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Welcome everyone, to the Let's Play the Grailquest series thread! What's this? Grailquest is a Gamebook series of eight books. Gamebooks are kinda like Choose Your Own Adventure games, only, you know... books. There are many kinds of Gamebooks, with various settings ranging from high fantasy to sci-fi to horror. These are set in King Arthur's time (with one exception, which I'll point out when we get to it). How do you play this? You simply read along the text. When it comes the time to make a decision, the text will instruct you to turn one of several specific "sections" in the book, which will reveal the outcome of your choice. Also, sometimes you roll dice, to decide a random outcome or to fight enemies. That's it. Pretty simple. I won't be playing this alone, however. You, the thread, will be playing along with me. I'll be doing all the dice rolls, but you'll decide which path we'll take through the books. Which means it'll be your fault if we die, so don't kill us, please. Why LP this? Because I grew up reading Gamebooks, and I love this series in particular. Why? Well, because of the way it's written. You'll see. One word of warning: these books can be VERY long-winded. You'll need to bear with it. It's worth it, I promise. Sounds fun! Where are we now? We're done with the first four books! In The Castle of Darkness we managed to kill that pig-stealing, moat-drying, crop-blighting, all-around nuisance of the wicked Wizard Ansalom. You can read through our adventure by turning to the very next post. In The Den of Dragons we have slain the dreadful Brass Dragon that kept terrorizing the realm of Avalon. Click here to go to the start of book two! In The Gateway of Doom we've closed the Gateway to the Ghastly Kingdom of the Dead that was causing a lot of trouble being left open, and kicked the rear end of the jerk that opened it in the first place. Click here to start reading! In Voyage of Terror, we went on a trip! Click here to start reading from the beginning of book four! Right now we're playing book five, Kingdom of Horror. The book starts here. Mikl fucked around with this message at 14:16 on Mar 1, 2016 |
# ? Apr 11, 2015 13:57 |
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# ? Apr 26, 2024 07:30 |
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Merlin posted:Sit still - I want to cast a spell. And don't fidget! You know how fidgeting upsets me. No, you don't. But you will. Yes, indeed. It's easy to upset people my age. I'm much older than you. I'm also dead. I died hundreds of years before you were even born. But a little thing like that won't make a lot of difference. That's what being a Magician is all about. Welcome to... Merlin posted:About the spell. You can't see me, of course. You can't hear me. But you can read what I write. Yes, indeed. Are you nervous? You ought to be: it's a very powerful spell. I don't do this one very often: it takes too long. Some spells you just mumble a word. Others you just wave a wand. But this one you have to write a whole spell book. The book you're holding, just for one spell! I'm nearly too old for this length of spell, but the King insists. Something has to be done about Ansalom. Hey! Merlin posted:Once you're in that other body, you'll be able to move around in it and get to do things, just like your own. You'll be able to see what things were like in my Time. I think I can even arrange it so you get to meet the King. King Arthur. Arthur Pendragon, son of Uther. Quite a nice man, if he wasn't so bossy. (Younger than me, but then everybody is.) You'll also get to meet knights, and have adventures. You may even get to meet me if I'm not too busy. You heard the man, goons. Don't get ourselves killed. Merlin posted:That's the deal. That's the spell. But there are a couple of things you have to do before we're off. Both these things involve arithmetic. Let's do that right away! Roll: 6 + 2 = 8, multiplied by 4 is 32. Not bad. Merlin posted:If you aren't very happy with your score, then roll the dice again. See if that's any better. In fact, you can roll the dice three times altogether and pick the best score out of the three. If you've only got one die to begin with, that's no problem. Instead of rolling the two dice, roll one die twice and add the scores together, then multiply by 4. It's the same thing in the end. Can we do better than 32? Roll: 4 + 5 = 9, multiplied by 4 is 36 Roll: 4 + 3 = 7, multiplied by 4 is 28 So we get 36 LIFE POINTS. Not the best possible outcome, but not bad either. Merlin posted:I nearly forgot something. You have to learn to Fight. You won't last long in my Time if you don't know how to fight. Nobody does. Knight who can't fight get killed off every five minutes. You find bits of them all over the place. Can't have my Apprentice ending up like that. A bit long-winded, but that's the explaination we get on how to fight. Merlin posted:All right, that's all you need to know about Fighting for the time being. But before I start to cast my spell, I'd better tell you about Sleeping. Sleep is the way to get your LIFE POINTS back. You can Sleep at any time in my Time. (Except in the middle of a fight, of course.) And every time you Sleep successfully, you get back two dice rolls worth of LIFE POINTS. That's convenient. This book is much more forgiving than the others in the series (it IS the first one after all), though, so I doubt we'll Sleep at all. Merlin posted:There's a snag though. To go to Sleep you roll one die. If it comes up 1, 2, 3 or 4, you're headed for the Dreamtime, which you'll find at the back of this spell book. And in the Dreamtime you're quite likely to lose even more LIFE POINTS. Maybe even get yourself killed. But that's the way the barm brack bounces. When you need a couple of dice rolls of LIFE POINTS you take your chances with the Dreamtime and just hope you throw a 5 or 6. One more reason not to Sleep: it's hella dangerous. Merlin posted:I nearly forgot something else. When you come to my time, your name will be Pip. I can't help that. It's the name of the body I picked for you. When the King was young, they called him "Wart". Don't ever dare tell him I told you. I'll be sure to explain those when they come up. But now I guess you can't wait to get started, right? Merlin posted:Now the Spell. Finally. This guy sure talks a lot. Let's get started! Wait, there's several more pages before the actual start of the adventure. There are two pages of “Hints for the game”, which are as longwinded as Merlin was, so I'll just summarize them: 1. It's a good idea to draw a map to show the connections between the various Sections; 2. You can go back to previous sections using the map, as long as you know the way is not blocked. This is a dramatic departure from most Gamebooks, in which you cannot go back to where you were before. As a result, in those games, more or less all paths lead to the ending (or to death). Not so here! In fact, I'll just skip hints three and four (which are, respectively, “Hoarde your weapons for when you really need them” and “Hoarde your healing potions for when you really need them”) and go straight to… 5. You can totally get to a dead end. If this happens, go back and try another path; 6. If you are about to die, try a Friendly Reaction or a bribe; So, what is a Friendly Reaction, and what is a Bribe? According to the rules: Friendly Reaction posted:Roll one die once for your enemy and three times for yourself. If you score less than your enemy, he is Friendly. Proceed as if you had won a fight. Bribery posted:1. Bribery is possible in section marked *B. The number of asterisks indicates the amount of Gold Pieces (or objects of equal or higher value) your enemy will accept: *B = 100 GPs; **B = 500 GPs; ***B = 1000 GPs; ****B = 10000 GPs. Pretty unlikely for both to work, but good to try as a last resort. And finally, hint #7: 7. Note down all items you find, even if you don't use them here they might be useful in later books. And yes, this will happen. Eventually. Now, one last introductory section, and we're ready to start our adventure! The Realm of Avalon posted:It was a wonderful age to live in, despite the dangers. Pendragon's son, King Arthur by name, was on the throne of Avalon, ruling by the right of his great sword Excalibur, which he had drawn from the stone as a boy when strong men could not move it. Arthur brought peace of a sort to the Kingdom. Before his time, the local lords fought and squabbled among themselves like geese so that there was scarcely a minute's quiet from one year's end to the next. But Arthur changed all that; and with just one marvellous invention. Chivalry. Yeah right. Section 0 posted:'I'm going to kill you, Brat! I'm going to murder you! I'm going to slaughter you! I'm going to beat your head in and tuck it underneath your arm!' 20 LIFE POINTS is average for a boy his age? What does that make us, with 36 LIFE POINTS and three years younger? Anyways: Pip's initiative roll: 5 Mean Jake's initiative roll: 2 We go first. Section 0 posted:'Come on, Brat! I'm going to-' Let's get ready to rumble! Pip attacks! 1+3=4, a swing and a miss. Mean Jake attacks! 6+6=12 Pip is smacked for 6 LIFE POINTS and is down to 30. Pip attacks! 4+2=6, juuuuuust barely missed. Mean Jake attacks! 3+6=9, Pip is hit for 3 LIFE POINTS and is down to 27. Pip attacks! 3+2=5, it seems the dice hate us. Mean Jake attacks! 4+5=9, Pip is hit again for 3 more LIFE POINTS, is down to 24 and out of the fight. Yeowch. The dice weren't kind to us here. Let's hope it gets better from now on. Section 1 posted:Oh, dear, he's half killed you. Bruise on the cheek. Sore nose. Skinned knuckles. Clothes all torn and muddy where you were rolling on the ground together. And that eye of yours is going to turn into a beautiful shiner tomorrow. Section 3 posted:So it was for Pip and Freeman John and Freeman John's Goodwife Mary. Life went on its same old uneventful way. The tilling and the sowing and the reaping. The fine days and the foul. And talking of fowl, Goodwife Mary bought some chickens with the proceeds of a particularly good sale of swedes Freeman John made in Glastonbury Market. So now they had eggs to eat on the farm. It might not sound much, but it meant a lot to them. When you're struggling to make ends meet, an egg is a treat. (And very good for you, by the way.) Pip's Stat Block posted:LIFE POINTS: 36/36 First actual decision point of the book, and here's where you come in. What shall we do, goons? Do we climb on, or fight these goons? Mikl fucked around with this message at 10:12 on Jun 7, 2015 |
# ? Apr 11, 2015 13:58 |
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Fight! We've gotta make up for our poor performance against that dick, Mean Jake.
