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  • Locked thread
Seyser Koze
Dec 15, 2013

Mucho Mucho
Nap Ghost
I'm honestly surprised we haven't ended up at 14 yet.

Check the double doors.

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FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

Seyser Koze posted:

I'm honestly surprised we haven't ended up at 14 yet.

We have, actually. Pecked to death by chickens. The OP just didn't add death info to the stat block.

Also, that thing with the trap door is actually pretty clever!

peachsynapse
Dec 22, 2007

The sea monsters appreciate your good taste.
We're down here now--let's make the most of it. Corridor and cave mouth please!

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
Down the corridor it is, then!

Section 53 posted:

You've fallen down a pit trap! It was ten metres along the corridor, a flagstone that swivelled, dumping you into the black depths five metres below. There are poison spikes set in the bottom of the pit trap. Roll dice to see if you missed being skewered on the spikes.



Score 1, 2 or 3 and you were skewered. The poison will kill you in five seconds. Wait five seconds, then go to 14.
Score 5, 6, 7, 8, 9, or 10 and you missed the spikes, but fell badly. Deduct 20 LIFE POINTS. If this kills you, go to 14.
Score 11 or 12 and you're shaken, but unhurt.

I remember dying this way in Nethack. Lots of times.

Dice roll: 5 + 5 = 10, just barely enough to get hurt by the fall. We have more than 20 LIFE POINTS, though, so this won't be an immediate problem.

Section 53 posted:

If you survived this nasty, use your rope and spikes to climb out and continue down the corridor to 40.

If this is your second time around and you're working from a map, it's obvious you would manage to avoid the trap, in which case go to 40 uninjured.

Section 40 posted:

The corridor slopes downwards quite sharply for most of its length, then widens abruptly into what seems to be a natural cave. Although far too irregular to map properly, the cave dimensions are roughly twelve metres north/south by fifteen metres east/west. There is a wide opening in the south-eastern wall, leading into a further cave. The floor of this first cave is littered with dried bones. Several of them look suspiciously like human bones.

If you want to search this cave in the hope of finding something useful, go to 51.
If you prefer not to waste time, go to 54.

Human bones, eh? That's not ominous at all :v:



Pip’s Stat Block posted:

LIFE POINTS: :siren: 4/40 :siren:
EXPERIENCE POINTS: 2
INVENTORY:
E.J. (hits on a 4, +5 damage), Dragonhide jerkin (-4 damage), Healing potion (heals two dice rolls) x18, Rope (fifteen metres), Climbing spikes x12, Torch x6, Lantern, Oil flask x4, Tinderbox, Bully-beef sandwiches, Apple x2, Parchment, quill, and ink, Dagger (+2 damage), Wound salve (heals 3 LIFE POINTS) x5, Garlic, Mirror, Hammer, nails and a saw, Lodestone and twine
MAGIC:
Lightning Bolt x9 (10 damage, automatic hit), Fireball x2 (75 damage, hits on a 6 or higher)

Ghostwoods
May 9, 2013

Say "Cheese!"
4 life points?! We clearly need to scavenge the bone pile for a lucky break!

Carbon dioxide
Oct 9, 2012

Uh, are we the readers supposed to keep track of items?

In that case it might be useful to use some healing items before doing anything else.

Leave
Feb 7, 2012

Taking the term "Koopaling" to a whole new level since 2016.
Let's quaff a potion before doing anything else.

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
Aw, you noticed :(

I was hoping to get at least one death in due to life point depletion :haw: but fair enough, it's a boring way to die. There are many more interesting deaths to be seen.

I guess we'd best drink a potion if we want to make progress.

Potion roll: 5 + 3 = 8, up to 12 LIFE POINTS.

...Let's make that some potions, shall we?

Potion roll: 6 + 1 = 7, up to 19 LIFE POINTS.
Potion roll: 1 + 2 = 3, up to 22 LIFE POINTS.
Potion roll: 2 + 5 = 7, up to 29 LIFE POINTS.
Potion roll: 1 + 3 = 4, up to 33 LIFE POINTS.

There, all better. I'm saving some potions for later rather than maxing out LIFE POINTS and risking wasting some of the effect. (My inner min-maxer talking here.)

Now let's see what those bones have to offer!

