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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 28, 2024 02:49 |
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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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. 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. 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. Human bones, eh? That's not ominous at all Pip’s Stat Block posted:LIFE POINTS: 4/40
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# ¿ Apr 20, 2015 12:49 |
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Aw, you noticed I was hoping to get at least one death in due to life point depletion 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. Pip’s Stat Block posted:LIFE POINTS: 33/40 Mikl fucked around with this message at 17:33 on Apr 20, 2015 |
# ¿ Apr 20, 2015 17:30 |
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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. 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. 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! " (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! 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? Three options this time! What will it be? Pip’s Stat Block posted:LIFE POINTS: 22/40
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# ¿ Apr 21, 2015 17:53 |
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What will happen when we knock on the door? Section 38 posted:Nothing happens. Better go back to 37 and reconsider your options. Section 37 posted:
Pip’s Stat Block posted:LIFE POINTS: 22/40
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# ¿ Apr 21, 2015 21:25 |
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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. Well of course the handle opens the door, what else would it do? Pip’s Stat Block posted:LIFE POINTS: 22/40
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# ¿ Apr 22, 2015 18:02 |
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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!
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# ¿ Apr 22, 2015 20:15 |
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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 What is with the Wizard Ansalom and pit traps anyway? This is the third one we've 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. 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: 28/40
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# ¿ Apr 22, 2015 22:12 |
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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! Merlin did tell us E.J. talked, although not very often. This is one of those times. Every single time it's worth an "" 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. 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
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# ¿ Apr 23, 2015 06:56 |
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Coin flip! Heads we run away, tails we try to make friends. The result is in... Run away! 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. Roll: 3 + 4 = 7, juuuuuuust barely made it 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)... 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? Section 44 **B posted:For this fight (and if you don't fight you're dead, Pip) the sequence runs: 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. 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? 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: 27/40 Mikl fucked around with this message at 17:59 on Apr 23, 2015 |
# ¿ Apr 23, 2015 17:52 |
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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. There is a mistake in the book here! 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. 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. E.J. 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
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# ¿ Apr 24, 2015 12:24 |
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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. 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
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# ¿ Apr 24, 2015 19:43 |
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Section 60 posted:As you leave the beach, the going underfoot becomes rocky, with only a few leafless shrubs to break the monotony. The moonlight plays strange tricks with the rock shapes, turning them into grotesque monsters until you come close enough to see they are nothing of the sort. We've already said nay to the temple (for now), so let's go in! Section 100 posted:There is definitely something peculiar about this cave. Maybe it's the shape of the cave mouth: from certain angles, it looks like the outline of a hollow, grinning skull. Probably doesn't mean anything, of course. Although you do move rather warily as you go inside; and even old E.J. has stopped mumbling. A signpost? Section 100 posted:A signpost? Well, it's definitely a signpost. And when you think of it, that's probably no more odd than a lot of other things you've discovered in the Wizard Ansalom's Dark Castle. Is... is that door staring at us? I never noticed this before, not in the dozens of times I played this book as a kid nor in my trial run for this LP. I wonder how many other little details I've missed... Pip’s Stat Block posted:LIFE POINTS: 27/40