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# ? Apr 11, 2015 14:16 |
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We’re not going anywhere without a fight!Section 5 posted:It’s no good, Pip, there are just too many of them and they’re too fast and too strong. They bundle you up on to that great sinister black horse and tell you that if you don’t behave they’ll tie you up in a sack and carry you that way. It’s probably an exaggerated threat, but all the same you may as well go quietly and turn to 4. But thou must. This called a “Fake Choice”. There aren’t many in this book, but they’re not absent either. This one serves the purpose of railroading us on a specific path, since we’re still in the middle of the introduction. Which, by the way, means more We’ll get to the adventure proper soon, I promise, but we have some prose to power through first. Section 4 posted:Clinging precariously to the back of his huge black horse with its sinister insignia, you are led away from the farm of your adoptive parents, at first on the familiar road to Glastonbury Town, but shortly turning off on to less familiar tracks until, within an hour or so, you are thoroughly lost. Section 6 posted:The hooves of the horses clatter loudly on the wooden drawbridge before you and your party pass beneath an open wooden portcullis into a stone-flagged yard. Ok, what the hell is that thing? Not the hunchback, I mean, that other thing behind him in the illustration Section 6 posted:‘Ahr,’ he gurgles after a moment. ‘This be Pip all right. You lot can go now, about your lawful business.’ Have I said I love how this book’s written yet? I think I did, but I’ll say it again Section 6 posted:‘Well now,’ says Merlin, putting away the book again, ‘we have to do something about it. At least-’ And here he turns his gimlet gaze on you, Pip. ‘- you have to do something about it: I’m too busy.’ I told you this book was very forgiving, didn’t I? We got a really good weapon, a really good armour, and a EIGHTEEN DOSES of healing potions, before we even started. But that’s not all! Section 6 posted:He sniffs. ‘Well, now,’ says Merlin, ‘that’s about it, isn’t it?’ He frowns. ‘No it’s not - you are stupid, Pip. You didn’t remind me to teach you magic. Won’t get far in Wizard Ansalom’s Dark Castle without a bit of magic, will you? Let me see your hands.’ Pip’s Stat Block posted:LIFE POINTS: 36/36 Well that was longwinded. We’re still smack-dab in the middle of the introduction, but it’s another decision point. What shall we do?
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# ? Apr 12, 2015 12:42 |
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Of courthe hith name would be Igor, what elthe? Anyway, point your finger at that beardy bastard and say it aloud.
