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JosephWongKS
Apr 4, 2009

by Nyc_Tattoo
RULES OF THE GAME

Skill, Stamina and Luck posted:


Before embarking on your adventure, you must first determine your own strengths and weaknesses.

Roll one die. Add 6 to this number and enter this total in the Skill box on the Adventure Sheet. Your skill score reflects your swordmanship and general fighting expertise - the higher, the better.

Roll both dice. Add 12 to the number rolled and enter this total in the Stamina box. Your Stamina score reflects your general constitution, your will to survive, your determination and overall fitness - the higher your Stamina score, the longer you will be able to survive.

There is also a Luck box. Roll one die, add 6 to the number and enter this total in the Luck box. Your Luck score indicates how naturally lucky a person you are. Luck - and magic - are facts of life in the fantasy world you are about to explore.]



Single Combat posted:


You will often come across pages in the book which instruct you to fight a creature of some sort. You must resolve the battle as described below.

1. Roll two dice for the creature. Add its Skill score. This total is the creature's Attack Strength.

2. Roll two dice for yourself. Add your current Skill. This total is your Attack Strength.

3. If your Attack Strength is higher, you have wounded the creature. If the creature's Attack Strength is higher, it has wounded you. If both are the same, you have both missed - start the next Attack Round from step 1 above.

4. If you wounded the creature, subtract 2 points from its Stamina score. You may use Luck here to do additional damage - see "Using Luck in Battles" below.

5. If the creature wounded you, subtract 2 points from your Stamina score. You may use Luck to minimise the damage - see "Using Luck in Battles" below.

6. Make the appropriate changes to either the creature's or your own Stamina scores (and your Luck score if you used Luck) and begin the next Attack Round (repeat Steps 1-6).

7. This continues until the Stamina score of either you or the creature you are fighting has been reduced to zero.



Battles posted:


Unlike other Fighting Fantasy Gamebooks, you are not alone all the time on this adventure. You command an army of soldiers made up of units of various races. You start your expedition with Dwarves, Elves, Warriors and Knights, and others will join your army during the course of the adventure.

Soldiers killed in battles are always lost in blocks of five, and if more than one race is engaged in a battle, you may choose which ones are lost. For example, if you have employed Dwarves and Knights against Goblins and receive 15 casualties, you may lose 15 Dwarves, or 15 Knights, or 10 Dwarfs and 5 Knights, or 5 Dwarfs and 10 Knights. Soldiers lost in ways other than in battle are deducted in the same way.

From time to time on your adventure, you will fight Skirmish Battles. To fight a Skirmish Battle, follow the combat sequence below.

1. Make a note of the number of your troops, not including yourself.

2. Make a note of the number of enemy troops.

3. Compare the size of the two armies and assess the situation. If the number of your troops is equal to the number of enemy troops, the situation would be "Even". If the number of your troops is less than the number of enemy troops, the situation would be "Inferior". If the number of your troops is greater than the number of enemy troops, the situation would be "Superior".

4. Roll one die and see what figure is given in the Skirmish Battle Results Table below for the appropriate Situation column.

Die Roll = 1
If "Inferior" - Lose 15 of your own troops
If "Even" - Lose 10 of your own troops
If "Superior" - Lose 5 of your own troops

Die Roll = 2
If "Inferior" - Lose 10 of your own troops
If "Even" - Lose 5 of your own troops
If "Superior" - Kill 5 enemy troops

Die Roll = 3
If "Inferior" - Lose 5 of your own troops
If "Even" - Lose 5 of your own troops
If "Superior" - Kill 5 enemy troops

Die Roll = 4
If "Inferior" - Lose 10 of your own troops
If "Even" - Kill 5 enemy troops
If "Superior" - Kill 5 enemy troops

Die Roll = 5
If "Inferior" - Kill 5 enemy troops
If "Even" - Kill 5 enemy troops
If "Superior" - Kill 10 enemy troops

Die Roll = 6
If "Inferior" - Kill 5 enemy troops
If "Even" - Kill 10 enemy troops
If "Superior" - Kill 15 enemy troops

5. Deduct the number of troops lost from either the enemy army or your own army.

6. If troops remain alive on both sides, return to step 1 or 2, adjusting the number of troops for the side that has just incurred losses.

7. If your own troops are wiped out, you too will have perished in battle.



Fighting More Than One Creature posted:


If you come across more than one creature in a particular encounter, the instructions on that page will tell you how to handle the battle. Sometimes you will treat them as a single opponent; sometimes you will fight each one in turn.



Luck posted:


At various times during your adventure, either in battles or when you come across situations in which you could either be lucky or unlucky (details of these are given on the pages themselves), you may call on your Luck to make the outcome more favourable. But beware! Using Luck is a risky business, and if you are unlucky, the results could be disastrous.

The procedure for using your Luck is as follows: roll two dice. If the number rolled is equal to or less than your current Luck score, you have been lucky and the result will go in your favour. If the number rolled is higher than your current Luck score, you have been unlucky and you will be penalised.

This procedure is known as "Testing your Luck". Each time you Test your Luck, you must subtract 1 point from your current Luck score. Thus you will soon realise that the more you rely on your Luck, the more risky this will become.



Using Luck in Battles posted:


On certain pages of the book, you will be told to Test your Luck and will be told of the consequences of your being lucky or unlucky. However, in battles, you always have the option of using your Luck either to inflict a more serious wound on the creature you have just wounded, or to minimise the effects of a wound the creature has just inflicted on you.

If you have just wounded the creature, you may Test your Luck as described above. If you are Lucky, you have inflicted a severe wound and may subtract an extra 2 points from the creature's Stamina score. However, if you are Unlucky, the wound was a mere graze and you must restore 1 point to the creature's Stamina (i.e. instead of scoring the usual 2 points of damage, you have now scored only 1).

If the creature has just wounded you, you may Test your Luck to try to minimise the wound. If you are Lucky, you have managed to avoid the full damage of the blow. Restore 1 point of Stamina (i.e. instead of doing 2 points of damage, it has done only 1). If you are Unlucky, you have taken a more serious blow. Subtract 1 extra Stamina point.

Remember that you must subtract 1 point from your Luck score every time you Test your Luck.

JosephWongKS fucked around with this message at 16:57 on Jul 14, 2014

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JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Background posted:


Fame and fortune are two things which most adventurers crave and, having survived Baron Sukumvit's infamous Deathtrap Dungeon, you now have both. It was thought impossible for anybody to battle their way successfully through the deadly dungeon in Fang, which was protected by the Baron's cunning Trialmasters. Yet somehow you survived and claimed the purse of 20,000 Gold Pieces in the Trial of Champions.

Now, wherever you walk in Fang, you are cheered, and in the taverns where you drink, people ask you about your perilous journey through the dungeon. "Was there a Bone Devil in the dungeon?"... "Did you see the beautiful Siren?"... "How did you overcome the Liche Queen?"... "What does a Coldclaw look like?"... "What is the colour of a Mutant Orc's blood?" Everybody is in awe of you and wants to know all about the evil dungeon.

But the constant attention soon becomes tiring and you resolve to set off on another quest as soon as possible. Besides, there is a new threat to Allansia which is gathering strength in the east. Before you set off, you decide to spend some of your hard-earned prize money, and you commission a small castle to be built for you on the south bank of the River Kok while you are away.

With the remaining 6,000 Gold Pieces, you decide to hire soldiers to make an army! Recently there have been sightings of a large number of Orcs and Goblins in the Forest of Fiends. There is a rumour that their leader is Agglax the Shadow Demon.




A Shadow Demon, as everybody who is anybody knows, is a servant of the Demon Princes and a commander of the Legions of the Damned. Since their banishment to the Void after the First Battle of Titan, however, the Demon Princes were thought to have been banished forever.

And yet one of their servants is reported to have been seen. This tale comes from an old scavenger calling himself Drek, who discovered a ruined temple near Zengis. Scratching around in the dirt in search of anything he might be able to sell, Drek found a black clay pot, corked and sealed with black wax. His curiosity proved too much for him and he broke the pot on a stone, hoping that it might contain gold or jewels. But his excitement soon turned to terror at the sight of what happened next.

As soon as the black pot broke apart, Drek was deafened by the most hideous and evil cry that he had ever heard in his life. Slowly a mist started to form, growing ever larger and darker, until it coalesced in the shape of a black robe wrapped around a body that was invisible save only for two pulsating, blood-red eyes. Drek screamed in total fear, but the Shadow Demon he had released simply turned and disappeared. The chaos-spawn was to grow again on Titan.

On the strength of Drek's story, you post recruitment notices all over Fang.




The honour of fighting alongside someone of your renown - with the added bonus of payment in gold - draws a long line of hopeful warriors outside the tavern where you intend to hire your soldiers. Many are alone, others come in groups, but all are eager to sign up. Some tell of old adventures, others of monsters slain.

You recognise the qualities you seek, and before nightfall your troops are chosen. Not knowing what dangers you will face, you decide not to hire all the warriors who have come, so as to have some gold left for the journey. You count the commission sheets and confirm that you have hired 100 Warriors, 50 Dwarves, 50 Elven Archers and 20 Knights.