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# ¿ Apr 24, 2015 22:28 |
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FredMSloniker posted:Ah, the Fiend. I remember the Fiend. (That doesn't mean I remember whether going to the Temple instead is a good or bad idea. But I definitely remember the Fiend!) I don't think there's anybody who has played this gamebook and who doesn't remember the Fiend. Section 101 posted:The door is unlocked and opens creakily at your touch. You find yourself standing on a glistening floor of jet-black marble in a twelve-metre-square chamber, all walls of which are draped solemly in black velvet. Clock's ticking! How many times do we knock? Pip’s Stat Block posted:LIFE POINTS: 27/40
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# ¿ Apr 25, 2015 10:10 |
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KNOCK KNOCK KNOCK KNOCKSection 102 posted:You step back hurriedly as the lid of the coffin slowly starts to open. A white gloved hand emerges to grip the side, then, slowly, terrifyingly, the Fiend himself begins to rise up from the velvet and satin-lined interior. Incidentally, all three other sections are exactly the same: Section 84, Section 104, Section 109 posted:BOOOOOOOOOM! So yeah, good choice there. Section 102 posted:The Fiend is tall, slim, chalky white and dressed (rather oddly for King Arthur's day) in a long black opera cloak over white tie and tails evening suit. His eyes are very large and very dark. Two of his top teeth protude over his lower lip, like fangs. Slowly he turns those great dark eyes towards you... Are we in trouble? The sign did tell us to knock... Section 111 posted:'Hello, Duckie,' says the Fiend. 'What a pleasure to find an intelligent visitor for a change. Most of them blow themselves up, you know. Very painful. Now, what is it you want of me?' Paging Arthur Dent to the Let's Play The Castle of Darkness thread... Pip’s Stat Block posted:LIFE POINTS: 27/40
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# ¿ Apr 25, 2015 11:44 |
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Currently tied, three people want to tell him the truth and three (counting Ratatozsk) want to lie through our teeth. Going to wait for a bit for a tie-breaking vote, otherwise I'll flip a coin (but I'd rather not have to).
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# ¿ Apr 25, 2015 19:32 |
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Alright then, coinflip it is! Heads we lie, tails we tell the bitter truth. The result... Tails! 'Uh, dude, no. I'm truly, really sorry, but your poetry sucks.' Section 117 posted:The Fiend fangs you. Go to 14. Well, sheesh, aren't we touchy Death the second: fanged by the Poetic Fiend (sometimes, honesty is not the best policy). Since there were a lot of people who wanted to play Arthur Dent, though, through the magic process known as "retracing our steps" we shall go back to the Fiend and lie through our teeth forthwith. As soon as we re-roll our LIFE POINTS, that is. 3 + 3 = 6 1 + 5 = 6 5 + 4 = 9 36 LIFE POINTS this time around. (This also means that all the loot we found isn't there anymore, but on the other hand all consumables, such as potions, are replenished.) Now let's see what the Fiend has to say if we praise his poetry! Section 87 posted:'Very kind,' the Fiend murmurs modestly, obviously extremely pleased, even though he looks a little puzzled by the names you mentioned. 'Very kind indeed.' He begins to pace dramatically up and down the floor of his crypt, in the manner of a Shakespearian actor, declaming the following worthless doggerel: Well, what are you waiting for, goons? You heard the man, compose a poem! Pip’s Stat Block posted:LIFE POINTS: 36/36
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# ¿ Apr 25, 2015 20:41 |
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These are both great! I'll just assemble them into a single poem, like so: Pip's poem for the Fiend posted:There was once a nice guy known as Pip Section 112 posted:'What a delight! What a masterwork!' exclaims the Fiend when you hand him the completed poem. 'For this, you shall be richly rewarded.' That's a whole 26 Gold Pieces Section 112 posted:'Now,' says the Fiend, 'since my arithmetic is rather weak, you must tell me if there are more than ten lines in your poem.' You bet there are! (This, by the way, is why I had you actually write the poem rather than jumping straight to 112. Good job, goons!) Section 81 posted:'More than ten lines!' squeals the Fiend delightedly. 