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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.



Escaping from Battles posted:


On some pages you will be given the option of Escaping from a battle. You may only Escape if it is offered to you on the page.

If you do run away, the creature automatically scores one wound on you as you flee (deduct 2 Stamina points). Such is the price of cowardice.



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.



Provisions posted:


You start the game with enough provisions for 10 meals. You may rest and eat only when allowed by the instructions on a page and you may eat only one meal at a time.

When you eat a meal, add 4 points to your Stamina score and subtract 1 from your stock of Provisions.



Equipment and Potions posted:


You start your adventure with a sword, leather armour and a shield, and a backpack containing 10 Provisions.

You may also take a magic potion which will aid you on your quest. Each bottle of potion contains enough for two uses. Choose one of the following:

(a) Potion of Skill - Restores your Skill to its Initial level.

(b) Potion of Strength - Restores your Stamina to its Initial level.

(c) Potion of Fortune - Restores your Luck to its initial level.


To explore the network of caves and tunnels and to combat the terrors of the night, you are equipped with 5 torches. To light them you have a flint and tinder - guard them with your life!

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JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Background posted:


You are regaining consciousness. Your eyes flutter open to the sound of a songbird, trilling joyously. You are lying on a couch of green velvet, set on the topmost turret of a great white castle hanging in the clouds.

Rising to your feet, you look around. The songbird, whose sleek feathers are a warm burnished gold, is perched on the battlements, resplendent against the ocean-blue canopy of a sky in which there is no sun.

You are clad in strange, outlandish clothes, breeches of dark-green leather and a thickly quilled leather jerkin. On your feet are russet-red calfskin boots, supple and comfortable, into which the breeches are tucked at mid-calf.

A heavy sword is belted at your side and, with a shock, you realise that somehow you know how to use it skillfully and with deadly force. As the songbird trills you try, in vain, to recall memories of Earth, but everything is hazy and distant.

You have been taken from the world you know and trained in the art of sword-play. You cannot remember even who trained you or why, but the hilt of the sword fits your hand snugly. Drawing it, you lunge and parry, marvelling at how the sword cuts through the air faster than the eye can follow.

The songbird seems unperturbed by your fine display of swordsmanship, but you are surprised when it cocks its head and speaks to you, its voice fluting merrily.

"Welcome, Champion of Fate. Do not be dismayed, for you are not yet in danger."

"Where am I?" you ask, feeling as if you are in a dream.

"Far, far from your home, I fear to say. This is the world of Orb and you are in the Garden of the Gods."

"What is Orb?" you demand.

"You will find it most strange and full of wonder, for it is very different from Earth. Men must share it not just with talking creatures such as I but with weird and fell monsters, giants, dragons and demons. There are warlocks and sorcerors, too, great wielders of magic, in the cities. But do not fear, you have been chosen to be our champion, for you are more likely to succeed than any other on Earth. Now I must complete my task. Come, my masters bid you join them in the chamber below. Please follow me."


With that, the golden songbird flutters away down a spiral staircase. Shaking your head in confusion, you descend the stone steps into a large circular room where two beings turn towards you.

"Welcome," says one, a pale figure enfolded in a swirling robe of many colours above which you can only see a perfectly smooth and hairless head. The robe shimmers, its colours shifting as she steps towards you, catching your mind before you realise what is happening.

Looking into her face, you see an image of yourself, fighting for your life inside a huge temple. Then the image shifts and you see yourself leaving a walled city, hastening alone across a desolate moor, only to find yourself deep in a jungle, surrounded by devils with blue skins. Your nape bristles as you realise that she is revealing glimpses of your destiny. It is only when they are over that you notice she has no eyes in her smooth pale face.

The other figure changes even as you look at him. At one moment he is an ancient white-haired man, heavy with knowledge, at another an infant, wise beyond his years. The metamorphosis through youth to age takes but a few instants, yet flows so smoothly you cannot see the features change. His voice is smooth and ageless.

"We have summoned you here to the world of Orb because we wish to prevent a fatal upset in the balance of nature. The cosmic scales have been tipped too far and you must play a part in righting them. It is not for us in the Garden of the Gods to set things right. We cannot fight him who would bring chaos to Orb. Rather we use men as our tools. I shall not say whether you will succeed."

The floor of the room upon which you are standing is the most realistic and detailed map imaginable. You can even see small figures tilling the fields and walking the streets of an entire world; a world of pinnacled castles; knights on horseback, their men-at-arms bearing banners which stream in the wind; and strange high-walled cities with towers and spires, concealing the dives of assassins and thieves amongst the splendour. The eyeless immortal steps forward, her robes now the colour of the deep sea, and caresses your cheek.