In the morning, you buy food, provisions and baggage mules. When everything is paid for, you are left with 700 Gold Pieces which you put in a wooden chest and strap to one of the mules.

You make your way to the town square where your small army is assembled. Each unit leader is handed a yellow banner with the symbol of a burning sword emblazoned across it. To the cheers of the citizens of Fang, you lead your army out through the east gate towards an unknown and deadly foe.


NOW TURN TO SECTION 1.

JosephWongKS fucked around with this message at 16:45 on Jul 14, 2014

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo
RESERVED

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 1 posted:


You have marched no more than two hundred yards when a fat, bearded man, huffing and puffing, runs up alongside you. He is dressed as a sea captain, although his uniform is dirty and crumpled, and his grubby hat is dented.




"Begging your pardon," gasps the captain, "but would you listen to my offer? I have just docked my ship in Fang and found everybody full of excitement. It seems that you are the cause of it. They tell me that you are traveling east to fight some demon or something. Well, I don't know about any demons, but I'm willing to take you and your men on my ship as far as Zengis - for a small consideration, of course. Just think of all those miles you won't have to walk! Sail up the River Kok in Captain Barnock's good ship Flying Toucan."




"And only 50 Gold Pieces am I asking for this luxury passage. Now, that's a bargain, is it not?" says the old sea-dog.


Question A

If you wish to sail on the Flying Toucan, turn to Section 37.

If you would rather continue marching, turn to Section 225.


Question B

Regardless of whether or not you accept Captain Barnock's offer, you proudly inform him that you are the renowned Champion of Deathtrap Dungeon, [INSERT NAME HERE].



Adventure Sheet posted:


Personal Attributes

Name = [INSERT NAME HERE]
Skill = 10/10
Stamina = 19/19
Luck = 11/11


Wealth

Gold Pieces = 700


Inventory


Soldiers

Warriors - 100
Dwarves - 50
Elven Archers - 50
Knights - 20

JosephWongKS fucked around with this message at 17:37 on Jul 14, 2014

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Bobbin Threadbare posted:

Two hundred and fifty men on a single boat? I don't see that going well. These boots were made for marching. Bob the Bold so decrees!

Two hundred and twenty. We start with 20 knights, not 50. I've fixed the typo in my post above.

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 1 posted:


Question A

If you wish to sail on the Flying Toucan, turn to Section 37.

If you would rather continue marching, turn to Section 225.


Question B

Regardless of whether or not you accept Captain Barnock's offer, you proudly inform him that you are the renowned Champion of Deathtrap Dungeon, MAJOR MINOR.




Section 225 posted:


You think about Captain Barnock's offer, but decide you would rather march east as you are more likely to recruit more troops on land. You set off and march through the open countryside without incident, following the River Kok eastwards.

In the late afternoon, you give the order for your troops to rest, and let them sit down in the knee-high grass.

Test your Luck.

code:
[url]http://invisiblecastle.com/roller/view/4570912/[/url]
Roll 2d6 = 8
LUCKY!
If you are Lucky, turn to Section 58.

If you are Unlucky, turn to Section 185.



Section 58 posted:


You suddenly catch sight of a grubby sackcloth bag lying hidden in the grass. You cut it open with your sword and, much to your surprise and pleasure, find 10 Gold Pieces.



You call cheerfully to your men, telling them it is time to move on, and in minutes you are on the march again.


Turn to Section 274.



Section 274 posted:


Less than an hour later, the ground becomes soggy underfoot and you see that you are marching straight towards a marsh.




If you wish to walk on into the marsh, turn to Section 199.

If you would rather walk the long way round the marsh, turn to Section 342.



Adventure Sheet posted:


Personal Attributes

Name = Major Minor
Skill = 10/10
Stamina = 19/19
Luck = 10/11 :siren:


Wealth

Gold Pieces = 700 +10 = 710 :siren:


Inventory


Soldiers

Warriors - 100
Dwarves - 50
Elven Archers - 50
Knights - 20

JosephWongKS fucked around with this message at 23:19 on Jul 14, 2014

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 274 posted:


If you wish to walk on into the marsh, turn to Section 199.

If you would rather walk the long way round the marsh, turn to Section 342.



Section 342 posted:


Your march round the marsh takes you past a wooden hut.


If you want to stop to take a look inside the hut, turn to Section 77.

If you would rather keep on marching, turn to Section 211.



Adventure Sheet posted:


Personal Attributes

Name = Major Minor
Skill = 10/10
Stamina = 19/19
Luck = 10/11


Wealth

Gold Pieces = 710


Inventory


Soldiers

Warriors - 100
Dwarves - 50
Elven Archers - 50
Knights - 20

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 342 posted:


If you want to stop to take a look inside the hut, turn to Section 77.

If you would rather keep on marching, turn to Section 211.



Section 77 posted:


The old wooden door is stiff, and you have to put your shoulder to it to open it. As the door flies open, you hear the piercing scream of a female voice and are startled by what you see.

A young elf is tied to the top of a table, which is bolted to the floor in the middle of the rubbish-strewn hut.

Two yards above her stomach hangs a sword, suspended by a single thread of cotton which is looped over the end of an iron spike. The iron spike in turn protrudes horizontally from a wooden beam leading down into a hole in the rickety floorboards.




"Don't move!" shouts the elf. "One of the floorboards will trigger the release of the sword if you step on it!"

You have to decide whether or not to save the elf.


Will you:

Run in to grab the sword? Turn to Section 154.

Throw your backpack at the sword? Turn to Section 205.

Leave the Elf and march on? Turn to Section 320.



Adventure Sheet posted:


Personal Attributes

Name = Major Minor
Skill = 10/10
Stamina = 19/19
Luck = 10/11


Wealth

Gold Pieces = 710


Inventory


Soldiers

Warriors - 100
Dwarves - 50
Elven Archers - 50
Knights - 20

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 77 posted:


Will you:

Run in to grab the sword? Turn to Section 154.

Throw your backpack at the sword? Turn to Section 205.

Leave the Elf and march on? Turn to Section 320.



Section 205 posted:


Taking careful aim, you hurl your backpack at the sword, hoping to knock it safely on to the floor.

Roll two dice.

code:
Roll = 7
If the number rolled is the same as or less than your Skill, turn to Section 5.

If the number rolled is greater than your Skill, turn to Section 306.



Section 5 posted:


The backpack hits its target, sending the sword crashing to the floor with a loud clatter. The Elf starts to cry with relief as you cut the ropes that are binding her.

"Thank you," she sobs, "thank you for saving my life." She then pulls a ring off her finger and says, "Please take this ring as a token of my gratitude. It will bring you luck."


If you wish to take the ring, turn to Section 270.

If you prefer to refuse her gift, retrieve your backpack and rejoin your men outside, turn to Section 211.



Adventure Sheet posted:


Personal Attributes

Name = Major Minor
Skill = 10/10
Stamina = 19/19
Luck = 10/11


Wealth

Gold Pieces = 710


Inventory


Soldiers

Warriors - 100
Dwarves - 50
Elven Archers - 50
Knights - 20

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 5 posted:


If you wish to take the ring, turn to Section 270.

If you prefer to refuse her gift, retrieve your backpack and rejoin your men outside, turn to Section 211.



Section 270 posted:


You take the ring and place it on your little finger because of its small size. Suddenly the Elf begins to laugh, but it is a sinister laugh. She starts to tug at her ears and you watch her peel the skin forward off her face, to reveal a hideous skull with green, blood-veined eyes.

She drops the mask on the floor and steps towards you, mouth wide open. You try to draw your sword, but find yourself unable to move. With terrible ferocity, she starts to bite at your throat, as is the way of a Trickster Hag. Your adventure is over.



DEATH NUMBER ONE

Killed by Trickster Hag disguised as an Elf Maiden in Distress

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo
THE ADVENTURE RESUMES WITH BOB THE BOLD

Section 1 posted:


You have marched no more than two hundred yards when a fat, bearded man, huffing and puffing, runs up alongside you. He is dressed as a sea captain, although his uniform is dirty and crumpled, and his grubby hat is dented.




"Begging your pardon, Bob the Bold" gasps the captain, "but would you listen to my offer? I have just docked my ship in Fang and found everybody full of excitement. It seems that you are the cause of it. They tell me that you are traveling east to fight some demon or something. Well, I don't know about any demons, but I'm willing to take you and your men on my ship as far as Zengis - for a small consideration, of course. Just think of all those miles you won't have to walk! Sail up the River Kok in Captain Barnock's good ship Flying Toucan."




"And only 50 Gold Pieces am I asking for this luxury passage. Now, that's a bargain, is it not?" says the old sea-dog.


If you wish to sail on the Flying Toucan, turn to Section 37.

If you would rather try marching into the marsh, turn to Section 225 and then proceed to Section 199.

If you would rather try marching around the marsh again, turn to Section 225 and then proceed to Section 342.