Section 51 posted:

Nope,nothing here. What did you expect among a load of old dried bones? Go to 54

Fake choice! The fourth one in the book. The first two were during the introduction, and we've passed the third one already (I'll let you guess what it was).

Section 54 posted:

This second cave is rather larger than the first. Again accurate mapping is impossible, but approximate size is twenty metres north/south by fifteen metres east/west. There is an exit to the eastern side of the north wall. In the middle of the cave floor is what appears to be a Compost Heap.

If you want to search the Compost Heap for anything useful, go to 35.
If you decide to press on through the exit, go to 48.



Pip’s Stat Block posted:

LIFE POINTS: :siren: 33/40 :siren:
EXPERIENCE POINTS: 2
INVENTORY:
E.J. (hits on a 4, +5 damage), Dragonhide jerkin (-4 damage), Healing potion (heals two dice rolls) :siren: x13 :siren:, Rope (fifteen metres), Climbing spikes x12, Torch x6, Lantern, Oil flask x4, Tinderbox, Bully-beef sandwiches, Apple x2, Parchment, quill, and ink, Dagger (+2 damage), Wound salve (heals 3 LIFE POINTS) x5, Garlic, Mirror, Hammer, nails and a saw, Lodestone and twine
MAGIC:
Lightning Bolt x9 (10 damage, automatic hit), Fireball x2 (75 damage, hits on a 6 or higher)

Mikl fucked around with this message at 17:33 on Apr 20, 2015

Leave
Feb 7, 2012

Taking the term "Koopaling" to a whole new level since 2016.
A compost heap could hold something interesting.

zedar
Dec 3, 2010

Your leader
I have never seen a compost heap I wanted to search. Press on.

Ghostwoods
May 9, 2013

Say "Cheese!"
Ah, what the hell. Sounds horrible. Let's do it.

Leavemywife posted:

A compost heap could hold something interesting.

AutistTree
Mar 28, 2010
Search the compost heap, please.

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
Let's root around in a rotting pile or organic matter! What could go wrong?

Section 35 *B posted:

It's not a Compost Heap - it's something big and nasty and alive! And it didn't like the way you poked it, Pip. This vegetable (but certainly not vegetarian) monster is rising up to a height of over two metres and attacking. What's more, since you were poking around searching for heaven knows what, it has the first strike against you.


:stare:

Section 35 *B posted:

The creature has 35 LIFE POINTS and does an additional 4 points of damage every time it lands a blow, on account of its great strength. And since it's so big, it only needs throw a 5 or better to hit you. No fun at all. Get those dice rolling, Pip, and see what happens in this fight.

If the monster kills you, go to 14.
If you kill the monster, go to 39.

First things first: note the *B beside the Section number - this means it's possible to bribe the enemy in this Section. As detailed in the rules (see the second post of this thread), we can give the Compost Heap 100 gold coins (or equivalent wealth), roll dice, and if we score 8 or better proceed as if we'd won the fight.

If we had any gold coins, that is.

(What use does a Compost Heap have for gold anyway?)

Also, like the Boar fight, the +4 damage the Compost Heap does is negated by our dragonhide jerkin.

Now let's get rolling.

Compost Heap attacks! 2 + 1 = 3, Pip dodges expertly.
Pip attacks! 5 + 1 = 6, E.J. strikes true, Compost Heap is hit for 5 LIFE POINTS and is down to 30.
Compost Heap attacks! 2 + 1 = 3, "Maybe if I do the same exact attack I'll hit this time! :downs:" (except not)
Pip attacks! 1 + 2 = 3, missed!
Compost Heap attacks! 2 + 4 = 6, Pip is hit for 2 LIFE POINTS and is down to 31.
Pip attacks! 4 + 5 = 9, Compost Heap is hit for 8 LIFE POINTS and is down to 22.
Compost Heap attacks! 3 + 2 = 5, Pip is hit for 1 LIFE POINT and is down to 30.
Pip attacks! 2 + 6 = 8, Compost Heap is hit for 7 LIFE POINTS and is down to 15.
Compost Heap attacks! 4 + 6 = 10, Pip is hit for 6 LIFE POINTS and is down to 24.
Pip attacks! 3 + 1 = 4, Compost Heap is hit for 5 LIFE POINTS and is down to 10.
Compost Heap attacks! 4 + 3 = 7, Pip is hit for 2 LIFE POINTS and is down to 22.
Pip attacks! 1 + 5 = 6, Compost Heap is hit for 5 LIFE POINTS, is down to 5, and falls unconcious.