"We are sending you down to the surface of Orb. If you fall into the clutches of Death we cannot aid you. Do not fail us!"

"Fail in what?" you begin to ask. But just then, to your horror, you find yourself being drawn inexorably towards a black crack in the map. The realization that your destiny is being tampered with angers you, and you resolve to find a way back to Earth and your home at any cost. As the world of Orb rises up to engulf you, the awesomeness of what is happening overwhelms you and you lose consciousness.

TURN TO SECTION 1.



Section 1 posted:


When awareness returns you look around. You are standing in a huge vaulted chamber, deep underground.

In the chill air, you wonder what terrible fate may be in store for you. You are utterly alone, without a friend in this world, and you have no idea what fiendish horrors may exist here, so far from home.

There are no windows in the chamber, nor natural light, only the ruddy glow of flaming torches that are fixed to pillars soaring beyond sight. The walls are running with damp, the air musty and heavy with age.

There are two archways at the back of the cavern. Before you can investigate further, the torchlight flickers, and a cool gust chills you to the marrow - something in the unseen darkness is causing the air to move.

A light flashes briefly ahead and an infernal howling echoes across the vast vault. No living thing could possibly have made that dreadful sound, you think to yourself, but then you remember that you know nothing of the dreadful denizens of Orb.

You hear the sound of running footsteps approaching rapidly, but you cannot yet see who - or what - is coming.

Choice A

Will you run through the nearest archway? If so, turn to Section 17.

Or will you hold your ground and draw your sword? If so, turn to Section 30.


Choice B

What is your name?


Choice C

Did you start with a Potion of Skill, Potion of Strength or Potion of Fortune?



Character Sheet posted:


Name = [INSERT NAME HERE]
Skill = 10/10
Stamina = 20/20
Luck = 10/10


Inventory

Sword
Leather armour
Shield
Provisions x 10
Potion of [INSERT NAME HERE] x 2 doses
Torches x 5
Flint and tinder

JosephWongKS fucked around with this message at 12:44 on Aug 19, 2014

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo
Reserved.

where the red fern gropes
Aug 24, 2011


A) We are a red-blooded American and we will stand our ground :911:

B) Hero Main Character

C) 401k Fortune

Bobbin Threadbare
Jan 2, 2009

I'm looking for a flock of urbanmechs.

Flee

Hiro Protagonist

Potion of Fortune

Ghostwoods
May 9, 2013

Say "Cheese!"
A. Draw the sword.

B. Bod.


C. Potion of Skill

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.

quote:

If you do run away, the creature automatically scores one wound on you as you flee (deduct 2 Stamina points). Such is the price of cowardice.

We're off to a great start already.

A
Draw Sword

B
Tim

C
Potion of Fortune.

(Until later on someone just HAS to have that delicious cherry potion of strength!)

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 1 posted:


Choice A

Will you run through the nearest archway? If so, turn to Section 17.

Or will you hold your ground and draw your sword? If so, turn to Section 30.


Choice B

What is your name? Hero Main Character


Choice C

Did you start with a Potion of Skill, Potion of Strength or Potion of Fortune?



Section 30 posted:


The footsteps are coming closer. Suddenly, a sound like a clap of thunder reverberates around the chamber.

You look round and see that both the archways have been sealed by huge stone blocks. You are trapped.


Turn to Section 13.



Section 13 posted:


A woman wearing chainmail and a shield on her back, and carrying a loaded crossbow, bursts into the torchlight ahead of you. Seeing you, she immediately points the crossbow in your direction.

Three men, panting heavily, appear behind her. The first, a tall and handsome man, is dressed in shining silver armour, and the blade of his two-handed sword glows with a faint white radiance.

The next is dressed in a flowing robe of cloth of gold and wears a smiling golden mask. He carries an ivory staff.

The last is a thick-set man with a white surcoat over chainmail. A red cross adorns his breast and a spiked mace hangs at his side.

Once again, you hear a wailing, louder than before.

"They are almost upon us," cries the man with the glittering sword.

The Shield-Maiden calls to you, "Who are you and what are you doing here in the Rift, spawning place of evil?"


Will you:

Say that you have come from another world? Turn to Section 247.

Say that you are on a quest against evil? Turn to Section 60.

Try to play for time? Turn to Section 75.

Attack the Shield-Maiden? Turn to Section 5.



