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!DoomCricket is clearly the least pleasant direction to head in. Let's go to 58.
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# ? Jun 8, 2015 00:36 |
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# ? May 28, 2024 15:13 |
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Pogolift sound unpleasant, do that.
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# ? Jun 8, 2015 00:56 |
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Let's waste some time, since there's not a big downside to getting ourselves killed this early. Also, it looks like the levitation spell might partially compensate for our lack of climbing apparatus, thankfully. Let's hope Pip doesn't fall down a bit more than three times.
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# ? Jun 8, 2015 01:10 |
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From what I recall, if we go play a game we miss out on some stuff in the village, but we can always check that after the book ends.
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# ? Jun 8, 2015 02:26 |
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Pogolfit doesn't sound the least bit pleasant. We'd better go play it.
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# ? Jun 8, 2015 03:40 |
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Y'all want to play murderball, and play murderball we shall!Section 58 posted:'Anyone mind if I join in,' you remark cheerfully, as you step on to the pogolfit pitch. Section 58 posted:The Scots form a tightly-knit circle in the centre of the pitch and remove their bonnets gravely while a long piper squeezes out a plaintive lament. One by one, the great bearded heads bow as if in silent tribute. Section 58 posted:The piping stops. 'Hogmanay!!!' roar the Scots visitors in unison. There is a pattering of polite applause from the maidens underneath the oak tree. Then the largest of the visitors breaks away from the group and struts towards you. He stops no more than a yard or two away, flexes massive muscles and remarks, 'Machoot, och aye, braw bricht nicht the noo.' Section 58 posted:'Here, just a minute -' you start to protest, realizing abruptly there are rules of pogolfit nobody has bothered to mention to you. Death the fi- wait, it's 34, not 14. My bad. With how things were going I expected that to be the case. Section 34 posted:You are in a tunnel, suffering from a splitting headache and amnesia. But as you stagger forward, your memory gradually returns. It seems that when the caber struck you, it drove you through the ground into some sort of underground cavern, from which you wandered dizzily into a maze of subterranean tunnels of which this is only the latest. Where you are, you have not the slightest idea. Where you are going, you have not the slightest idea. How to get out, you have not the slightest idea. Section 24 posted:You are standing on a desolate, fog enshrouded, windswept moor, chill, barren, soggy underfoot, eerie, lonely, gloomy, oppressive, threatening, malodorous and emanating an all-pervading sense of horror, terror and ancient evil. Congrats, goons! By taking Merlin's advice, we've found the way forward and are nearly at our destination! We missed some content in the village though, but that can't be helped now can it? We'll see what that was once we finish closing the gate. For now, what shall we do? Pip's Stat Block posted:LIFE POINTS: 40/40
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# ? Jun 8, 2015 17:30 |
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I can't believe that didn't cost us any Life Points. Fortune favours the bold! Let's saunter like our life depends on it!
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# ? Jun 8, 2015 18:18 |
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EJ is a total coward, and I'm sure the thing will leap on us anyway. Saunter on!
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# ? Jun 8, 2015 22:09 |
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Section 47 posted:Casually you saunter up to the massive Gateway. Ok, that is totally a xenomorph. Section 59 posted:INTO THE GHASTLY That Grim Reaper is NOT a good sign if you ask me. Section 65 posted:Now there's something to get your teeth into! This looks as though it might turn into an interesting adventure after all. The scrap of parchment seems to be a map of the ghastly place you're in (see Appendix p. 219). You'll notice 65 is marked as a 40' x 40' room, exactly as you've iscovered it to be. But the map shows no less than four secret doors out. Two of those doors lead into rooms, two into corridors. And the various rooms all have section numbers so you'll know where to go. Pip's Official poo poo List: - Mean Jake - Merlin - The Black Knight Section 65 posted:Now turn the parchment over - there may be something on the back. That's right people, we're officially out of gamebook territory and into Roguelike land! Wait, is this something to celebrate? Section 65 posted:One more thing. The torch in the wall bracket of this 40' x 40' chamber is almost burned out. If you have no torches, lamps or other light sources in your equipment, you must travel in the dark. You'll be able to find your way all right, but you will not fight nearly so well as usual. You will score damage normally, but you will need to roll an 8 or better to hit, even if you're using EJ. Good thing we brought a light source with us, right? Section 65 posted:That's the bad news about Wandering Monsters. The good news is that they usually carry a bit of gold around with them and if you manage to kill them, you can add their gold to your own store. The Table shows how much gold each class of Wandering Monster usually carries. The sharp-eyed among you might have noted one thing: since there are potentially endless monsters to be found here, there is a definite potential for grinding those same monsters for money and EXPERIENCE POINTS. We can do that if you want, but personally I don't recommend it since some monsters are really nasty. (No, I won't show you the monster list, why spoil the surprise?) All other game mechanics work perfectly fine in here, including items, magic and Sleeping, so keep that in mind. (By the way, did I mention the Dreamtime sections are brand new? Just a thought.). Now for the map: Of course, we're standing at 65, right in the middle of Level I. Pick one of the four secret doors to open, and in case you picked top-left or bottom-left, also pick which Section to go to (the right-most doors each go to a single Section). Also, a bit of a hiatus: I'll be away for work with dubious net access until Saturday evening and I'm going to be busy all day on Sunday, so we shall be exploring the door you pick on Monday. See you all then! Pip's Stat Block posted:LIFE POINTS: 40/40
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# ? Jun 9, 2015 19:09 |
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Did we even try the Dreamtime at all last book? I vote that we sleep as soon as we need to regain life points. Let's check out that little broom cupboard in 125.
