|
Jazzimus Prime posted:Yes +1!
|
# ? May 21, 2015 22:08 |
|
|
# ? May 4, 2024 14:20 |
|
Thread seems to be in agreement, so here we go! First stop, that one cottage that heals us back to full, and with maximum hit points we boldly stride into the stables and turn them upside down looking for treasure!Section 71 posted:Congratulations! You've found a horseshoe! Now stop wasting time. Well gently caress you too Let's go to the Abbey and vent our frustration by beating up some monks. To remind you, we have to fight four Martial Monks, who have 25 LIFE POINTS each and hit on a 4 or better for +3 damage. Also, they have first strike. Let's hope we don't regret this! Martial Monk 1 attacks! 2 + 3 = 5, Pip is hit for 1 + 3 - 6 = NO LIFE POINTS. Martial Monk 2 attacks! 5 + 4 = 9, Pip is hit for 5 + 3 - 6 = 2 LIFE POINTS and is down to 38. Martial Monk 3 attacks! 4 + 3 = 7, Pip is hit for 3 + 3 - 6 = 0 LIFE POINTS. Martial Monk 4 attacks! 3 + 1 = 4, Pip is hit for 0 + 3 - 6 = NO LIFE POINTS. Pip attacks! 1 + 5 = 6, Martial Monk 1 is hit for 2 + 5 = 7 LIFE POINTS and is down to 18. Martial Monk 1 attacks! 2 + 4 = 6, Pip is hit for 2 + 3 - 6 = NO LIFE POINTS. Martial Monk 2 attacks! 3 + 1 = 4, Pip is hit for 0 + 3 - 6 = NO LIFE POINTS. Martial Monk 3 attacks! 2 + 1 = 3, a miss. Martial Monk 4 attacks! 1 + 6 = 7, Pip is hit for 3 + 3 - 6 = 0 LIFE POINTS. Pip attacks! 5 + 3 = 8, Martial Monk 1 is hit for 4 + 5 = 9 LIFE POINTS and is down to 9. Martial Monk 1 attacks! 1 + 6 = 7, Pip is hit for 3 + 3 - 6 = 0 LIFE POINTS. Martial Monk 2 attacks! 1 + 2 = 3, missed. Martial Monk 3 attacks! 5 + 2 = 7, Pip is hit for 3 + 3 - 6 = 0 LIFE POINTS. Martial Monk 4 attacks! 2 + 2 = 4, Pip is hit for 0 + 3 - 6 = NO LIFE POINTS. Pip attacks! 3 + 3 = 6, Martial Monk 1 is hit for 2 + 5 = 7 LIFE POINTS, is down to 2 and out of the fight. Martial Monk 2 attacks! 1 + 1 = 2, I don't need to tell you this is a miss I hope. Martial Monk 3 attacks! 3 + 5 = 8, Pip is hit for 4 + 3 - 6 = 1 LIFE POINT and is down to 37. Martial Monk 4 attacks! 4 + 3 = 7, Pip is hit for 3 + 3 - 6 = 0 LIFE POINTS. Pip attacks! 5 + 4 = 9, Martial Monk 2 is hit for 5 + 5 = 10 LIFE POINTS and is down to 15. Martial Monk 2 attacks! 4 + 5 = 9, Pip is hit for 5 + 3 - 6 = 2 LIFE POINTS and is down to 35. Martial Monk 3 attacks! 5 + 6 = 11, Pip is hit for 7 + 3 - 6 = 4 LIFE POINTS and is down to 31. Martial Monk 4 attacks! 3 + 4 = 7, Pip is hit for 3 + 3 - 6 = 0 LIFE POINTS. Pip attacks! 2 + 3 = 5, Martial Monk 2 is hit for 1 + 5 = 6 LIFE POINTS and is down to 9. Martial Monk 2 attacks! 1 + 6 = 7, Pip is hit for 3 + 3 - 6 = 0 LIFE POINTS. Martial Monk 3 attacks! 3 + 3 = 6, Pip is hit for 2 + 3 - 6 = NO LIFE POINTS. Martial Monk 4 attacks! 3 + 4 = 7, Pip is hit for 3 + 3 - 6 = 0 LIFE POINTS. Pip attacks! 6 + 1 = 7, Martial Monk 2 is hit for 3 + 5 = 8 LIFE POINTS, is down to 1 and faints from the pain. Martial Monk 3 attacks! 5 + 1 = 6, Pip is hit for 2 + 3 - 6 = NO LIFE POINTS. Martial Monk 4 attacks! 5 + 4 = 9, Pip is hit for 5 + 3 - 6 = 2 LIFE POINTS and is down to 29. Pip attacks! 6 + 2 = 8, Martial Monk 3 is hit for 4 + 5 = 9 LIFE POINTS and is down to 16. Martial Monk 3 attacks! 2 + 3 = 5, Pip is hit for 1 + 3 - 6 = NO LIFE POINTS. Martial Monk 4 attacks! 