Adventure Sheet posted:


Personal Attributes

Name = Bob the Bold
Skill = 10/10
Stamina = 19/19
Luck = 11/11


Wealth

Gold Pieces = 700


Inventory


Soldiers

Warriors - 100
Dwarves - 50
Elven Archers - 50
Knights - 20

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 1 posted:


If you wish to sail on the Flying Toucan, turn to Section 37.

If you would rather try marching into the marsh, turn to Section 225 and then proceed to Section 199.


If you would rather try marching around the marsh again, turn to Section 225 and then proceed to Section 342.



Section 225 posted:


You think about Captain Barnock's offer, but decide you would rather march east as you are more likely to recruit more troops on land. You set off and march through the open countryside without incident, following the River Kok eastwards.

In the late afternoon, you give the order for your troops to rest, and let them sit down in the knee-high grass.

Test your Luck.

code:
Roll 2d6 = 4
LUCKY!
If you are Lucky, turn to Section 58.

If you are Unlucky, turn to Section 185.



Section 58 posted:


You suddenly catch sight of a grubby sackcloth bag lying hidden in the grass. You cut it open with your sword and, much to your surprise and pleasure, find 10 Gold Pieces.



You call cheerfully to your men, telling them it is time to move on, and in minutes you are on the march again.


Turn to Section 274.



Section 274 posted:


If you wish to walk on into the marsh, turn to Section 199.

If you would rather walk the long way round the marsh, turn to Section 342.



Section 342 posted:


Your march round the marsh takes you past a wooden hut.


If you want to stop to take a look inside the hut, turn to Section 77.

If you would rather keep on marching, turn to Section 211.



Section 77 posted:


The old wooden door is stiff, and you have to put your shoulder to it to open it. As the door flies open, you hear the piercing scream of a female voice and are startled by what you see.

A young elf is tied to the top of a table, which is bolted to the floor in the middle of the rubbish-strewn hut.

Two yards above her stomach hangs a sword, suspended by a single thread of cotton which is looped over the end of an iron spike. The iron spike in turn protrudes horizontally from a wooden beam leading down into a hole in the rickety floorboards.




"Don't move!" shouts the elf. "One of the floorboards will trigger the release of the sword if you step on it!"

You have to decide whether or not to save the elf.


Will you:

Run in to grab the sword? Turn to Section 154.

Throw your backpack at the sword? Turn to Section 205.

Leave the Elf and march on? Turn to Section 320.




Section 205 posted:


Taking careful aim, you hurl your backpack at the sword, hoping to knock it safely on to the floor.

Roll two dice.

code:
Roll = 12
If the number rolled is the same as or less than your Skill, turn to Section 5.

If the number rolled is greater than your Skill, turn to Section 306.



Section 306 posted:


The backpack just misses the sword, crashes into the far wall and lands on the floor. The impact tilts one of the floorboards forwards and releases the cotton holding the sword.

The sword drops straight down on to the Elf but, to your surprise, merely bounces off her stomach.

"Untie me," she begs, "and I will explain!"


If you wish to untie her, turn to Section 243.

If you would rather leave this strange Elf, retrieve your backpack and rejoin your men outside, turn to Section 320.



Adventure Sheet posted:


Personal Attributes

Name = Bob the Bold
Skill = 10/10
Stamina = 19/19
Luck = 10/11 :siren:


Wealth

Gold Pieces = 710 :siren:


Inventory


Soldiers

Warriors - 100
Dwarves - 50
Elven Archers - 50
Knights - 20

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 306 posted:


If you wish to untie her, turn to Section 243.

If you would rather leave this strange Elf, retrieve your backpack and rejoin your men outside, turn to Section 320.



Section 320 posted:


As you close the door behind you, you hear the Elf cursing you loudly for abandoning her. Deduct 2 points from your Luck. Nevertheless, you convince yourself that your mission must succeed at all costs and nothing must distract you from it.


Turn to Section 211.



Section 211 posted:


You continue to march round the edge of the marsh and in less than an hour it is behind you.


Turn to Section 115.



Section 115 posted:


Two hours later, you see a small wood one hundred yards to the north. The Elven Archers suddenly halt and tilt their heads towards the wood, their keen senses alerting them to something happening.

One of the Elves approaches you and says, "We can hear the cries of several men calling for help from inside the wood."


If you wish to see who is calling out, turn to Section 28.

If you would rather continue marching east, turn to Section 295.



Adventure Sheet posted:


Personal Attributes

Name = Bob the Bold
Skill = 10/10
Stamina = 19/19
Luck = 8/11 :siren:


Wealth

Gold Pieces = 710


Inventory


Soldiers

Warriors - 100
Dwarves - 50
Elven Archers - 50
Knights - 20

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 115 posted:


If you wish to see who is calling out, turn to Section 28.

If you would rather continue marching east, turn to Section 295.



Section 28 posted:


Ten of the Elves accompany you as you walk stealthily in the wood, sword in hand. You can hear the cries for help quite clearly yourself now, as you slip quickly from behind one tree to the next.

Suddenly, in front of you you see a wooden cage suspended by a rope from the branch of a tree. You see another close by with two arms sticking out between the wooden boards. You count eleven cages in total, each one probably holding a person.


If you wish to make yourself known to the men in the cages, turn to Section 182.

If you would rather retreat quietly out of the wood and rejoin the main body of your troops, turn to Section 143.



Adventure Sheet posted:


Personal Attributes

Name = Bob the Bold
Skill = 10/10
Stamina = 19/19
Luck = 8/11


Wealth

Gold Pieces = 710


Inventory


Soldiers

Warriors - 100
Dwarves - 50
Elven Archers - 50
Knights - 20

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 28 posted:


If you wish to make yourself known to the men in the cages, turn to Section 182.

If you would rather retreat quietly out of the wood and rejoin the main body of your troops, turn to Section 143.



Section 182 posted:


You step out from behind a tree so that the men in the cages can see you.

"Free us! Free us quickly before the Orcs return!" one of them shouts desperately. "Two days ago their archers cut us down, killing twelve of us and injuring another. We were travelling east to join the army we have heard about that is marching to meet the Shadow Demon's forces."

You sense that the man is telling the truth and instruct the Elves to let the cages down. Ten tired-looking Warriors are freed from their cages, but the eleventh has died of his wounds. The ten are keen to join you when they learn, much to their surprise, that you command the army they are looking for. After giving them food and water, you lead them out of the wood.


Turn to Section 143.



Section 143 posted:


You are almost out of the wood when you hear savage war-cries. While you are still too far from the main body of your army to rally them to you, fifteen heavily armoured orcs run through the trees towards you, brandishing swords, axes and warhammers. You must fight a Skirmish Battle.

code:
Round 1
10 Warriors + 10 Elves vs 15 Orcs
Situation:  Superior
Roll = 5 ([url]http://invisiblecastle.com/roller/view/4573288[/url])
Killed 10 Orcs

Round 2
10 Warriors + 10 Elves vs 5 Orcs
Situation:  Superior
Roll = 3 ([url]http://invisiblecastle.com/roller/view/4573291[/url])
Killed 5 Orcs

VICTORY
If you win, turn to Section 242.



Section 242 posted:


A search of the Orcs' possessions yields 10 Gold Pieces and some extra weapons for your men. After the weapons have been distributed, you walk out of the wood to rejoin the rest of your troops.


Turn to Section 295.



Section 295 posted:


The rest of the day passes without incident. As the light starts to face, you look for a place to make camp for the night. You soon find a suitable spot by the river and before long a fire is built and the designated cooks get to work spit-roasting wild pigs. Everybody eats well, satisfying their large appetites after the long day's march. After posting six guards for the night watch, you settle down to sleep.

You set off on your march again in the early morning, hoping to reach Zengis by nightfall. After an hour or so, you meet an old man walking in the opposite direction.

"You're the one who's going to fight Agglax, aren't you?" he asks boldly. You nod in agreement.

"Good!" he continues. "Then I suggest that when you come to the fork in the river, you follow the north branch until you reach the village of Claw. There are plenty of Hill Men up there who would be ready to join your army."

You thank the old man for the information and press on eastwards. After an hour, you come to the fork in the river that the old man was talking about.


If you wish to follow the north branch as suggested by the old man, turn to Section 350.

If you would rather cross over the new branch and follow the main river eastwards, turn to Section 49.




Adventure Sheet posted:


Personal Attributes

Name = Bob the Bold
Skill = 10/10
Stamina = 19/19
Luck = 8/11


Wealth

Gold Pieces = 720 :siren:


Inventory


Soldiers

Warriors - 110 :siren:
Dwarves - 50
Elven Archers - 50
Knights - 20



Predecessors and Epitaphs posted:


Major Minor - Damsels in Distress are Deviously Deadly

JosephWongKS fucked around with this message at 02:29 on Jul 17, 2014

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 295 posted:


If you wish to follow the north branch as suggested by the old man, turn to Section 350.

If you would rather cross over the new branch and follow the main river eastwards, turn to Section 49.




Section 350 posted:


Walking upriver along the bank, you pass six old oak trees. One of the trees has long since died, but has a door set in its trunk.


