Pip's dice rolls by 3 in his favour)
Double-headed Copper Coin (can be used to win any gambling games)
Tinglering x2
Magic Wooden Duck (can neutralize any magic once per book)
Globule Wand (roll 6+ during combat to hit, allows 4 free strikes before foe gets free), 5 charges remaining.
Scroll of Teleportation Spell (sends Pip to any section previously visited, can be used only once)
Backpack
Carpentry Hammer
Axe
Rope (15m coil)
Torches
Waterbag
Tent
Sack (six)
Blanket
Lamp
Container of oil
Climbing spikes
Fish-hooks
Harp
Horn
Bandages (15m roll)
Knife
Tinderbox
Stakes
Change of boots
Parchment
Quill and powdered ink
Food pack (10 days rations)
Cooking utensils
Healing Potion (4 doses)
War Hammer (+3 damage)
Daggers x4
Snuffbox of Healing (can restore 2D6 LP every new section)

MONEY: 20 SP

MAGIC:
PANIC 2/3
POW 2/3
PILL 3/3
PAD 3/3
PIP 3/3
PIN 3/3
PiR2 1/3
INVISIBILITY 1/1
Firefingers 13/18
Fireballs 2/2

EXPERIENCE POINTS: 10
ENEMIES DEFEATED:
2 Kangaroo-things
Phantom of the Village Church
Water Weird
4 Martial Monks
Irish Wolfrat
PUZZLES SOLVES: 1

No. of Deaths:
None yet
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SlyJohnny
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Post by SlyJohnny »

61. Might be a blacksmiths.
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Post by SGamerz »

You know something? For the first time in this grotty village, you've actually found somewhere that feels nice. You stand just inside the doorway of the cottage, soaking up that very pleasant feeling.

If you have been running short on LIFE POINTS the cottage has restored you to full strength. How about that! What's more, you can return here after (but not during) any Section to get restored again, provided, of course, you are still in the village. Now go back your map and explore somewhere else and don't complain nothing nice ever happens to you.
Great find. Would have been even greater if we didn't already have portable free healing.

Do we still want to try our luck further, or go to the tower while our luck holds?
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Post by Darth Rabbitt »

I'd quit while we're ahead and go to the tower now.
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Post by SlyJohnny »

The other longhouse first.
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Post by SGamerz »

Again we're stuck in a tie, so I'm going to resolve this by having Pip visit the other longhouse and then going straight to the ruined after that.
Phew, what a pong! These are stables by the smell of them, although it looks as though they haven't been used in years. The stalls are broken down and the hay rotting. Pieces of leather harness hang from nails in the walls, looking as if they'd fall apart if you tried to put them on a horse. Fortunately you don't have to, as there are no horses here.

If you want to spend a little time searching, go to 71.
If not, return to your map and decide where to explore next.
So as to not waste more time, I'll proceed with the search:
Congratulations! You've found a horseshoe! Now stop wasting time.

Go back to your map and explore a more interesting part of the village.
Indeed, as the text says, let's stop wasting time and go get what we're looking for:
Looks like the remains of a stone watchtower, Pip--and very, very old. In ruins now, of course. Most of the tower has fallen in and the whole area is covered with fallen stones and rubble. You could mess about here forever, spraining your ankle on loose stones. Why not just roll a couple of dice to see what, if anything, might happen to a worthy adventurer in this place?

Score 2-6 and go to 80.
Score 7-12 and go to 88.
Dice roll = 8! We use the Luckstone to bring it down to 5 instead because
Pip gets buried by a cave-in and sent to section 14 for rolling the higher number.
A little perseverance goes a long way. You've spotted a doorway. Not a door, just a doorway--the door itself is long gone. But the doorway leads into the ruined tower. You draw your sword and edge carefully towards it, senses straining for any hint of danger. There is no sound; nothing at all. You enter.

It is gloomy in these ruins so that it takes a moment for your eyes to adjust. But eventually you see that the interior of the tower is in even worse condition than the outside. Fallen stones and heaps of rubble lie everywhere. There are the remains of a stone staircase spiralling upwards but it doesn't go very far. You can see where the top fell in less than five metres above your head. For a moment you consider returning outside, but since you have come this far you decide to explore a little. Your sword still at the ready, you begin to move carefully through the rubble...

Once again your perseverance is rewarded! You see, half hidden by the rubble, a rotted wooden trap door, bound in rusty iron. There is an iron ring to lift it. You grip the ring firmly and heave. The ring comes away in your hand, but it doesn't matter: the whole door is so rotted, the metal so rusted that it all crumbles, leaving you staring down into a deep, dark shaft. Too dark to see.

