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We've got 279 Gold Pieces and nothing to do with them. Let's give the Nerd some money. Perhaps we'll get a free toaster or pencil with our first deposit.
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# ? Jun 25, 2015 07:13 |
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# ? May 28, 2024 17:39 |
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Slice and dice. I don't think we need to give up our precious stuff!
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# ? Jun 25, 2015 10:21 |
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First we murdered for greed, now we murder the not-Jew to cover our foolish error.
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# ? Jun 25, 2015 15:04 |
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Section 124 posted:Roll one die. Score 1 to 3 and the Nerd manages to ring his bell: go to 101. Score 4 to 6 and you get in the first blow, thus preventing his ringing the bell and starting yet another hassle. GOTTA GO FAST roll: 1. Crap. Section 101 posted:The Nerd reaches out a slim hand and rings the bell which sounds with a delicate, though Ladies and gentlemen, one of the hardest fights in the book, right here. Also, I remember there was someone in this thread who wanted to know what a Tinglering actually does: this is what the Tinglering is used for, had we had one the Djinn would have recognized us as his master, sent the Nerd packing, and then we would have been able to summon him to fight on our side three times per book (but only three times: his Union prevents him from working more than that). There are several places we can pick up a Tinglering: once in the first book, twice in the second, and once in this book (but, alas, we missed it). Unfortunately we do not have a Tinglering, so we have to try and survive this. Pip's intiative roll: 4 + 2 = 6 Nerd's initiative roll: 5 + 4 = 9 Djinn's initiative roll: 4 + 3 = 7 Turn order: Nerd - Djinn - Pip. Plan for the battle: as anyone who has ever played an RPG knows, kill the enemies with lowest LIFE POINTS first, so we prevent him from plinking away at our health while we bash the larger threat. So first thing we shall murder the Nerd. Afterwards it's just a question of hack-and-slash with the Djinn. I'll use magic in case of emergency (we have two FIREBALLS and ten LIGHTNING BOLTS for free from the start of the book after all). Let's get ready to rumble! Nerd attacks! 1 + 5 = 6, missed. Djinn attacks! 2 + 6 = 8, Pip is hit for 3 + 3 - 4 = 2 LIFE POINTS and is down to 32. Pip attacks! 4 + 6 = 10, Nerd is hit for 6 + 5 + 5 = 16 LIFE POINTS, is down to 4, and is out of the fight. Djinn attacks! 5 + 1 = 6, Pip is hit for 1 + 3 - 4 = 0 LIFE POINTS. Pip attacks! 5 + 2 = 7, Djinn is hit for 3 + 5 + 3 = 13 LIFE POINTS and is down to 87. Djinn attacks! 2 + 5 = 7, Pip is hit for 2 + 3 - 4 = 1 LIFE POINT and is down to 31. Pip attacks! 1 + 6 = 7, Djinn is hit for 3 + 5 + 3 = 13 LIFE POINTS and is down to 74. Djinn attacks! 3 + 1 = 4, whiff. Pip attacks! 1 + 2 = 3, also whiff. Djinn attacks! 6 + 3 = 9, Pip is hit for 4 + 3 - 4 = 3 LIFE POINTS and is down to 28. Pip attacks! 6 + 6 = 12 !!! Djinn is hit for 8 + 5 + 5 = 18 LIFE POINTS and is down to 56. Djinn attacks! 3 + 3 = 6, Pip is hit for 1 + 3 - 4 = 0 LIFE POINTS. Pip attacks! 6 + 6 = 12 !!!!! Djinn is hit for 8 + 5 + 5 = 18 LIFE POINTS and is down to 38 (Holy poo poo two twelves in a row ) Djinn attacks! 3 + 4 = 7, Pip is hit for 2 + 3 - 4 = 1 LIFE POINT and is down to 27. Pip attacks! 6 + 5 = 11, Djinn is hit for 7 + 5 + 5 = 17 LIFE POINTS and is down to 21 (An 11 is fine, too) Djinn attacks! 6 + 3 = 9, Pip is hit for 4 + 3 - 4 = 3 LIFE POINTS and is down to 24. Pip attacks! 1 + 6 = 7, Djinn is hit for 3 + 5 + 5 = 13 LIFE POINTS and is down to 8. Djinn attacks! 2 + 3 = 5, Pip is hit for 0 + 3 - 4 = no LIFE POINTS. Pip attacks! 5 + 3 = 8, Djinn is hit for 4 + 5 + 5 = 14 LIFE POINTS and vanishes in a puff of smoke. Thank you, RNG. We're done with this room, and the only way we can go forward is through the corridors, so take a look at the map again: Current section: 133, squares walked: 2 What do we do now? Also, since this is a nice stopping point (we're not in the middle of doing anything), I'm taking this chance to announce a hiatus. I'll be on vacation with no internet access starting the day after tomorrow until Saturday the 4th of July (and I'll be busy packing tomorrow) so this LP will resume on Monday the 6th of July. See you all then! Pip's Stat Block posted:LIFE POINTS: 24/44 Roll of the dead posted:Death the first: (poisonous) smoke inhalation
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# ? Jun 25, 2015 19:44 |
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Wait, don't we get the 100 gold in the Nerd's boot? Let's drink two more healing potions.