5 + 6 = 11, Pip is hit for 7 + 3 - 6 = 4 LIFE POINTS and is down to 25. Pip attacks! 3 + 2 = 5, Martial Monk 3 is hit for 1 + 5 = 6 LIFE POINTS and is down to 10. Martial Monk 3 attacks! 6 + 5 = 11, Pip is hit for 7 + 3 - 6 = 4 LIFE POINTS and is down to 21. Martial Monk 4 attacks! 1 + 5 = 6, Pip is hit for 2 + 3 - 6 = NO LIFE POINTS. Pip attacks! 5 + 5 = 10, Martial Monk 3 is hit for 5 + 5 = 10 LIFE POINTS and is cloven neatly in half. Martial Monk 4 attacks! 3 + 6 = 9, Pip is hit for 5 + 3 - 6 = 2 LIFE POINTS and is down to 19. Pip attacks! 1 + 5 = 6, Martial Monk 4 is hit for 2 + 5 = 7 LIFE POINTS and is down to 18. Martial Monk 4 attacks! 2 + 3 = 5, Pip is hit for 1 + 3 - 6 = NO LIFE POINTS. Pip attacks! 3 + 3 = 6, Martial Monk 4 is hit for 2 + 5 = 7 LIFE POINTS and is down to 11. Martial Monk 4 attacks! 2 + 4 = 6, Pip is hit for 2 + 3 - 6 = NO LIFE POINTS. Pip attacks! 5 + 6 = 11, Martial Monk 4 is hit for 7 + 5 = 11 LIFE POINTS bringing the fight to an end. Pretty long and brutal fight. I was planning to use magic in case of emergency but it wasn't needed; our leather armour really carried the day this time, we'd probably have lost the fight (or be forced to use a couple spells) if it weren't for the additional -2 damage it granted us. To the victor the spoils, which are located at 94! Section 94 posted:Before King Arthur chased the Romans out, there was a saying current throughout Avalon (which was not called Avalon then, of course), and this saying went: 'To the Victor, the Spoils'. (Ad victor spoilarum or some such nonsense in the original Latin.) It is a saying which applies fully to you now, Pip, for you were undoubtedly victorious in hacking up those morbid monks. So don't waste another moment: get into the Abbey and search, search, search. Roll two dice to discover what, if anything, you find. First: you're not going to believe me, but I wrote "To the victor the spoils" before actually checking Section 94. Pretty impressive coincidence. Second: I have no idea how to say that sentence in Latin. Any scholars in the audience? Third: the roll ended up being 1 + 2 = 3, so to 115 we go! Section 115 posted:What a find! What a find! You have discovered a scroll. And this is what it says: We already knew where to go, but it's good to know the banker-gnome didn't cheat us. Or did he? (No, probably not.) Another quick visit the the Healing Cottage, and it's time to go knocking on the Poetic Fiend's not-metaphorical door at 107. Section 107 posted:The interior of the crypt is hung with black velvet drapes in remarkably good condition, while the floor, walls and ceiling are all in the very finest white marble. In the centre of the floor is a small dais and on it an ebony coffin with gleaming brass inlay. There is an inscription on the dais which reads: Well, what shall we answer? Don't forget to speak aloud! Pip's Stat Block posted:LIFE POINTS: 40/40 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...)
|
# ? May 22, 2015 20:03 |
|
It has always been "one of its legs are both the same", and yes, saddo that I am -- and child of 80s Britain -- I did say it aloud before reading on! According to answers.com, the correct Latin for "to the victor, the spoils" is Victori spolia.
