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Eh, let's try East.
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# ? Apr 30, 2015 22:24 |
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# ? Mar 28, 2024 21:02 |
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Section 96 posted:The corridor runs east for about twenty-five metres before you find yourself at a sort of corridor crossroads. A glance to the south shows you two Guards standing by a southern door. (Fortunately they didn't see you, but they undoubtedly will if you try to cross the corridor or go north.) Once again, we can make a decision, and we have some options: 1. Attack the Guards - if you choose this, please say also where you want to go afterwards: through the door they were guarding, through the other door, or down the steps 2. Go back to the intersection and go west 3. Go back to the intersection and search for a secret door. Pip’s Stat Block posted:LIFE POINTS: 36/36 Roll of the Dead posted:Death the first: pecked to death by Savage Chickens. Mikl fucked around with this message at 11:11 on May 1, 2015 |
# ? May 1, 2015 11:04 |
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What have we got to lose? Literally nothing any more. (Well, except our life, but feh.) Kill the guards, and go through the door they were guarding!
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# ? May 1, 2015 12:56 |
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Ghostwoods posted:What have we got to lose? Literally nothing any more. (Well, except our life, but feh.) Kill the guards, and go through the door they were guarding! Sounds good to me, they must be guarding it for a reason.
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# ? May 1, 2015 18:18 |
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Section 95 posted:With E.J. drawn, you launch yourself down the corridor like a tornado. Let's get rolling! Pip attacks! 1 + 1 = 2, well that's embarassing Guard 1 attacks! 6 + 5 = 11, Pip is hit for 5 + 2 - 4 = 3 LIFE POINTS and is down to 33. Guard 2 attacks! 4 + 3 = 7, Pip is hit for 1 + 2 - 4 = 0 LIFE POINTS and nothing happens (thanks dragonhide jerkin!). Pip attacks! 4 + 6 = 10, Guard 1 is hit for 6 + 5 - 2 = 9 LIFE POINTS, and is down to 6. Guard 1 attacks! 2 + 6 = 8, Pip is hit for 2 + 2 - 4 = 0 LIFE POINTS. Guard 2 attacks! 2 + 2 = 4, Pip is missed. Pip attacks! 2 + 5 = 7, Guard 1 is hit for 3 + 5 - 2 = 6 LIFE POINTS falls down dead. Guard 2 attacks! 1 + 1 = 2, missed once again. Pip attacks! 5 + 2 = 7, Guard 2 is hit for 3 + 5 - 2 = 6 LIFE POINTS and is down to 9. Guard 2 attacks! 1 + 4 = 5, another miss. Pip attacks! 1 + 5 = 6, Guard 2 is hit for 2 + 5 - 2 = 5 LIFE POINTS, is down to 4 and faints from the pain. That wasn't too hard now, was it? Section 95 posted:If the Guards kill you, go to 14. Let's see what these dudes were guarding! Section 138 posted:In some ways this is the strangest room you've been in yet. It's empty of people, but not of clutter. In fact, it's so jam-packed you can hardly tell what size it is. Score! Section 138 posted:Want to search? Go to 128. Pip's Stat Block posted:LIFE POINTS: 33/36 Roll of the Dead posted:Death the first: pecked to death by Savage Chickens.
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# ? May 1, 2015 20:03 |
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Seems like things could go terribly wrong here but we already lost all our loot. Have a good rummage, what could go wrong?
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# ? May 1, 2015 20:54 |
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Zoe posted:Seems like things could go terribly wrong here but we already lost all our loot. Have a good rummage, what could go wrong? Just my thinking.
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# ? May 1, 2015 21:24 |
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I see no way rummaging could be a bad thing.
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# ? May 1, 2015 21:44 |
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Looting time!Section 128 posted:Roll dice to see if the search produces anything worthwile. Roll: 5 + 3 = 8, to 148! Section 148 posted:Mmm, something interesting here. Looks like a wand of some sort... You lift the wand and wave it. Nothing happens. All the same, it looks like a wand... You point it. Nothing happens. Roll: 5, we have 5 of these things left. (Who makes a wand with "silly thing" as an activation phrase?) This was the best possible outcome for the "search the room" roll, by the way: 123 is your standard "nope, nothing here, go back" section, while 133 yields a crystal ball which shows us the Queen chained off somewhere, but it doesn't tell us where so it's no help at all. Section 148 posted:Since there's no exit from the lab, return to 96 before deciding where to go next. 96 is where we decide whether to attack the guards, 95 is the actual decision point: Section 95 posted:If you kill the Guards, you now have the option of: What shall it be? Pip's Stat Block posted:LIFE POINTS: 33/36 Roll of the Dead posted:Death the first: pecked to death by Savage Chickens. Mikl fucked around with this message at 22:34 on May 1, 2015 |
# ? May 1, 2015 22:30 |
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Let's go North and see what's there before we head downstairs.
