[Let's Play] GrailQuest 4: Voyage of Terror

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Omegonthesane
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Post by Omegonthesane »

Hecate has no armour so spearthrow-dagger-dagger for fastest DPS.

Given that she's also only getting half her rounds due to the beetle colouring I think we'll just stick to one piece of armour.
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.

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SGamerz
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Post by SGamerz »

Hecate rolls 4, Pip rolls 6. Pip goes first.

COMBAT LOG:
Pip throws his spear and rolls 9, hitting for 0+10 = 10 damage. Hecate is at 15.
Hecate misses automatically due to Pip's multi-colouredness.
Pip rolls 8 and hits for 1+1 = 2 damage. Hecate is at 13.
Pip rolls 9 and hits for 2+1 = 3 damage. Hecate is at 10.
Hecate rolls 6 and hits for 2+2-2 = 2 damage. (Armour check 7 - doesn't shatter) Pip is at 17.
Pip rolls 9 and hits for 2+1 = 3 damage. Hecate is at 7.
Pip rolls 9 and hits for 2+1 = 3 damage. Hecate is at 4 and is knocked out.
One of the few times Pip is extremely lucky with his dice roll throughput the whole battle, and managed to hit every blow despite the beetle characteristics making it more difficult.

Pip gains another golden key (his seventh) from Hecate's corpse and a nice spell scroll. This spell can certainly deal with that Hydra if he anages to successfully cast it. But do we want to use it now or check the other island first?

Please vote for Pip's next destination:

SEA CHART:
Image
Besides the last finger where the Hydra still lives, we're left with Lost Island, Skull Island and Shipwreck Island.

QUEST JOURNAL:
Pip's LIFE POINTS: 17/25
Permanent Life Points: 15

EQUIPMENT CARRIED:
Piece of Driftwood (weapon, +2 damage)
Sword (hits on 6, damage +3)
Spear (hits on 6/thrown 8, damage +5/thrown +10, only attack once every 2 rounds/thrown once every 3 rounds)
New Dagger (hits on 6, damage +1, attack twice per round)
One-piece armour (worn) (damage -2, shatters on 12 after taking the 1st hit in every combat)
Spare armor x2 (damage -2, shatters on 12 after taking the 1st hit in every combat)
Rope (50ft coil)
Grappling hook
Backpack
Flint and steel (for lighting fires)
Ceramic lamp
Box of biscuits
Golden Key (x7)
Bottle of Grog
Magic Scroll (turns 1 opponent into a pig with 15 LP, hits on 6, dmg +0; roll 4+ to cast successfully; one use only)

MONEY: 10900 GP

EXPERIENCE POINTS: 5
ENEMIES DEFEATED:
Old Sea Dog (2x)
Poisonous Spider
Ship's Cook (2x)
19 Guards
10 Scoundrels (3x)
Rock Thern (2x)
T-Rex
Greater Spotted Pondoozlewazzle Bird
Hecate
PUZZLES SOLVES: 5

No. of Deaths:
1) LP drained by Shadows on Skull Island
2) Devoured by a T-Rex on Dragon Island
Omegonthesane
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Post by Omegonthesane »

Turn hydra into pig lest we lose the scroll in some other bullshit sequence.
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.

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Post by SGamerz »

Pip sails back to the Finger with the Hydra...

Cross-eyed navigation roll = 7. (Success)

Pip then heads to the ring fort and confronts the Hydra, unleashing his new spell:

Dice roll = 8 (Success)! The Hydra has been piggified!

Hydra Pig rolls 7, Pip rolls 7. Tie.
Hydra Pig rolls 11, Pip rolls 5. Pig goes first!

COMBAT LOG:
Pig misses automatically due to Pip's multi-colouredness.
Pip rolls 3 and misses.
Pip rolls 7 and hits for 0+1 = 1 damage. Pig is at 14,
Pig rolls 7 and hits for 1-2 = no damage. (Armour check = 6 - doesn't shatter)
Pip rolls 10 and hits for 3+1 = 4 damage. Pig is at 10.
Pip rolls 3 and misses.
Pig misses automatically due to Pip's multi-colouredness.
Pip rolls 5 and misses.
Pip rolls 11 and hits for 4+1 = 5 damage. Pig is at 5 and is knocked out.
There's nothing in the casket except a very tiny key, and though it is gold, it's really too small to be of much value. Being a bit of a magpie, however, you stow it away carefully with the rest of your possessions.