If you would like to open the door and see what's inside, turn to Section 167.

If you would rather keep going towards Claw, turn to Section 399.




Adventure Sheet posted:


Personal Attributes

Name = Bob the Bold
Skill = 10/10
Stamina = 19/19
Luck = 8/11


Wealth

Gold Pieces = 720


Inventory


Soldiers

Warriors - 110
Dwarves - 50
Elven Archers - 50
Knights - 20



Predecessors and Epitaphs posted:


Major Minor - Damsels in Distress are Deviously Deadly

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 350 posted:


If you would like to open the door and see what's inside, turn to Section 167.

If you would rather keep going towards Claw, turn to Section 399.




Section 167 posted:


The door is locked and you have to prise it open with your sword. Finally, with a loud noise of splintering wood, the door flies open to reveal a large, rusty iron box.

Crudely printed words on the lid give the warning: "DO NOT OPEN! PROPERTY OF UNMOU!"


If you nevertheless wish to open the box, turn to Section 229.

If you would rather respect the owner's wishes, leave the box and march on, turn to Section 399.



Adventure Sheet posted:


Personal Attributes

Name = Bob the Bold
Skill = 10/10
Stamina = 19/19
Luck = 8/11


Wealth

Gold Pieces = 720


Inventory


Soldiers

Warriors - 110
Dwarves - 50
Elven Archers - 50
Knights - 20



Predecessors and Epitaphs posted:


Major Minor - Damsels in Distress are Deviously Deadly

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 167 posted:


If you nevertheless wish to open the box, turn to Section 229.

If you would rather respect the owner's wishes, leave the box and march on, turn to Section 399.



Section 229 posted:


You lift the lid and find that the box is crammed full with the possessions of a Goblin named Unmou. A diary written in Goblin language tells of Unmou's adventures and battles in the past five years, interspersed with reminiscences of his childhood and early adulthood in a Goblin farming village and the day a party of human, dwarven and elvish adventurers razed his home and killed his wife and daughter. This is read out to you by one of your Dwarfs, who learnt the Goblin language during the two years he spent in a slave mine.

The Dwarf reads out the last entry with concern in his voice: "I'm off to join the army! Agglax is yearning for us to do some burning. We're all willing, itching for killing, thirsting for vengeance."

However, you find no map or clue as to where Unmou has gone to find Agglax. His other possessions amount to a blanket, a leather pouch full of teeth, two clay pots, a pair of leather sandals, a brass nose-ring, a pewter mug, a bag of shells, a carved wooden frog inscribed with the Goblin words for "A Presant for the Wurld's Bestestest Daddy", and a copper amulet in the shape of a beetle on a copper chain.

The amulet is the only thing which interests you. Decide whether or not to place it round your neck before leading your troops north again.


Turn to Section 399.



Section 399 posted:


About an hour later, a voice behind you suddenly shouts, "Look! Look up to the skies in the east! A flying creature with a rider!"

You look up to see a lizard-like creature with great green leathery wings swooping down towards you - it's a Wyvern, and its Goblin rider is aiming its bow straight at you. The Wyvern's mouth roars open to send a bursting ball of flame down at you.

Roll one die.

code:
Roll = 2 ([url]http://invisiblecastle.com/roller/view/4573560[/url])
If you roll a 1, turn to Section 97.

If you roll between 2 and 5, turn to Section 207.

If you roll a 6, turn to Section 360.



Section 207 posted:


With quick reflexes, you dive to one side and only your left leg is burnt by the fireball. Deduct 2 points from your Stamina. You roll over and try to stand, just as the Goblin rider looses its arrow at you.

Roll one die.

code:
Roll = 3 ([url]http://invisiblecastle.com/roller/view/4573561[/url])
If you roll a 1, turn to Section 304.

If you roll between 2 and 4, turn to Section 344.

If you roll a 5, turn to Section 147.

If you roll a 6, turn to Section 283.



Section 344 posted:


You try to jump backwards but are struck in the shoulder by the arrow. Deduct 2 points from your Stamina.

The Wyvern is steered skywards again by the Goblin as your troops rush to your aid. As soon as your wound is dressed and bandaged, you give the order to march on. Privately, you wonder if the attack from the air had been an assassination attempt on behalf of Agglax.


Turn to Section 220.



Section 220 posted:


It is mid-afternoon when you see wisps of smoke rising into the air against the distant stark backdrop of Icefinger Mountains, stretching as far east and west as you can see. The Elves' keen eyesight reveals that the smoke is rising from the chimneys of huts in a small village which, you presume, must be Claw.

You decide to enter the village with only ten soldiers to show the Hill Men that you mean them no harm. Twenty minutes later, you enter the village, but it appears completely deserted: not a soul is in sight. Only the smoke which continues to rise from the chimneys convinces you that somebody must be near by.

The village consists of thirty wooden huts forming a circle round one large hut, which you assume is either a meeting place or a hall of worship. You call out but get no reply, and a shiver runs down your back as you wonder if this is a trap.


Decision A

Do you place the beetle amulet around your neck?


Decision B

What is the composition of the ten soldiers you brought into the village with you? Is it ten Warriors, ten Dwarves, ten Elven Archers, ten Knights, or a mix of five of one type and five of another type?


Decision C

If you wish to call out again, turn to Section 261.

If you would rather order your soldiers to draw their weapons, turn to Section 86.



Adventure Sheet posted:


Personal Attributes

Name = Bob the Bold
Skill = 10/10
Stamina = 15/19 :siren:
Luck = 8/11


Wealth

Gold Pieces = 720


Inventory

Beetle Amulet :siren:


Soldiers

Warriors - 110
Dwarves - 50
Elven Archers - 50
Knights - 20



Predecessors and Epitaphs posted:


Major Minor - Damsels in Distress are Deviously Deadly

JosephWongKS fucked around with this message at 08:22 on Jul 17, 2014

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo
Need a tie-breaker vote on whether to call out again or to draw weapons.

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 167 posted:


If you wish to call out again, turn to Section 261.

If you would rather order your soldiers to draw their weapons, turn to Section 86.



Section 261 posted:


Once again you call out, saying that you have come in peace and wish to hire men for your army to fight Agglax. Suddenly, a sinewy-looking man with long hair and dressed in animal skins jumps down from the roof of one of the huts, landing about ten yards in front of you.

"I am Vine, leader of Hill Men. We wish to join your army, but we no want gold. You, prove to us that you true leader. We wrestle. You win, I and fourteen strong Hill Men serve you. You lose, you leave with zero Hill Men, and your ten soldiers stay behind, serve us for one month."


If you wish to wrestle Vine, turn to Section 307.

If you would rather give the order for weapons to be drawn in order to show Vine that you have no time for his suggestion, turn to Section 86.



Adventure Sheet posted:


Personal Attributes

Name = Bob the Bold
Skill = 10/10
Stamina = 15/19
Luck = 8/11


Wealth

Gold Pieces = 720


Inventory

Beetle Amulet (Equipped) :siren:


Soldiers

Warriors - 110
Dwarves - 50
Elven Archers - 50
Knights - 20



Predecessors and Epitaphs posted:


Major Minor - Damsels in Distress are Deviously Deadly

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 261 posted:


If you wish to wrestle Vine, turn to Section 307.

If you would rather give the order for weapons to be drawn in order to show Vine that you have no time for his suggestion, turn to Section 86.



Section 307 posted:


As you unbuckle your sword, Vine's men appear as if from nowhere and form a circle around the two of you. Your own men barge into the circle to cheer you on.



Vine crouches down with arms outstretched, while his keen eyes watch you intently. He steps to one side, feints a leap and carries on pacing round the edge of the human ring.

You follow him with your eyes, trying to stay relaxed, wondering if he will make a move.


If you wish to make the first move by diving at Vine's legs, turn to Section 194.

If you would rather wait and let Vine make the first move, turn to Section 67.



Adventure Sheet posted:


Personal Attributes

Name = Bob the Bold
Skill = 10/10
Stamina = 15/19
Luck = 8/11


Wealth

Gold Pieces = 720


Inventory

Beetle Amulet (Equipped)


Soldiers

Warriors - 110
Dwarves - 50
Elven Archers - 50
Knights - 20



Predecessors and Epitaphs posted:


Major Minor - Damsels in Distress are Deviously Deadly

JosephWongKS fucked around with this message at 03:41 on Jul 18, 2014

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 307 posted:


If you wish to make the first move by diving at Vine's legs, turn to Section 194.

If you would rather wait and let Vine make the first move, turn to Section 67.



Section 67 posted:


The agile Hill Man suddenly makes his move and, before you have time to react, you are knocked to the ground by a flying two-footed kick.

You land with your face in the dirt and feel a sharp pain in your arms as they are twisted up behind your back in a vice-like grip.

You try to break free, but struggling only increases the pain, and you are forced to surrender to Vine.


Turn to Section 213.



