[LP] Double Game - Glade of Dreams: Issel, Warrior King

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[LP] Double Game - Glade of Dreams: Issel, Warrior King

Post by SGamerz »

As of now, only Darth Rabbitt has chosen to play as Issel the Warrior King in this game, but new players are welcome to join in at any point! However, once you have chosen to play as this character, please remember NOT to read the thread that will be created for the other PC (Darian, Master Magician) as long as you are still in this game!

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The Journey Begins:
The Glade of Dreams is well known in Raithan folklore. It lies somewhere in the Wailing Forest, far from civilization, and is built on, and draws its power from, the sleeping body of the great dragon, Bel-Gath.

Within the glade, it is said, a dreamer may sleep and awake to the fulfillment of his dreams. Anything - treasure, truth, knowledge, fame, power - can be attained by he who can survive the world of his dreams. Many have tried; few have returned. And of those whose dreams came true none will speak of what they experienced in the glade.

You are Issel - proud, practical and upright. You are driven by an obsession, the belief that you are descended from an ancient line of Kings, and you are determined to regain your rightful heritage. Your knowledge of your past in shrouded in mystery. The only proof of your heritage that you have is the Great Seal of Franzos and a strip of ermine. These were given to you by your grandmother - your only known relative - just before she died. The land of Franzos, your home, is dominated by a ruthless and murderous ruler, King Theo. Desperate and penniless, you hear of the glade, and its promise; you see it as your last hope.

Your journey across the country is not without danger. Al that hear of your quest shuns you, some even try to kill you. The power and dread of the glade strikes fear far and wide and many speak of the nameless horrors that stalk deep in the Wailing Forest. Is what they tell fact of fiction? Soon you will discover the truth.

As you draw closer to your goal you meet fewer and fewer people: they take the threat of the glade very seriously. Few live near the forest, and none will venture into it. Soon, completely alone, you stand atop a hill, overlooking the vast sprawling mass of trees that extends for miles in every direction: the Wailing Forest. Spurring yourself onwards, as the heavens open with a lashing rain, you descend towards your destiny.
Before we proceed to section one, we need to assign Issel's skill points to his 5 skills. That's really all the preparatory work we need to do. While the book tells us to keep track of new items we pick up, we are not told to write down any kind of starting equipment, implying that whatever Issel may have on his person in the beginning (which probably includes the Seal of Franzos) won't be checked and can't be lost. It's also assumed that he fights with a sword (hence Swordsmanship being one of his 5 skills).

So, just a quick run through: Issel starts with 50 skill points to assign. All skills are between 2-12 (so we need to assign at least 2 points to every stat, and at least 4 points to Magic). The 5 skills that he can assign the points to are:

Strength: Equivalent to "hit points". If it goes down to 0, Issel is dead. We must also spend Strength if he wants to cast spells.

Agility: Required for climbing, dodging and other athletic feats, and probably will be tested by 2D6 dice rolls when we attempt such feats.

Luck: Probably similar to Luck tests in FF, except we don't need to deduct Luck points when we test it in this book.

Magic: Determines what kind of spells are available to us. Note that Issel must spend 2 skill points for every 1 point he wants to raise for this skill.

Swordsmanship: We will be rolling against this skill to hit enemies in combat.

Spells were described in the main thread, but I'll repost that here for convenience:
1. Sense Danger

Reveals hidden danger to the player. Can be from an object or from another person. This is the spell with the lowest requirement, needing a minimum Magic stat of 4 and costing 1 Strength point each time it's cast.

2. Fire Hand

Requires Magic skill of at least 6, and burns 4 Strength off enemies when used. Costs 2 Strength to cast.

3. Death Blow

Requires Magic skill of at least 8, and deals an auto-kill to one enemy. Costs 3 Strength.