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# ? Apr 12, 2015 13:33 |
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In the interest of moving the LP along, let's take that answer. Especially because...Section 7 posted:No sooner have you spoken the words ‘Firefinger 1’ than a lightning bolt leaps from the tip of the forefinger of your right hand, scorching Merlin’s beard and setting light to one of the leather-bound books in the shelves. Surprising though this may be to you, Merlin seems well used to such emergencies, for he only hurls the contents of the ink pot on the book to put it out. Yep, another fake choice. The last one for a bit though! Section 8 posted:’You see,’ says Merlin, ‘this is an important bit of magic I’ve given you. A spell you might say. Every time you say “Firefinger 1” a bolt of lightning will jump from the tip of your right forefinger and hit anything you’re pointing at in the same room. All you need do is point: it never misses. And it causes 10 points of damage to anything it hits. 10. Imagine that. More dangerous than a sword, that is. And if you say “Firefinger 2” the same thing will happen with your left forefinger.’ The latest fake choice has a little consequence, though: literal reading of the rules means we've just wasted one of our Lightning Bolts, so we start with nine rather than ten.. Section 8 posted:The lone, bony finger comes up and points directly at your nose so that you begin to hope Merlin himself has no Lightning Bolts concealed in his fingers. ‘But that is not all, young Pip. No indeed. Not by a long chalk. In the palms of your hands you now have concealed two huge, magical fireballs. Two only. One in each hand. These are your most powerful weapons. They do 75 points of damage each if they hit. 75! Yes. Yes, indeed. That’s enough to put paid to old Ansalom, I’ll be bound.’ He coughs. ‘The problem is, they don’t always hit what you aim at. Have to throw dice, exactly the way you do when you’re fighting. If you can’t manage at least a 6 with two dice (or one die rolled twice) then you’ve missed. Missed completely. Wasted your Fireball; and you’ve only two altogether. So make sure to roll well. You launch your Fireball by shouting - good and loud, mark you - "Fireball Away!” Then you roll your dice to see if it’s hit anything. That’s the way to do it. Save your Fireballs if you can, Pip, and use them on Ansalom, look you, Dai bach,’ says Merlin, lapsing into Welsh in his excitement. And finally we’re done talking to Merlin. Now there is only a couple more pages until we can actually start the adventure! Section 8 posted:THE DARK CASTLE OF THE WIZARD ANSALOM This book Section 8 posted:And Lancelot, who was really a bit too fond of the Queen for his own good, promptly agreed. ‘I will ride, sire, this instant to the Dark Castle of the Wizard Ansalom and there I shall single-handedly fight my way through his guards and his monsters and put the villain to death with my trusty sword!’ And with that, we’re off! We’re off to… Section 8 posted:THE ADVENTURE First non-fake choice of the book, goons! Left or right? Pip’s Stat Block posted:LIFE POINTS: 36/36 Mikl fucked around with this message at 15:26 on Apr 12, 2015 |
# ? Apr 12, 2015 15:11 |
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These books~! I read 'em and re-read 'em as a kid. Don't remember them now, of course. Also, mostly read them in French. Still: these books~! Go left!
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# ? Apr 13, 2015 02:52 |
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Let's go left. I heard most people decide a random direction by taking their dominant hand and that's my off-hand, so left seems like a solid choice.
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# ? Apr 13, 2015 02:55 |
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You wanted to go left, then we shall (I have no idea what the smilie is supposed to represent.) Section 8 posted:
Section 20 posted:The path gets narrower and more and more overgrown. Eventually you find you are actually having to push your way through the undergrowth. Then, suddenly and without warning, you are in a clearing; and in the middle of the clearing is the ruin of an old stone building, a ruined abbey perhaps, with ivy clinging to the walls. Pip’s Stat Block posted:LIFE POINTS: 36/36 First: I've decided to TIMG the illustrations from now on, since they were taking a lot of space in the updates. Second: I think the book just called us chicken. Are we going to stand for it?
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# ? Apr 13, 2015 17:33 |
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Surely defeating the Black Knight will gain us plenty of prestige and maybe we can take his sword afterward. FIGHT HIM!
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# ? Apr 13, 2015 18:27 |
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Politeness is an important part of Chivalry, and might just head off the inevitable Monty Python quotes. Let's talk to him!
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# ? Apr 13, 2015 19:40 |
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Awwwk buck buck buck. Talk to him!