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# ? Jun 25, 2015 20:45 |
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Jazzimus Prime posted:Wait, don't we get the 100 gold in the Nerd's boot? Nope! Because we fought the Nerd at section 101, since he managed to ring the bell, and that section doesn't mention anything about loot (and also has different stats for the fight, namely in how the Nerd's weapon works).
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# ? Jun 25, 2015 20:56 |
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I know it's a bit late now, but I made a poster for The Poetic Fiend: http://lpix.org/2114612/1.JPG. (With apologies to these good people: http://campusinvolvement.umich.edu/article/poetry-slam-guest-performer-t-miller).
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# ? Jun 27, 2015 22:37 |
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Aw, I thought we'd have kept one of those tinglerings. I know we found several. They're probably all lying at the bottom of 14, though.
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# ? Jun 28, 2015 20:47 |
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Welcome back! When we last left our hero, Pip had just killed a Djinn and a Nerd. Now let's chug a couple potions, to restore our LIFE POINTS a bit. Potion roll: 4 + 3 = 7, up to 31 LIFE POINTS. Potion roll: 6 + 5 = 11, up to 42 LIFE POINTS. Since our cap is 44 LIFE POINTS, there's no point in drinking another potion. We're currently at section 133, and there's only one way to go from here, so let's take the corridor to 92 and see what happens. This means, however, that we have to roll for Wandering Monsters. Section 92 is 10 squares away, and we have 2 steps "left over" from the last time we were in the corridors, so we get to roll twice! Wandering Monster roll: 3 + 5 = 8, we get to fight an Animated Skeleton. As a reminder (we fought one before), it has 20 LIFE POINTS, hits on a 6 for +1 damage, and drops 10 Gold Pieces when defeated. Pip's initiative roll: 4 + 4 = 8 Animated Skeleton's initiative roll: 1 + 2 = 3 Pip attacks! 6 + 2 = 8, Animated Skeleton is hit for 4 + 5 + 5 = 14 LIFE POINTS and is down to 6. Animated Skeleton attacks! 6 + 6 = 12 Pip is hit for 6 + 1 - 4 = 3 LIFE POINTS and is down to 39. Pip attacks! 3 + 3 = 6, Animated Skeleton is hit for 2 + 5 + 5 = 12 LIFE POINTS and is pulverized. Once more, Wandering Monster roll: 2 + 5 = 7, we meet nobody. Section 92 posted:You have entered a Gallery of Mirrors, 20' wide and a full 80' long. Not ordinary mirrors, of course: not in a place like this. They are all distorting mirrors, the sort you get at carnivals where you look in and see yourself as a fat dwarf or a thin giant. Except they aren't exactly like carnival mirrors. Carnival mirrors are fun. These reflections show you all gnarled and deformed and nastily distorted, wizened and twisted and yuuuch. Roll: 6 + 1 = 7, do we make it? Section 130 B**** posted:There's willpower for you! With a massive effort, you drag your gaze away from the distorting mirror and find, to your relief, that your body begins to untwist and un wrinkle and ungnarl until you change back into the incredibly fit, handsome and athletic person you have always been. Super-hard fight! The reason being that, as spelled out in the Section, Thing-Pip hits exactly as hard as we do, i.e. like a goddamn truck. This is one of the few places in the book where more pluses to hit and damage are actually detrimental. Unfortunately we don't have enough gold to try and bribe him, so we have to cut our way through him. Pip's initiative roll: 6 + 6 = 12 Thing-Pip's initiative roll: 5 + 6 = 11 Pip attacks! 