Well, that was exausting. Let's proceed.

Section 39 posted:

As this shambling brute sinks down bleeding clorophyl from every wound, something catches your eye on the floor, half hidden by the massive body. On closer inspection, you discover it is a leather purse. Open it (carefully) and inside you will find 10 - yes, 10 - solid Gold Pieces. Not exactly a Queen's ransom, but enough to buy a whole heap more chickens for your adopted mother, with cash left over for a lot of other necessities about the farm. (Alternatively, you could spend it all on sweets.)

Sweet! :woop:

Section 39 posted:

Pop the gold in your backpack, Pip. You're entitled to keep any booty you find in this place. Just don't forget you can't take it with you if you're killed. Should you find yourself back at the dreaded 14, there will be no gold, or anything else you may have collected, in your backpack. And booty, once collected, won't be here second time around either. Still, you have it for now and with luck you may survive. Leave the cave by going directly to 37.

Section 37 posted:

The cave exit leads into a corridor running north only six metres before turning sharply west and running west for twenty-five metres before ending in a stout wooden door. The corridor is empty and there are no traps, so what do you do when you reach the door, Pip?

If you knock politely and wait for an answer, go to 38.
If you run at the door with your head in an attempt to break it down, go to 34.
If you try turning the heavy iron handle, go to 45.

Three options this time! What will it be?



Pip’s Stat Block posted:

LIFE POINTS: :siren: 22/40 :siren:
EXPERIENCE POINTS: :siren: 3 :siren:
INVENTORY:
E.J. (hits on a 4, +5 damage), Dragonhide jerkin (-4 damage), Healing potion (heals two dice rolls) x13, Rope (fifteen metres), Climbing spikes x12, Torch x6, Lantern, Oil flask x4, Tinderbox, Bully-beef sandwiches, Apple x2, Parchment, quill, and ink, Dagger (+2 damage), Wound salve (heals 3 LIFE POINTS) x5, Garlic, Mirror, Hammer, nails and a saw, Lodestone and twine
MAGIC:
Lightning Bolt x9 (10 damage, automatic hit), Fireball x2 (75 damage, hits on a 6 or higher)
MONEY AND VALUABLES:
:siren: Gold Piece x10 :siren:

inflatablefish
Oct 24, 2010
Chivalry, politeness, yada yada, let's knock.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
Politeness has a pretty good record so far.

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
What will happen when we knock on the door? :iiam:

Section 38 posted:

Nothing happens. Better go back to 37 and reconsider your options.

:ms:

Section 37 posted:

If you knock politely and wait for an answer, go to 38.
If you run at the door with your head in an attempt to break it down, go to 34.
If you try turning the heavy iron handle, go to 45.

Pip’s Stat Block posted:

LIFE POINTS: 22/40
EXPERIENCE POINTS: 3
INVENTORY:
E.J. (hits on a 4, +5 damage), Dragonhide jerkin (-4 damage), Healing potion (heals two dice rolls) x13, Rope (fifteen metres), Climbing spikes x12, Torch x6, Lantern, Oil flask x4, Tinderbox, Bully-beef sandwiches, Apple x2, Parchment, quill, and ink, Dagger (+2 damage), Wound salve (heals 3 LIFE POINTS) x5, Garlic, Mirror, Hammer, nails and a saw, Lodestone and twine
MAGIC:
Lightning Bolt x9 (10 damage, automatic hit), Fireball x2 (75 damage, hits on a 6 or higher)
MONEY AND VALUABLES:
Gold Piece x10

peachsynapse
Dec 22, 2007

The sea monsters appreciate your good taste.
What the... Who runs head-on at doors? Use your common sense, Pip: use the handle.

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...
Use your head, Pip!

Ghostwoods
May 9, 2013

Say "Cheese!"
Amusing as the idea of headbutting the door is, I suspect we can't afford the life-points. Use the handle.

AutistTree
Mar 28, 2010
Be cautious and courteous: use the handle

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!