You now have the choice of investigating the trilithon at 91 or returning to your ship and picking a new destination on the Sea Chart.
Well, we know that lots of gamebook PCs are magpies, but it isn't often that the author himself flat out admits that his is one.

Pip just picked up his 8th gold key, and he's now fully covered all the Five Fingers. Where does he go next?

SEA CHART:
Image
Also, since he's low on LP and hasn't picked up any healing items, let me know if you want Pip to risk Sleeping before he sails for the next island.
Last edited by SGamerz on Tue Jun 05, 2018 12:07 pm, edited 2 times in total.
Omegonthesane
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Post by Omegonthesane »

Have we gone to Maiden Call? 'cause it's nearest.

Sleep first because we've not seen those mechanics before.
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
SGamerz
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Post by SGamerz »

Omegonthesane wrote:Have we gone to Maiden Call? 'cause it's nearest.
Yes we have:
SGamerz wrote:we're left with Lost Island, Skull Island and Shipwreck Island.
---
Omegonthesane wrote: Sleep first because we've not seen those mechanics before.
I think we've tried Sleeping a couple times in the previous book. At least once. But I think Dreamtime sections aren't the same in every book, so it'll be still something new.

Anyway, I realized that I forgot to factor in the multi-color rule against the Pig, so Pip is actually still at 17 LP, not 12. Can still use some rest, though, so let's try Sleeping:

Sleep roll = 4! We fell just short of the "healing" range, and now have to enter Dreamtime:

Dream roll = 5!

At the lowest level of an horrendous dungeon, you have found an ornate casket made from transparent crystal. Within it is a glowing blue-green gemstone which you know will give you a double dice roll of LIFE POINTS (a rare thing in the Dreamtime). Your problem is to open the box safely. To attempt to do so, you must roll one die. Score 5 or 6 and you retrieve the gem safely and increase your LIFE POINTS. Score anything else and the box shatters, hacking away 10 of your present LIFE POINTS. If this kills you, go to 14. If not, return to the section where you decided to SLEEP - minus 10 LIFE POINTS.
Hey, this is pretty much like a second chance to make a successful Sleep roll!

Die roll = 5! Pip retrieves the gem!

Healing roll = 8! Pip is now up to 25 LP, which is equivalent to full LP while he's in this multi-coloured form!

This is certainly one of the better Dreams. Most of the time, Pip only rolls to avoid death/taking damage in his dreams and there are seldom rewards.

Please pick your next destination!

SEA CHART:
Image
QUEST JOURNAL:
Pip's LIFE POINTS: 25/25
Permanent Life Points: 15

EQUIPMENT CARRIED:
Piece of Driftwood (weapon, +2 damage)
Sword (hits on 6, damage +3)
Spear (hits on 6/thrown 8, damage +5/thrown +10, only attack once every 2 rounds/thrown once every 3 rounds)
New Dagger (hits on 6, damage +1, attack twice per round)
One-piece armour (worn) (damage -2, shatters on 12 after taking the 1st hit in every combat)
Spare armor x2 (damage -2, shatters on 12 after taking the 1st hit in every combat)
Rope (50ft coil)
Grappling hook
Backpack
Flint and steel (for lighting fires)
Ceramic lamp
Box of biscuits
Golden Key (x8)
Bottle of Grog

MONEY: 10900 GP

EXPERIENCE POINTS: 6
ENEMIES DEFEATED:
Old Sea Dog (2x)
Poisonous Spider
Ship's Cook (2x)
19 Guards
10 Scoundrels (3x)
Rock Thern (2x)
T-Rex
Greater Spotted Pondoozlewazzle Bird
Hecate
Hydra Pig
PUZZLES SOLVES: 5

No. of Deaths:
1) LP drained by Shadows on Skull Island
2) Devoured by a T-Rex on Dragon Island
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Post by RogueOne »

Ok, with several successes under our belt, let's return to Skull Island.