Quickly you light a torch. The flickering light shows you steep stone steps leading downwards. Once again you hesitate, wondering if you should return to the sunshine outside. But what is there in the village for you? Are you not Pip, the Dragonslayer? Well, Pip the Prospective Dragonslayer anyway.

Bravely you step on to the stairway.

Bravely you slip and fall.

Bravely you dust yourself down when you reach the bottom, with no damage done fortunately. You are in an underground corridor, dark, dank, unlit. Will you follow it? Of course you will! Well, won't you?

If you don't wish to follow the corridor, return to your map and explore some other part of the village.
If, in fact, you do follow the corridor, turn to 25.
Image
You emerge into a volcanic wasteland. All around you are lava flats, vast stretches of stone distorted into grotesque shapes, a rippled, pitted surface that is difficult to travel over. You are surrounded by high cliffs, their sheer faces towering upwards to vast heights. Let's hope you don't have to climb these, Pip: even with equipment it could take you the best part of a year.

It is gloomy here: the cliffs are so high they cut out much of the sunlight. It should be chill as well, but in fact the place is almost tropical, probably on account of some low-level volcanic activity. Certainly there is a sharp, acrid smell of sulphur, as if you had stepped into the very mouth of Hell.

You make your way forward carefully, ears straining for any sound. The ground is generally firm enough, although it crumbles slightly in places; and from time to time a low, almost sub-sonic rumbling shivers from below your feet, setting your nerves even more on edge. There are only two routes open to you--due north and north-east. All other directions are cut off either by the cliff faces or towering, tortured, twisted spires of rock.

If you decide to go north, turn to 62.
If you decide to go north-east, turn to 84.
Pick a direction!
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Post by Darth Rabbitt »

So there is a greater than 50% chance of visiting the tower just automatically killing you? Assuming that this is where we're required to go, that seems kind of bullshit (if this is optional or there's another way in then I take this back.) Not as much as the 100% chance of that one house auto killing but still.

Rant aside, go northeast.
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Post by SGamerz »

Yeah, unfortunately, one common flaw shared by all the GQ books are the random arbitrary deaths.
The smell of burning sulphur hangs heavily in the air, now joined by a second stench--the unmistakable odour of methane. You seem to be getting warm here, Pip: and that has nothing to do with the heat.

The path you are on ends in the yawning mouth of a great cavern. Not to put too fine a point on it, you definitely seem to have found...

DRAGON CAVERN!!!

Don't suppose you want to go home now?

Thought not. Gird your loins and go to 95.
Image
Behind you, the volcanic wasteland. Before you, the mouth of a dark, gloomy, yawning cavern. In your nostrils, the scent of dragon and the smell of sulphur flames and methane gas. In your hand (if you have any sense at all) your trusty sword. In your mind a knowledge of your spells.

This is it, Pip. This is the place you have searched for for so long, the place you risked your life to find. If there were trumpeters here, they would blow a huge triumphant fanfare to the heavens; although it's perhaps as well that there are not, for the last thing you need is a stampede of dragons, Brass or otherwise, disturbed by a blast of trumpet music.

You edge forward, senses alert, heart pounding. Questions cascade unbidden into your mind. Will the Brass Dragon really be hiding here? Merlin seems to think so, but he could be wrong. How many other dragons will you find here? Everyone in Avalon knows this cavern is the home of a large number of the monsters. What else is in the warren of underground tunnels, corridors, caves and caverns you are about to enter? Legend speaks of creatures so ghastly that they can live unmolested by the firebreathers, creatures so terrifying that even dragons leave them alone.

It is enough to daunt all but the most valiant heart. Which is why it is to your eternal credit, Pip, that you take a firm step forward and

Go to 108.
You are within a bone-dry natural cavern, the floor of which is liberally scattered with bones and skulls, many animal, some human, and several of creatures you do not immediately recognise. Nothing stirs here, you are aware only of silence. There are three exits on the northern wall of this entrance cavern. Which will you choose?

Left-hand exit: go to 98.

Right-hand exit: go to 99.

Centre exit: go to 102.

And just one more thing, Pip. The exit corridors are narrow. As you examine them in the flickering light of your torch you see that they twist and turn. In your heart of hearts you know that this may be your fateful choice. For in this part of your adventure, there will be no turning back. Onward. To glory... or to death!
As stated, no turning backtracking from this point....

