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We'd never get to keep the loot, but heck, let's fight her anyway!
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# ? May 27, 2015 21:07 |
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# ? May 14, 2024 05:51 |
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Alright, it's time to kill us a gorgon! First, though, you'll forgive me if I use the healing snuff, I want to be in top shape for this fight. Healing snuff roll: 2 + 1 + 2 + 6 = 11 LIFE POINTS recovered, we're back to 30 near our max ot 32 so I think that's enough for the fight. Section 136 posted:What a brave decision! A little greedy, perhaps, but brave. Well, I hope you're satisfied guys Serious threat analysis: there's no way Medusa can kill us via LIFE POINT depletion, since she can do a maximum of 4 damage and we have 6 worth of protection. It's the petrification that's the real danger, though: two hits in a row and we're done. Nothing to do but to get rolling. I'll be using magic too, since I seriously doubt we'd make it without. Pip's initiative roll: 3 + 1 = 4 Medusa's initiative roll: 5 + 4 = 9 Medusa attacks! 4 + 1 = 5, missed. Pip casts PiRsquared! 3 + 6 = 9, Pip is down to 27 LIFE POINTS but now will move twice as fast! Medusa attacks! 1 + 1 = 2, another miss. Pip casts Fireball! 1 + 4 = 5, the spell fizzles and Pip is down to 24 LIFE POINTS. Pip casts Fireball again! 6 + 1 = 7, Pip is down to 21 LIFE POINTS but now we have two Fireballs of our own Medusa attacks! 4 + 3 = 7, yet another miss. Pip launches a Fireball! 1 + 2 = 3, a chest explodes in the background far behind Medusa. Pip launches another Fireball! 3 + 5 = 8, Medusa is hit squarely in the chest for 75 LIFE POINTS and is down to 25! Medusa attacks! 4 + 5 = 9, Pip is hit (first time)! Pip casts a Firefinger lightning bolt! Medusa is thunderstruck for 10 LIFE POINTS and is down to 15. Pip puts some distance between himself and Medusa and casts PAD! 3 + 3 = 6, the spell fizzles and Pip is down to 18 LIFE POINTS, but Medusa is too far away and skips a round! Pip casts a Firefinger lightning bolt! Medusa is electrocuted for 10 LIFE POINTS and is down to 5. Pip casts another Firefinger lightning bolt! Medusa is burnt to a crisp for 10 LIFE POINT and falls down dead. Honestly, we were quite a bit lucky with Medusa's dice rolls, since she only hit us the one time. I'm not complaining. We used up quite a bit of magic though. Let's see what rewards await us in the treasure piles! Section 136 posted:If the Medusa kills you, go to 14. I don't think there's a big enough for this. Let's hope we don't lose it all by mistake. In fact, I'll use the magic snuff again just to be sure. Magic snuff roll: 1 + 2 + 5 + 1 = 9, we're back up to 24/32 LIFE POINTS. Onwards to 138! Section 138 posted:The passageway opens abruptly so that you find yourself standing on the rocky shore of a vast, underground lake. There is no road around these still, dark waters. But there is, at least, a rather battered, leaky rowboat tied up only a few metres away from you. Here we're forced to take the boat, since we don't know if we can swim. (We find this out at the very beginning of the book, where we died the first time: if we hadn't fallen to our death, we would have ended up at the bottom of the ravine, where we would have had to roll to cross the river, and on a failed roll we would have had discovered we can't swim.) This is a supreme dick move on the book's part, by the way, since it's forcing us to go through 102. What's in 102, you may ask? Well... Section 102 posted:The corridor takes you without mishap to a small, apparently empty cave. The exits are: ...It forces us through a right bastard of a fight. Now we have 14 LIFE POINTS and we have to do battle. Pip's initiative roll: 5 + 2 = 7 The Wraith's initiative roll: 2 + 1 = 3 Pip casts Firefinger lightning bolt! Wraith is down to 15 LIFE POINTS. Wraith attacks! 5 + 3 = 8, Pip is hit for 2 + 3 - 6 = no LIFE POINTS. Pip casts Firefinger lightning bolt! Wraith is down to 5 LIFE POINTS. Wraith attacks! 