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# ? May 1, 2015 22:54 |
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Section 149 posted:The northern corridor ends in a door, which is slightly ajar. Carefully, quietly, you push it open. An empty Guard Room! Maybe it's our lucky day? Pip's Stat Block posted:LIFE POINTS: 33/36 Roll of the Dead posted:Death the first: pecked to death by Savage Chickens.
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# ? May 2, 2015 09:59 |
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Quis custodiet ipsos custodes? Apparently no-one! Let's loot like it's going out of fashion!
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# ? May 2, 2015 12:15 |
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Loot and plunder .
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# ? May 2, 2015 14:01 |
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Section 122 ****B posted:You're halfway across the room, tiptoeing, when a soft voice whispers in your ear: 'He doesn't need guards, Pip - he's got me...' Aren't you glad that we didn't waste our garlic by, say, putting it into the sandwiches we gave to the Wolf? Section 132 posted:'Aarrrghhhh!' Lucky indeed! The Vampire fight is the second-most bullshit fight in this gamebook: besides being a difficult fight in its own regard, it has the distinction that if the Vampire hits two times in a row it automatically kills you, no saving throw or anything. And, if we win the fight, we get no loot at all. Section 132 posted:If you want to try the door on the east wall, go to 136. Alternatively, as always, we can go back to any previous section. Pip's Stat Block posted:LIFE POINTS: 33/36 Roll of the Dead posted:Death the first: pecked to death by Savage Chickens. Mikl fucked around with this message at 15:35 on May 2, 2015 |
# ? May 2, 2015 15:30 |
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You didn't pick up the 500 gp ring. Go north, young man
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# ? May 2, 2015 15:34 |
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Added Space posted:You didn't pick up the 500 gp ring. What are you talking about? I totally did (Thanks.)
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# ? May 2, 2015 15:41 |
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Let's go on in.
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# ? May 2, 2015 16:10 |
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Where else in the book might you have used the garlic, anyway? (I'm not sure we should count the offering sandwich thing.)
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# ? May 2, 2015 17:22 |
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Let's try not to die anymore that ring is worth more than everything else we've found put together. The way this book is balanced really is silly. No one's going to eat the sandwich when they have a billion healing potions and no one's going to waste garlic even if they did when garlic's only purpose in any adventure is to prevent vampire bites. Also, drat, that was the most dramatic reaction I've ever seen a vampire have to anything that wasn't sunlight.
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# ? May 2, 2015 18:51 |
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Let's see what's through the north door!Section 127 ****B (Hounds only) posted:As you approach, a strange thing happens - the northern door swings open of its own accord! Hello Section 127 ***B posted:What a fight this is going to be. (You are going to fight him, aren't you, Pip? Not much point in the whole adventure if you don't, eh ?) The +4 bite damage the Black Hounds have effectively negates our -4 dragonhide jerkin. (Also once again: note how we could bribe the Black Hounds to step aside while we smack their master silly.) I hope you'll excuse me if for this fight, and the next one, I go all-out on the magic. Better safe than sorry. Pip's initiative roll: 4 + 6 = 10 Black Hound 1 initiative roll: 2 + 4 = 6 Black Hound 2 initiative roll: 4 + 1 = 5 Luckily, we shall go first. Firefinger 1! Black Hound 1 is hit by a Lightning Bolt for 10 LIFE POINTS and is down to 15. Black Hound 1 attacks! 