'What sterling work! What poetic effort! What creative herculean labour! This too must be rewarded!' Right, we're still stuck on this island. Oh well, can't do nothing about that. Section 62 posted:As you approach the temple, your eye catches a flash of movement from within the colonnade. You stop at once and draw Excalibur Junior, ready for any eventuality. Oh hey, it's that lady, the one who gave Athur Excalibur in Arthurian legend. Hi, lady! (Is it really her, or someone pretending to be her? ) Section 62 posted:She beckons you to follow and returns to the interior of the temple. Inside, you find a simple chamber with mosaic inlay on the floor and a white block marble altar on which stands a jewelled chalice and a glistening gemstone on a velvet cushion. To drink, or not to drink. That is the question. Pip’s Stat Block posted:LIFE POINTS: 36/36
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# ¿ Apr 26, 2015 16:55 |
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Section 103 posted:The chalice contains a clear, cool, blue-green liquid which tastes of honey and blackcurrants. As you drink, a feeling of great well-being flows through your body. Ladies and gentlemen: this book series' game breaker, and one of the few things I don't like about them. This book is way too generous with boons like this one for its own good: combinded with E.J., who hits on a four, the Luckstone means a guaranteed hit every time we swing our sword, and a much higher chance to avoid any traps we might come across. Later books cut down on the generosity, in fact, but it's a bit too late for the players who started on this book, seeing as we can carry the Luckstone with us. I'll probably decide to not use the bonus in the following books, but it's a part of this one so I'll use it to full effect (just to show you how broken it is). Moving on! Section 103 posted:A gem indeed, Pip! 'Thank you, Lady,' you breathe gratefully and place the Luckstone carefully away in your pack. As you do so, the Lady and the temple begin to fade gently away, leaving you standing back in 75. Frantically, you open your backpack. The Luckstone is still there! Fantastic! And we're back at 75. Now, according to the map, we can go east or west. Or backtrack, that's always a possibility. Pip’s Stat Block posted:LIFE POINTS: 61/36 Mikl fucked around with this message at 10:21 on Apr 27, 2015 |
# ¿ Apr 26, 2015 22:21 |
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Going east from 75 brings us to 76!Section 76 posted:This corridor runs due east for twelve metres and ends in a door. Or what used to be a door. This one is badly splintered and is hanging from one hinge as if something terribly big burst through it some time ago. The problem is, did something terribly big burst out or burst in? There is no light beyond the hanging door, but if you listen very, very carefully, you should just be able to pick up the sound of breathing from the darkness. I wonder what did this, that door looks like it was pretty solid. Pip’s Stat Block posted:LIFE POINTS: 61/36
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# ¿ Apr 27, 2015 16:30 |
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Section 77 posted:Don't like the sound of that breathing, Pip. Still, it's your skin... Another tiny mistake in the book here! 75 is the correct Section for backtracking, 74 is the "go north from the intersection" Section (which leads to the island we explored earlier). Do we still want to go in? Pip’s Stat Block posted:LIFE POINTS: 61/36
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# ¿ Apr 27, 2015 18:00 |
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Section 72 posted:Nervously, you edge your way forward in total darkness, one hand against the rough texture of the stone wall for guidance, the other firmly gripping the hilt of faithful Excalibur Junior. The breathing is louder now, closer. Nice going there, Pip. What were you going to do if someone actually answered? Section 67 posted:You are attacked savagely about the ankle. Alternatively, there's the Duck. The Fiend did say it would help against magic, didn't he? Pip’s Stat Block posted:LIFE POINTS: 57/36 Mikl fucked around with this message at 19:25 on Apr 27, 2015 |
# ¿ Apr 27, 2015 19:23 |
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Firefinger 1!Section 97 posted:It worked, by Jove! (As the Romans used to say.) The darkness has gone, your torch - which was still lit, remember - now shows you a smallish, ten-metre-square, stone-lined chamber. Gnawing furiously at your ankle is a Leprechaun. I don't think there's anything I can add to that. Pip’s Stat Block posted:LIFE POINTS: 57/36
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# ¿ Apr 27, 2015 20:03 |