|
# ? May 22, 2015 21:22 |
|
We don't know. Curse that Poetic Fiend and his mastery of riddles and his certainly not waiting around to hear us get stumped!
|
# ? May 23, 2015 09:05 |
|
One of its legs are both the same. Everyone knows that.
|
# ? May 23, 2015 09:10 |
|
If you answered, 'One of its legs are both the same' go to 122.
|
# ? May 23, 2015 10:30 |
|
Pip wouldn't know the answer to that one.
|
# ? May 23, 2015 10:43 |
|
Section 122 posted:At once the coffin lid slams back and a slim, deathly pale figure dressed in an evening suit and opera cloak leaps out with alarming speed. His eyes are pink and his top teeth jut out over his lower lip - even when he is smiling, which he is now. Giving the correct answer nets us a nice trinket! For the record, if we'd said "I don't know" the Fiend would have chewed us up for being dumb, slammed the coffin shut, and we'd have gained no bonuses. If instead we'd said "That's a stupid riddle", the Fiend would have gotten angry, and we'd have had to draw a portrait of him to mollify him. Having done that, the Fiend would have given us the most useful item in the game: a magical lollipop. The way the lollipop works is thus: you can only use it in a fight (and only up to three times total), but when you do so your LIFE POINTS are restored to full, and the same amount of LIFE POINT you regain are subtracted from our enemy's. Pretty neat, huh? Anyway, since we're done with Stonemarten, let's head onwards to the ruined tower at 30 and leave this place. Section 30 posted:Looks hke the remains of a stone watchtower, Pip, and very, very old. In ruins now, of course. Most of the tower itself has fallen in and the whole area is covered with fallen stones and rubble. You could mess about here forever, spraining your ankle on loose stones. Why not just roll a couple of dice to see what, if anything, might happen to a worthy adventurer in this place? Roll: 2 + 5 = 7. Section 88 posted:You've spotted a doorway, by Jove! Death the fifth: buried under a cave-in. Since we already know this is the way out, I'll just re-roll for LIFE POINTS, go back to Stonemarten, collect the Dragon Cavern scroll, collect the EJ upgrade, collect the horseshoe (might come in handy), and collect the Snuffbox. The tinglering is lost, however, since it was a reward for winning a fight and the second (or third, or fourth...) time around all enemies are gone. LIFE POINT rolls: 1 + 1 = 2, 5 + 3 = 8, 2 + 1 = 3. 32 LIFE POINTS. Back to the ruined tower, and another roll for us! 1 + 3 = 4, let's go to 80. Section 80 posted:A little perseverance goes a long way. You've spotted a doorway. Not a door, just a doorway - the door itself is long gone. But the doorway leads into the ruined tower. You draw your sword and edge carefully towards it, senses straining for any hint of danger. There is no sound; nothing at all. You enter. Nothing left to do but follow the corridor! Section 25 posted:You emerge into a volcanic wasteland. All around you are lava flats, vast stretches of stone distorted into grotesque shapes, a rippled, pitted surface that is difficult to travel over. You are surrounded by high cliffs, their sheer faces towering upwards to vast heights. Let's hope you don't have to climb these, Pip: even with equipment it could take you the best part of a year. Pip's Stat Block posted:LIFE POINTS: 32/32 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...)
|
# ? May 23, 2015 11:53 |
|
North east? Doesn't seem much difference.
|
# ? May 23, 2015 14:40 |
|
Okay seriously, this book does not want you to keep items, what the hell.
|
# ? May 23, 2015 16:01 |
|
Comstar posted:North east? Doesn't seem much difference. *shrug*. Sure. Why not?
|
# ? May 23, 2015 16:09 |
|
North-east it is!Section 84 posted:The smell of burning sulphur hangs heavily in the air, now joined by a second stench - the unmistakable odour of methane. You seem to be getting warm here, Pip: and that has nothing to do with the heat. Actually, I really want to go home. Can I? Please? Section 95 posted:Behind you, the volcanic wasteland. Before you, the mouth of a dark, gloomy, yawning cavern. In your nostrils, the scent of dragon and the smell of sulphur fumes and methane gas. In your hand (if you have any sense at all) your trusty sword. In your mind a knowledge of your spells. Section 108 posted:You are within a bone-dry natural cavern, the floor of which is liberally scattered with bones and skulls, many animal, some human, and several of creatures you do not immediately recognise. Nothing stirs here, you are aware only of silence. There are three exits on the northern wall of this entrance cavern. Which will you choose? I wonder if there's some way to know which one to choose. Maybe someone has been here before and left us a hint? That would be nice. Pip's Stat Block posted:LIFE POINTS: 32/32 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...)