Character Sheet posted:


Name = Hero Main Character
Skill = 10/10
Stamina = 20/20
Luck = 10/10


Inventory

Sword
Leather armour
Shield
Provisions x 10
Potion of Fortune x 2 doses
Torches x 5
Flint and tinder

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
Well, part of me thinks playing for time will tie into the logic that is no doubt present in this game. For now let's be safe:

We're on a quest against evil.

inflatablefish
Oct 24, 2010
We're on a Mission from God Quest against Evil!

We're also perfectly specced to fit into your RPG party!

Bobbin Threadbare
Jan 2, 2009

I'm looking for a flock of urbanmechs.

I doubt this series is complicated enough to pull a reversal on something like this, so we want to join your party and fight evil.

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 13 posted:


Will you:

Say that you have come from another world? Turn to Section 247.

Say that you are on a quest against evil? Turn to Section 60.

Try to play for time? Turn to Section 75.

Attack the Shield-Maiden? Turn to Section 5.




Section 60 posted:


"Alone?" asks the Shield-Maiden in disbelief.

The man in gold turns to the Priest. "Is it true?" he asks.

Knowing your story to be a lie, you wait anxiously while the Priest casts a spell. "It is a lie," the Priest declares.

The Shield-Maiden turns to you accusingly. "Why are you lying to us?" she asks. "I ask you one last time, who are you and what are you doing here?"


Will you tell them the truth? Turn to Section 70.

Or ask them what business it is of theirs? Turn to Section 75.



Character Sheet posted:


Name = Hero Main Character
Skill = 10/10
Stamina = 20/20
Luck = 10/10


Inventory

Sword
Leather armour
Shield
Provisions x 10
Potion of Fortune x 2 doses
Torches x 5
Flint and tinder

Bobbin Threadbare
Jan 2, 2009

I'm looking for a flock of urbanmechs.

Fine, the truth, then.

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
Ok fine. Spoilsports. Reminds me of Gothic 2 where that water mage guy kept asking you questions and wanted to deem if you were a liar or not.

Truth

Added Space
Jul 13, 2012

Free Markets
Free People

Curse you Hayard-Gunnes!
What? That totally was the truth. :colbert:

Fine, double truth then.

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
What is it to you anyway? :mad:

Comstar
Apr 20, 2007

Are you happy now?
One of these days I'm going to run DUEL MASTER 2: Death Valley. Who/They died and elected him/me Archvault, but typing all the rules and character background always stops me.


Or ask them what business it is of theirs?

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 60 posted:


Will you tell them the truth? Turn to Section 70.

Or ask them what business it is of theirs? Turn to Section 75.



Section 70 posted:


Her eyebrows raise in surprise. All four of them look at you doubtfully.

The Priest pauses, then says, "It is the truth and spoken from a true heart."

The Shield-Maiden lowers her crossbow and turns to guard the entrance of the cavern.

"What are we to do?" asks the man in gold. "The exits are blocked, and I only have enough power to teleport one of us out now."

The man with the glittering sword, a Paladin, says gravely, "Then we will die together, Wizard, and they will pay dearly."

"But what of the Talisman?" asks the Priest. "Perhaps this warrior has been sent by the gods to continue the quest?"

Sensing the goodness in these people, you wait to hear how you can aid them.


Turn to Section 100.



Section 100 posted:


The Priest steps towards you and tells you this story.

"Log ago, the minions of Death fashioned a Talisman that would allow them, if the time was right, to summon their God to the surface of this world. That time has now come."

"If Death is summoned, all life will cease. Only Death's minions will continue to exist in an awful half-life. His presence will spread like a gray shadow across the world of Orb. Everything will turn to dust and the balance of nature will be disrupted for ever."

"The Loremasters of Serakub, a group of holy people. have striven to prevent this. They sent a group of Crusaders, of which we four alone survive, on a quest to steal the Talisman."

"The Fleshless King had sent the Talisman to the depths of the Rift for safekeeping. We have entered this put of evil and seized it."

The Priest pulls a necklace out from under his surcoat. On it hangs a disc of obsidian, in the middle of which is a skull carved in ruby - the Talisman of Death! He hands it to you.

"Here. For the sake of all Orb you must take this Talisman and continue the quest. It cannot be destroyed, but if you can take it to your world, it will be beyond the reach of the claw of the Fleshless King."

You are impressed by the courage and unselfish fortitude of these people and resolve to continue the quest. You take the Talisman. It feels cold and heavy around your neck.

The Wizard turns to you and says, "I am going to use the powers of magic to transport you to the surface. Head west until you come to the city of learning, Greyguilds-on-the-Moor, where you may discover a way to return to your own world. Do not fail us! Here, take this gold, it may be of use."