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# ? Jun 9, 2015 19:54 |
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inflatablefish posted:Let's check out that little broom cupboard in 125. Voting against sleeping. Last time we did it, it was all utterly horrible so far as I could tell. But sure, let's check out small room 125 first. I'm _sure_ we'll find a torch there or in the big one.
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# ? Jun 9, 2015 21:37 |
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Any chance of getting a cleaned-up map? I'm having trouble reading the scan.
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# ? Jun 9, 2015 22:14 |
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FredMSloniker posted:Any chance of getting a cleaned-up map? I'm having trouble reading the scan. Is this better? I am terrible at image editing, does it show? Red dashes going through walls are doors, since I couldn't figure out a better way of showing them.
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# ? Jun 9, 2015 22:57 |
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Mikl posted:Is this better? Much. Thanks!
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# ? Jun 9, 2015 23:38 |
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Yes, staring down a Scotsman with a caber is certainly the least pleasant place to be. Well done there, Pip. I'll say northeast just because.
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# ? Jun 10, 2015 10:37 |
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Welcome back! A bit earlier than anticipated, but let's visit the small room at 125.Section 125 posted:This is a 10' x 30' chamber, empty except for a pile of straw on which lie a skull and a few crumbling human bones. There is no door out except the one by which you entered. And we're back at 65, 10 Gold Pieces richer. Where shall we go next? Pip's Stat Block posted:LIFE POINTS: 40/40
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# ? Jun 14, 2015 12:59 |
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Lets walk to 70
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# ? Jun 14, 2015 14:38 |
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Alright, open the door, walk two squares, open the other door, we're at 70!Section 70 posted:Wow! This is the largest chamber you have ever seen for sure! A full 70' across and 90' long with a colonnade of granite pillars supporting a vaulted ceiling. What luck, a completely unguarded gemstone! Surely nothing bad will happen if we grab it! Current section: 70; squares walked: 2 Pip's Stat Block posted:LIFE POINTS: 40/40
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# ? Jun 14, 2015 20:47 |
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Something bad is almost certainly going to happen, but it's a huge emerald that's worth a fortune, so we pretty much have to grab it anyway.
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# ? Jun 14, 2015 22:36 |
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Seriously, what are we going to do, just find a random jewel and NOT pick it up? That's not how adventurers do their thing.
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# ? Jun 14, 2015 23:08 |
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Don't get greedy now, Pip. Let's have a look into 90 instead.
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# ? Jun 15, 2015 00:05 |
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idonotlikepeas posted:Seriously, what are we going to do, just find a random jewel and NOT pick it up? That's not how adventurers do their thing. Of course we're going to nick it, the only question is if we do the sensible thing and cast Immunity to Poison first. Hmmm. Nah, just grab it.
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# ? Jun 15, 2015 00:13 |
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Snaffle heartily.
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# ? Jun 15, 2015 16:58 |
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Grab it, but wrap something around our hands first. It may be deadly to the touch.
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# ? Jun 15, 2015 17:16 |
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Alright, sand bag in one hand, let's try to judge the correct weight, and... Snatched!Section 128 posted:Oh, no - it's a cursed emerald!! Status effect! Not the first we see, but the first that actually affects us. Quick reminder: for the duration of this dungeon we hit only on a 8 or higher since we didn't bring a light source, and now we get -4 to damage. This means we're pretty much boned should we ever have to fight anything, which will probably be soon because we have several corridors left to traverse. Nothing we can do about it though! We're back at the map: Where to next? Current section: 70; squares walked: 2 Pip's Stat Block posted:LIFE POINTS: 40/40
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# ? Jun 15, 2015 17:28 |
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On the principle that as many people will be swayed to dumb action as to smart action: if I recall correctly, emerald anything is usually bad in these books. Let's move on to 75 to
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# ? Jun 15, 2015 18:01 |
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Once we get brutally murdered, can we redo the equipment too? I'll second the move to 75.