3 + 6 = 9, Pip is hit for 3 + 4 - 4 = 3 LIFE POINTS and is down to 30. Black Hound 2 attacks! 1 + 3 = 4, Pip expertly dodges. Firefinger 1! Black Hound 1 is hit by a Lightning Bolt for 10 LIFE POINTS, is down to 5 and is out of the fight. Black Hound 2 attacks! 1 + 6 = 7, Pip is hit for 1 + 4 - 4 = 1 LIFE POINT and is down to 29. Firefinger 1! Black Hound 2 is hit by a Lightning Bolt for 10 LIFE POINTS and is down to 15. Black Hound 2 attacks! 3 + 3 = 6, just barely missed. Firefinger 1! Black Hound 2 is hit by a Lightning Bolt for 10 LIFE POINTS, is down to 5 and falls to the ground out cold. I'll just quaff a potion to be at full health: Potion roll: 5 + 5 = 10, back up to our maximum 36 LIFE POINTS. Heading into 137 with full LIFE POINTS and 5 Lightning Bolts and 2 Fireballs left, things are looking up! Section 137 posted:'My Hounds!' screams the Wizard Ansalom. 'You've killed my Hounds!' And he leaps to his feet, hands outstretched, muttering a savage spell. Yep, those are Final Boss stats all right Section 137 posted:Let the magical battle commence, Pip. And may the best Wizard win! Pip's initiative roll: 5 + 3 = 8. The Wizard Ansalom's initiative roll: 4 + 3 = 7. Fireball Away! 3 + 6 = 9, the Wizard Ansalom is fireballed for 75 LIFE POINTS and is down to 75. The Wizard Ansalom casts Lightning Bolt! 6 + 6 = 12, Pip is thunderstruck and down to 26 LIFE POINTS. Fireball Away! 3 + 5 = 8, the Wizard Ansalom is fireballed to death. If this seems anticlimactic (and it was), it's because we had both our Fireballs left and we managed to hit him with both of them. I'll come right out and say it: the balance in this books sucks. If you reach the Final Boss with all your magic left you can win easily, if you have no magic left you don't have a snowball's chance in hell (good luck chipping away at those one hundred and fifty LIFE POINTS with just your sword, while he flings magic at you). Anyway, we finally did it! We managed to kill that pig-stealing, crop-blighting, moat-drying, all-around nuisance, wicked Wizard Ansalom! Let's go to 135 and see what awaits us next. Section 135 posted:As you stand triumphant in the mayhem of the shattered Throne Room, a small sound behind the throne attracts your attention. You investigate. Nothing there. But that was definitely a noise. You examine the wall. No need for an experienced adventurer and Wizard slayer like yourself to roll dice this time: you find a secret door! As the granite slab slides back, you know for certain the steps downwards can only lead to one place - the prison where the wicked Wizard (now defunct) was holding brave Queen Guinevere. Note: page, because we're done with sections. Epilogue posted:PIP TRIUMPHANT But what about Pip? Was he rewarded for his deeds? Epilogue posted:What a day, Pip! What a truly magnificent, glorious day ! And what an adventure ! Notice how everyone treats you differently now, since you rescued the Queen? You're somebody now, Pip. Somebody important. Epilogue posted:Not to mention several other odds and ends you managed to pick up along the way. Enough there to buy a whole new farm. Ten whole new farms! Won't they be surprised? You'll be there in an hour and won't they be amazed? Oh hey, it's this jerk again. Epilogue posted:But Mean Jake, standing by the roadside, has his cap off and is screwing it up in his hands nervously. You rein in the pony, watching him warily. Mean Jake! Epilogue posted:'I'll kill him!' you roar, half drawing Excalibur Junior in your anger. Thanks for reading, everyone! With that, Pip's first adventure has been concluded, but this LP isn't done yet: before moving on to the next book, I'll show you all the little odds and ends that we have missed during our runthrough of this book; and there are quite a few. So watch this space! Mikl fucked around with this message at 20:39 on May 2, 2015 |
# ? May 2, 2015 20:04 |
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Okay that was bullshit.
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# ? May 2, 2015 20:20 |
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I was kinda hoping we'd get to use the duck on Ansalom. Oh well. That was a fun book!