1 + 1 = 2, crap. Thing-Pip attacks! 3 + 2 = 5, Pip is hit for 1 + 5 + 5 = 11 LIFE POINTS and is down to 28. Pip attacks! 4 + 2 = 6, Thing-Pip is hit for 2 + 5 + 5 = 12 LIFE POINTS and is down to 27. Thing-Pip attacks! 5 + 4 = 9, Pip is hit for 5 + 5 + 5 = 15 LIFE POINTS and is down to 13. I'd say this qualifies as an emergency, don't you think? Pip casts Fireball! 4 + 6 = 10, Thing-Pip smacked dead-center by 75 LIFE POINTS of damage and is immolated. Phew, that was way too close for comfort. On the plus side, we get to double our stuff. I'll take the gold, but it's up to you guys to decide what items to take and, in case, what to drop, so take a look at our inventory and pick. Also, this section made me realize I was really bad at keeping track of SPEED: each item we picked up during the adventure meant -1 to SPEED, so we should have been at 3 SPEED (6 items picked up) instead of 9, for a while now. I won't go back and replay the Sections since it was my mistake, but we have to drop at least six items unless we want to slow down . After you've done that, also pick which way to go: to 77 or to 123. Pip's Stat Block posted:LIFE POINTS: 13/44 Roll of the dead posted:Death the first: (poisonous) smoke inhalation
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# ? Jul 6, 2015 20:05 |
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Definitely drop the clickstick and artificial aardvark. They've actually been useful once, but there's no way we'll use them a second time. Right? ...Right?
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# ? Jul 6, 2015 20:31 |
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I think you forgot to half Bizarro Pip's life points, but we can call that payback for our irreduced speed. If the Bizarro left boot came out of a mirror, it's a right boot now, right? I insist we complete our boot set. I insist. I don't suppose we can have two magic coins and get +10 damage? Whatever we do, we now have more life potions than we could possibly need and should pound some right away.
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# ? Jul 8, 2015 07:03 |
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Well, that's a proper hard fight with a proper payout. Or at least, when you're buffed, this huge risk can get you double-buffed.
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# ? Jul 8, 2015 20:42 |
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Dunno about what to drop, but we should go to 77 because 7 is a lucky number.
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# ? Jul 8, 2015 21:28 |
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Let's also drop the xylophone and the joke book. I can't imagine they will ever be useful. Also, what use is a hammer without nails or spikes? Drop the hammer. The dragonskin jacket and boot(s?) are worn, not carried, so do they really count against inventory slots?
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# ? Jul 9, 2015 04:38 |
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Jazzimus Prime posted:The dragonskin jacket and boot(s?) are worn, not carried, so do they really count against inventory slots? The jacket doesn't, but the boots do, since we're not actually wearing them. I'm not counting potions either even though I should (1 slot per dozen or something like that, I'm on my phone now so I can't check), because it's a bitch to keep track of them. New update coming later today, sorry about the delay (super busy at work).