Section 45 posted:

Would you believe the door swings slowly open, that being what handles are for, obviously. You are looking into a six metre (east/west) by fifteen metre (north/south) chamber, the door set in the northernmost two metres of the east wall. This room is actually lighted - by torches set in iron brackets around the walls. There is, however, no sign of anyone in here. A flight of stone steps leads upwards to a small door high in the north wall. There is a second door (at ground level) set to the southern end of the west wall.

If you decide to climb the stone stairway to the high door, turn to 55.
If you prefer to try the door in the west wall, go to 44.

Well of course the handle opens the door, what else would it do?



Pip’s Stat Block posted:

LIFE POINTS: 22/40
EXPERIENCE POINTS: 3
INVENTORY:
E.J. (hits on a 4, +5 damage), Dragonhide jerkin (-4 damage), Healing potion (heals two dice rolls) x13, Rope (fifteen metres), Climbing spikes x12, Torch x6, Lantern, Oil flask x4, Tinderbox, Bully-beef sandwiches, Apple x2, Parchment, quill, and ink, Dagger (+2 damage), Wound salve (heals 3 LIFE POINTS) x5, Garlic, Mirror, Hammer, nails and a saw, Lodestone and twine
MAGIC:
Lightning Bolt x9 (10 damage, automatic hit), Fireball x2 (75 damage, hits on a 6 or higher)
MONEY AND VALUABLES:
Gold Piece x10

Ghostwoods
May 9, 2013

Say "Cheese!"
Well, the upstairs door is higher on your map thingummy, so let's try that :D

Son Ryo
Jun 13, 2007
Excuse me, do you know where Saiyans hang out?
There's no penalty for trying for a Friendly Reaction, is there? Is there a reason we're not doing this first every time we get in a fight?

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
No "real" reason, except for the fact that all fights so far (Mean Jake, the Boar, and the Compost Heap) are situations where they attacked us. The Boar fight Section even had "no choice here, it's fight or get killed" in the description.

I'll be sure to try for a friendly reaction first chance we get, though!

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
Going up!

Section 55 posted:

You climb the stone stairway. At least you climb the first five steps. The remaining steps, like the door, are, unfortunately, an illusion created by the Wizard Ansalom. You discover this by the simple process of falling through them once you reach step six. You plunge downwards into sudden darkness and even your own torch goes out abruptly as you strike the bottom somewhere below the level of the floor of the room you have just left.

Going down :v:

What is with the Wizard Ansalom and pit traps anyway? This is the third one we've encountered fallen into during our adventure.

Section 55 posted:

As you lie winded in the darkness, roll one die to find out how many LIFE POINTS you lost in the fall. (If this kills you, go to 14.) Then go to 46.

Rolled 6, down to 16 LIFE POINTS. Oof.

Section 46 posted:

If you use your rope and spikes to climb out of this black pit, go to 45.
If you decide to relight your torch and explore the pit, go to 43.

Pardon me, I'll shall quaff a couple potions before proceeding, just in case:

Potion roll: 4 + 4 = 8, up to 24 LIFE POINTS.
Potion roll: 1 + 3 = 4, up to 28 LIFE POINTS.

Now let's go on. What shall we do?



Pip’s Stat Block posted:

LIFE POINTS: :siren: 28/40 :siren:
EXPERIENCE POINTS: 3
INVENTORY:
E.J. (hits on a 4, +5 damage), Dragonhide jerkin (-4 damage), Healing potion (heals two dice rolls) :siren: x11 :siren:, Rope (fifteen metres), Climbing spikes x12, Torch x6, Lantern, Oil flask x4, Tinderbox, Bully-beef sandwiches, Apple x2, Parchment, quill, and ink, Dagger (+2 damage), Wound salve (heals 3 LIFE POINTS) x5, Garlic, Mirror, Hammer, nails and a saw, Lodestone and twine
MAGIC:
Lightning Bolt x9 (10 damage, automatic hit), Fireball x2 (75 damage, hits on a 6 or higher)
MONEY AND VALUABLES:
Gold Piece x10

inflatablefish
Oct 24, 2010
We won't get far in the dark. Light 'em up!

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...
I'm leery of wasting too many of our potions. Let's take a nap the next time our Life Points take a hit.