4. Mind Over Matter

Allows caster to move objects without touching. Can lift objects for up to 30 seconds. Requires Magic to be at least 10. Costs 4 Strength.
And that's it for the introduction! Once Darth (and anyone else who wishes to join the game and play as Issel) has finished assigning skill points, we will proceed to section 1.
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Post by Darth Rabbitt »

If anyone else wants to join and make a case for/against this skill allocation I'm totally open to that. But my take on Issel would be:

Strength 12 (12)
Agility 9 (9)
Luck 9 (9)
Magic 4 (8)
Swordsmanship 12 (12)

I could be convinced to bump Magic down to 2 and divide the extra points between Agility and Luck, but 9 should carry us through most 2d6 tests and Sense Danger could be really good depending on how frequent and/or lethal "hidden dangers" are.
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Post by SGamerz »

Any new players can still vote on skill assignment before we run across a section with skill checks, but meanwhile, I will proceed to start the adventure:
You crouch, soaked to the skin, in a makeshift shelter just off the Great East Road, which runs along the edge of the Wailing Forest. Outside, the worst storm you have ever experienced is now slackening off and your mind turns to your quest. Somewhere in the dark and foreboding forest lies the Glade of Dreams, your avowed destination. You are armed with only a sword. In your pack you have provisions for about a week, together with rope, flint and tinder and wrapped in a ragged piece of ermine-fringed cloth, a heavy crystal goblet bearing the Great Seal of Franzos. This is all you have to remind you that your great grandfather was once lord over all the land about you.

As the rain peters out, you break camp, walking beneath the eaves of the forbidding forest. Almost at once you come across a trail running parallel to the road.

Do you wish to go east?
Do you wish to go west?
Or, do you wish to cross the trail and plunge directly south into the depths of the forest?
Provisions are mentioned, but unlike FF we can't use them to restore Strength.

In which direction does Issel proceed?
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Post by Darth Rabbitt »

Cross the trail and plunge directly south.
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Post by Omegonthesane »

I'd go Strength 10, Agility 10, Luck 10, Magic 4, Sword 12 for the same amount of points, but if there's a tie we can stick with Darth's original appraoch.

And I guess this means I'm now on Team Issel.
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 »

Ignoring the trail, which leads so invitingly in either direction, you plunge directly into the forest, scrambling through dense thickets and skirting the ancient fallen tree trunks, in the hope of falling upon the Glade of Dreams.
There's no choice to be made here, but the other player does have some choices to make, so pausing here for now as both PCs need to proceed at the same pace.

(There's no clear instructions to WAIT in these books like the Duel Masters series, unfortunately, but the text instructions at the front it to always wait for the next player to call out the next section he's turning to before proceeding at every turn.)
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Post by Darth Rabbitt »

I'm good with Omegon's stat allocation.
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Post by SGamerz »

As You push through shoulder-high thistles, you see with some relief that there is a broad open space ahead of you. Stepping thankfully into it you freeze, distracted by a noise to one side. Something is rushing towards you, breaking branches and brushing aside lighter foliage.

Will you hide and see what it is that is advancing so heedlessly?
Or will you draw your sword and prepare to confront it, whatever it is?
Hide and watch or prepare to fight?

Issel's Character Sheet:
Skills
Strength: 10/10
Agility: 10/10
Luck: 10/10
Magic: 4/4
Swordsmanship: 12/12
Spells:
Sense Danger (Str cost: 1)
Adventure Items
Sword, provisions, rope, flint & tinder, crystal goblet bearing the Great Seal of Franzos
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Post by Darth Rabbitt »

Let's hide and watch.
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Post by SGamerz »

Hiding in the undergrowth, you watch in awe as a giant, armoured worm emerges from between the trees. Its ponderous, slimy body moves quickly across the open space, its blind head jerking from side to side in an attempt to find prey worth devouring. It must be fully 200 feet long and at least 30 feet high. If you had remained where you were, you would have been crushed before you could do anything. Shakily you watch and wait until it has disappeared from sight before cautiously moving off through the forest. Now you know why the trail was so clear of debris. Strangely, the undergrowth and its minor dangers do not seem quite so bad any more!
Waiting to confront the giant worm results in an insta-death as Issel gets crushed by the worm without being able to do any damage to it, so good choice avoiding that fate!
As the afternoon wears into evening, you begin to think about making camp for the night. You still have no clear idea where the Glade of Dreams lies within the dense forest, but all the tales you have heard indicate that the centre of the woods is the most likely spot. Night is approaching fast beneath the trees.

Will you make camp in a small clearing?
Or will you climb a tree and perch above ground for the night?
Where does Issel sleep tonight?
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Post by Omegonthesane »

Make a treehouse climb a tree.
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 Darth Rabbitt »

Oh wow, second choice leads to an instadeath. I’m feeling pretty good about pumping Issel’s Magic enough to get Sense Danger.