But first, return to the ship's storage room and retrieve a lamp or a torch and something to light it.
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Post by Darth Rabbitt »

Agreed.
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Post by SGamerz »

RogueOne wrote:But first, return to the ship's storage room and retrieve a lamp or a torch and something to light it.
We're already carrying those, so we can proceed straight to Skull Island!

Cross-eyed navigation roll = 7 (Success)!
It looks like you're on your own with this one. (What else is new?) The Argonauts, intrepid adventurers that they are, took one look at this island and promptly threatened mutiny if you insisted they should land.

And it is a daunting sight, admittedly. Small enough to be sure, but almost totally devoid of vegetation and with crawling rock formations stretching as far as the eye can see. It's those formations which have given the place its name probably. From a distance they merge to give a perfect illusion that you are sailing towards a gigantic skull rising out of the sea. Of course it's only an illusion. Nobody in their right mind could imagine there was anything really sinister about this island. Just peculiar rock formations, that's all.

Still, as you step ashore (alone) from the rowboat, you can see why the Argonauts weren't too keen on this place. The rocks throw peculiar shadows, which seem to creep up on you. And the wind moans and sighs incessantly. But of course this is all perfectly natural: absolutely nothing to worry about. Certainly nothing sinister.

You move inland, followed by those creeping shadows, with the wind moaning all around you. It's hard going over the rocks and soon they tower around you, casting a perpetual gloom across your surroundings. Nothing sinister, of course, although the funny thing is the shadows are still creeping after you despite the fact there is now very little sunlight to make shadows. But there must be a perfectly natural explanation for it all. Certainly nothing--

A shadow has clutched your ankle! If there's a perfectly natural explanation for that I'd like to hear it!

You jerk your leg free and step back, only to find another shadow reaching out from a rocky ledge to grip your arm.

Quickly: roll one die to find out how many shadows have crept up to hassle you.

Each Shadow will grip you firmly on a throw of six or better on a double dice roll and absorb 6 of your LIFE POINTS every combat round. The only way to break free is to kill the Shadow. Unfortunately this is not so easy.

Shadows do not have LIFE POINTS since they aren't alive. You can't hack at them with a sword or bash them with a club. (At least you can, but it won't do anything to them.) The only way you can get rid of a Shadow is to zap it with light. Which means you need a lamp or a torch and something to light it. If you brought the right equipment from the ship's store, you should be okay. All you need do is light up and throw a 4 or better for each Shadow that has gripped you. If you haven't got a light source with you, or if the Shadows absorb all your LIFE POINTS before you can throw enough 4s to kill them, then you've had it--it's off to 14.

If, however, you get out of this mess, you can move on to 117.
Die roll = 4! We face 4 Shadows.

This can be pretty dangerous due to Pip's low LP.

Shadows roll 4, Pip rolls 6. Pip goes first! Good start, at least, we get 2 free hits to start thanks to multi-colouredness.

COMBAT LOG:
Pip rolls 7 and lights up Shadow#1, destroying it.
Shadows#2, 3 & 4 miss automatically due to Pip's multi-colouredness.
Pip rolls 7 and lights up Shadow#2, destroying it.
Shadow#3 rolls 10 and hits, draining 6 LP. Pip is at 19.
Shadow#4 rolls 5 and misses.
Pip rolls 10 and lights up Shadow#3, destroying it.
Shadows#3 & 4 miss automatically due to Pip's multi-colouredness.
Pip rolls 10 and lights up Shadow#4, destroying it.
Image
Those Shadows may have gone, but the surroundings haven't got any more pleasant. In fact, the whole island seems to be composed of nothing except these twisted, distorted rock formations. After a couple of hours, you have managed to explore almost all the island and the only thing left to examine seems to be that sinister-looking cave you've been avoiding--the one near the centre.