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# ? May 2, 2015 20:21 |
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Wow. Yeah, that's bullshit, especially since fireballs can miss. That's right. If we used a "silly thing" wand, could we have thrown those two fireballs without rolling for hit? Except rolling to hit with the wand, I mean. Aithon fucked around with this message at 20:49 on May 2, 2015 |
# ? May 2, 2015 20:42 |
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Aithon posted:Wow. Yeah, that's bullshit, especially since fireballs can miss. Literal reading of the rules says no, but you could interpret it that way. Funny thing: I had intended to use the "silly thing" wand first thing during the fight with Ansalom but I... forgot to do so
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# ? May 2, 2015 20:52 |
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What if we had made different decisions? Way back at the start of the adventure, near the ruined abbey, we met a menacing figure clad in a jet-black suit of armour. We chose to talk to him, and he turned out to be King Pellinore, stuck in the woods thanks to his terrible sense of direction. What if we had chosen to attack him? Section 17 posted:'Stand aside! Have at you! Gadzooks!' (and other threatening expressions) you roar as you draw Excalibur Junior and fling yourself on the Black Knight, who promptly falls down on his back. Fake choice! Except for some flavour text, the result is the same. --- When we met the Wolf, we offered him some sandwiches and he let us go our way unmolested. But we also had the choice to either fight him, or run away. If we had chosen to run away, we would have gone to section 11: Section 11 posted:The Wolf is after you, running hell for leather! To find out whether it catches you, roll one die. Score 1, 2, or 3 and it's on you. Score 4, 5 or 6 and you make good your escape by running up the path that leads to 10. This turns into a "make the roll or die" situation. If we had chosen to fight him instead: Section 21 posted:Brave Pip! You draw your faithful sword, Excalibur Junior, which, don't forget, gives you + 5 damage on the beast if you hit. This Section is the first time we could have seen E.J. talking. Also to note, this is a really tough fight, it's surprising it was this early in the book. --- In the first courtyard there were a bunch of crates and barrels, and we could choose to drink cider or wine. We chose cider, and a good choice it was, because... Section 16 posted:The wine tastes funny. This is because it's poisoned. Roll two dice to see how it affects you. Who keeps poisoned wine just lying around like that? Besides hags, I mean? --- In the second courtyard, we managed to make friends with a Skeleton, who pointed us to the trapdoor leading to the underground. If we hadn't made the roll, however... Section 47 posted:Friendly, my foot! Who ever heard of a friendly animated Skeleton! That Skeleton is an evil old bag of bones and it's out to tear you limb from limb. Out with Excalibur Junior, Pip. There is a mistake in the book here! The correct Section it should be pointing us to is 131, which then leads us to 139, like so: Section 131 posted:With the Skeleton no more than a pile of bones now, you have an opportunity to examine the whipping post it was tied to. It's a pretty ordinary whipping post except for one thing: it seems to be a bit loose. In fact, if you tug it sideways, it might even come right up. Section 139 posted:The post doesn't uproot. But it does move sideways with a funny noise like the grinding of gears beneath your feet! A trapdoor has opened up under you! You're falling, Pip. You're falling! And we're down in the underground yet again. Interesting to note: if we'd fallen down this way, the ladder up would have led to the second courtyard instead of the first, because Section 36 doesn't specify which Section to go to when you climb it, it simply says "the courtyard above". --- In the Spider Pit, we made friends with a Spider. And we were lucky to make friends too, since if we hadn't... Section 64 posted:Nothing for it but a fight, whatever EJ thinks. The Spider has 33 LIFE POINTS, strikes on a roll of 4 or better and scores + 3 damage. Worse still, it really is poisonous, so every third time it hits you, you need to see if the poison gets you. Roll two dice again. Unless you score 6 or better, you're dead from Spider venom. ...we would have faced one of the toughest fight in the game: besides being a tough fight, every third time we're hit we have to roll to see if we die from poison. To hazard a guess, it's the third-most bullshit fight in the gamebook, right behind the Deadly Poisonous Snake and the Vampire, but at least fighting the Spider isn't mandatory (if you can make the Friendly Reaction roll, that is). --- In the wicked Wizard Ansalom's magical workroom there was a magic circle, which we ignored. Good job! Stepping into it is really dangerous! Section 144 posted:You're not going to believe this, Pip, but you've just triggered the second biggest nasty in the Wizard Ansalom's Dark Castle. There is an Invisible Demon in the circle! This is the second toughest fight in the book besides the Wizard Ansalom himself. Running is no good, too: Section 121 posted:You run, as if the devil himself were after you. (And though he isn't, an Invisible Demon is certainly the next best thing.) So if you activate the trap you have to fight your way out, no choice about it. Next, we're going to explore the sections of the castle we didn't look at! Mikl fucked around with this message at 21:35 on May 2, 2015 |
# ? May 2, 2015 21:27 |
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Heh, that was definitely an ending