5 + 5 = 10, Pip is hit for 4 + 3 - 6 = 1 LIFE POINT and is down to 13. Pip casts PAD! 5 + 4 = 9, Pip is down to 10 LIFE POINTS but the Wraith is hit for 10 LIFE POINTS and dissipates. If you'll excuse me, I'll use the snuff again. Gotta keep our strength up. Magic snuff roll: 3 + 6 + 5 + 5 = 19 (!) LIFE POINTS, and we're back up to our max of 32. Now, we've seen both 108 and 99, so let's go to 112. Section 112 posted:The passageway opens abruptly so that you find yourself standing on the rocky shore of a vast underground lake. There is no road around these still, dark waters. But there is, at least, a rather battered, leaky rowboat tied up only a few metres away from you. Section 112, you may note, is exactly the same as 138, except for the Section it points us to when we pick the boat. Let's start rowing and go to 117. Section 117 posted:You climb into the rowboat and fish out the oars from the scummy pool of water in the bottom, fit them into the rowlocks and pull away from shore. The dark water swallows up the light from your torch, which you have jammed at the prow, so that you seem to be rowing through an endless night. Water from the boat's many leaks is already lapping around your feet as you strive to cross the lake before this old tub sinks. Roll two dice to find out if you make it safely. Roll: 3 + 6 = 9, lucky or unlucky? Section 132 posted:Glug ... glug ... glug ... glug Unlucky! Let's take the easy way out and cast PANIC! Roll: 2 + 3 = 5, down to 29 LIFE POINTS and a fizzle! Let's try it again! Roll: 2 + 5 = 7, down to 26 LIFE POINTS but just made it. On to 124. Section 124 posted:You have strong arms, Pip. Or maybe just a lot of luck. Whichever way, you made it! You squelch off across the cavern floor to the entrance of an exit passageway to the east. 130, you may remember, is the Section where we found the treasure hoard. This means the book has had us going around in circles I'll spare you the time to think about where to go: we have to backtrack to the Minotaur's den and pick a different direction. At first we had 114, 137 and 128 available, and we've fully explored all that can be reached from 128, so now we have to pick something else. Do we go to 114 or to 137? Since I'm a kind soul, I'll give you a warning: For maximum bullshit, one of those two is the way forward, the other leads to instant death, no saving throw. Choose wisely. Pip's Stat Block posted:LIFE POINTS: 26/32 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...)
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# ? May 27, 2015 22:45 |
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Weeellll poo poo. Let's go to 137.
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# ? May 27, 2015 23:15 |
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Yeah, let's not go to the section with a 14 in the number. 137!
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# ? May 27, 2015 23:47 |
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So what does a map of this place even look like at the moment? I mean i get we were going around in circles just now but i'm just curious as to how it's all laid out. Regardless i have a good feeling about 137
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# ? May 28, 2015 05:44 |
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idonotlikepeas posted:Weeellll poo poo. Sure. What's the worst that could happen?
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# ? May 28, 2015 14:23 |
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I have a bad feeling about 137. Let's do it.
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# ? May 28, 2015 16:41 |
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Just caught up with the thread. I am really wondering what would've happened if you'd decided to stay with the monks in the village. Also, another mistake in the book. It speaks of the smell of burning sulfur and about a new smell: the unmistakable smell of methane. Methane has no smell whatsoever. Most sources have some sulphuric component added to it, either naturally, or artificially to make it easier to detect leaks. So, I don't know what Pip smelled but it certainly wasn't methane.