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# ? Jul 9, 2015 07:27 |
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You guys have chosen to drop the clickstick, artificial aardvark, joke book, xylophone, and hammer. I'll also drop the hunk of cheese, since what use is that anyway? (Watch as I am immediately proven wrong). Now let's pick up the second old boot from Thing-Pip (now we have two, and we can wear them so they weigh nothing), and also pick up his potions. Since we now have 38 potions and only 13 LIFE POINTS, as Explosions said let's drink some. Potion roll: 2 + 4 = 6, up to 19 LIFE POINTS. Potion roll: 6 + 1 = 7, up to 26 LIFE POINTS. Potion roll: 4 + 5 = 9, up to 35 LIFE POINTS. Potion roll: 2 + 6 = 8, up to 43 LIFE POINTS. I won't be picking up the extra magic coin because... The magic of the two coins would cause a disastrous explosion, akin to crossing the streams in Ghostbusters. That's what it is. Definitely. (I'm really not picking it up becase I want some measure of challenge left in the fights ) Now on to section 77! Section 77 posted:This looks interesting. A 20' x 20' room with a chest in the middle of the floor. An unguarded chest in the middle of the floor. How about that? The monster must be on its tea break. I realize this is most likely a pointless question, given your track record with this kind of things, but do you want to open the chest? Pip's Stat Block posted:LIFE POINTS: 43/44 Roll of the dead posted:Death the first: (poisonous) smoke inhalation
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# ? Jul 9, 2015 20:29 |
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Bust that sucker open.
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# ? Jul 9, 2015 20:36 |
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Loot
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# ? Jul 9, 2015 20:50 |
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Yeah, I figured Section 104 posted:The chest is open and you're still here. No trap at all. For the purpose of moving this LP swiftly onwards, I'll just pocket the vial and drop the Shark Teeth to do so. We can always come back and pick up the teeth later. Tell me if you want to try drinking the potion. Now I'll cheat a bit: instead of going down the corridor I'll skip it by going through 92 to reach 123, our next destination. This spares us one Wandering Monster roll. Section 123 posted:There's a man eating plant in here. Good thing we brought a xylophone, right? Wait, what do you mean we dropped it not two rooms back? Well, that restricts our options a bit, but still we have a choice to make: do we save the carrot? (Additionally, and before that, do we drink the mysterious potion?) Pip's Stat Block posted:LIFE POINTS: 43/44 Roll of the dead posted:Death the first: (poisonous) smoke inhalation
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# ? Jul 9, 2015 21:03 |
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Cast the spell to protect vs poison, drink potion. Don't rescue the carrot. That's no Disney princess.
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# ? Jul 9, 2015 21:43 |
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Go fetch the xylophone, come back, and give it a try. Also taste the potion.
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# ? Jul 9, 2015 21:55 |
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Comstar posted:Cast the spell to protect vs poison, drink potion. Moving right along...
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# ? Jul 9, 2015 22:17 |
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Ghostwoods posted:Go fetch the xylophone, come back, and give it a try. Comstar posted:Cast the spell to protect vs poison, drink potion.
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# ? Jul 10, 2015 22:37 |
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Both of these things.
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# ? Jul 10, 2015 22:44 |
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Pip casts PIP! 6 + 6 = 12, it worked, we're down to 40 LIFE POINTS. That was our last PIP spell, by the way, so we're on our own for any future poisonings.Section 141 posted:Tastes like old socks as well. It could be poison with a taste like that - Poisonous Elixir of Old Socks, a famous alchemical distillation. But don't start to writhe in agony just yet, because this is, in fact, a Poison Antidote. One swig of this stuff will cure any known poison. . . and there are six swigs in the vial. Use a dose now if you happen to be poisoned, otherwise save it carefully in case you might be in the future. Never mind! I'll just do the smart thing and forget the powdered shark teeth entirely and just carry this around instead. Regarding the xylophone, I usually wouldn't allow it, but it's literally in the next room over. So let's pop out, pick that up, pop back in, and start playing. Section 149 posted:Both the carrot and the man stare at you in dumb amazement as you begin to play the xylophone. Do we want to risk attracting an amphiterian? (A smart goon pointed out during the last book that most Sections that include "14" in some form or other in their number are bad news, and that probably still stands.) Pip's Stat Block posted:LIFE POINTS: 40/44 (I dropped the container of oil to pick up the xylophone, we can always pick it back up later.) Roll of the dead posted:Death the first: (poisonous) smoke inhalation Mikl fucked around with this message at 00:25 on Jul 11, 2015 |
# ? Jul 10, 2015 23:40 |
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They're just jealous of our musical talent, keep playing.
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# ? Jul 11, 2015 00:16 |
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Lets face the music and keep playing. We brought this thing all this way, let's use it for what it was made for.