The thing is, do you really want to go there? It may have something in it that's harder to handle than the Shadows.

If you want to explore the cave, go to 124.

If you'd prefer not to bother, try 172.


I think you'll agree with me that there's no much point going to all that trouble to get rid of those shadows only to leave immediately before we find loot.
You enter the cave without managing to get yourself killed... yet. Inside it smells of rubbish and old socks. To the right of the entrance, somebody has chiselled a message into the rock-face. The message says:

'I have my eye on you.'

You move forward cautiously, trying to see into the gloomy recesses of the cave. It seems to be a habitation of some sort. Straw and bones are scattered across the floor and a huge cooking pot stands over the dead ashes of an old fire. Hanging from the ceiling are salted carcasses of what might be pigs. (And, admittedly, might not.)

To the back of the cave, two high-roofed tunnels lead downwards. Near the mouth of one of them (the one on the right to be exact) is a scrap of cloth on which somebody has scrawled in blood the single word 'Help.'

To take the right-hand tunnel, go to 167.

To take the left, go to 189.

Alternatively you can still leave this island and return to your ship to choose another destination.
Left or right?
Omegonthesane
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Post by Omegonthesane »

This isn't quite a blind choice, there's a HELP label on the right so go right.
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
RogueOne
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Post by RogueOne »

SGamerz wrote:We're already carrying those, so we can proceed straight to Skull Island!
Oops. Apparently Pip forgets what he picks up in this life vs. the last!


Go right to help the poor unfortunate.
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Post by SGamerz »

The tunnel leads downwards for almost a hundred yards until it opens out into a smallish cave sleeping the centre of which is a large snake. As you enter, it opens one eye blearily and murmurs, 'One step further and I'll fang you.'

Do you take one step further to 193?

Or will you return the way you came and take the other tunnel to 189?
Do we want to risk being fanged?
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Post by Omegonthesane »

Sure let's murder a snake.
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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Post by RogueOne »

Fangs are cool.

Let's get fanged up!!
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Post by Thaluikhain »

The word "fang" could be used in various contexts, but we weren't know which one until it happens, so step forwards.
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Post by SGamerz »

Bravely you take one step further. The snake rears to strike.

You leap forward to attack, but before you are anywhere near the reptile, a small furry animal appears as if from nowhere, chops with its forepaw, spins on one of its hindlegs and karate kicks the snake in the throat with the other, knocking it unconscious.

'I hate snakes,' remarks the small, furry animal in a curious accent, dusting itself down. 'Don't you, Sahib?'

'Well, yes, I do really,' you say uncertainly. 'But who are you?'

'Gopi Krishna at your service. Late of the Third Bengal Mongoose Lancers. Now available for mercenary work. If you care to hire me, the fee is 10 gold pieces per section visited together.'

Which could mount up if you have a long way to go. But while Gopi will avoid all other fights, if you meet any sort of snake or serpent, he will put paid to it at once without your having to strike a single blow, which could come in very handy in certain circumstances.

Should you decide to hire the Mongoose, deduct 10 gold pieces from your hoard for every new section you visit together. Should you decide against it, simply leave him here.

In either case, you have the opinion of returning to 124 and taking the left-hand tunnel to 189 or returning to your ship and picking a new destination from your Sea Chart.
Brennan gives us the GQ version of Jesper! We have enough gold to hire him for more than a hundred sections, and since we only have 2 islands left unexplored there probably aren't that many new sections left.

Unfortunately, I think this ally was probably meant to help deal with the Hydra, which we have already used up a spell scroll to defeat.....

Do we hire him? Either way, do we want to go back and explore the other passage? If not, where do we sail for next?
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Post by RogueOne »

Jesper! Hey buddy.

Let's hire him! He's so cute! Plus, really, what else are we going to spend all this gold on? It's not like we can cart it back to our time and our dirt-poor parents...

And let's explore the other passage.
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Post by Omegonthesane »

Agreed.
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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Post by SGamerz »

Pip pays Gopi Krishna 10 GP as they both return to the cave entrance and head down the other tunnel:
There's a light up ahead.