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# ? May 2, 2015 21:27 |
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Exploring the wicked Wizard Ansalom's Dark Castle At the first decision point inside the Castle proper, we could have searched for a secret door. If we had... Section 99 ***B posted:Trouble, Pip! While you were searching for that secret door, a Guard crept up on you. In the circumstances, he has the first strike. Ambush! If we survive that, we can keep seraching: Section 150 posted:Another baddie bites the dust! You're doing rather well at the moment, Pip. Section 134 posted:Perseverance is a very worthwhile characteristic in an adventurer. Roll dice. If we make this throw (rather easy), we find the secret room! Section 143 posted:You just got lucky, Pip - you've found the Wizard Ansalom's Treasure Room. And what a find! Just look at it. Gold, silver and gems galore. A king's ransom here. Old Ansalom must have been thieving for years to amass this lot. There's even a pen in one comer full of honking pigs. One of these things is not like the others... The Wizard Ansalom seems to have a thing for pigs. Remember from the introduction: 'Please, sire, the Wizard Ansalom's stolen my pig.' Section 143 posted:What a find! And it's yours if you can kill the Wizard Ansalom. Nobody will begrudge it to you, since you earned it fair and square. (Except the pigs, of course, which will have to go back to their rightful owners.) You can take all the gems now and about 500 of the Gold Pieces - no more, gold is heavy - or you can come back later for the lot after you've put paid to Ansalom. --- But searching for hidden doors is boring, let's go west instead! Section 105 posted:The corridor runs west for thirty metres and ends in a door. At fifteen metres there is a second door in the north wall. The door at the end of the corridor doesn't lead anywhere useful: Section 85 posted:Busy, busy - it's the kitchens. Cooks and skivvies racing about all over the place making a great bustle but not doing very much. Fortunately they're all so busy being busy, nobody notices you've opened the door. No sense in making trouble. Retreat quietly and return to 107 to reconsider your options. Though maybe we could have taken some garlic from inside here. If we open the north door instead: Section 89 **B (Each) posted:Yipes! It's a Guard Room! Jam-packed with about a hundred hairy great Guards. They're sitting around playing dice, drinking ale and sharpening their swords. What a nasty-looking lot. You'd never have a prayer of surviving a fight with this bunch, Pip. Better check to find out if they noticed you opening their door. Better hope we make this throw! If you roll above 7, they don't notice and we can slowly close the door and walk way. If not, well... Section 140 posted:his isn't looking too good, Pip. They've seen you all right. And they're moving fast! They're up and on you like an avalanche! There's nothing you can do. You draw old EJ and fight like a demon, but there are just too many of them . . . --- If instead we go all the way east, down the steps, we reach... the dungeons. Section 130 posted:You follow the corridor quietly eastwards, noting that this one is rather more dimly lit than the others. The wall torches have been replaced by only a very few lamps. And when you reach the steps downwards, you can see there are fewer still below. Stealing the key requires a roll: if we don't make it we have to fight Guard (who, rather amusingly, is a bit groggy from sleeping and so hits only on an 8 or higher, and has shoddy armour which doesn't protect very well), but the end result is the same: we get the key and open the door, and then... Section 125 posted:It's a dungeon all right; and a torture chamber. Just look at the shackles on the walls. And the Iron Maiden - that big coffin-shaped cabinet with iron spikes inside the door. And the rack for stretching people. And the branding irons in the charcoal brazier. No one's here. That was disappointing. --- Finally, that one door in the Vampire Guard Room which we didn't open, making a beeline for the Wizard Ansalom's door instead, hides... Section 136 posted:You are looking into a large chamber set out with rows of bunk beds, each one of which has a small wooden locker placed by the side. Obviously a dormitory, Pip. And empty. ...absolutely nothing, and we get pointed to the north door. --- And that's it! That, literally, is all he wrote. I'll leave the thread open so you can discuss the book, and I'll link the LP for the next book here when I'll start it. I hope to see you next time, as we delve into... the Den of Dragons. See you then!
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# ? May 2, 2015 22:21 |
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It was a fun ride. I'll look forward to the next one!
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# ? May 2, 2015 22:39 |
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Have you considered simply running this single thread through the whole series and linking the individual books in the OP? If you get viewers joining on when you're a few books deeper in, then they don't run the risk of losing the initial books into archives. You can even ask a mod to update the thread title for each book or for the whole series. Just a thought. Regarding the last book, aren't there a few amusing dreams that we didn't hit? I can't recall if they reuse those in the subsequent books or if they wrote new ones each time.
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# ? May 3, 2015 03:18 |
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The style of writing on these really is unique. I dig it.