He gives you a purse with 10 Gold Pieces in it. As the Wizard prepares his spell, a horde of creatures boils into the cavern.


Turn to Section 125.



Section 125 posted:


Dark Elves and Cave Trolls are pouring into the cavern, attacking the Shield-Maiden. As the Paladin and Priest rush to her aid, you see a huge shadowy form looming behind the sea of Elves and Trolls.

The Paladin's glittering sword cuts through the horde, but the Dark Elves are using magic and the Shield-Maiden falls beneath their onslaught. The huge fiend howls triumphantly, just as the wizard completes his spell.


Turn to Section 185.



Section 185 posted:


Suddenly, you are in blinding sunshine. You are standing at the lip of an immense chasm. You realise that this must be the rift the Crusaders spoke of.

The rocky earth is blackened and cracked, full of pits and fissures, and noisome fumes rise from the depths of the chasm. To the west you see a range of green hills partially covered in trees and thick woodland. A few hundred metres to your right, you can see where a forest begins, extending all the way to the hills.

You realise that you must head in the direction of the hills to reach Greyguils - but which route will you take?


If you go through the forest, turn to Section 256.

If you would rather take the more direct route across open ground, turn to Section 134.



Character Sheet posted:


Name = Hero Main Character
Skill = 10/10
Stamina = 20/20
Luck = 10/10


Inventory

Sword
Leather armour
Shield
Provisions x 10
Potion of Fortune x 2 doses
Torches x 5
Flint and tinder
Talisman of Death :siren:
10 Gold Pieces :siren:

Comstar
Apr 20, 2007

Are you happy now?
Go through the forest. We must have played some Fighter Fantasy novels back on Earth be able to recognize Dark Elves, Trolls and Paladin's at first sight.

Bobbin Threadbare
Jan 2, 2009

I'm looking for a flock of urbanmechs.

Head through the forest. Could be there are flying creatures on our trail already.

Ghostwoods
May 9, 2013

Say "Cheese!"
Nothing ever goes wrong in forests.

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
Through the forest.

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 185 posted:


If you go through the forest, turn to Section 256.

If you would rather take the more direct route across open ground, turn to Section 134.



Section 256 posted:


You enter the green, gloomy shade of the woods. After a while, you stumble into a clearing and stop in surprise at the sight that greets you.

A huge, grey she-wolf, almost as large as a pony, is suckling two cubs. She pushes them aside and crouches, snarling at you.


Will you:

Back off and leave? Turn to Section 218.

Offer the wolf some dried meat? Turn to Section 52.

Attack her? Turn to Section 232.



Character Sheet posted:


Name = Hero Main Character
Skill = 10/10
Stamina = 20/20
Luck = 10/10


Inventory

Sword
Leather armour
Shield
Provisions x 10
Potion of Fortune x 2 doses
Torches x 5
Flint and tinder
Talisman of Death :siren:
10 Gold Pieces :siren:

Comstar
Apr 20, 2007

Are you happy now?
Nice Puppy! Offer the wolf some dried meat?.

Bobbin Threadbare
Jan 2, 2009

I'm looking for a flock of urbanmechs.

Give that mother some meat.

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
Give food.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
If she's suckling two cubs she just wants to be left alone. Moving forward to hand her meat is going to be interpreted as aggressive -- just back off, bro.

Wait, one second. Does she look like a hag?

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
The sooner we die the sooner the next guy can avoid it :eng101:

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 256 posted:


Will you:

Back off and leave? Turn to Section 218.

Offer the wolf some dried meat? Turn to Section 52.

Attack her? Turn to Section 232.



Section 52 posted:


Cross one of your Provisions off your Adventure Sheet.

Crouching on one knee, you toss the dried meat to the wolf, speaking in soothing tones as you do so. The wolf accepts your gift.

Then a green-robed figure steps into the clearing. He has an oak staff in one hand and a silver sickle in the other. A crown of mistletoe rests on his head.

He smiles at you and says, "My name is Wodeman. I am the Guardian Druid of this sacred grove. My friend, Ashmane, thanks you for the gift of food. Such gentle generosity deserves rewards. The Blessing of the Druids will go with you. May fortune smile on you." You gain 1 Luck point for the Druid's Blessing.

"You look weary," he says. "Here, have this." He takes a golden apple from his robes and hands it to you. Note it down on your Adventure Sheet - the apple is wonderfully refreshing and will restore up to 4 Stamina points when you eat one, and is small enough that you can eat it even during a combat (unlike Provisions which can only be eaten outside combats).