Which way now?
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Post by Darth Rabbitt »

Center, I guess.
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Post by SGamerz »

The corridor takes you without mishap to a small, apparently empty cave. The exits are:

South to 108.

North-west to 99.

East to 112.

A flicker at the corner of your eye! You spin round, but there is nothing there. Another flicker. You turn again. Still nothing there. Something touches your left arm, chilling it to the bone. For the briefest instant you are staring into the glowing, ethereal eyes of a Wraith. Then the creature vanishes instantly.

A Wraith? Those things are deadly. And they can only be fought with spells: physical weapons do them no damage whatsoever. The Wraith is attacking you, Pip. That single touch cost you 10 LIFE POINTS! (If this kills you, go to 14.) You must use your spells! The Wraith has 25 LIFE POINTS. It will strike back successfully on a roll of 6 or better, scoring +3 damage at a touch.

If you kill the Wraith you may choose your exit.

If the Wraith kills you, go to 14.
Ouch! That brings Pip down to 27 LP.

What spells do we use here?

And to save time, please also vote on which exit to take if we win here!
Last edited by SGamerz on Sat Oct 07, 2017 8:20 am, edited 1 time in total.
Omegonthesane
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Post by Omegonthesane »

Two firefingers and a PAD. Then south.
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Post by SGamerz »

Omegonthesane wrote:Two firefingers and a PAD. Then south.
Two firefingers will be sufficient, because they taka the Wraith's LP down to 5, and despite being a Wraith it can be knocked out like any other opponent. :)

Also, I think I should have mentioned this, but south takes us to 108, which is where we came from previously (yeah, that seems to contradict the book's instruction about not being allowed to backtracked....I guess they just mean we're not allowed to backtrack straight to any section we want like the last book, and only to specific options listed in the book. Or maybe it's just typical Brennan ambiguity.).

I'll leave this for another day to see if you guys really want to go back to 108, and I'll try to keep track of which options take us back to older sections from now.
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Post by SGamerz »

Wraith rolls 3, Pip rolls 4, Pip hits first.

COMBAT LOG:
Pip zaps Wraith with Firefinger. Wraith is at 15.
Wraith rolls 9 and hits for 3+3-4 = 2 damage. Pip is at 25.
Pip zaps Wraith with Firefinger. Wraith is at 5.
Wraith is knocked out.
Pip heads back south and is back at the previous junction.

Our options are:

Left exit to 98.
Right exit to 99.
Go back down the centre exit and head east to 112 (NW from centre exit also leads to 99).

QUEST JOURNAL:
Pip's LIFE POINTS: 25/37
Permanent Life Points: 1

EQUIPMENT CARRIED:
Excalibur Jr. (hits on 4, damage +5)
Dragonskin Jacket (damage taken -4)
Luckstone (modifies all of Pip's dice rolls by 3 in his favour)
Double-headed Copper Coin (can be used to win any gambling games)
Tinglering x2
Magic Wooden Duck (can neutralize any magic once per book)
Globule Wand (roll 6+ during combat to hit, allows 4 free strikes before foe gets free), 5 charges remaining.
Scroll of Teleportation Spell (sends Pip to any section previously visited, can be used only once)
Backpack
Carpentry Hammer
Axe
Rope (15m coil)
Torches
Waterbag
Tent
Sack (six)
Blanket
Lamp
Container of oil
Climbing spikes
Fish-hooks
Harp
Horn
Bandages (15m roll)
Knife
Tinderbox
Stakes
Change of boots
Parchment
Quill and powdered ink
Food pack (10 days rations)
Cooking utensils
Healing Potion (4 doses)
War Hammer (+3 damage)
Daggers x4
Snuffbox of Healing (can restore 2D6 LP every new section)
Horseshoe

MONEY: 20 SP

MAGIC:
PANIC 2/3
POW 2/3
PILL 3/3
PAD 3/3
PIP 3/3
PIN 3/3
PiR2 1/3
INVISIBILITY 1/1
Firefingers 11/18
Fireballs 2/2

EXPERIENCE POINTS: 11
ENEMIES DEFEATED:
2 Kangaroo-things
Phantom of the Village Church
Water Weird
4 Martial Monks
Irish Wolfrat
Wraith
PUZZLES SOLVES: 1

No. of Deaths:
None yet
Omegonthesane
Prince
Posts: 3680
Joined: Sat Sep 26, 2009 3:55 pm

Post by Omegonthesane »

Left exit.

Do we have to fight another wraith if we go back north?
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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