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# ? May 3, 2015 03:19 |
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Ratatozsk posted:Have you considered simply running this single thread through the whole series and linking the individual books in the OP? If you get viewers joining on when you're a few books deeper in, then they don't run the risk of losing the initial books into archives. You can even ask a mod to update the thread title for each book or for the whole series. Just a thought. That is a good idea, and I'll do so. Also, you're right regarding the Dreamtime, it was quite late at night and it slipped my mind. I shall remediate that right now! --- The only time we entered the Dreamtime, we ended up in Section 5, and I mentioned that's the second-worst possible Section to end in. Let's see what the other sections have to offer! Dreamtime Section 2 posted:You are facing a small, cigar-shaped flying creature which dives at you incessantly. Although it does not touch you, each pass causes a ripple to pass over your brain with the automatic loss of 5 LIFE POINTS. The creature is a Brain Teaser. It has 15 LIFE POINTS and strikes first. Fight quickly ! This one is simple: a straight-up fight, with the distinction that the enemy hits automatically and always does the same damage. Not too bad, you just need some decent luck with the dice to survive this. Dreamtime Section 3 posted:You are being chased through a graveyard by a Vampire. If the ghastly creature catches you, you die! Already your legs are turning to jelly. Will you escape? Roll the Vampire's This one is the worst possible section to end in. It's no more and no less than "make saving throw. Didn't make it? Too bad, you die." At least other Sections give you multiple chances, this one gives just one. Dreamtime Section 4 posted:You are in the empty Banquet Hall of a strange and rather beautiful castle. On the table before you are two chalices, one of crystal, the other of bronze. One contains wine, the other poison, but you have no way of telling which is which and you must drink from one of the chalices. Test your LUCK now by rolling two dice. A score above 6 indicates that you are lucky enough to choose the correct chalice. A score of 6 or below indicates that you have drunk the poison, in which case roll two more dice and subtract the total from your present LIFE POINTS. Another "make the save" check, but at least this one doesn't straight-up kill you right away. (Although it might well do so via LIFE POINT depletion, since usually you get into the Dreamtime only when you have little precious few life points left...) We've seen 5, so moving on to 6! Dreamtime Section 6 posted:You are walking in a beautiful walled garden enjoying the summer sunshine when you are attacked by a swarm of bees. Each bee sting costs you 1 LIFE POINT. Roll one die to discover how many bees actually manage to sting you. Not too bad. You can't escape taking damage, but at least it's in the 1-6 range. Dreamtime Section 7 posted:One of Merlin's spells has gone badly wrong and turned you into a stick of celery. You are now growing quietly in a vegetable patch. It is not such a bad life since you have cabbages and cauliflowers to talk to, but Merlin's goat has broken through the fence and is munching his way towards you. Roll one die to discover if he Ukes celery. Score below 6 and he will nibble away 5 LIFE POINTS before passing on to eat all Merlin's carrots. Again, not too bad. You can only take 5 LIFE POINTS worth of damage, and you can make a save to avoiding that. Dreamtime Section 8 posted:You are jousting with the Black Knight, a fearsome villain with 25 LIFE POINTS. You are wearing armour which deducts 5 from any damage scored against you. His armour is Another straight-up fight, this time against Dreamtime Section 9 posted:You are in a gloomy corridor facing a large, hairy Sleep Monster. You have no weapons or armour, but nearby are two caskets. You have time to open only one of them before the Sleep Monster attacks. Roll one die. Score 1 - 3 and you find a magical dagger which dispatches the Sleep Monster instantly. Score 4-6 and the casket you open is full of sleep gas. This means you must Sleep again and make new rolls to find out if you are headed for the Dreamtime. It's quite possible to be stuck in a loop. A dream within a dream within a dream... Dreamtime Section 10 posted:You are hunting boar in the forest and are armed with a bow and seven arrows. Each arrow scores a straight 10 points of damage if it hits, and you require to throw better than 6 on two dice in order to hit. You enter a clearing and discover a huge Ogre about to eat a comely maiden. You have time to fire all seven arrows before the ogre can possibly reach you. The Ogre has 40 LIFE POINTS and is so strong he scores +15 damage with the huge club he carries. You have seven chances to kill him before he reaches you and (because he is slow) one additional chance to finish Yet another straight-up fight, but this one gives you several chances to chip away at the enemy's LIFE POINTS before starting to slug it out. This is probably the section you're most likely not to take damage after Section 9, provided the dice are good to you. Dreamtime Section 11 posted:Following a disagreement with King Arthur about whether or not the world is flat, you have been cast without food or water into a deep, dark dungeon. How long you remain there depends on the results of your next die roll. For each point scored up to a maximum of 6 you remain one day - and lose 1 LIFE POINT - before the King relents. But which one of you said the world is flat? You or the King? Dreamtime Section 12 posted:You are on a high mountain top engaged in a magical battle with an evil Sorcerer who has occupied the top of a neighbouring mountain. In this battle you hurl gigantic waves of magical blue fire at one another. So long as both of you hurls a wave, the magic neutralises and no damage is done. But sooner or later one of you is going to run out of waves. Roll one die to find out how many waves the enemy Sorcerer has left and one die to find out how many you have left. The one with the most waves reduces the opponent's LIFE POINTS to half their current total and wins the battle. Another "make the roll" dream, but this one at least isn't "make the roll or die" but rather "make the roll and take half of your LIFE POINTS as damage." That's it! Thanks again for reading, I'll update this thread when I'm ready to start with book 2, the Den of Dragons. Until then!