Climb the tree.
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Post by SGamerz »

Selecting a likely looking tree, you begin to climb. As you do so, you should make an Agility roll. If you roll a number greater than your Agility score, then you will slip and must lose 2 Strength points.

When you have made the roll successfully, turn to 12.
The visible flaw/glitch here is that apparently Issel needs to keep trying until he succeeds. Even if he only had 2 Strength points left he's too stupid/stubborn to give up and would rather die trying.

Fortunately, we have a pretty high Agility....

Dice roll = 9 - Success!

We must now pause here while Darian makes a choice at his end......
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Post by SGamerz »

Settling into the saddle between two wide branches in the tree, you tie the ropes to nearby branches, creating a cocoon for yourself and making sure that you will fall out of the tree in the middle of the night. When this is done, you eat a small amount of the food remaining in your pack and fall into a restless sleep.
You awake suddenly in the middle of a moonless night and reach automatically for your sword. For a long moment you are puzzled. What is it that has woken you? A crawling sensation works it way up from the base of your spine, making you shiver in fear. Turning awkwardly in your cocoon, you can just make out the shadowy outline of an animal crouched on a wide branch behind you.

Feverishly you struggle to break loose of your safety ropes and stand up. As you do so, the animal bares its fangs and you see that it is a black panther - one of the most dangerous beasts when aroused. Its yellow eyes gleam as it moves a cautious paw forwards. Suddenly it leaps! Ducking, you turn swiftly to see that it has made a perfect landing on the opposite side of the branch and is now preparing to leap again.

You must fight the panther. Every time it leaps, you will be able to strike at it before its claws touch you.

Panther: Claws 7 Strength 6

If you succeed in killing the panther before it kills you, turns to 25.
Although there are some similarities between combats here and combats in FF, the fact that BOTH enemies can strike each other within a round (whereas in FF only one combatant can hit per round) means that high Strength is just as important as high Swordsmanship, as we can't stop enemies from hitting us no matter how much more skilled we are. Fortunately, we are higher than the Panther in both stats, and our maxed out Swordsmanship means that we will hit every round, so we're definitely winning this. The question is how much it'd cost us....

COMBAT LOG:
Round 1:
Issel hits automatically with 12 Swordsmanship. Panther is at 4 Strength.
Panther rolls 6 and hits. Issel is at 8 Strength.
Issel hits automatically. Panther is at 2 Strength.
Panther rolls 10 and misses.
Issel hits automatically. Panther is killed!
Not too bad, we only got hit once....
The wild animal is dead. Panting, you clean and sheathe your sword. If you used any magic against the animal, do not forget to reduce your Strength total by the correct amount. If you possess any kind of Healing Potion, you may now use this to restore any lost Strength points. Too tired to worry about disposing of the body, you return to your makeshift bed and go back to sleep.
We don't have any potion....
As dawn breaks, you have already struck camp and eaten a small breakfast. If you suffered any loss of Strength during the previous day, you may restore your Strength by 2 points. This is a natural healing process.

Standing in the shade of a tree, you wonder in which direction to head. The forest seems to stretch to the horizon on all sides, and one direction is much like another. How could you have hoped to find the Glade of Dreams in such a place? But others have found it and returned. You must persevere.

Suddenly the hairs on the back of your neck stand up and a strange odour reaches your nostrils. All at once the forest, which seemed so peaceful in the morning light, seems a dangerous place with traps lurking behind every tree. Try as you may you cannot shake off the feeling of danger.

If you have the Sense Danger spell and wish to use it, turn to 276.
If you do not have the spell or do not wish to use it, turn to 284.
Fortunately, our lost Strength just got restored.

Do we want to spend a point on the spell?
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Post by Darth Rabbitt »

We put points into Magic for this exact reason. Sense some Danger.
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Post by Omegonthesane »

It's what we bought Magic 4 for - cast Sense Danger.
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 »

Reduce your Strength by 1 point. The Sense Danger spell tells you that there is something threatening approaching through the trees behind you. Turning, you can see, and smell, a frightening apparition. A shuffling zombie - the rotting body of a dead man - is moving towards you. In one hand it holds a long trident, and in the other a broad net. The creature's eyes stare directly ahead blankly, and it moves jerkily on wobbly legs. The stench is so bad that you have to suppress an urge to vomit.