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# ? May 29, 2015 09:15 |
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HOOLY BOOLY posted:So what does a map of this place even look like at the moment? I mean i get we were going around in circles just now but i'm just curious as to how it's all laid out. It looks like this! (Marvel at my terrible handwriting!) Carbon dioxide posted:Just caught up with the thread. It's dragon farts You'll see what happens if we choose to stay with the monks in the post-book wrap up, just like you'll see what the death trap we had to avoid here looks like... Supposing we do manage to avoid it. Everybody seems to be in agreement about 137! You chose... Section 137 posted:This cavern is completely lined with metal! Floor, walls and ceiling! And the whole north wall is taken up with bank upon bank of truly massive machinery! This was never made by dragons! Or by anybody else in the time of King Arthur. If you weren't really a young person from the twentieth century occupying another body, you might be tempted to think it was magic. But you are a young person from the twentieth century, so you know perfectly well you are facing some strange sort of giant machine. But who made it? How did it get here? And what does it do? What a mystery. ...Well. Trap avoided, good job goons. Section 137 posted:What a puzzle. What a glorious opportunity to poke around a bit and get yourself into no end of trouble! Nothing else to do but fight! Section 131 posted:Each nasty Dwarf has 10 LIFE POINTS. They are slow movers, so you can certainly have the first strike against some of them. Roll two dice to find out how many you can hit first. (If you manage a 12, it means you can take one bash at every one of them before any of them gets to strike you back.) When you have taken your first hit or hits, the Dwarves will strike you back in sequence. They aren't particularly good fighters and need 8 or better to hit. As against that, they are armed with swords which do +3 damage. Roll: 6 + 5 = 11 Pip attacks! 1 + 4 = 5, Dwarf 1 is hit for 1 + 5 = 6 LIFE POINTS, is down to 4 and falls down unconcious. Pip attacks! 6 + 6 = 12, Dwarf 2 is hit for 8 + 5 = 13 LIFE POINTS and is chopped in half. Pip attacks! 4 + 4 = 8, Dwarf 3 is hit for 4 + 5 = 9 LIFE POINTS and slumps to the ground with 1 LIFE POINT left. Pip attacks! 5 + 1 = 6, Dwarf 4 is hit for 2 + 5 = 7 LIFE POINTS, is down to 3 and crumples to the floor. Pip attacks! 6 + 2 = 8, Dwarf 5 is hit for 4 + 5 = 9 LIFE POINTS and joins his pals on the floor of the cave. Pip attacks! 5 + 5 = 10, Dwarf 6 has a brief moment to contemplate how fleeting life is before being hit for 6 + 5 = 11 LIFE POINTS and being killed. Pip attacks! 2 + 5 = 7, Dwarf 7 is hit for 3 + 5 = 8 LIFE POINTS and is knocked out. Pip attacks! 4 + 2 = 6, Dwarf 8 is hit for 2 + 5 = 7 LIFE POINTS and blacks out from the pain. Pip attacks! 6 + 5 = 11, Dwarf 9 is hit for 7 + 5 = 12 LIFE POINTS and hits the floor. A few seconds later his head hits the floor too. Pip attacks! 5 + 4 = 9, Dwarf 10 is hit for 5 + 5 = 10 LIFE POINTS and is dead. Nothing spectacular, just dead. Dwarf 11 and Dwarf 12 exchange a brief glance, then turn tail and run for dear life. Now we're free to tinker with the machine. Section 134 posted:Picking your way carefully over the bodies of dead Dwarves, you reach the bank of controls on the north wall. Inlaid in the gleaming metal floor beneath your feet is a blue metal plate. You test it carefully, but it seems secure to stand on. Before you are three large levers, surmounted by a notice in red. The notice reads: Which way do we push the levers? (After inserting the key, of course. We could for extra hilarity not insert the key, but I honestly do not recommend it.) Pip's Stat Block posted:LIFE POINTS: 26/32 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...)
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# ? May 29, 2015 20:12 |
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Okay, let's work this out logically... Two dwarves have escaped. This is not by happenstance - the dwarves very deliberately turned tail and ran when they were down to the last two. Therefore, having two dwarves is somehow significant. The dwarves are here to tend the machine. They must know how to operate it. Remaining able to do so is so important to them that it takes precedence over attacking the person who just murdered their ten brothers. Therefore, the minimum number of dwarves required to operate the machine is two. Dwarves are short. A dwarf could probably pull a lever down easily enough, but a single dwarf is too short to push a lever up. However, two dwarves (one on the other's shoulders) have a notably higher reach. Therefore, it takes two dwarves to push a lever up. We have precisely enough dwarves remaining that they could raise one of the levers. Push one lever up and pull two levers down. (I note also that the two surviving dwarves have run off towards where the key was stored, doubtless hoping to use the machine to get revenge on us. But we're too smart for them!)
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# ? May 29, 2015 20:43 |
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inflatablefish posted:Okay, let's work this out logically... Wow. That's quite some tortured logic, there. Still, it's better than anything I've got. ^vv it is.
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# ? May 29, 2015 21:57 |
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Section 144 posted:Go to 108. 108 Is the entrance to the Dragon Cavern; the up-down-down combination of levers apparently teleported us here. Since there isn't anything else we can do, let's make our way back to the machine! Section 134 posted:PLACE KEY IN SLOT Pip's Stat Block posted:LIFE POINTS: 26/32 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...)