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# ? May 3, 2015 09:50 |
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Man, dreams are dangerous. So we lost EJ and the jerkin, or is anything we're carrying save from ol' Mean Jake?
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# ? May 4, 2015 17:17 |
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I only ever had Den of Dragons when I was a kid, and I'm so angry you jerks died and lost that silver ring. I don't remember what it does in the next book, but I remember some section asking you if you have the "tinglering". I would appreciate it if, after the next book, you could tell us what it would have been used for I read that book so much I remember what section the entrance to town is ("A blink. A flicker. You're in the village, Pip."), what riddle the Fiend asks (and its answer), and which house in town leads to the section with 3 lines, each ending "by Jove!" ...I hope the goons go to that house. Also, I'm pretty sure those are the same Dreamtime options that Den of Dragons has.
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# ? May 4, 2015 23:32 |
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Let's get going then! Welcome back to this let's play, everyone! As a bit of introduction on my part, you will have quite a bit more things to do in this book as opposed to the previous one. You'll see why shortly. For now, here are some , because this book is every bit as longwinded as the Castle of Darkness. So without further ado, Let's Get Burnt to a Crisp in... Introduction posted:MERLIN Welcome back, Merlin! It's like we never left. But what was that about a bit of a problem with dragons? Introduction, part 2 posted:THE THREATH Huh. The more you know. Introduction, part 2 posted:All in all, dragons are very formidable creatures. But Brass Dragons make ordinary dragons look like pussycats. There have only been five authenticated appearances of Brass Dragons in the Oh. So this is the problem. Well then. Join me next post, where we see what we can do about it! Mikl fucked around with this message at 10:13 on Jun 7, 2015 |
# ? May 5, 2015 19:17 |
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Introduction, part 3 posted:IN MERLIN'S Roll: 4 and 1. Crud. Introduction, part 3 posted:'Now add the scores together,' he tells you. 'You won't get less than 2 and you can't get more than 12. That's the way it is with LIFE POINTS. With your LIFE POINTS anyway. Now multiply your answer by 4,' Merlin says. That's your LIFE POINTS. Write them down. Quickly, now.' 20 LIFE POINTS? That's pretty bad... Introduction, part 3 posted:He looks around him furtively, as if he might be worried somebody was listening, then leans forward and whispers something in your ear: 'If you don't think you have enough, do the whole Oh, alright. Roll: 3 + 5 = 8 Roll: 4 + 3 = 7 So 32 LIFE POINTS. Better than 20 for sure. Introduction, part 3 posted:Merlin straightens up and goes on much more loudly. 'Now, fighting. There's going to be a lot of fighting, I'm afraid. But at least it's not as painful as fighting in your own world. You just roll dice, for you and your opponent. Quite easy, really. Two dice each time. Look - I'll make it simple for you.' A bit different than the first book, right here. In the Castle of Darkness rolling a 6 was an outright miss, here it's a hit. Doesn't really make a difference, because a 6 is a hit for zero damage, but still. Also, it clarifies how damage is calculated: it's not one LIFE POINT for each number above 6 you roll, it's one LIFE POINTS for each number above the strike figure. This is important because... Introduction, part 3 posted:That's how you fight. At least that's how it goes with a fist fight. If you're using weapons, you do more damage. If you're wearing armour, it cuts down on damage. And since you'll be using this, you'll generally only need a 4 or better to hit somebody...' Well, let's go to 1! Section 1 posted:'EJ!' you gasp. 'You've kept EJ!' Section 3 posted:If you have previously adventured through The Castle of Darkness you may have picked up some useful items there. You are allowed to bring these with you now, but only if you actually found them in the Castle, and only if you still had them when you completed that adventure. The following list will remind you about the items which were hidden in the Castle of Darkness. And no cheating, otherwise you'll break the spell! Of these, the only things we have is the Globule Wand and five Firefinger Bolts. For the globule wand I'm going to cheat a bit and not roll: since we had five globules left at the end of the previous book, we'll have five globules here. Section 4 posted:'Is that it?' you ask frowning. Roll: 3 + 5 = 8, so 8 Gold Pieces, 80 Silver Pieces. Section 4 posted:Merlin coughs again. 'Weapons too. And armour, if you want it' He produces a second scroll. "Fraid weapons and armour are quite expensive these days...' Nice! Section 4 posted:Don't forget you may have to travel a long way to find this rampaging Brass Dragon, so a supply of food might be a good idea unless you plan to live off the land. But it's entirely up to you what you decide to buy: just so long as you have the gold to cover it. Write down the things you're taking on your Quest Journal and remember that if it isn't on your list during the adventure, then you can't use it. If you have any money left over, write that down too. Money can come in very handy on a long joumey. And this is how magic works in this book. Quite a bit different from the first one. Section 4 posted:That's it,' says Merlin. 