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!

Ratatozsk posted:

I'm leery of wasting too many of our potions. Let's take a nap the next time our Life Points take a hit.

Will do!

Section 43 posted:

It takes a little while to get your torch lit again. (Torches are never easy, especially in an emergency.) And when you do get it lit, you discover something very disturbing. You are not alone in the pit!

Crawling towards you across the rough stone floor, no more than two or three metres away, is a giant Spider. This great hairy monster is the size of a Great Dane. A big Great Dane. Swiftly you draw Excalibur Junior. Bravely you leap towards the monster.

'Hey, wait a minute!' screams Excalibur Junior. 'We can't fight a thing that size! I hate spiders.'

Merlin did tell us E.J. talked, although not very often. This is one of those times. Every single time it's worth an ":allears:" smilie.

Section 43 posted:

So there you are, faced by a giant Spider the size of a big Great Dane and probably poisonous if the truth be told, with a shivering cowardy-custard sword in your hand, a torch that looks as if it might go out any second, and no easy escape.

Isn't this exciting?

If you're mad enough to try to make friends with the Spider, go to 70.
If you decide to force E.J. to fight the Spider, go to 64.
If you fancy your chances of climbing out of the pit, go to 66.

What do they say about spiders? "It's probably more scared of you than you are of it"? I wonder if applies to huge, capital-S Spiders too...

Pip’s Stat Block posted:

LIFE POINTS: 28/40
EXPERIENCE POINTS: 3
INVENTORY:
E.J. (hits on a 4, +5 damage), Dragonhide jerkin (-4 damage), Healing potion (heals two dice rolls) x11, Rope (fifteen metres), Climbing spikes x12, Torch x6, Lantern, Oil flask x4, Tinderbox, Bully-beef sandwiches, Apple x2, Parchment, quill, and ink, Dagger (+2 damage), Wound salve (heals 3 LIFE POINTS) x5, Garlic, Mirror, Hammer, nails and a saw, Lodestone and twine
MAGIC:
Lightning Bolt x9 (10 damage, automatic hit), Fireball x2 (75 damage, hits on a 6 or higher)
MONEY AND VALUABLES:
Gold Piece x10

Carbon dioxide
Oct 9, 2012

https://www.youtube.com/watch?v=4rorJCGF1aM

I say RUN.

inflatablefish
Oct 24, 2010
Friends!

And if that doesn't work, then I'm sure that trying to outclimb a spider couldn't possibly go wrong.

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
Coin flip! Heads we run away, tails we try to make friends.

The result is in...

Run away! :derp:

Section 66 posted:

You make a mad, panic-stricken leap upwards, scrabbling desperately at the wall, Excalibur Junior clenched between your teeth. Roll two dice to see if you make it.

Score 1-6 and you fall back into the Spider's lap (yeuch!). Go to 64, with the Spider getting first strike.
Score 7-12 and you make it out of the pit. Go to 45.

Roll: 3 + 4 = 7, juuuuuuust barely made it :ohdear:

Now we're back in the torch-lit room, and there's only one way to go, assuming we don't want to backtrack or lower ourselves back into the Spider's pit: onwards to 44, through the door in the west wall.

Section 44 **B posted:

The door opens into a large, ten metre (north/south) by twenty-five metre (west/east) hallway, entirely lined, floor, walls and ceiling, in shimmering green-veined marble. A curtained doorway stands in the western end of the north wall. Between you and it, ranged in two rows of three, are six (yes, six)...

ZOMBIES!

This is not good news, Pip. There are very few pretty Zombies anywhere, but these six are ugly even for Zombies. And big. Furthermore, they are very badly dressed, in mouldering rags.

Zombies move slowly. (They are moving towards you now, Pip.) So you have lots of time to draw old E.J. and take the first strike. In fact, you can get in two strikes before the Zombies get their mouldy old hands on you. The trouble is, being Undead, a Zombie can only be stopped by rolling a 9, 10, 11 or 12 on two dice. Nothing else works. Nothing else does damage.

Our first Undead enemies, and the book has pretty much explained how it works. Undeads have no LIFE POINTS (with a couple exceptions), but when they are hit they are destroyed outright. Hitting them is a bit harder than hitting normal enemies, however.