Section 213 posted:


Being an honourable person, you stand by your word and leave your ten soldiers to work for the Hill Men. As you leave the village on your own, you turn to wave goodbye to your men, thinking that perhaps they have been saved from a worse fate: a gruesome end in battle against the forces of Agglax.

But deep down you know they would have preferred to die in battle and you can't help feeling you have let them down. Deduct 2 points from your Luck.

Putting the thought to the back of your mind, you quicken your step and return to your waiting army. Within half an hour the army is on the move, heading south-east after crossing the river towards Zengis.


Turn to Section 49.



Section 49 posted:


The rest of the day passes without incident and, as the light begins to fade, you give the order to set up camp at a defensible spot no more than ten miles distant from Zengis.

As you settle down to sleep, having feasted on stewed rabbit, your mind drifts over the events of the day, but within seconds you are asleep.


If you are wearing a beetle amulet around your neck, turn to Section 128.

If you are not wearing this amulet, turn to Section 279.



Section 128 posted:


For you it will be a long night, a night that lasts forever. As soon as the moon rises, the amulet becomes animated by the warmth of your skin, and the beetle bores into your neck and severs windpipe.



DEATH NUMBER TWO

Killed by boring beetle disguised as an amulet

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo
THE ADVENTURE SHALL RESUME WITH VICTOR VON DOOM... TOMORROW

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo
THE ADVENTURE RESUMES WITH VICTOR VON DOOM

Section 1 posted:


You have marched no more than two hundred yards when a fat, bearded man, huffing and puffing, runs up alongside you. He is dressed as a sea captain, although his uniform is dirty and crumpled, and his grubby hat is dented.




"Begging your pardon," gasps the captain, "but would you listen to my offer? I have just docked my ship in Fang and found everybody full of excitement. It seems that you are the cause of it. They tell me that you are traveling east to fight some demon or something. Well, I don't know about any demons, but I'm willing to take you and your men on my ship as far as Zengis - for a small consideration, of course. Just think of all those miles you won't have to walk! Sail up the River Kok in Captain Barnock's good ship Flying Toucan."




"And only 50 Gold Pieces am I asking for this luxury passage. Now, that's a bargain, is it not?" says the old sea-dog.


Do you wish to:

Sail on the Flying Toucan?

Try marching into the marsh?

Try marching around the marsh, ignore the wooden hut, rescue the ten caged Warriors in the woods, take the beetle amulet but don't place it around your neck, choose to wrestle Vine and make the first move by diving at his legs?



Adventure Sheet posted:


Personal Attributes

Name = Victor Von Doom
Skill = 10/10
Stamina = 19/19
Luck = 11/11


Wealth

Gold Pieces = 700


Inventory


Soldiers

Warriors - 100
Dwarves - 50
Elven Archers - 50
Knights - 20



Predecessors and Epitaphs posted:


Major Minor - Damsels in Distress are Deviously Deadly

Bob the Bold - Literally Bored to Death

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 1 posted:


Do you wish to:

Sail on the Flying Toucan?

Try marching into the marsh?

Try marching around the marsh, ignore the wooden hut, rescue the ten caged Warriors in the woods, take the beetle amulet but don't place it around your neck, choose to wrestle Vine and make the first move by diving at his legs?




Section 37 posted:


Following Captain Barnock, you lead your men down to the docks where the Flying Toucan is moored. It is an old ship and, like the captain, is in very poor condition. But this hardly comes as a surprise to you, as nothing of much worth ever comes out of Port Blacksand.

You tell your soldiers to go aboard and pay Captain Barnock his 50 Gold Pieces. The captain shouts the order to set sail, and you watch the motley crew from the bridge as they haul on the ropes, climb the rigging and unfurl the sails.

Within twenty minutes, Fang has faded from view as your river journey gets under way. Everybody is in high spirits and even the Dwarves and Elves forget their differences and chat together, united in their desire to rid Allansia of the Shadow Demon.

At the bow, you see a group of Warriors leaning over the side of the ship, staring at the river. Suddenly one of them points upriver and shouts, "Look! A barrel, floating towards us." You look over the side and see the large, sealed barrel bobbing in the water.




If you want to order one of your soldiers to dive into the water in order to haul in the barrel, turn to Section 145.

If you would rather sail on without stopping, turn to Section 346.




Adventure Sheet posted:


Personal Attributes

Name = Victor Von Doom
Skill = 10/10
Stamina = 19/19
Luck = 11/11


Wealth

Gold Pieces = 650 :siren:


Inventory


Soldiers

Warriors - 100
Dwarves - 50
Elven Archers - 50
Knights - 20



Predecessors and Epitaphs posted:


Major Minor - Damsels in Distress are Deviously Deadly

Bob the Bold - Literally Bored to Death

JosephWongKS fucked around with this message at 16:55 on Jul 19, 2014

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 37 posted:


If you want to order one of your soldiers to dive into the water in order to haul in the barrel, turn to Section 145.

If you would rather sail on without stopping, turn to Section 346.



Section 145 posted:


One of your warriors dives into the river and swims to the barrel. A rope is thrown to him, and he ties this round the barrel before being hauled up by the deckhands.

With a buzz of excitement, the lid is prised off the barrel. But the contents are disappointing - the barrel is half-filled with apples.




If you want to hand them round to your soldiers, turn to Section 329.

If you would rather toss them overboard, turn to Section 107.



Adventure Sheet posted:


Personal Attributes

Name = Victor Von Doom
Skill = 10/10
Stamina = 19/19
Luck = 11/11


Wealth

Gold Pieces = 650


Inventory


Soldiers

Warriors - 100
Dwarves - 50
Elven Archers - 50
Knights - 20



Predecessors and Epitaphs posted:


Major Minor - Damsels in Distress are Deviously Deadly

Bob the Bold - Literally Bored to Death

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 145 posted:


If you want to hand them round to your soldiers, turn to Section 329.

If you would rather toss them overboard, turn to Section 107.



Section 329 posted:


As anybody in Fang could tell you, a barrel floating down the River Kok is not an unfamiliar sight. It happens at least once a month, and the citizens of Fang have learned through bitter experience to let it float by and out to sea.

The barrels are put into the river by a mad Hag who always poisons the apples first, and this is no exception.




Roll one die.

code:
Roll = 3 ([url]http://invisiblecastle.com/roller/view/4577226[/url])
If you roll a 1 or 2, turn to Section 179.

If you roll a 3 or 4, turn to Section 367.

If you roll a 5 or 6, turn to Section 54.



Section 367 posted:


Half an hour after eating the apples, some of the soldiers become ill, yourself included. Deduct 3 points from your Stamina and 1 point from your Skill.

Their health quickly deteriorates, and two die quite quickly. Before the day is over, ten have died in total - make the deduction from the Army strength on your Adventure Sheet and also deduct 1 point from your Luck.

You regret your decision to give the apples to your men, and resolve not to be distracted from your main objective in future.


Turn to Section 209.



Section 209 posted:


As she rounds a bend in the river, the Flying Toucan suddenly comes under attack. A large fireball flies through the air towards you, hurled from a wooden catapult that is stationed on the south bank.



Under the covering fire, twenty River Raiders jump into their log canoes and paddle quickly over to the Flying Toucan.


Test your Luck.

code:
Luck = 10
Roll = 9 ([url]http://invisiblecastle.com/roller/view/4577241[/url])
LUCKY!
If you are Lucky, turn to Section 286.

If you are Unlucky, turn to Section 131.



Section 286 posted:


The fireball whistles by between the masts, and lands harmlessly in the river.


Turn to Section 21.



Section 21 posted:


Before the River Raiders close with your ship, another fireball is flung from the catapult.




Test your Luck.

code:
Luck = 9
Roll = 4 ([url]http://invisiblecastle.com/roller/view/4577245[/url])
LUCKY!
If you are Lucky, turn to Section 159.

If you are Unlucky, turn to Section 74.




Section 159 posted:


The fireball lands with a splash in the river, well short of the Flying Toucan.


Turn to Section 192.



Section 192 posted:


The River Raiders are obviously unaware of the number of soldiers on board your ship, or otherwise they would not have attacked with only twenty Raiders.



As they draw closer, no more fireballs are released by the catapult, and you must decide what to do.


If you want to order the Elven Archers to loose their arrows at the Raiders, turn to Section 380.

If you would rather let the Raiders climb aboard, turn to Section 258.



Adventure Sheet posted:


Personal Attributes

Name = Victor Von Doom
Skill = 9/10 :siren:
Stamina = 16/19 :siren:
Luck = 8/11 :siren:


Wealth

Gold Pieces = 650


Inventory


Soldiers

Warriors - 90 :siren:
Dwarves - 50
Elven Archers - 50
Knights - 20



Predecessors and Epitaphs posted:


Major Minor - Damsels in Distress are Deviously Deadly

Bob the Bold - Literally Bored to Death

JosephWongKS fucked around with this message at 03:57 on Jul 20, 2014

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 192 posted:


If you want to order the Elven Archers to loose their arrows at the Raiders, turn to Section 380.

If you would rather let the Raiders climb aboard, turn to Section 258.