|
# ? May 23, 2015 17:31 |
|
Mikl posted:I wonder if there's some way to know which one to choose. Maybe someone has been here before and left us a hint? That would be nice. Well, I've just gone back and re-read the Ethelbert scroll we got from Pellinore, and it's... less than useful. Beyond warning us of wailing spirits being an insta-death, it mainly just says that it's reasonably safe up here but dangerous on the lower levels. Let's try going right.
|
# ? May 24, 2015 00:36 |
|
So we can't go back and try the north exit for loot?
|
# ? May 24, 2015 00:53 |
|
Next time we die we could. Anyways, lets go right.
|
# ? May 24, 2015 02:48 |
|
Let's go left! They'll all dump out in the same place anyway and we'll have a laugh about Pip getting all excited.
|
# ? May 24, 2015 03:17 |
|
*shrug* Right seems fine.
|
# ? May 24, 2015 10:35 |
|
Go left, young Pip!
|
# ? May 24, 2015 11:09 |
|
inflatablefish posted:Well, I've just gone back and re-read the Ethelbert scroll we got from Pellinore, and it's... less than useful. Beyond warning us of wailing spirits being an insta-death, it mainly just says that it's reasonably safe up here but dangerous on the lower levels. My question was more or less a "wink-wink-nudge-nudge" reminder of the scroll, so good job! Jazzimus Prime posted:So we can't go back and try the north exit for loot? I'll show you what's over there after we're done with the book. However, Ethelbert's scroll specifically said that from the volcanic plateau one road leads to the dragon cavern and the other to certain death, so you can guess what would have happened if we'd gone north By a 3-2 vote, we're going right. Section 99 posted:The passageway, which looks as though it has been used fairly often, runs in a two hundred metre stretch to a vast cavern notable mainly for the almost overpowering stench which emerges from it. Your torch soon shows the cause of the smell: the centre of the cavern floor is piled high with dragon droppings. Your hand drops instantly to your sword hilt, but a moment's quick inspection convinces you there are no dragons about at the moment. As you stand in the centre of the cave (just short of the manure heap) there are three exits. Roll: 4 + 1 = 5, it's way too heavy. So now we have four choices: west to 98, north to 105, east to 102 (after using up a fireball to smash the boulder), or going elbow-deep in dragon dung at 111. Pip's Stat Block posted:LIFE POINTS: 32/32 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...)
|
# ? May 24, 2015 12:45 |
|
Let's go poop diving! 111!
|
# ? May 24, 2015 13:02 |
|
HOOLY BOOLY posted:Let's go poop diving! 111! Instakill or goody? Let's find out! +1
|
# ? May 24, 2015 13:44 |
|
Section 111 posted:You've found a ring! It fits neatly on the finger of your left hand. The trouble is, now you've tried it, you can't get it off. And it tingles slightly. This book really wants us to have a tinglering. From 99 we have the same options as before: Section 99 posted:West will take you to 98. We've rolled for the boulder and it's too heavy, so we'll have to smash it if we want to go that way. Pip's Stat Block posted:LIFE POINTS: 32/32 I realised I forgot to reset the spells used after we died the fifth time, so I did that now. Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...)
|
# ? May 24, 2015 14:08 |
|
Go west, young man.
|
# ? May 24, 2015 14:55 |
|
We can always fireball it later if we run out of options up here. For the time being, let's go west. I hear that life is peaceful there.