Also note how we could bribe the Zombies into letting us go our way. Again, what use do Zombies have for valuables? :confused:

Section 44 **B posted:

For this fight (and if you don't fight you're dead, Pip) the sequence runs:

1. You strike one Zombie.
2. You strike a second Zombie.
3. Unless you got lucky and killed them, Zombie No. 1 strikes back.
4. Then Zombie No. 2 strikes back.
5. Then Zombie 3.
6. Then Zombie 4.
7. Then Zombie 5.
8. Then Zombie 6.
9. And then you strike again.
10. And you again.
11. Then the Zombie.

And so on.

The Zombies are not armed, so score only damage shown by the dice. However, if they kill you (go to 14), you will turn into a sort of half Zombie yourself, which slows you down. In this case, next time around, you will NEVER get the first strike in any fight.

If you manage to kill the Zombies, go to 42.

And here we have our first Status Effect. Yes, there are Status Effects in these books. Surprisingly complex.

I won't be trying for a friendly reaction, since the Section contains the magic words (if you don't fight you're dead), so let's get rolling.

Pip attacks! 3 + 6 = 9, and Zombie 1 is cleaved neatly in half.
Pip attacks again! 3 + 2 = 5, missed.
Zombie 2 attacks! 1 + 1 = 2, can't do any worse than this.
Zombie 3 attacks! 4 + 2 = 6, almost got hit there, but not quite.
Zombie 4 attacks! 6 + 3 = 9, we would have been hit for 3 LIFE POINTS had our dragonhide jerkin not blocked it all.
Zombie 5 attacks! 2 + 4 = 6, another miss.
Zombie 6 attacks! 1 + 2 = 3, yet another miss.
Pip attacks! 4 + 6 = 10, Zombie 2 has its head cut off.
Pip attacks again! 5 + 6 = 11, we're on a roll and Zombie 3 is down.
Zombie 4 attacks! 4 + 3 = 7, our jerkin saves the day once again.
Zombie 5 attacks! 3 + 6 = 9, see above.
Zombie 6 attacks! 2 + 4 = 6, no dice.
Pip attacks! 3 + 4 = 7, we hit Zombie 4 but not hard enough to do any real damage.
Pip attacks again! 6 + 5 = 11, this time Zombie 4 is down for the count.
Zombie 5 attacks! 6 + 4 = 10, I love this armour.
Zombie 6 attacks! 4 + 4 = 8, its fists uselessly punch our dragonskin coat.
Pip attacks! 2 + 2 = 4, swoooosh.
Pip attacks again! 4 + 5 = 9, and Zombie 5 will never eat brains again.
Zombie 6 attacks! 6 + 5 = 11, and we actually take 1 LIFE POINT of damage.
Pip attacks! 6 + 6 = 12, a critical hit, and we're done.

That wasn't so bad, wasn't it? Just one damage overall. Let's go to 42 and see what our reward is.

Section 42 posted:

Nice going, Pip. Hold your nose and search the Zombies. One is wearing a silver ring with strange hieroglyphic writing inscribed around it. Put it on (you'll notice a slight tingling as you do so) and go to 49.

Section 49 posted:

You draw back the curtain from the doorway leading out of the marble-lined room and find yourself looking at a torchilit corridor which runs directly north. Then metres ahead, further corridors branch off east and west, while the main corridor continues north and ends in a door.

If you decide to move up this corridor searching carefully for pit traps, go to 75.

Searching carefully is a good idea. As we've seen, pit traps are kind of the Wizard Ansalom's thing.

Section 75 posted:

No pit traps, Pip, but better safe than sorry, eh?

Now, you've got a choice here. You can keep going north. Or try the eastern corridor. Or try the western corridor. You listen carefully, but there is no sound anywhere. The whole place is silent as the tomb. If there are any more monsters, they're waiting for you to make your choice. So what's it to be, Pip?

Go north and turn to 74.
Go west and turn to 71.
Go east and turn to 76.

Well this was a long update, but we're finally at another decision point. What shall we do?