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# ? May 29, 2015 22:14 |
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Let's try two up, one down this time.
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# ? May 29, 2015 22:19 |
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Jazzimus Prime posted:Let's try two up, one down this time. Seems reasonable enough.
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# ? May 29, 2015 22:26 |
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Ah, teleporters. Watch out for flies, Pip!
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# ? May 30, 2015 02:37 |
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I'd say Push all three levers up and go to 139 ] because that's the only one without the Dreaded 14 in it.
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# ? May 30, 2015 02:45 |
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Up-up-down!Section 147 posted:There is a hum of machinery. A vibration thrills through your body. For a moment you feel dizzy, disoriented. A spiral of light emerges from the plate beneath your feet and coils around you. Your head spins. You feel dizzy . . . Aaaaand we're back at the start of the cavern yet again. Since we have two possible combinations left to try, I'll stop to smell the snuff again. Just a precaution. Snuff roll: 4 + 1 + 2 + 5 = 12, we're back at our max of 32 LIFE POINTS. Section 134 posted:PLACE KEY IN SLOT Pip's Stat Block posted:LIFE POINTS: 32/32 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...)
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# ? May 30, 2015 11:23 |
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Comstar posted:I'd say Push all three levers up and go to 139 because that's the only one without the Dreaded 14 in it. Let's do this.
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# ? May 30, 2015 11:57 |
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Section 139 posted:There is a hum of machinery. A vibration thrills through your body. For a moment you feel dizzy, disoriented. A spiral of light emerges from the plate beneath your feet and coils around you. Your head spins. You feel dizzy ... Then blackness. Pip's Stat Block posted:LIFE POINTS: 32/32 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...)
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# ? May 30, 2015 18:59 |
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Let's go North.
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# ? May 30, 2015 19:11 |
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North. 151 is the only option without an implicit 14, and 139 worked for us at the machine...
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# ? May 30, 2015 21:37 |
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Let's go up! I mean North.
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# ? May 31, 2015 01:05 |
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One thing I want to point out: this part is significantly different in my print version of the book versus the electronic version I'm using for the LP. I'll point out the difference in the post-book commentary, but for now let's head north.Section 151 posted:You exit the chamber into a tunnel cut through solid rock, which has all the indications of a What wand? We didn't find any wands on our way here It's another small mistake in the book, we could have found the wand, and it would have been alright if it'd said "have you got a wand, by chance? You can use it to clear the way". Roll: 6 + 4 = 10, we manage to hulk out and move the boulder. Section 153 posted:A short passage, still descending, stops abruptly at the head of a flight of steps. They are crudely cut - very crudely cut - and worn smooth as if by the tread of many feet over aeons of time. But what feet have trod here? Not those of adventurers, surely, for only the strong, brave, intelligent adventurer could survive long enough to reach this spot: and such are rare. No, Pip, those steps have been worn smooth by some creature of the cave, some creature of darkness and evil intent. "Hey, you remember that bullshit snake fight from the first book? Here, have another one!" Roll: 2 + 3 = 5, dodged the tongue. Pip's initiative roll: 6 + 4 = 10. Slither's initiative roll: 2 + 1 = 3. Pip attacks! 6 + 5 = 11, Slither is hit for 7 + 5 = 11 LIFE POINTS and is down to 9. Slither attacks! 6 + 1 = 7, just narrowly dodged. Pip attacks! 4 + 5 = 9, Slither is hit for 5 + 5 = 10 LIFE POINTS and is killed. Note how we could have gotten directly to Section 154 if we'd gone South from the chamber we teleported in... Section 154 posted:You stare about you in the evil-smelling and menacing darkness before you make your way carefully down the steps into a smallish chamber. Another chamber, Pip, definitely man-made, but very old and long-abandoned by all appearances. The rotted remnants of a door hang by the entrance. The ceiling is half hidden by spider webs. An exit to the north leads into another passage, slanting downwards. But between you and the exit are some items of considerable interest: a chest, well preserved despite its age, and a newish-looking scroll dropped near the exit tunnel. Pip's Stat Block posted:LIFE POINTS: 32/32 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...) Mikl fucked around with this message at 10:53 on May 31, 2015 |
# ? May 31, 2015 10:38 |
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I'm probably going to get us killed here, but I'd like to suggest that we read the scroll first.