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# ? Jun 15, 2015 22:41 |
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idonotlikepeas posted:Once we get brutally murdered, can we redo the equipment too? In theory, no, since the book specifically said we'll start again from 65. But since I'm not a bastard, and forgetting inconvenient rules is also a part of the gamebook experience, I'll allow it this once. Assuming we do get our collective spleens perforated, though; you guys have been doing admirably well so far. Room 75 is eight corridor squares away, which means we have to roll once for random encounters to reach (it's once every six squares). Random encounter roll: 6 + 1 = 7, cross-referencing with the encounter table, we meet... No one. We got lucky... this time. Section 75 posted:Cough, cough, hack. Current section: 75; squares walked: 10 Pip's Stat Block posted:LIFE POINTS: 40/40
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# ? Jun 15, 2015 23:06 |
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Sure, we've come this far so we may as well search.
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# ? Jun 16, 2015 00:15 |
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Search. Either we'll find something good, or we'll die of smoke inhalation and get to start over with useful equipment and no cursed gem stuck to our hand.
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# ? Jun 16, 2015 03:25 |
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Section 67 posted:No secret door yet, but you've found the source of the smoke. Somebody has been burning poisonous laburnum leaves in an open brazier in the middle of the room. Getting this far has cost you one tenth of your current LIFE POINTS and the smoke is getting thicker. Well this isn't good. Current section: 75; squares walked: 10 Pip's Stat Block posted:LIFE POINTS: 36/40
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# ? Jun 16, 2015 13:44 |
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We're cursed anyway. Just continue searching, there's nothing to lose. Question: If you die and go back to pick up useful things you found before, do you have to roll for random encounters again?
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# ? Jun 16, 2015 14:52 |
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I know we're playing recklessly on account of the cursed gem, but if we'd cast protection from poison, I presume it'd have protected us here?
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# ? Jun 16, 2015 16:58 |
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Carbon dioxide posted:Question: If you die and go back to pick up useful things you found before, do you have to roll for random encounters again? Yes. Static monsters we've killed stay dead, but wandering monsters still show up now and then. FredMSloniker posted:I know we're playing recklessly on account of the cursed gem, but if we'd cast protection from poison, I presume it'd have protected us here? Probably, yeah. And speaking of poison! Section 139 posted:You're a glutton for punishment, Pip. Go to 14. Death the first: poisonous smoke inhalation Section 14 posted:Welcome to the dreaded 14. This is what it's like to be dead. Fortunately you don't have to stay dead too long. What you have to do now is roll up your LIFE POINTS again, exactly as you did before. (You might even get a better total this time, which would be great.) Then, when you've done that, start out again. It won't take you long to get back to where you left off since you can safely ignore any monsters or baddies you've already killed. Or you can go in different directions, if you want. This is your adventure, so you can make the most of even being dead. Special choice time! Contrary to what was said in 65 itself, we can actually choose whether to start the adventure all over again or to start from the beginning of the Kingdom of the Dead. So let me just re-roll for LIFE POINTS: 1 + 6 = 7, 5 + 6 = 11 (!), 1 + 3 = 4, 44 LIFE POINTS. We don't get to re-roll for SPEED, unfortunately, but that's fine. As I said before, I'll allow you to pick equipment again: Section 41 posted:INVENTORY Remember that we can only get 9 SPEED's worth of items before we suffer slowdown (each item counts for one unless differently stated), and we have 18 doses of healing potions and 5 healing salves for free. Now, after you've picked the equipment, I'm offering you three options for restarting the adventure! One: we can go back to the village and pick a direction to explore instead of playing murderball (section 25, which you can read by clicking this here link - if you choose this, also pick a direction); Two: we can go back even further, and see what would have happened had Merlin aimed his teleport spell differently (section 45); Three: we can go back to the entrance to the Ghastly Kingdom of the Dead (section 65 - if you choose this, choose also where to go from there). What shall it be?
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# ? Jun 16, 2015 19:34 |
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One and go north into the village.
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# ? Jun 16, 2015 21:07 |
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Jazzimus Prime posted:One and go north into the village. This, but first let's trade the saw for a container of oil. That way if we find a lamp we might be able to use it. (I didn't see a light source in the initial equipment list, but maybe we can find one by wandering around.)
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# ? Jun 17, 2015 01:23 |
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Alright, we dropped the saw and picked up the container of oil, and the way north from the murderball field takes us to 4.Section 4 posted:The village is so small you begin to wonder if everybody who lives there is out in the field playing that stupid game. There is one main street, picturesquely lined with thatched cottages and houses, what looks like a provisions store, a smithy, a church and an apothecary shop/surgery. Where shall we go now? Provisions store, smithy, church, apothecary, or all of the above? Pip's Stat Block posted:LIFE POINTS: 44/44
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# ? Jun 17, 2015 19:16 |
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Let's see if the provisions store has a lamp.
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# ? Jun 17, 2015 20:11 |
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They probably do!Section 12 posted:Oh drat! There's a notice in the window of the provisions store which says: CLOSED: GONE TO POGOLFIT. Unfortunately, we can't get it. Pip's Stat Block posted:LIFE POINTS: 44/44
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# ? Jun 17, 2015 20:30 |
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# ? May 28, 2024 15:13 |
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Then we'll try the church, then the smithy, then the apothecary, and hope that one of them lets us in.
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# ? Jun 17, 2015 21:27 |