Will you decide to stay and fight the zombie?
Or will you try to run away?
Fight or run?
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Post by Omegonthesane »

Individual zombies are meant to be relatively easy prey - fight the zomblebee.
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 Darth Rabbitt »

Fight the Zombie:
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Post by SGamerz »

Taking a pace back, you draw your sword and confront the zombie. It seems futile to run - it will only trap you in his net. You must fight it. But how do you kill someone who is already dead? All you can do is to maim the zombie so badly that it will be unable to continue fighting. Rolling a double-one will not affect the zombie. Neither will using any offensive spells like Fire Hand or Death Blow. It is dead already and a little fire will not hurt it.

Zombie: Trident 5 Strength 8

If you cause the zombie to lose 8 Strength points without being killed yourself, turn to 178.
Zombies in FF are usually very vulnerable to fire, but this one is clearly of a different breed and is somehow immune to burning. Fortunately, that doesn't matter to Issel, since he doesn't rely on spells to deal with enemies anyway.

COMBAT LOG:
Issel hits automatically, Zombie is at 6 Strength.
Zombie rolls 5 and hits, Issel is at 7 Strength.
Issel hits automatically, Zombie is at 4 Strength.
Zombie rolls 8 and misses.
Issel hits automatically, Zombie is at 2 Strength.
Zombie rolls 7 and misses.
Issel hits automatically, Zombie is at 0 Strength.
It managed to get in one hit despite it's relatively low weapon skill. Still Issel takes it down. Before we proceed, we need to wait for Darian to make a choice at his end....
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Post by SGamerz »

Panting form your exertions, you stare down at the slowly moving body of the zombie. Without the use of his legs and arms he is no threat to you but he is still a horrific sight. As you examine him, you notice that a small leather pouch is fixed to his belt and, steeling yourself against the touch of the long-dead flesh, you bend down to rip it off.

Inside the pouch is a brittle, folded piece of parchment. Handling it carefully, you open it on the ground a little way from the body. To your great surprise and delight, it is a map of the Wailing Forest. It contains only six landmarks, but one of them is the Glade of Dreams! The other five are: the Sphinx, the Glittering Cave, the Obelisk, the Pool of Mirrors and the City of the Forest People. Although you have yet to find any of these landmarks, at least you know that when you do you will be very close to finding the Glade of Dreams. Your battle with the zombie has not been in vain.
There is a map here, but not a very clear one, in my hardcopy of the book:
Image
You look back at the zombie's body and are frozen in place by the incredible change which is taking place. The rotting flesh is disappearing before your eyes and the skeleton is stretching and changing shape. When the transformation is complete, a perfect skeleton lies on the green grass. There is no sigh of the terrible wounds that you inflicted only moments ago. The white skull grins up at you in silent accusation, and you decide to leave this place as quickly as possible.
Another pause here as Darian has another choice to make at his end...

Issel's Character Sheet:
Skills
Strength: 7/10
Agility: 10/10
Luck: 10/10
Magic: 4/4
Swordsmanship: 12/12
Spells:
Sense Danger (Str cost: 1)
Adventure Items
Sword, provisions, rope, flint & tinder, crystal goblet bearing the Great Seal of Franzos, Map of the Wailing Forest
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Post by SGamerz »

Quickly, you move from the site of your most recent battle. The map that you found on the zombie's body could be very useful, if only you were able to spot one of the landmarks shown on it.

Will you continue in the general direction of the heart of the forest in the hope of stumbling across one of the landmarks?

Or will you climb a nearby tree in the hope of spotting something useful?
How do we find our way going forward?
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Post by Darth Rabbitt »

We have good physical stats, so climb the tree.
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Post by Omegonthesane »

Agreed - continue our monkey like habits.
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 »

Make an Agility roll. If you fail you have fallen from the tree and must lose 2 Strength points before trying again. When you have climbed the tree you cling tightly to its top and look out across the roof of the forest. About three miles away lies a valley with a single spire visible above the treetops. Could this be the Obelisk shown on the map?

Climbing down from the tree, turn to 307.
Again, the book doesn't seem to have considered the possibility that a player may have failed the climb so many times that he'd want to give up and leave before he kills himself.

Dice roll = 7 - Success!

Pausing for Darian's choice at his end before we proceed (again).
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