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Section 120 posted:The darkness vanishes and your torch abruptly lights up a smallish chamber. Lying on the floor, carefully extracting his teeth from your ankle, is a Leprechaun! If this seems like a repeat of the previous Section, the reason is you can also get here by trying to make friends and making the dice roll; in that case, it's at this point the darkness disappears. Section 120 posted:'Sure and begorrah,' says the Leprechaun with a thick Irish brogue (you wouldn't expect him to come from Israel, would you?). ' Isn't it sorry I am to be after biting your poor ankle, but wasn't I thinking you might be a monster or that wicked Wizard Ansalom and didn't I launch meself without thinking. But I could tell from the taste you had good decent blood in ye, so let me make amends for the damage.' It's worth pointing out that the Wizard Ansalom seems to have a serious problem with squatters. We're in his Dark Castle, and so far we've encountered three people who don't really belong here and who range from indifferent to him (the Fiend) to hating his guts (the Leprechaun) to actively working against him (the Lady). Section 114 posted:What's this? More gold? It is, you know - fifty Gold Pieces and a double-headed copper coin. What a bit of luck! Section 114 posted:But there's more! Tucked away in the bottom of the purse is a parchment scroll. There's something very familiar about this type of scroll. It looks very similar to the scrolls lying about in Merlin's log castle: the ones he uses to write spells on. Get your dice rolling quickly, Pip, to find out what is written on the scroll. Our Luckstone's no help here, since every Section has a different scroll in it, and we won't know what's there until we get to it. 3 + 1 = 4, off to 88! Section 88 posted:The scroll contains a Healing Spell! We probably will never use this, because of full RPG hoarder mentality, A.K.A. "I might need this later!" *gets killed by level one monster while having a thousand elixirs sitting in the inventory* Section 88 posted:There are no exits from this room, so you'd better return to 75 and reconsider your options. From Section 75 there's only one way we haven't been which isn't backtracking, so let's go west to 71. Section 71 posted:The corridor runs due west for no more than ten metres before you reach the entrance to a large, circular chamber. Set in the centre of the chamber, on a polished granite pedestal, is a statue of a tall, black-bearded man with sharp features and (so far as one can tell from a lump of stone) dark, piercing eyes. He is dressed in dark flowing robes and wears the same sort of pointed hat Merlin wore. In one hand he carries a sack from which protudes the head of a pig. In the other hand he holds a long Magician's wand. Still a better poem than the Fiend's Section 71 posted:Well now, Pip, here you are in this stupid circular room all set to starve to death. (Have a bully-beef sandwich to help you think.) What now? Pip’s Stat Block posted:LIFE POINTS: 57/36 Mikl fucked around with this message at 21:45 on Apr 27, 2015 |
# ¿ Apr 27, 2015 21:39 |
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Aithon posted:What if breaking ciphers is curious? Guess we're going to find out! Section 61 posted:You did it! By George, that was clever! Now you can get out simply by pulling gently downwards on the wand held by the statue. Go on: it won't hurt you. There, see? The room is revolving again, opening up the entrance so you can go back to the junction and decide what to do next. We've already been in both directions! In fact, we've explored everywhere we can down here, but the Wizard Ansalom's nowhere to be found! You know what that means, right? We have to backtrack! Now, look at the map: Which way should we go from here? Pip’s Stat Block posted:LIFE POINTS: 57/36
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# ¿ Apr 28, 2015 13:15 |
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# ¿ Apr 28, 2024 02:49 |
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Alright then, let's go! Through a corridor, through another corridor, through a chamber, through two caves, through another corridor, up a ladder, and finally through the double doors in the courtyard!Section 33 posted:The double doors are closed, but not locked. You step through to find yourself in a second courtyard, stone flagged this time and without Chickens. On the eastern wall this time is a flight of stone steps up to the battlements and towers. About thirty metres in front of you is a whipping post with a manacled Skeleton hanging from it. The total area of the entire courtyard is about eighty square metres. Along the north wall of the courtyard is a row of four three-metre-high stone buildings, each with a closed wooden door. Near the west wall is a three-metre-square wooden building, the door of which is closed and barred with a large iron bolt. By the east wall is another building of stone, six by three metres with its door slightly ajar. Lots of options this time! We've already done the first one (and it nearly got us killed), but the other four are all unexplored paths. My poor map I was so, so proud of managing to make a neat map, fitting everything into a relatively small space Pip’s Stat Block posted:LIFE POINTS: 57/36
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# ¿ Apr 28, 2015 18:27 |