|
# ? May 24, 2015 14:58 |
|
Section 98 posted:The corridor - a natural fissure in the rock by all appearances - twists, turns, widens, then narrows until you have almost lost all sense of direction. (Although your experience suggests it generally runs roughly north-west.) Eventually the passage narrows to such a degree that you are actually forced to turn sideways in order to pass through it. Slight mistake in the book here! 98 was one of the options we got from the entrance to the Dragon Cave, and evidenty it loops back to 99, which was the direction we took. So now we're at 98, coming from 99, but the book treats it as if we came from the entrance instead! Technically this means we'd have to get past the Trolls to get to 99 again, but since I'm not 100% evil I'm going to give you a choice: if you really want to we can fight the Trolls, try to talk to them, or burn our invisibility spell; or we can just ignore this mistake, go back to 99, and pick a different direction (north to 105 or east to 102, but using up one of our Fireballs to smash the boulder). The choice is yours. Pip's Stat Block posted:LIFE POINTS: 32/32 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...)
|
# ? May 24, 2015 19:30 |
|
Avoid these trolls, otherwise we will have an argument. North to 105.
|
# ? May 24, 2015 21:31 |
|
Oh, OK. 105.
|
# ? May 24, 2015 22:11 |
|
Super-short update today!Section 105 posted:You find yourself near the entrance of another cavern. There is, however, a branch passage on your right. Which way should we go? Pip's Stat Block posted:LIFE POINTS: 32/32 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...)
|
# ? May 25, 2015 19:30 |
|
Let's go right.
|
# ? May 25, 2015 20:26 |
|
Junpei Hyde posted:Let's go right. Sure. +1
|
# ? May 25, 2015 21:46 |
|
Take the corridor to your right.
|
# ? May 26, 2015 10:37 |
|
Section 120 posted:The passageway runs due east for a time then curves, first north-east, then, with increasing sharpness, north. You catch a strange odour, a httle hke that of the cattle shed at the home of your adoptive parents, but more pungent and somehow strangely menacing. Nonetheless you press on. Pip is not an adventurer for nothing. What is a little danger between friends ? (S)he who hesitates is lost. Press on regardless... What're you doing here, dude? Crete is a long way from here. Section 120 posted:'HALT!' bellows the Minotaur, making a curious scraping gesture with his right foot on the floor. 'NO ONE PASSES THIS WAY!' Gotta say, this guy's alright. All the legends depicted him as a bloodthirsty monster, but he's actually not. Anyways, time for some ol' fisticuffs! Let's fight like gentlemen! (Since this is a friendly fight I'll assume Pip is going to be sporting and take off his armour.) Pip's initiative roll: 6 + 2 = 8 The Minotaur's initiative roll: 1 + 2 = 3 Pip attacks! 2 + 3 = 5, a miss. The Minotaur attacks! 1 + 6 = 7, Pip is hit for 1 LIFE POINT and is down to 31 (1 damage total). Pip attacks! 3 + 1 = 4, you suck at boxing Pip. The Minotaur attacks! 5 + 2 = 7, Pip is hit for 1 LIFE POINT and is down to 30 (2 damage total). Pip attacks! 6 + 1 = 7, the Minotaur is hit for 1 LIFE POINT and is down to whatever-1 (1 damage total). The Minotaur attacks! 2 + 3 = 5, missed. Pip attacks! 4 + 3 = 7, the Minotaur is hit for 1 LIFE POINT and is down to whatever-2 (2 damage total). The Minotaur attacks! 5 + 3 = 8, Pip is hit for 2 LIFE POINTS and is down to 28 (4 damage total). Pip attacks! 5 + 5 = 10, the Minotaur is hit for 4 LIFE POINTS and is down to whatever-6 (6 damage total, nice punch!). The Minotaur attacks! 4 + 1 = 5, Pip dodges. Pip attacks! 2 + 3 = 5, the Minotaur dodges. The Minotaur attacks! 1 + 3 = 4, Pip dodges. Pip attacks! 2 + 6 = 8, the Minotaur is hit for 2 LIFE POINTS and is down to whatever-8 (8 damage total). The Minotaur attacks! 6 + 5 = 11 OUCH, Pip is hit for 5 LIFE POINTS and is down to 23 (9 damage total). Pip attacks! 5 + 2 = 7, the Minotaur is hit for 1 LIFE POINT and is down to whatever-9 (9 damage total). The Minotaur attacks! 2 + 2 = 4, Pip dodges and... Attacks! 3 + 3 = 6, the hit lands but not hard enough to do any damage! The Minotaur staggers back a few steps, launches forward, and (1 + 1 = 2) misses badly, giving Pip an opening to... Deliver a roundhouse punch (5 + 2 = 7) straight to the Minotaur's snout, doing 1 damage and knocking him to the floor! Man, that was nail-biting the RNG couldn't decide which way to swing, I guess. On to 126, to see what's in those chests! Section 126 posted:'Well now,' says the Minotaur (a little breathlessly after the fight), 'now that we've got that out of the way, you'd better have a rummage through my belongings. That's traditional too, you know. To the victor the spoils, as young Julius Caesar used to say to me before my head got this way and we stopped speaking to one another. But I'd better warn you, it's been set up so you can only look in two of them: once you do that, the others vanish. A little magic I bought to protect my belongings, you appreciate, except I don't know how to switch it off, so you're stuck with it, I'm afraid. Now we've got three chests and a casket. You can look in any two. So make your choice.' Which ones should we open? Pip's Stat Block posted:LIFE POINTS: 23/32 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...) Mikl fucked around with this message at 22:26 on May 26, 2015 |
# ? May 26, 2015 17:25 |
|
Chest 2 and the casket.