You move towards it and emerge into a cavern lit by the dancing flames of a huge bonfire. Hanging over it is a cooking pot even larger than the one you saw in the first cave. Standing before it is a one-eyed giant.

He looks at you and licks his lips. 'Dinner time already!' he remarks with satisfaction.

The bad news is that you have stumbled on the lair of the Cyclops, a one-eyed giant whose favourite food is adventurers. Worse news is that he has 50 LIFE POINTS, carries a huge club which does +8 damage and strikes successfully on 5 or better. The worst news is that he can't be bribed and never gives a Friendly Reaction.

The good news is that the weather is still fine outside.

If the Cyclops kills you, he will eat you and throw the bones down to 14.

If you kill the Cyclops, you can search the cave at 184.


Looks like we should have saved the piggify spell for this guy.....

I think we'll be needing our spare armour for this......he won't need more than 2 blows to knock us out.

How do we handle this fight?

QUEST JOURNAL:
Pip's LIFE POINTS: 19/25
Permanent Life Points: 19

EQUIPMENT CARRIED:
Piece of Driftwood (weapon, +2 damage)
Sword (hits on 6, damage +3)
Spear (hits on 6/thrown 8, damage +5/thrown +10, only attack once every 2 rounds/thrown once every 3 rounds)
New Dagger (hits on 6, damage +1, attack twice per round)
One-piece armour (worn) (damage -2, shatters on 12 after taking the 1st hit in every combat)
Spare armor x2 (damage -2, shatters on 12 after taking the 1st hit in every combat)
Rope (50ft coil)
Grappling hook
Backpack
Flint and steel (for lighting fires)
Ceramic lamp
Box of biscuits
Golden Key (x8)
Bottle of Grog

MONEY: 10890 GP

EXPERIENCE POINTS: 6
ENEMIES DEFEATED:
Old Sea Dog (2x)
Poisonous Spider
Ship's Cook (2x)
19 Guards
10 Scoundrels (3x)
Rock Thern (2x)
T-Rex
Greater Spotted Pondoozlewazzle Bird
Hecate
Hydra Pig
4 Shadows
PUZZLES SOLVES: 5

No. of Deaths:
1) LP drained by Shadows on Skull Island
2) Devoured by a T-Rex on Dragon Island
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Post by RogueOne »

The GQ version of Jesper

And crap. All armour on, spear-throw, dagger, dagger. Let's hope the RNG is kind to us...
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Post by Darth Rabbitt »

Agreed. Pray to RNGesus.
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Post by SGamerz »

Since the Cyclops does not resemble a snake in any way, Gopi Krishna sits back and watches as Pip prepares to gets slaughtered for his heroic combat against the one-eyed giant!

Cyclops roll 7, Pip rolls 10. Pip goes first.