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# ? Jul 11, 2015 00:18 |
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I do know that "therian" is the classy term for furry, so HELL NO
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# ? Jul 11, 2015 20:42 |
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Comstar posted:Lets face the music and keep playing. Precisely.
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# ? Jul 11, 2015 22:31 |
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https://www.google.com/search?q=ampitherian Your search - ampitherian - did not match any documents. If not even Google knows what that is, I really don't know what to think. Let's keep playing and find out, I guess.
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# ? Jul 12, 2015 04:28 |
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Jazzimus Prime posted:https://www.google.com/search?q=ampitherian Most likely it's a compound word, perhaps of amphibian and therian (mystic animal spirit).
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# ? Jul 12, 2015 04:55 |
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Sorry about the delay! This was cause by the fact that this update is extra-long, since we're going to be finishing this dungeon. We were warned that our xylophone might attract an amphitherian, but is that really the case? Section 114 posted:The door behind you smashes open. Both the man and the carrot flee without a moment's hesitation, crashing through the other door into the corridor and racing off as fast as the man's legs will carry them both. Sadly the book doesn't provide a picture of the ampitherian, but from the description it looks rather ugly and mean. Pip's initiative roll: 6 + 5 = 11. Ampitherian's initiative roll: 6 + 3 = 9. Pip attacks! 2 + 3 = 5, ampitherian is hit for 1 + 5 + 5 = 11 LIFE POINTS and is down to 39. Ampitherian attacks! 3 + 2 = 5, a miss. Pip attacks! 3 + 4 = 7, ampitherian is hit for 3 + 5 + 5 = 13 LIFE POINTS and is down to 26. Ampitherian attacks! 2 + 6 = 8, Pip is hit for 2 + 3 - 4 = 1 LIFE POINT and is down to 39. Pip attacks! 3 + 2 = 5, ampitherian is hit for 1 + 5 + 5 = 11 LIFE POINTS and is down to 15. Ampitherian attacks! 2 + 4 = 6, Pip is hit for 0 + 3 - 4 = NO LIFE POINTS. Pip attacks! 4 + 5 = 9, ampitherian is hit for 5 + 5 + 5 = 15 LIFE POINTS, is down to 0, and is dead. For our efforts we get 1 EXPERIENCE POINT. Our xylophone was sadly smashed during the encounter, but we're going to go back and pick up the lamp oil we'd dropped. Now, let's look at the map: There's only one way to go from here that we haven't explored, and that's towards section 69. Unfortunately, to do so we have to cross a super long section of corridor. By my count that's 29 squares, which means we have to roll for Wandering Monsters four times (and one more would have meant FIVE, but we're lucky like that). So let's get to it. Wandering Monster roll: 4 + 3 = 7, no one. Wandering Monster roll: 6 + 3 = 9, we meet two Nerds. We fought these dudes before: they hit on a 7 for +2 damage, have 11 LIFE POINTS each, and drop 10 Gold Pieces each. Pip's initiative roll: 3 + 1 = 4. Nerds' initiative roll: 2 + 3 = 5. Nerd 1 attacks! 2 + 5 = 7, Pip is hit for 0 + 2 - 4 = NO LIFE POINTS. Nerd 2 attacks! 2 + 1 = 3, a miss. Pip attacks! 3 + 2 = 5, Nerd 1 has a brief moment of "I made a huge mistake" awareness before being hit for 1 + 5 + 5 = 11 LIFE POINTS and killed. Nerd 2 attacks! 3 + 3 = 6, another miss. Pip attacks! 3 + 2 = 5, Nerd 2 joins his pal in the Kingdom of the Dead. (Wait isn't that were we are now? How does that work?) Let's resume with the Wandering Monster rolls! Wandering Monster roll: 3 + 6 = 9, two more Nerds. These guys just don't learn. Pip's initiative roll: 5 + 3 = 8. Nerds' initiative roll: 2 + 6 = 8. Pip's initiative re-roll: 4 + 6 = 10. Nerds' initiative re-roll: 6 + 1 = 7. Pip attacks! 1 + 6 = 7, Nerd 1 is hit for 3 + 5 + 5 = 13 LIFE POINTS and is dead. Nerd 2 attacks! 4 + 3 = 7, Pip is hit for 0 + 2 - 4 = NO LIFE POINTS. Pip attacks! 5 + 2 = 7, Nerd 2 is mercilessly cut down. One more Wandering Monster roll, and then we can check out what's in section 69. Wandering Monster roll: 1 + 2 = 3, no one. Section 69 posted:A peculiar room this, peculiarly shaped and with a deep purple velvet curtain closing off the northern section. Going back would be pointless, since we've explored every place this level has to offer. Let's make a dash for the curtain! 