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# ? Apr 13, 2015 22:39 |
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You're no fun Section 20 posted:
Section 25 posted:'What's that?' asks the Black Knight. 'Pip, you say? Well, Pip, it's no place for a young person to be wandering. Get lost very easily. Don't tell me - I've been lost for weeks.' Section 22 posted:On this path you eventually note a junction on your right which joins up with the path described in 10. If you have already been that way, you will presumably ignore it. If not, you are free to take that route if you please. We'll come back to that junction later. For now, since the path is clear, let's continue until the next decision point. Section 19 posted:This is it, Pip. This is where the trouble really starts. This is the Wizard Ansalom's Dark Castle. Just look at it, looming up there out of the mists like some huge, sodden tombstone. Seven towers (count them) and not one under twenty metres in height. Great dank stone walls, dripping slime. And a still, dark moat that's probably full of the most loathsome creatures you could imagine. Did you ever see such an evil-looking place? Fear sets your teeth on edge to think of the lovely Queen Guinevere languishing in some deep dungeon inside. Section 23 posted:Having crossed the drawbridge and entered the enclosed archway tunnel which leads to the open portcullis, you have a choice of making a dash for the portcullis before it closes, or creeping along carefully and slowly, examining everything as you go. As an alternative to the above, we can go back a couple section and explore the path that leads to 10, and then come back to the castle. Your choice. Pip’s Stat Block posted:LIFE POINTS: 36/36
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# ? Apr 14, 2015 07:02 |
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You know, that does look like quite a scary tower. And dark. Section 10, you say? Let's go!
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# ? Apr 14, 2015 17:45 |
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Mousy and shy, my boys. Mousy and shy. 13
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# ? Apr 14, 2015 21:20 |
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Pardon the thread bump, I wanna see if we can get a tiebreaker vote here. Otherwise I'll just flip a coin or something.
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# ? Apr 15, 2015 08:25 |
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Let's creep really slowly along.
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# ? Apr 15, 2015 08:58 |
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Section 23 posted:
Section 13 posted:You notice a series of holes in the tunnel above your head and by keeping close to the walls, manage to avoid the boiling oil which suddenly pours through them. You reach the portcullis in one piece and thus gain entry to 32. I get the feeling we're not welcome. Section 32 posted:You have entered a vast, open courtyard, its unflagged floor composed of beaten earth. Fifty metres north are closed wooden double doors set in the far wall of the courtyard. Over by the eastern wall are two carts, six crates and about a dozen barrels. Stone steps on the western wall lead upwards to the battlements and towers. There are about a hundred Chickens, scratching about in the courtyard. Pip’s Stat Block posted:LIFE POINTS: 36/36
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# ? Apr 15, 2015 10:46 |
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We need to talk to the chickens! They're probably enchanted sages full of great advice, or a well-disguised hag, or something.
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# ? Apr 15, 2015 17:06 |
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They're enchanted all right!Section 27 posted:Dumb move, Pip. These are Savage Chickens. The Wizard Ansalom breeds them as courtyard guards. Rolling dice... 2 + 3 = 5! Death the first: pecked to death by Savage Chickens. Section 14 posted:You're dead. Dead as a coffin nail. Finished. Done for. The late Pip. Draw a thick black border round this Section for future reference. You may be back here again before you're much older. And with that, the gamebook plops you right at the start of the adventure. Luckily we don't have to go through all the long-winded speeches again, but we do have to re-roll our LIFE POINTS. What was it, throw two dice three times, then take the highest result and multiply by four, right? 3 + 3 = 6 4 + 5 = 9 5 + 5 = 10 So that's 40 LIFE POINTS this time. Now, we have to decide what to do. We can march right back to the Wizard Ansalom's Dark Castle and choose another path from the courtyard (go to the north doors at 15, examining the carts and barrels at 18, or climbing the battlements at 29), or we can take the right-hand path to 9 right at the beginning and see where it leads. Pip’s Stat Block posted:LIFE POINTS: 40/40 Mikl fucked around with this message at 10:06 on Apr 16, 2015 |
# ? Apr 16, 2015 07:13 |
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Can we go back and see section 10? I'm conscious it's blocked, so let's do it on the way in as Pip 2 Pip harder.
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# ? Apr 16, 2015 14:14 |
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Cthulhu Dreams posted:Can we go back and see section 10? I'm conscious it's blocked, so let's do it on the way in as Pip 2 Pip harder. Both paths lead to the Castle, so if we take the path to 9 we'll eventually end up passing through 10, so I can count your post as a vote for 9 if it's alright with you. Or would you prefer following the same path as the late First Pip and go to 10 from there?
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# ? Apr 16, 2015 14:36 |
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Mikl posted:Both paths lead to the Castle, so if we take the path to 9 we'll eventually end up passing through 10, so I can count your post as a vote for 9 if it's alright with you. Or would you prefer following the same path as the late First Pip and go to 10 from there? Sounds like a good plan to me!