You thank him, and knowing you must continue on your quest, reluctantly leave the idyllic peace of the Sacred Grove.


Turn to Section 159.



Section 159 posted:


You force through heavy undergrowth for some time, making your way over the hill and into the thick, wooded valley on the other side.

You then take a trail heading west and are making good speed until, rounding a corner, you see a huge brown-scaled lizard with eight legs, basking in the sun. Its heavy horned jaw is filled with long pointed teeth.


A. You may Test your Luck to see if you can slip past without waking it.

If you are Lucky, turn to Section 267.

If you are Unlucky, turn to Section 135.

B. If you prefer not to take this risk and leave the path to cut a way through the undergrowth, turn to Section 384.



Character Sheet posted:


Name = Hero Main Character
Skill = 10/10
Stamina = 20/20
Luck = 10/10


Inventory

Sword
Leather armour
Shield
Provisions x 9 :siren:
Potion of Fortune x 2 doses
Torches x 5
Flint and tinder
Talisman of Death
10 Gold Pieces
1 Golden Apple (+4 Stamina, can be eaten during a combat) :siren:

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
Test your Might Luck, since we just got one and wandering through a forest is bound to get us killed.

Bobbin Threadbare
Jan 2, 2009

I'm looking for a flock of urbanmechs.

This book is hilariously contrived, but it's still a refreshing change from the last one considering that it gives you clear forewarning of stuff before it happens, especially if you have any knowledge of D&D.

Speaking of which, let's cut through the underbrush rather than disturb the basilisk.

AmyL
Aug 8, 2013


Black Thursday was a disaster, plain and simple.
We lost too many good people, too many planes.
We can't let that kind of tragedy happen again.
Isn't this the book where you can basically get unlimited Stamina in town

AmyL fucked around with this message at 04:05 on Aug 22, 2014

Comstar
Apr 20, 2007

Are you happy now?
I should have brought a Shield of Balduran. Therefore I prefer not to take this risk and leave the path to cut a way through the undergrowth.

Grimwit
Nov 3, 2012

Those eyes! That hair! You're like a movie star! I must take your picture!
Let's Test our Luck.
It'll be fine, right?

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
We're feeling lucky and overconfident

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo

Section 159 posted:


A. You may Test your Luck to see if you can slip past without waking it.

code:
Luck = 10
Roll = 11 ([url]http://invisiblecastle.com/roller/view/4615384[/url])
UNLUCKY!
If you are Lucky, turn to Section 267.

If you are Unlucky, turn to Section 135.

B. If you prefer not to take this risk and leave the path to cut a way through the undergrowth, turn to Section 384.



Section 135 posted:


Treading on some dry leaves, you snap a hidden twig.

The Basilisk turns its gaze upon you and your body grows heavy. You fling yourself into the undergrowth as your skin begins to turn a stony grey colour.

You have just avoided being turned to stone by the reptile's gaze, but the effects of partial petrification have damaged your muscle fibres. Lose 1 Skill point.

Hastily, you cut a path through the undergrowth and leave the sluggish but deadly monster behind, rejoining the path further on.


Turn to Section 270.



Section 270 posted:


The trail winds between the spurs of two hills and plunges down into a moist and mossy dell. At the bottom, a large dew pond, covered with algae, is shaded by the boughs of a horse-chestnut tree.

Your attention is caught by a weak cry. An old woman is up to her neck in the middle of the pool. Her matted hair is streaked green with the scum of the pool.

"I'm drowning! Help me, I'm tangled in the weeds!" she begs piteously.


If you help her, turn to Section 230.

If you decide to ignore her and hurry on, turn to Section 65.



Character Sheet posted:


Name = Hero Main Character
Skill = 9/10 :siren:
Stamina = 20/20
Luck = 9/10 :siren:


Inventory

Sword
Leather armour
Shield
Provisions x 9
Potion of Fortune x 2 doses
Torches x 5
Flint and tinder
Talisman of Death
10 Gold Pieces
1 Golden Apple (+4 Stamina, can be eaten during a combat)

Bobbin Threadbare
Jan 2, 2009

I'm looking for a flock of urbanmechs.

Sounds like a green hag to me. Don't do it!.

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
I think we know well enough to avoid this :smugdog:

Sighence
Aug 26, 2009

Silly hag, don't you remember that you have to look like a hot elf chick or at least put some apples in a barrel first?

No helping the low-effort hag

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Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
Yeah, thanks but no thanks. Have fun trying to trick the next guy that comes through here Hag, bye!

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