2 + 6 = 8, behind the curtain we find... Section 138 posted:Sword in hand, you brush aside the curtain. Luckily we found a nice old lady who was kind enough to let us borrow her key. Going down! Section 71 B*** posted:These are very long stairs. Very long, very steep and very dark. What use does a spider have for gold anyway? Besides, we don't have quite enough gold to try and bribe it (remember, three asterisks stand for 1000 Gold Pieces or equivalent wealth). Giant Spider attacks! 1 + 1 = 2, whiff. Pip attacks! 4 + 5 = 9, Giant Spider is hit for 5 + 5 + 5 = 15 LIFE POINTS and is squashed like a bug. Going down! Down-er, that is. Section 74 posted:At the bottom of the stairs you find yourself in a 20' x 30' chamber with a door in the south wall. The entire place is piled high with the bones, skulls and rusting weapons of previous adventurers. This is not a good omen, Pip. Here's the map: Onwards, through the door! We have to cross six corridor squares, so we get to roll once for Wandering Monsters with one square left over for the next time. Wandering Monster roll: 1 + 2 = 3. Still no one. Section 129 posted:Despite what the map shows, you are in a 10' x 10' room with doors in the north, west and east walls. Looks like somebody's been doing some remodeling in this dungeon. Which way? Pip's Stat Block posted:LIFE POINTS: 39/44 Roll of the dead posted:Death the first: (poisonous) smoke inhalation Mikl fucked around with this message at 14:21 on Jul 12, 2015 |
# ? Jul 12, 2015 14:17 |
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Let's go to 83
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# ? Jul 12, 2015 15:00 |
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I think west is where we just came from. Let's go north.
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# ? Jul 12, 2015 20:45 |
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For some reason it seems kind of cute that the dungeon got remodeled after the map was drawn.
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# ? Jul 13, 2015 23:47 |
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We have a split vote, so I flipped a coin, and the coin says west to 83.Section 83 posted:Another 10' x 10' chamber. Doors in the east, north and west walls. I took the liberty of crossing out the first option, since we just came from there, so we have two ways to go. Also, since this sequence is (spoiler alert!) a succession of 10' by 10' rooms until we stumble upon the exit, for the purpose of moving the LP forward I'll take the first vote that gets posted regarding which way to go rather than waiting for several and then tallying them up. I hope you'll understand, I don't want to slow this thread down to a crawl. For added fun, here's the map we found: Compare it with what we actually go through. Pip's Stat Block posted:LIFE POINTS: 39/44 Roll of the dead posted:Death the first: (poisonous) smoke inhalation
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# ? Jul 14, 2015 19:16 |
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West again.
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# ? Jul 14, 2015 20:11 |
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Section 89 posted:Another 10' x 10' chamber. Doors in the east, north and west walls. You might recognize this room as the exact same room we were just in, except with different exits Pip's Stat Block posted:LIFE POINTS: 39/44 Roll of the dead posted:Death the first: (poisonous) smoke inhalation
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# ? Jul 14, 2015 20:27 |
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Thought so, just wanted to confirm. North.
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# ? Jul 14, 2015 20:42 |
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# ? May 28, 2024 17:39 |
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Section 93 posted:Another 10' x 10' chamber. Doors in the east, south and west walls. Still in the square rooms. At least there's no non-euclidean fuckery going on. Yet. Pip's Stat Block posted:LIFE POINTS: 39/44 Roll of the dead posted:Death the first: (poisonous) smoke inhalation
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# ? Jul 14, 2015 21:20 |