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# ? Apr 17, 2015 13:07 |
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Alright then, let's go!Section 9 posted:You follow the right-hand path (which twists and turns a lot) with no more incident than the odd bramble bush tearing at your clothing, until about 400 metres further on where you reach a clearing. At the far side of the clearing, the path branches again, right and left. But before you pick one of these two new paths, you have a bit of a problem. There's a Wolf in the clearing. It's a big, savage-looking grey brute and it's sniffing the air as if it's caught the scent of your bully-beef sandwiches. Or you. Why hello there, mr. Wolf Section 9 posted:This is time for quick thinking, Pip. You can run like mad back the way you came and hope the Wolf doesn't catch you. You can fight the Wolf, then pick your new path if you kill it. You can try making friends with it by offering a bit of bully-beefsandwich. The book doesn't provide an illustration for the Wolf. Luckily, I have a photo to show you! (Wolf may not be to scale.) It's also interesting how the book capitalizes some words. It lets you know which things are Important. Pip’s Stat Block posted:LIFE POINTS: 40/40
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# ? Apr 17, 2015 19:43 |
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Make friends, make friends, never never break friends.
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# ? Apr 17, 2015 23:13 |
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A wolf friend could come in handy. Befriend him!
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# ? Apr 17, 2015 23:40 |
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Friendship train may have derailed at chickens, but it's pulling into Wolf Station.
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# ? Apr 18, 2015 03:56 |
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Section 9 posted:
Your funeral. Or is it? Section 31 posted:Trying to make friends, huh? What a dumb thing to do. Still, it's your choice. Take out your bit of bully beef and walk (slowly) towards that ravening Wolf. Hold the beef out and say things like 'Nice Wolf... that's a pretty Wolf... Beautiful Wolf... good Wolf...' 6! The die was good this time, and we've made friend with a Wolf Now, we've already seen the path to 20, and 22 takes us directly to the Castle, so let's take the path that leads to 10. Section 10 posted:This path is fairly open, fairly easy going for several hundred metres. Eventually it begins to swing left until up ahead you can see it joins another path. Unfortunately, between you and the intersection, there is a wild Boar. The bad-tempered beast has seen you and it's charging. No choice here, Pip. You fight it or get killed. Sometimes this book is nice like this, giving us a double to survive an encounter. Also, the +4 damage the Boar does is effectively negated by our dragonhide jerkin, which gives -4 damage. And remember that E.J. hits on a 4 and gives us +5 damage! (Literal reading of the rules, though, means we only do attack damage on a 7 or higher, but the +5 still applies.) Rolling initiative: Pip 4 + 1 = 5, Boar 5 + 6 = 11, the Boar goes first. Boar attacks! 1 + 6 = 7, Pip is hit for 1 LIFE POINT and is down to 39. Pip attacks! 3 + 4 = 7, the Boar is hit for 1 + 5 = 6 LIFE POINTS and is down to 19. Boar attacks! 4 + 2 = 6, Pip dodges. Pip attacks! 6 + 6 = 12, A CRITICAL HIT, the Boar is hit for 6 + 5 = 11 LIFE POINTS and is down to 8. Boar attacks! 1 + 5 = 6, Pip once again dodges. Pip attacks! 1 + 3 = 4, the Boar is hit (thanks to E.J.) for 5 LIFE POINTS, is down to 3, and falls unconcious. That went better than expected! The dice were nice to us this time around. Now we take the path to 22, which eventually takes us back to the Castle courtyard at 32, and we have three choices from there: Section 32 posted:You have entered a vast, open courtyard, its unflagged floor composed of beaten earth. Fifty metres north are closed wooden double doors set in the far wall of the courtyard. Over by the eastern wall are two carts, six crates and about a dozen barrels. Stone steps on the western wall lead upwards to the battlements and towers. There are about a hundred Chickens, scratching about in the courtyard. Also, I have something for you. The book said we should draw a map, and I've drawn a map! Pip’s Stat Block posted:LIFE POINTS: 39/40 (I've removed the garlic from the inventory since it WAS in the sandwiches, after all.) Mikl fucked around with this message at 16:50 on Apr 18, 2015 |
# ? Apr 18, 2015 10:33 |
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Let's examine the carts and the barrels. Loot early, loot often.