Pip’s Stat Block posted:

LIFE POINTS: :siren: 27/40 :siren:
EXPERIENCE POINTS: :siren: 4 :siren:
INVENTORY:
E.J. (hits on a 4, +5 damage), Dragonhide jerkin (-4 damage), Healing potion (heals two dice rolls) x11, Rope (fifteen metres), Climbing spikes x12, Torch x6, Lantern, Oil flask x4, Tinderbox, Bully-beef sandwiches, Apple x2, Parchment, quill, and ink, Dagger (+2 damage), Wound salve (heals 3 LIFE POINTS) x5, Garlic, Mirror, Hammer, nails and a saw, Lodestone and twine
MAGIC:
Lightning Bolt x9 (10 damage, automatic hit), Fireball x2 (75 damage, hits on a 6 or higher)
MONEY AND VALUABLES:
Gold Piece x10, :siren: Silver hieroglyph ring :siren:

Mikl fucked around with this message at 17:59 on Apr 23, 2015

Carbon dioxide
Oct 9, 2012

The book straight out tells you to put on an unidentified ring that might well be cursed. :psyduck:

I'm in favour of elongating the map. Let's go further north!

Ghostwoods
May 9, 2013

Say "Cheese!"

Carbon dioxide posted:

I'm in favour of elongating the map. Let's go further north!

Sounds compelling to me!

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
North it is then!

Section 74 posted:

Some twenty-five metres beyond the junction where you made your choice, the corridor ends abruptly in what appears to be a solid stone wall. Since it seems a bit daft to have a corridor leading nowhere, your suspicions are instantly aroused, as well they might be. Thus you begin to search very carefully, feeling along the wall for cracks. Roll two dice to see if you find anything.

Score 1, 2 or 3 and go to 58.
Score 4 or above and go to 78.

:frogsiren: There is a mistake in the book here! :frogsiren: Section 49 told us the north corridor ended with a door, but in this section it's a blank wall.
Sometimes things like this happen, no matter how careful the authors are. Luckily, this time it's a benign mistake which doesn't affect anything except for some flavour text.

Incidentally, we can't fail this dice throw, because besides being an easy throw, if we score 1, 2 or 3, we get:

Section 58 posted:

No luck so far, Pip. Maybe you should go back to 74 and try rolling those old dice again.

So we can try as many times as we like. Moving on to 78!

Section 78 posted:

Nice bit of close observation there, Pip: you've found a secret door! As you press against it, a whole section of the stone wall slowly pivots with a loud, echoing, grinding noise, revealing a flight of damp stone steps descending into total blackness.



If you nerves will stand it, follow the steps by going to 63.

Section 63 posted:

Mind those steps - they're very slippery. Your torchlight reflects from the damp sheen that's over everything down here. In fact, the walls are actually dripping, running little rivulets of water. The whole place smells damp.

You reach the bottom of the steps and find yourself in another corridor, but much wider than any you've been in so far. Also, shorter. After only about fifteen metres (and a wet fifteen metres it is) you emerge into a vast, underground caver, almost totally filled by a huge, still, dark lake.

The cavern swallows up the light from your torch, so that all is gloomy and pitch dark outside a narrow circle of torchlight, except for the occasional reflected glint of natural crystals in the stone of the walls.

All is still. All is silent. You can hear your heart beat. (Maybe because it is beating rather loudly.) Then, just as you are wondering what on earth to do next, you hear a sound, a whisper.

'Pip...'

Somebody... something... is whispering your name.

'Pip...'

You look around you, your heart racing even faster. There is no indication of where the sound originates. Sound echoes in this cavern. Impossible to say where it is coming from.

'Pip...'

The word is hollow, fearful, like some lost soul wailing in the wilderness.

'Pip... Let's get out of here!'

It's E.J.! It's that stupid talking sword, mumbling into its scabbard.

'Shut up, E.J.,' you tell it firmly. 'We're not going anywhere.'

'But I don't like it down here,' E.J. protests. It's dark - there might be spiders.'

'There aren't any spiders,' you reassure E.J., although in truth you don't really know what might be down here. All the same, you aren't about to turn tale and run just because you have a neurotic sword.

'Well, don't blame me if we get in trouble,' E.J. sulks.

And as if the words were prophecy, a small blue dot of light appears far out across the lake. But moving closer.