|
# ? May 26, 2015 17:39 |
|
Let's pick the ones the game is trying to lead us away from. Open Chest 2 and the casket, 150.
|
# ? May 26, 2015 18:17 |
|
Section 150 posted:The casket contains a large key. Wonder where that might fit then? The chest is no help: it contains only a bottle clearly marked SNAKE VENOM ANTIDOTE, which may at least come in handy if you're ever bitten by a snake. It tastes horrible, but absolutely neutralises the poison, leaving your LIFE POINTS exactly as they were before the bite. There is enough in the bottle for one dose only. Pip's Stat Block posted:LIFE POINTS: 23/32 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...)
|
# ? May 26, 2015 22:26 |
|
Uh, 128.
|
# ? May 26, 2015 22:59 |
|
Snake venom antidote! Let's go back to Merlin, get him to give us a time travel spell, and travel back to book 1 when that snake bit us. Failing that, 128 is as good a choice as any. Is anyone else getting a bit bored of these blind choices? They could have at least given a hint or two where the passages lead.
|
# ? May 26, 2015 23:40 |
|
inflatablefish posted:Snake venom antidote! Let's go back to Merlin, get him to give us a time travel spell, and travel back to book 1 when that snake bit us. Yeah, I'm not a fan of this particular segment of the book either. Section 128 posted:You trip gaily along this passage without a care in the world until you fall down a pit trap. Buying the rope and spikes was a good decision, this is the second time they've saved our lives. Damage roll: 3 + 1 = 4. Section 128 posted:If you get out of the pit, you may proceed. The passage you're in leads to 120 in one direction and 130 in the other. We've come from 120, which is the Minotaur's chamber, so let's check out 130. Section 130 posted:Wow! Section 130 posted:All you have to do to get it (as much as you can carry, at least, which is still an awful lot) is to persuade the lady with the funny-looking hair to let you take it. The lady with the funny-looking hair? That isn't hair on her head - it's snakes! Could this be the Medusa, the mythical female whose very look turns people to stone? Now you come to mention it, there are several very lifelike statues standing around near the heap of treasure. But think of all that loot, Pip. Think what you could do with it. First a Minotaur, now Medusa? Did we take a wrong turn somewhere and end up in ancient Greece by mistake? Section 130 posted:To grab some of this treasure, you're going to have to fight the Medusa. If you decide to do so, go to 136. So to sum up, we have three options: trying to fight Medusa, burning our Invisibility spell to get to 138 (we've come from 128, so no point trying to go back there), or Solid Snaking our way through the chamber. What shall we do? (Additionally, we could go all the way back to the Minotaur's den and pick a different direction to check out.) Pip's Stat Block posted:LIFE POINTS: 19/32 Roll of the Dead posted:Death the first: got dizzy while climbing down a chasm (worst possible time to discover a fear of heights...) Mikl fucked around with this message at 17:55 on May 27, 2015 |
# ? May 27, 2015 17:42 |
|
LOOOOOOT!
|
# ? May 27, 2015 19:39 |
|
|
# ? May 4, 2024 14:20 |
|
Get us some of that sweety booty. By the way, awesome LP. I've been enjoying this in rural Virginia because good signal is rare and WiFi rarer and have been having a great time.
|
# ? May 27, 2015 20:35 |