Section 380 posted:


The Elven Archers line up along the side of the ship and fire their arrows at the surprised Raiders. Their aim is deadly: eight Raiders are killed with the first volley.

The remaining Raiders realize it would be suicidal to press home their attack, and turn their canoes around to paddle back to shore as quickly as possible. A great cheer goes up from the deck of the ship as you sail upriver, away from the routed Raiders.


Turn to Section 309.



Section 309 posted:


You sail on without incident for another hour when somebody spots a log floating downriver with a woman lying across it, face down and motionless, her limbs trailing in the water.


If you wish to rescue the woman, turn to Section 119.

If you would rather sail on without stopping, turn to Section 234.



Adventure Sheet posted:


Personal Attributes

Name = Victor Von Doom
Skill = 9/10
Stamina = 16/19
Luck = 8/11


Wealth

Gold Pieces = 650


Inventory


Soldiers

Warriors - 90
Dwarves - 50
Elven Archers - 50
Knights - 20



Predecessors and Epitaphs posted:


Major Minor - Damsels in Distress are Deviously Deadly

Bob the Bold - Literally Bored to Death

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 309 posted:


If you wish to rescue the woman, turn to Section 119.

If you would rather sail on without stopping, turn to Section 234.



Section 119 posted:


A Warrior dives into the water and swims over to the log.

"She's dead," shouts the Warrior. "There's an Orc's knife sticking from her heart. There's also a gold key hanging from her neck on a piece of string. Shall I take it?"




If you want the key, turn to Section 318.

If you would rather leave the woman and the key alone, turn to Section 94.



Adventure Sheet posted:


Personal Attributes

Name = Victor Von Doom
Skill = 9/10
Stamina = 16/19
Luck = 8/11


Wealth

Gold Pieces = 650


Inventory


Soldiers

Warriors - 90
Dwarves - 50
Elven Archers - 50
Knights - 20



Predecessors and Epitaphs posted:


Major Minor - Damsels in Distress are Deviously Deadly

Bob the Bold - Literally Bored to Death

JosephWongKS fucked around with this message at 10:22 on Jul 20, 2014

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 119 posted:


If you want the key, turn to Section 318.

If you would rather leave the woman and the key alone, turn to Section 94.



Section 318 posted:


The Warrior takes the key from around the dead woman's neck before letting him drift on downriver to the sea and a watery grave. The Warrior then swims back to the ship and hands you the key.

You see a number "222" inscribed on the barrel of the key. You slip the key inside your pocket and order Captain Barnock to sail on.


Turn to Section 234.



Section 234 posted:


A few miles further upriver, you come across a bearded man with ragged hair, standing on the north bank. He is dressed in animal furs and is waving his arms at you, gesturing for you to stop.


If you wish to sail over to the man to investigate, turn to Section 298.

If you would rather sail on, turn to Section 203.



Adventure Sheet posted:


Personal Attributes

Name = Victor Von Doom
Skill = 9/10
Stamina = 16/19
Luck = 8/11


Wealth

Gold Pieces = 650


Inventory

Golden key inscribed with "222" :siren:


Soldiers

Warriors - 90
Dwarves - 50
Elven Archers - 50
Knights - 20



Predecessors and Epitaphs posted:


Major Minor - Damsels in Distress are Deviously Deadly

Bob the Bold - Literally Bored to Death

JosephWongKS fucked around with this message at 22:36 on Jul 20, 2014

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 234 posted:


If you wish to sail over to the man to investigate, turn to Section 298.

If you would rather sail on, turn to Section 203.



Section 298 posted:


You sail to the north bank to find out what the ragged man wants. As you draw close, five women and four men emerge from the bushes but do not raise their weapons.

The one who waved to you drops his arms and shouts, "Greetings, stranger. I am Grutha, son of Brutha Bearslayer and Drusila Drakebane. I and my siblings have heard of your noble quest and wish to join your army. For 10 Gold Pieces a person, we will fight by your side to the death if duty calls."


If you wish to hire Grutha and his nine siblings for 100 Gold Pieces, turn to Section 30.

If you would rather refuse their offer and sail on without them, turn to Section 203.



Adventure Sheet posted:


Personal Attributes

Name = Victor Von Doom
Skill = 9/10
Stamina = 16/19
Luck = 8/11


Wealth

Gold Pieces = 650


Inventory

Golden key inscribed with "222"


Soldiers

Warriors - 90
Dwarves - 50
Elven Archers - 50
Knights - 20



Predecessors and Epitaphs posted:


Major Minor - Damsels in Distress are Deviously Deadly

Bob the Bold - Literally Bored to Death

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 298 posted:


If you wish to hire Grutha and his nine siblings for 100 Gold Pieces, turn to Section 30.

If you would rather refuse their offer and sail on without them, turn to Section 203.



Section 30 posted:


You pay Grutha 100 Gold Pieces and give the order for him and his siblings to climb on board ship.

As you set sail once more, Grutha walks over to you and stares at you with his piercing ice-blue eyes. "Would you allow me to bestow a gift upon you?" he asks.


If you want to take the gift, turn to Section 358.

If you would rather refuse politely, turn to Section 390.



Adventure Sheet posted:


Personal Attributes

Name = Victor Von Doom
Skill = 9/10
Stamina = 16/19
Luck = 8/11


Wealth

Gold Pieces = 550 :siren:


Inventory

Golden key inscribed with "222"


Soldiers

Warriors - 90
Dwarves - 50
Elven Archers - 50
Knights - 20
Grutha's Band - 10 :siren:



Predecessors and Epitaphs posted:


Major Minor - Damsels in Distress are Deviously Deadly

Bob the Bold - Literally Bored to Death

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 30 posted:


If you want to take the gift, turn to Section 358.

If you would rather refuse politely, turn to Section 390.



Section 358 posted:


Grutha reaches inside his furs and pulls out a long, curved tooth, attached to a leather strap.

"This is the tooth of a Yeti that I defeated in single combat and which was then blessed by the priestess of our tribe in the light of the full moon," he says with pride. "If you wear it, you will never be attacked by werewolves or other beast-shifters. It is my wish that you should have it, as you are the hope of Allansia."

You let Grutha tie the tooth around your neck with the strap, and then tell him as much as you know about the Shadow Demon as you sail on upriver.


Turn to Section 203.



Section 203 posted:


Some time later, Captain Barnock walks over to you and says, "We'll soon be dropping anchor for the night. Would you and your men like to sleep here on the deck of my ship, or would you prefer to find somewhere more comfortable on land?"


If you decide to sleep on deck, turn to Section 12.

If you wish to go ashore and find some long grass on which to sleep, turn to Section 337.



Adventure Sheet posted:


Personal Attributes

Name = Victor Von Doom
Skill = 9/10
Stamina = 16/19
Luck = 8/11


Wealth

Gold Pieces = 550


Inventory

Golden key inscribed with "222"
Yeti-tooth necklace :siren:


Soldiers

Warriors - 90
Dwarves - 50
Elven Archers - 50
Knights - 20
Grutha's Band - 10



Predecessors and Epitaphs posted:


Major Minor - Damsels in Distress are Deviously Deadly

Bob the Bold - Literally Bored to Death

JosephWongKS fucked around with this message at 19:00 on Jul 20, 2014

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Foxfire_ posted:

Shapeshifting hag spotted!

Typo. My bad.

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 203 posted:


If you decide to sleep on deck, turn to Section 12.

If you wish to go ashore and find some long grass on which to sleep, turn to Section 337.



Section 12 posted:


Not long after midnight, something disturbs your sleep and you awake to see a bright moonlit sky. Barely moving your head, you look left and right and see a shadow moving near some barrels tied amidships.

On the bridge there is no sign of the lookout and you immediately sense danger. Grabbing your sword, you tip-toe towards the barrels, crouched down. Something that glows in the moonlight suddenly flies towards you without warning, and you duck instinctively.


Roll two dice.

code:
Roll = 4 ([url]http://invisiblecastle.com/roller/view/4578145[/url])
If the number rolled is the same as or less than your Skill, turn to Section 246.

If the number rolled is greater than your Skill, turn to Section 267.



Section 246 posted:


A ball of viscous green goo flies over your head and splashes onto a mast behind you. A nimble figure then runs out from behind the barrels and dives over the side of the ship into the water, making the quietest of splashes.

You look over the side, but see no head rise to the surface. You then walk over to the barrels and see a strand of green hair caught between the staves of one of the barrels.


Test your Luck.

code:
Luck = 8
Roll = 12 ([url]http://invisiblecastle.com/roller/view/4578163/[/url])
UNLUCKY!
If you are Lucky, turn to Section 43.

If you are Unlucky, turn to Section 375.



Section 375 posted:


By now many of your men are awake, although five Warriors are found who will never wake again. Their throats have been messily torn by the midnight raider and their thumbs, middle fingers and little fingers appear to have been bitten off. If only you had awoken earlier, this might never have happened.

The lookout is among those five; a full squad of five Warriors is placed on watch for the rest of the night. Not long after dawn, Captain Barnock gives the order to set sail upriver.