COMBAT LOG:
Pip throws his spear and rolls 10, hitting for 3+10 = 13 damage! Cyclops is at 37.
Cyclops misses automatically due to Pip's multi-colouredness.
Pip rolls 6 and misses.
Pip rolls 7 and hits for 0+1 = 1 damage. Cyclops is at 36.
Cyclops rolls 2 and misses.
Pip rolls 9 and hits for 2+1 = 3 damage. Cyclops is at 33.
Pip rolls 6 and misses.
Cyclops misses automatically due to Pip's multi-colouredness.
Pip throws his spear and rolls 8, missing. (He would have hit if it wwren't for the beetle curse!)
Cyclops rolls 7 and hits for 2+8-6 = 4 damage. (Armour check = 6 - doesn't shatter) Pip is at 15.
Pip rolls 6 and misses.
Pip rolls 7 and hits for 0+1 = 1 damage. Cyclops is at 32.
Cyclops misses automatically due to Pip's multi-colouredness.
Pip rolls 5 and misses.
Pip rolls 10 and hits for 3+1 = 4 damage. Cyclops is at 28.
Cyclops rolls 4 and misses.
Pip throws his spear and rolls 8, missing.
Cyclops misses automatically due to Pip's multi-colouredness.
Pip rolls 9 and hits for 2+1 = 3 damage. Cyclops is at 25.
Pip rolls 6 and misses.
Cyclops rolls 9 and hits for 4+8-6 = 6 damage. Pip is at 9.
Pip rolls 7 and hits for 0+1 = 1 damage. Cyclops is at 24.
Pip rolls 2 and misses.
Cyclops misses automatically due to Pip's multi-colouredness.
Pip throws his spear and rolls 8, missing.
Cyclops rolls 3 and misses.
Pip rolls 7 and hits for 0+1 = 1 damage. Cyclops is at 23.
Pip rolls 8 and hits for 1+1 = 2 damage. Cyclops is at 21.
Cyclops misses automatically due to Pip's multi-colouredness.
Pip rolls 7 and hits for 0+1 = 1 damage. Cyclops is at 20.
Pip rolls 12 and hits for 5+1 = 6 damage. Cyclops is at 14.
Cyclops rolls 6 and hits for 1+8-6 = 3 damage. Pip is at 6.
Pip throws his spear and rolls 11, hitting for 4+10 = 14 damage! Cyclops is killed.
Wow, Pip is literally just 1 LP short of being knocked out! The beetle curse is indeed a mixed blessing, greatly reducing the Cyclops' hit rate, but also preventing Pip from scoring with his spear no less than 3 times! Fortunately, Pip just managed to get his last spear throw in for the kill!

Pip gains another Permanent LP with this kill.....but unfortunately we can't take advantage on that yet as long as we're still multicoloured!
You've found a tiny little golden key in the bottom of the cooking pot (lying between a potato and a carrot, to be exact). Apart from that, there's nothing else here except the chewed bones of old adventurers.

You can now return to 124 and, if you wish, explore the right-hand tunnel to 167. Alternatively, you can simply leave the cave and return to your ship and Sea Chart.
That's our ninth key. Let me know if you want Pip to try Sleeping. Also, where do we go after this? Only Lost Island and Shipwreck island left!

QUEST JOURNAL:
Pip's LIFE POINTS: 6/25
Permanent Life Points: 20 0

EQUIPMENT CARRIED:
Piece of Driftwood (weapon, +2 damage)
Sword (hits on 6, damage +3)
Spear (hits on 6/thrown 8, damage +5/thrown +10, only attack once every 2 rounds/thrown once every 3 rounds)
New Dagger (hits on 6, damage +1, attack twice per round)
One-piece armour (worn) (damage -2, shatters on 12 after taking the 1st hit in every combat)
Spare armor x2 (damage -2, shatters on 12 after taking the 1st hit in every combat)
Rope (50ft coil)
Grappling hook
Backpack
Flint and steel (for lighting fires)
Ceramic lamp
Box of biscuits
Golden Key (x9)
Bottle of Grog

MONEY: 10880 GP

EXPERIENCE POINTS: 6
ENEMIES DEFEATED:
Old Sea Dog (2x)
Poisonous Spider
Ship's Cook (2x)
19 Guards
10 Scoundrels (3x)
Rock Thern (2x)
T-Rex
Greater Spotted Pondoozlewazzle Bird
Hecate
Hydra Pig
4 Shadows
Cyclops
PUZZLES SOLVES: 5

No. of Deaths:
1) LP drained by Shadows on Skull Island
2) Devoured by a T-Rex on Dragon Island
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Post by RogueOne »

Dayummmmm. RNGesus is real! Praise RNGesus!

Is Sleeping the only way to regain LP? We're in quite a sorry state, but iirc the risk of losing LP while sleeping is decently high.

Half a vote for Sleeping, and a full vote to check out Lost Island. Since we know Merlin is there, there's a chance he might have some healing for us...
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Post by SGamerz »

RogueOne wrote:Is Sleeping the only way to regain LP?
Usually there's healing potions, but for this playthrough we failed the roll to get the potion from the chest on the ship, so yes, Sleeping is our only option now.

Sleep roll = 4! (Fell short again!)