You stand mesmerised, watching, while E.J. shivers in the scabbard. In a moment, the light has grown sufficiently for you to see the outline of a boat, moving silently without sail or oars, across the still, dark surface of the lake. Gently, without a sound, the boat draws up to the lake's edge where you stand. Once again, Pip, it's your choice.



If you want to risk your life (and give E.J. a bad case of rust) in this leaky - but glowing - old tub, go to 57.
If you have any sense at all, return to 75 and choose some other direction.

E.J. :allears:

What do we do now? Should we climb aboard?

No map this time, since I'm updating from work during my lunch break and I left the map files at home, but it's not that hard to figure out where we are.

Pip’s Stat Block posted:

LIFE POINTS: 27/40
EXPERIENCE POINTS: 4
INVENTORY:
E.J. (hits on a 4, +5 damage), Dragonhide jerkin (-4 damage), Healing potion (heals two dice rolls) x11, Rope (fifteen metres), Climbing spikes x12, Torch x6, Lantern, Oil flask x4, Tinderbox, Bully-beef sandwiches, Apple x2, Parchment, quill, and ink, Dagger (+2 damage), Wound salve (heals 3 LIFE POINTS) x5, Garlic, Mirror, Hammer, nails and a saw, Lodestone and twine
MAGIC:
Lightning Bolt x9 (10 damage, automatic hit), Fireball x2 (75 damage, hits on a 6 or higher)
MONEY AND VALUABLES:
Gold Piece x10, Silver hieroglyph ring

Carbon dioxide
Oct 9, 2012

Let's find out if this book has narrative sense... I'm expecting some creature to appear and take a gold coin as soon as you climb aboard the boat. Also, what could possibly go wrong? Climb aboard the party boat!

...That sword really hates spiders.

Ghostwoods
May 9, 2013

Say "Cheese!"
Leap into the boat that totally isn't the well-disguised tendril of some hideous aquatic monster.

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!

Section 57 posted:

You step into the boat and at once it pulls away silently from the shore. Within minutes, you can no longer see land... only the still, dark waters of the lake gently reflecting the glow from the boat itself. From the scabbard by your side, E.J. continues to mumble discontentedly.

Around you, the air grows chill. Where are you going? Was it a mistake to climb into the boat (as E.J. seems to be claiming)? What mysterious force is guiding it? More to the point, where is it being guded to?

The journey seems to last forever. Then, distantly, across the water ahead, you make out a dim white glow. And it is towards this that the boat is heading. Soon the glow resolves itself into the shape of an island set in the centre of the lake, an island that seems to be illuminated by bright moonlight - although an underground moon is obviously impossible.

Soon the boat beaches on a sandy shore. As you step out, your attention is immediately attracted by the soaring columns of a Grecian temple set no more than a hundred metres away acros the sand. The boat pulls away of its own accord, quickly disappearing into the darkness over the lake. You are marooned with your reluctant sword.

What now, Pip?

If you wish to explore the island, go to 60.
If you wish to explore the temple, go to 62.

The temple seems the obvious choice, but might there be something else worth checking out on this island before heading there?

Note that since the boat left, we can't backtrack from this point. We're stuck here until we find either the way forward or some way to go back to the underground.

Pip’s Stat Block posted:

LIFE POINTS: 27/40
EXPERIENCE POINTS: 4
INVENTORY:
E.J. (hits on a 4, +5 damage), Dragonhide jerkin (-4 damage), Healing potion (heals two dice rolls) x11, Rope (fifteen metres), Climbing spikes x12, Torch x6, Lantern, Oil flask x4, Tinderbox, Bully-beef sandwiches, Apple x2, Parchment, quill, and ink, Dagger (+2 damage), Wound salve (heals 3 LIFE POINTS) x5, Garlic, Mirror, Hammer, nails and a saw, Lodestone and twine
MAGIC:
Lightning Bolt x9 (10 damage, automatic hit), Fireball x2 (75 damage, hits on a 6 or higher)
MONEY AND VALUABLES:
Gold Piece x10, Silver hieroglyph ring

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...
Temples are a dime a dozen, but islands? Those are pretty rare and warrant further exploration.

Carbon dioxide
Oct 9, 2012

I wonder if we're still in the castle somehow.

Check out the island.

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AutistTree
Mar 28, 2010
Search the Island

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