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# ? Apr 18, 2015 13:12 |
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Section 18 posted:The carts are in a pretty broken-down condition and are more or less unusable. Two of the crates contain old sacks, one is full of rotten apples and the rest are empty. Three of the barrels contain cider, the rest wine. Is Pip even old enough to drink? Or was legal drinking age not a thing in the days of yore? Pip’s Stat Block posted:LIFE POINTS: 39/40
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# ? Apr 18, 2015 21:54 |
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Pip is almost certainly not old enough to drink. He should head to the battlements to remove himself from temptation.
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# ? Apr 18, 2015 22:45 |
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CHUG! CHUG! CHUG! CHUG! CHUG! CHUG! CHUG! CHUG! (The cider, specifically.)
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# ? Apr 19, 2015 00:22 |
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We should have some cider. I heard he put peanuts in it.
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# ? Apr 19, 2015 00:27 |
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I am a cider drinker! https://www.youtube.com/watch?v=r5SX3A-ifME
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# ? Apr 19, 2015 00:53 |
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Cider will put some hair on Pip's chest.
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# ? Apr 19, 2015 03:24 |
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Cider it is, then!Section 18 posted:If you drink any cider, turn to 12. Section 12 posted:Good cider. Don't take too much or you'll get drunk. Go to 32 when you've finished and decide what you want to do now. Section 32 posted:You have entered a vast, open courtyard, its unflagged floor composed of beaten earth. Fifty metres north are closed wooden double doors set in the far wall of the courtyard. Over by the eastern wall are two carts, six crates and about a dozen barrels. Stone steps on the western wall lead upwards to the battlements and towers. There are about a hundred Chickens, scratching about in the courtyard. And we're back in the courtyard. Only two ways we haven't explored left! Pip’s Stat Block posted:LIFE POINTS: 39/40
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# ? Apr 19, 2015 08:56 |
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Well that was disappointingly pointless. Let's check out the battlements before we take on the main keep.
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# ? Apr 19, 2015 10:37 |
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Battlements it is. Also, I can't help but feel that we ought to have taken a couple of chunks of garlic out of the sandwich before giving it to the wolf. Wolves probably don't even like garlic. GARLIC!
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# ? Apr 19, 2015 12:47 |
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Section 32 posted:
Section 29 posted:You climb the stone steps to the battlements and... In the print version of the book I have, you actually have to turn the page to keep reading this section Nice touch, if you ask me. Section 29 posted:Good grief! the battlements and towers are guarded by a horde of Archer Insects! These horrifying creatures are nearly two metres tall, each one looking for all the world like a giant Preying Mantis, each one armed with a bow and a quiver of twenty arrows. There are hundreds of them skulking up here! No chance to fight so many. Roll two dice to find out if you can make it safely back down the steps to the yard. Rolled 6 + 2 = 8, we lose 10 LIFE POINTS but make it back. (10-year-old me always wondered why the Archer Insects don't follow you down the steps. Limitations of the medium, I guess.) Now we're back at 32, and only one way left to go! Onwards to 15, to the double doors! Section 15 posted:As you reach the centre of the courtyard, you fall down a secret trapdoor, well hidden and covered with compressed earth. Go to 36. Section 36 posted:You are in a gloomy, stone-flagged corridor, three metres wide, three metres high, with rough stone walls, dripping slightly with dampness and covered in mildew. (If you fell in through the trapdoor, deduct 5 LIFE POINTS: there are easier ways of getting here.) That there are! What happened here? Well, the sharp-eyed among you might have noted something peculiar: in Section 32, if we want to go to the double doors (directly to the double doors, as the text helpfully points out), we are instructed to go to Section 15. However, when we go check out the carts and barrels in Section 18, we have the option of going from there to the double doors, at Section 33. This means we don't cross the centre of the courtyard, and we don't fall down the pit. Section 36 posted:Behind you is the iron-runged ladder to the trapdoor and courtyard above, and behind that is a solid stone wall. Before you, running north-east a distance of twenty metres, is the unlit corridor. Better get your torch lit, Pip, or your lantern. When you do so, you will see dimly that the corridor seems to open up into some sort of cave mouth at the far end. Here we have a decision to make: we can go down the corridor, or climb back up the ladder and (avoiding the pit this time) go check out what's behind those double doors. Pip’s Stat Block posted:LIFE POINTS: 24/40
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# ? Apr 19, 2015 16:03 |
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# ? Apr 26, 2024 07:30 |
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We're here now. Let's press on to 53.
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# ? Apr 19, 2015 16:12 |