Dream roll = 8!
You have fallen into a gigantic bowl of sago (which presumably means you've shrunk in size alarmingly, or that you should stop eating cheese butties before you go asleep). Although the goo is so thick there is little chance of your drowning, you do notice a fin approaching across the surface. Throw a dice quickly. Score 1 to 4 and you're safe: the fin is only a floating cornflake. Throw 5 or 6 and it's a floating cornflake with a shark underneath. The shark has 20 LIFE POINTS and does +4 damage each time it bites you. Good luck with the encounter.
Die roll = 4 (again!)

Same result, but this time it's the good one. Pip escapes from the Dream without having to fight a shark (which would probably have killed him).

Sailing for Lost Island.....

Cross-eyed navigation roll = 11 (Success).
This island is impossible! You've sailed the Argo all the way around it four times running and not only are you unable to find a mooring, but neither are you able to find even a yard of beach where you could land a rowing boat. No wonder it's called Lost Island.

It looked welcoming enough at a distance, but now you are closer, you can see that it is a veritable bastion, its entire coastline enclosed by a massively ancient stone wall, high as cliffs, and built to all appearances, by giants.

Your crew are not happy at this development. The superstitious bunch are already muttering that perhaps this place would be better left alone. You, of course, are made of sterner stuff: but how to get on to the island?

On your fifth circuit, your eagle eyes catches sight of what might just be an opening in the wall. It's narrow indeed: even a single rowboat would have trouble negotiating the inlet, but it might just be possible. Ignoring the mutterings of the Argonauts--none of whom has volunteered to accompany you--you set out in the little boat, rowing strongly towards that narrow gap.

You reach it and experience a moment of panic as a strong current seizes your craft and sweeps it inwards. Yet this might be a blessing in disguise, for the current runs true, carrying you squarely between the looming walls before slackening into still water near what was obviously built as a mooring.

You look around. You are bobbing lightly in a tiny, totally enclosed harbour, built, presumably, when that great wall was constructed, aeons of years ago. Before you is a dock, little more than a ledge really, and beyond it, set into the wall, is a gigantic door of solid bronze.

You tie up your craft and approach the door. It towers above you as if it had been made for someone at least four times your height. Experimentally, you press your hands against it, and find, with no surprise at all, that it does not move. There is a massive bronze handle, some distance above your head and below it, just within reach, no fewer than ten tiny keyholes.

Those keyholes intrigue you. They are totally out of proportion with the door, yet something tells you that they, and not the massive handle, hold the secret of opening this portal.

If you happen to have ten tiny golden keys, you may fit them in the keyholes and see what happens at 153.

If you do not have all ten keys, your only option is to return to the Argo and pick another destination. Unfortunately this is not as easy as it sounds, since the current running in the entrance passage will make the manoeuvre very dangerous. Roll two dice. Score 2-4 and your craft is dashed against the wall so that you sink through the icy waters all the way to 14. Score 5-8 and you reach the Argo minus one third of your LIFE POINTS due to exhaustion. Score 9-12 and you reach the Argo without mishap.
Oh dear....looks like this is supposed to be our last stop, where we use all the keys. We're still short of one, so we need to visit the last island (Shipwreck) to find it!

Unfortunately there's another test before we leave. Insta-death isn't too hard to avoid, but we can't afford to roll the 5-8 range either, because losing 1/3 of our current LP is enough to knock us out! Should we try Sleeping again and try to restore LP before we attempt the roll? Or just go ahead with the sailing roll? It's a risk either way......
Omegonthesane
Prince
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Joined: Sat Sep 26, 2009 3:55 pm

Post by Omegonthesane »

Does the book spell out that being knocked out when not among enemies is certain death? No? Then it isn't certain death, you can tell because it's not called death. We'd be dead in one hit in combat in that state though since you *become* knocked out if your hit points drop to a number below 5 even if we interpret that you can be in that range without currently being knocked out.

On the assumption that being knocked out by exhaustion when we ultimately uend up among friends should not actually kill us, just get inn the boat, we can sleep when we know we're keeping 3/3 instead of 2/3 of any benefits.
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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