'That's your magic. That's your spells. You can use each one three times only. Unless you find another copy, of course. That sometimes happens during an adventure, so keep your eyes peeled. Not much to magic, really, so long as you remember the basic rule. Never use a spell when you're nearly dead, otherwise the loss of LIFE POINTS will kill you. Make your roll to find out if the spell worked. If it didn't, it didn't and there's nothing you can do about it, unless you want to try again. But not more than three times. A spell thrown is used whether it works or not. Precious things, spells. That's why you don't Phew, that was a doozy. As always, for introductions to these books. You got all that? Good, because I have some homework for all of you! 1. Look at the two shopping lists: We have 80 Silver Pieces to spend, what shall we spend them on? 2. Look at the map: Where shall we go first? Choose wisely, goons! Pip's Stat Block posted:LIFE POINTS: 32/32
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# ? May 5, 2015 19:21 |
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I think we should get leather armour, a dagger, a food pack, a backpack, a waterbag, some rope, some torches, and five healing potions. I think that's all 80 silver. Once we've got all that, let's go to Section 155 'cos it's closest and I'm feeling lazy. Have the rules said what healing potions do this time around?
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# ? May 5, 2015 22:09 |
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Uh, Merlin, if more things can come out of that Gateway, isn't it better to close it first, worry about the dragon later?
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# ? May 5, 2015 23:11 |
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inflatablefish posted:Have the rules said what healing potions do this time around? Nope, if we buy some I'm going to treat them the same as the first book's. Carbon dioxide posted:Uh, Merlin, if more things can come out of that Gateway, isn't it better to close it first, worry about the dragon later? The third book in the series is called The Gatweay of Doom, make of that what you will.
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# ? May 5, 2015 23:34 |
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inflatablefish posted:I think we should get leather armour, a dagger, a food pack, a backpack, a waterbag, some rope, some torches, and five healing potions. I think that's all 80 silver. The armor is just a straight bonus, since we can wear our jerkin, so that seems good. The book also told us we need a weapon apart from EJ, and a dagger is the cheapest way of doing that, so that makes sense too. (Hopefully EJ will be usable in the majority of encounters, so investing heavily in a non-EJ weapon probably isn't that great an idea. Now that I've said this, we'll lose him in the first section.) I don't think we need to buy five rounds of potions, though; note that each 3 silver gets us a dozen. We will hopefully not need sixty potions. Let's get two of those (24 potions) instead, and use the other nine silver as follows: * 6 Sacks: 0.5 * 12 Climbing Spikes: 0.5 * 15m roll of bandages: 0.5 * 1 tinderbox: 0.5 * 1 container of oil: 1 * 12 fish hooks: 1 * 1 carpentry hammer: 1 * 1 blanket: 1 * 1 horn: 3 My reasoning: sacks ought to be useful for a bunch of things, we'll need the spikes as well as rope if we want to climb anything, the bandages might come in handy if we're not allowed to feed healing potion to other people, torches are useless without a tinderbox to light them with, the oil isn't as useful without a lamp but we might want to set something on fire, fish hooks are helpful if we need to fish for food (since our supplies appear to be limited), the blanket will help us sleep since we probably aren't buying a tent, and the fact that three musical instruments are on the list makes me suspicious so we should probably pick one up and the horn is the cheapest. I'd like to get a bunch of the other stuff, too, but it's hard to know what to prioritize. (Parchment? We might need to write a note? Cooking utensils, but they're expensive... Change of clothes sounds like something the game will bullshit us with...)
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# ? May 6, 2015 00:14 |
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# ? Mar 28, 2024 21:02 |
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Don't want my memories of this book to skew the wonderful discoveries, by Jove, but I dimly recall there might be an error in the book that has to do with buying another weapon - specifically, a section that asks you to clear an obstacle and seems to have the "use EJ" and "use another weapon" directions mixed up. Miki, do you know what I'm talking about? Or I can keep an eye out for it as we go.
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# ? May 6, 2015 02:50 |