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# ? May 31, 2015 10:45 |
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Jazzimus Prime posted:I'm probably going to get us killed here, but I'd like to suggest that we read the scroll first. Yeah, my thoughts exactly.
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# ? May 31, 2015 10:53 |
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Jazzimus Prime posted:I'm probably going to get us killed here, but I'd like to suggest that we read the scroll first. The author prepared Explosive Runes this morning. Let's get it over with.
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# ? May 31, 2015 11:26 |
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Wait, there's an electronic version? Where from? Read the scroll.
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# ? May 31, 2015 11:59 |
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Comstar posted:Wait, there's an electronic version? Where from? It's a PDF scan of the book. As far as I know there's no official electronic version (and I would be surprised if there was, since the books were published in the late '80s - early '90s). I use it for ease of copy-pasting the text into the LP and to avoid having to translate everything back into English, since the actual-book edition I own is the Italian edition (since I live in Italy). Section 170 posted:The scroll, which was plainly written very recently, reads: Ethelbert, my man! I knew I could count on you! Section 156 posted:The chest is banded in brass, closed with a hasp. Inlaid on the lid is an ornamental and ornate design in gold leaf, surrounding a large carbuncle ruby. There seem to be several possible ways of opening the chest, Pip. You might, for example, simply flip back the hasp and try the lid. If so, go to 171. How do we open the chest, goons? Pip's Stat Block posted:LIFE POINTS: 32/32 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...)
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# ? May 31, 2015 12:17 |
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Can we still cast PIP (Pip's Immunity to Poison)? If so, do that before doing anything. Then don't press the stone, and then cut the webs with EJ. And then... maybe someone knows better than I do how to deal with the shadows?
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# ? May 31, 2015 12:23 |
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well if we can be immune to poison, then we just open it that way. Else, PIP SMASH.
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# ? May 31, 2015 16:57 |
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We can indeed cast PIP! Roll: 4 + 3 = 7, just barely enough to make it, though we're down to 29 LIFE POINTS as a result. Section 171 posted:A needle springs from the hasp to penetrate your thumb, which begins to sting almost instantly then quickly flares into a flame of agony, spreading in a massive swelling along your arm. Pretty nasty, huh? That needle was obviously poisoned, Pip. If you were not protected against poison, roll two dice. We're immune to poison so we can avoid this difficult roll, but we still have to figure out how to open the chest PIP SMASH then! Section 169 posted:It must have been many years since the chest was used - a tangled profusion of dusty spiders' webs makes it quite impossible to see inside. How do you tackle this one, Pip? We don't have any Fireballs or similar left, so we can't pick the last option. All others are available though. Pip's Stat Block posted:LIFE POINTS: 29/32 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...)
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# ? May 31, 2015 17:58 |
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Let's use EJ. Ol' Bert's advice hasn't let us down yet.
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# ? May 31, 2015 18:30 |
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Section 158 posted:That seems to have worked all right: the webs are cleared. Section 165 posted:
Maybe Ethelbert was wrong, and the Shapes are friendly. Wouldn't that be nice? Pip's Stat Block posted:LIFE POINTS: 29/32 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...)
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# ? May 31, 2015 21:48 |
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Haha no kill the fuckers.
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# ? May 31, 2015 21:58 |
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Ethelbert hasn't steered us wrong yet. Since we can't take two hits from these things anyway, first cast PiRsquared so we have a better chance of killing them all before they get us.
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# ? Jun 1, 2015 00:18 |
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If we have time to use the snuffbox or quaff a healing potion before killing them, let's do that too.
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# ? Jun 1, 2015 01:44 |
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Good old Bert. Always ready with a wise word in a dark place.
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# ? Jun 1, 2015 05:40 |
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I'd love to do a Lets Play 2 team version of Duel Master 2 - Blood Valley, but I don't want to type out an entire book to do it, and there dosn't seem to be any scanned versions I can find. You decide to attack the Shapes, go to 157.
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# ? Jun 1, 2015 11:24 |
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Shadows, eh? We should cast PANIC first, for the light-shield thing, and then attack.
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# ? Jun 1, 2015 15:01 |
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# ? May 14, 2024 05:51 |
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Section 169 posted:It must have been many years since the chest was used - a tangled profusion of dusty spiders' webs makes it quite impossible to see inside. How do you tackle this one, Pip?
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# ? Jun 1, 2015 18:57 |