Turn to Section 188.



Section 188 posted:


Two hours later, the tranquility of the river trip is suddenly disturbed by a shout from the crow's nest of "River Pirates! River Pirates!"

Captain Barnock reaches for his telescope and fumes and curses as he focuses on the ship coming downriver at full speed. He hands you the telescope and you see the reason for his concern.

The pirate ship is exceptionally sturdy and with a huge iron ramming-spike protruding from the bow. Double rows of oars extend from each side of the ship, giving added speed - the Flying Toucan is obviously no match for the pirate ship, which steers a ramming course.

Captain Barnock starts to fluster, not knowing what to do.


Will you:

Order him to raise a flag of surrender? Turn to Section 277.

Turn the Flying Toucan towards the north bank? Turn to Section 353.

Order the Flying Toucan to turn about and out-run the pirate ship? Turn to Section 139.



Adventure Sheet posted:


Personal Attributes

Name = Victor Von Doom
Skill = 9/10
Stamina = 16/19
Luck = 7/11 :siren:


Wealth

Gold Pieces = 550


Inventory

Golden key inscribed with "222"
Yeti-tooth necklace


Soldiers

Warriors - 85 :siren:
Dwarves - 50
Elven Archers - 50
Knights - 20
Grutha's Band - 10



Predecessors and Epitaphs posted:


Major Minor - Damsels in Distress are Deviously Deadly

Bob the Bold - Literally Bored to Death

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 188 posted:


Will you:

Order him to raise a flag of surrender? Turn to Section 277.

Turn the Flying Toucan towards the north bank? Turn to Section 353.

Order the Flying Toucan to turn about and out-run the pirate ship? Turn to Section 139.




Section 277 posted:


Pirates pay no heed to flags of surrender and certainly have no reputation for mercy. Their ship bears down upon the Flying Toucan at full speed, ramming it amidships. You are thrown off your feet by the jolt.


Test your Luck.

code:
Luck = 7
Roll = 6 ([url]http://invisiblecastle.com/roller/view/4578556[/url])
LUCKY!
If you are Lucky, turn to Section 384.

If you are Unlucky, turn to Section 215.



Section 384 posted:


A rope securing a block and tackle in the rigging above you parts as the pirate ship rams the Flying Toucan. The block and tackle crash to the deck, narrowly missing you. You run to look over the side of the ship and see a gaping hole through which water is pouring in.

There is no time to lose as the Flying Toucan starts to sink: you order your men to abandon ship and swim to the north bank. There is much shouting and panic coming from Captain Barnock's crew as you dive into the cold river. The water is not very deep - looking back, you see the pirates boarding the half-submerged old ship.

A few minutes later, you haul yourself out of the water and count the cost of the sinking of the Flying Toucan.


Roll one die.

code:
Roll = 2 ([url]http://invisiblecastle.com/roller/view/4578557[/url])
If you roll 1-3, turn to Section 7.

If you roll 4-6, turn to Section 313.



Section 7 posted:


Your losses are greater than you had expected. 10 Warriors and 10 Elven Archers died on board the Flying Toucan, and 5 Dwarfs and 15 Knights were drowned in the river, dragged under the water by the weight of their armour. Lose 1 point from your Luck.

The survivors seem reassured to have firm ground underfoot once more and are keen to start marching. You decide to set off straight away, hoping to reach Zengis the following day.

The rest of the day passes without incident and as the light begins to fade, you give the order to set up camp. The mood of your men is very sombre and hardly a word is spoken around the campfire. After the guards are posted, nobody wastes any time in lying down to sleep.


Turn to Section 279.



Section 279 posted:


You wake in the morning to a bright, blue sky which completely belies the threat hanging over Allansia. Your army is soon on the move again and an hour or so later, the towers and roof-tops of Zengis come into view.

You appoint a stout Warrior by the name of Lexon as your second-in-command. You instruct him to lead your men into a field outside the town walls and to pitch camp there; you want them out of trouble and well-rested for the next day's long march.

You tell Lexon that you will spend the night in Zengis in order to recruit more troops and perhaps pick up news about the Shadow Demon's army. Promising to be back by noon of the following day, you walk to Zengis and enter the town through the main gates. You decide to head for the nearest tavern, since it is as good a place as any to find both warriors and news.

Walking down a narrow street between old houses, you suddenly catch sight of a gold ring lying in the gutter.


If you want to pick it up, turn to Section 292.

If you would rather ignore it and head for a tavern, turn to Section 52.



Adventure Sheet posted:


Personal Attributes

Name = Victor Von Doom
Skill = 9/10
Stamina = 16/19
Luck = 5/11 :siren:


Wealth

Gold Pieces = 550


Inventory

Golden key inscribed with "222"
Yeti-tooth necklace


Soldiers

Warriors - 75 :siren:
Dwarves - 45 :siren:
Elven Archers - 40 :siren:
Knights - 5 :siren:
Grutha's Band - 10



Predecessors and Epitaphs posted:


Major Minor - Damsels in Distress are Deviously Deadly

Bob the Bold - Literally Bored to Death

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 279 posted:


If you want to pick it up, turn to Section 292.

If you would rather ignore it and head for a tavern, turn to Section 52.



Section 292 posted:


You examine the ring and see that it is inscribed with the number "45".

Suddenly you feel a tap on your shoulder: whirling round, you are confronted by a huge bald man, looking angrily at you. An ugly scar runs across his face from above his left ear to the bottom of his right cheek. His bulging muscles stretch his black leather tunic, and you are quick to notice that he is brandishing a battle-axe. A throwing axe is strapped to his leg.

He points an accusing finger into your face and growls, "That's my ring, stranger. Give it to me or die."

You notice that his fat fingers are too big for the ring.


Will you:

Give him the ring? Turn to Section 333.

Run away down the street? Turn to Section 126.

Fight the Axeman? Turn to Section 150.



Adventure Sheet posted:


Personal Attributes

Name = Victor Von Doom
Skill = 9/10
Stamina = 16/19
Luck = 5/11


Wealth

Gold Pieces = 550


Inventory

Golden key inscribed with "222"
Yeti-tooth necklace


Soldiers

Warriors - 75
Dwarves - 45
Elven Archers - 40
Knights - 5
Grutha's Band - 10



Predecessors and Epitaphs posted:


Major Minor - Damsels in Distress are Deviously Deadly

Bob the Bold - Literally Bored to Death

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 292 posted:


Will you:

Give him the ring? Turn to Section 333.

Run away down the street? Turn to Section 126.


Fight the Axeman? Turn to Section 150.



Section 150 posted:


The Axeman stands back, cutting a figure-of-eight through the air with the battle-axe which he wields in both hands.

AXEMAN - Skill 8, Stamina 8

code:
Round 1
[url]http://invisiblecastle.com/roller/view/4578765/[/url]
Victor's Attack Strength = 2d6+9 - [5,5,9] = (19)
Axeman's Attack Strength = 2d6+8 - [3,6,8] = (17)
VICTOR HITS! AXEMAN IS DOWN TO 6 STAMINA!

Round 2
[url]http://invisiblecastle.com/roller/view/4578767/[/url]
Victor's Attack Strength = 2d6+9 - [3,3,9] = (15)
Axeman's Attack Strength = 2d6+8 - [4,2,8] = (14)
VICTOR HITS! AXEMAN IS DOWN TO 4 STAMINA!

Round 3
[url]http://invisiblecastle.com/roller/view/4578769/[/url]
Victor's Attack Strength = 2d6+9 - [3,1,9] = (13)
Axeman's Attack Strength = 2d6+8 - [5,6,8] = (19)
AXEMAN HITS! VICTOR IS DOWN TO 14 STAMINA!

Round 4
[url]http://invisiblecastle.com/roller/view/4578773/[/url]
Victor's Attack Strength = 2d6+9 - [2,6,9] = (17)
Axeman's Attack Strength = 2d6+8 - [1,2,8] = (11)
VICTOR HITS! AXEMAN IS DOWN TO 2 STAMINA!

Round 5
[url]http://invisiblecastle.com/roller/view/4578774/[/url]
Victor's Attack Strength = 2d6+9 - [5,6,9] = (20)
Axeman's Attack Strength = 2d6+8 - [1,1,8] = (10)
VICTOR HITS! AXEMAN IS DESTROYED!
If you win, turn to Section 101.



Section 101 posted:


As the Axeman falls, you spot a leather pouch on his belt. However, before you have time to remove the pouch, you see two town guards running up the street towards you.


If you want to take the pouch and risk being caught by the guards, turn to Section 281.

If you are content to leave the scene with the gold ring, turn to Section 64.



Adventure Sheet posted:


Personal Attributes

Name = Victor Von Doom
Skill = 9/10
Stamina = 14/19 :siren:
Luck = 5/11


Wealth

Gold Pieces = 550


Inventory

Golden key inscribed with "222"
Yeti-tooth necklace
Golden ring inscribed with "45"


Soldiers

Warriors - 75
Dwarves - 45
Elven Archers - 40
Knights - 5
Grutha's Band - 10



Predecessors and Epitaphs posted:


Major Minor - Damsels in Distress are Deviously Deadly

Bob the Bold - Literally Bored to Death

JosephWongKS fucked around with this message at 23:19 on Jul 21, 2014

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 101 posted:


If you want to take the pouch and risk being caught by the guards, turn to Section 281.

If you are content to leave the scene with the gold ring, turn to Section 64.



Section 281 posted:


You cut the pouch from the Axeman's belt and tuck it inside your clothing as the town guards approach you, their spears pointing at your chest. They challenge you, and you tell them of your quest and describe how the Axeman tried to rob you. They look at each other, not sure whether to believe you.


Test your Luck.

code:
Luck = 5
Roll = 7 ([url]http://invisiblecastle.com/roller/view/4579038[/url])
UNLUCKY!
If you are Lucky, turn to Section 163.

If you are Unlucky, turn to Section 324.



Section 324 posted:


The guards decide that you are lying and tell you that you are under arrest.


If you agree to go peacefully with the guards to jail, turn to Section 271.

If you would rather resist arrest and fight the guards, turn to Section 363.



Adventure Sheet posted:


Personal Attributes

Name = Victor Von Doom
Skill = 9/10
Stamina = 14/19
Luck = 4/11 :siren:


Wealth

Gold Pieces = 550


Inventory

Golden key inscribed with "222"
Yeti-tooth necklace
Golden ring inscribed with "45"
Leather pouch looted scavenged from Axeman :siren:


Soldiers

Warriors - 75
Dwarves - 45
Elven Archers - 40
Knights - 5
Grutha's Band - 10



Predecessors and Epitaphs posted:


Major Minor - Damsels in Distress are Deviously Deadly

Bob the Bold - Literally Bored to Death

JosephWongKS fucked around with this message at 23:19 on Jul 21, 2014

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JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 324 posted:


If you agree to go peacefully with the guards to jail, turn to Section 271.

If you would rather resist arrest and fight the guards, turn to Section 363.



Section 363 posted:


The guards are wearing chainmail and helmets, and are each armed with a spear and a shield. Fight them one at a time.

FIRST TOWN GUARD - Skill 8, Stamina 8
SECOND TOWN GUARD - Skill 8, Stamina 8

code:
Round 1
Victor's Attack Strength = 2d6+9 - [3,4,9] = (16)
First Town Guard's Attack Strength = 2d6+8 - [4,6,8] = (18)
FIRST TOWN GUARD HITS! VICTOR IS DOWN TO 12 STAMINA!

Round 2
Victor's Attack Strength = 2d6+9 - [5,2,9] = (16)
First Town Guard's Attack Strength = 2d6+8 - [3,5,8] = (16)
DRAW!

Round 3
Victor's Attack Strength = 2d6+9 - [3,3,9] = (15)
First Town Guard's Attack Strength = 2d6+8 - [4,3,8] = (15)
DRAW!

Round 4
Victor's Attack Strength = 2d6+9 - [6,4,9] = (19)
First Town Guard's Attack Strength = 2d6+8 - [6,1,8] = (15)
VICTOR HITS! FIRST TOWN GUARD IS DOWN TO 6 STAMINA!

Round 5
Victor's Attack Strength = 2d6+9 - [5,3,9] = (17)
First Town Guard's Attack Strength = 2d6+8 - [3,1,8] = (12)
VICTOR HITS! FIRST TOWN GUARD IS DOWN TO 4 STAMINA!

Round 6
Victor's Attack Strength = 2d6+9 - [3,5,9] = (17)
First Town Guard's Attack Strength = 2d6+8 - [3,2,8] = (13)
VICTOR HITS! FIRST TOWN GUARD IS DOWN TO 2 STAMINA!

Round 7
Victor's Attack Strength = 2d6+9 - [4,4,9] = (17)
First Town Guard's Attack Strength = 2d6+8 - [3,6,8] = (17)
DRAW!

Round 8
Victor's Attack Strength = 2d6+9 - [5,1,9] = (15)
First Town Guard's Attack Strength = 2d6+8 - [6,3,8] = (17)
FIRST TOWN GUARD HITS! VICTOR IS DOWN TO 10 STAMINA!

Round 9
Victor's Attack Strength = 2d6+9 - [5,2,9] = (16)
First Town Guard's Attack Strength = 2d6+8 - [2,4,8] = (14)
VICTOR HITS! FIRST TOWN GUARD IS DOWN FOR THE COUNT!

Round 10
Victor's Attack Strength = 2d6+9 - [3,1,9] = (13)
Second Town Guard's Attack Strength = 2d6+8 - [6,5,8] = (19)
SECOND TOWN GUARD HITS! VICTOR IS DOWN TO 8 STAMINA!

Round 11
Victor's Attack Strength = 2d6+9 - [1,3,9] = (13)
Second Town Guard's Attack Strength = 2d6+8 - [1,4,8] = (13)
DRAW!

Round 12
Victor's Attack Strength = 2d6+9 - [6,2,9] = (17)
Second Town Guard's Attack Strength = 2d6+8 - [5,5,8] = (18)
SECOND TOWN GUARD HITS! VICTOR IS DOWN TO 6 STAMINA!

Round 13
Victor's Attack Strength = 2d6+9 - [6,6,9] = (21)
Second Town Guard's Attack Strength = 2d6+8 - [5,4,8] = (17)
VICTOR HITS! SECOND TOWN GUARD IS DOWN TO 6 STAMINA!

Round 14
Victor's Attack Strength = 2d6+9 - [3,5,9] = (17)
Second Town Guard's Attack Strength = 2d6+8 - [2,1,8] = (11)
VICTOR HITS! SECOND TOWN GUARD IS DOWN TO 4 STAMINA!

Round 15
Victor's Attack Strength = 2d6+9 - [6,4,9] = (17)
Second Town Guard's Attack Strength = 2d6+8 - [4,5,8] = (17)
VICTOR HITS! SECOND TOWN GUARD IS DOWN TO 2 STAMINA!

Round 16
Victor's Attack Strength = 2d6+9 - [5,3,9] = (17)
Second Town Guard's Attack Strength = 2d6+8 - [6,2,8] = (16)
VICTOR HITS! SECOND TOWN GUARD JOINS HIS BUDDY!
If you win, turn to Section 78.



Section 78 posted:


You set off quickly down the street before attracting the attention of anybody else. You feel a lump inside your clothing and suddenly remember the leather pouch.

You take it out and untie the cord that is keeping it closed. Turning it upside down, you shake the contents out onto your hand and are alarmed to discover a scorpion on your palm.


Test your Luck.

code:
Luck = 4
Roll = 6 ([url]http://invisiblecastle.com/roller/view/4579544[/url])
UNLUCKY!
If you are Lucky, turn to Section 253.

If you are Unlucky, turn to Section 240.



Section 240 posted:


This scorpion, unlike any other you've ever seen, has a bright green stinger - faster than you can react, the stinger is lifted by the scorpion over its head and comes jabbing down hard on your palm. The scorpion then jumps off your hand and scuttles off into the shadows of the streets.

You are already too weak to stop the creature from escaping, for its poison is quick-acting and you immediately begin to feel extremely ill and feverish. Deduct 4 points from your Stamina and 1 point from your Skill. You stagger over to an alley and find a hiding place behind some barrels, where you can lie down.

Some time later, you wake up and find yourself now able to walk, so you set off in search of a tavern.


Turn to Section 52.



Section 52 posted:


Two minutes later, you see a crooked wooden sign hanging over the door of an old wooden building. A crude drawing of a dragon is painted on it, above the words "The Black Dragon".

There is much shouting and laughter coming from inside the tavern, and you decide to enter at once. You climb a few well-worn stone steps and push open the heavy oak door.

Even though it is day-time, the tavern is dark inside and candles are burning, as the small grubby windows let in virtually no daylight. From the door-way you see that the tavern is bustling with life, although none of it looks too savoury. Groups of cloaked vagabonds are huddled together in dark corners, while boisterous rogues, much the worse for the ale they have already drunk, sit in the middle of the tavern insulting all who pass by them.


You look from table to table and decide where to sit. Will you:

Sit at the bar? Turn to Section 197.

Sit with a drunken rogue? Turn to Section 378.

Sit with three vagabonds? Turn to Section 18.



Adventure Sheet posted:


Personal Attributes

Name = Victor Von Doom
Skill = 8/10 :siren:
Stamina = 2/19 :siren:
Luck = 3/11 :siren:


Wealth

Gold Pieces = 550


Inventory

Golden key inscribed with "222"
Yeti-tooth necklace
Golden ring inscribed with "45"
Leather pouch scavenged from Axeman :siren:


Soldiers

Warriors - 75
Dwarves - 45
Elven Archers - 40
Knights - 5
Grutha's Band - 10



Predecessors and Epitaphs posted:


Major Minor - Damsels in Distress are Deviously Deadly

Bob the Bold - Literally Bored to Death

JosephWongKS fucked around with this message at 23:19 on Jul 21, 2014

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