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Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
South.

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Bacon In A Wok
Jan 27, 2014
The tyranny of the majority is sending us to 32! But first...

2d6=7, up to 28 Life Points.
2d6=9, up to 37 Life Points.


Section 32 posted:

This Wilderness goes on forever. With nothing better to do, you check your silver sphere at frequent intervals and become so accustomed to nothing happening that it comes as quite a surprise when it suddenly turns red.

Glancing around you hurriedly, you catch sight of movement in some shrub.

Looks like a fight if you decide to investigate, and the sphere suggests whatever is in there is highly dangerous. But the decision is up to you. Ifyou want to investigate, turn to the ENEMY STATISTICS section on page 192 then come back here and work out the result of the encounter. If you are killed, go to 14. If you survive, go to 20. Alternatively, you can simply steal away (without RUNNING). Available directions are: North or west to 13. North east to 73. East to 80. Any southerly direction to 53.

Do we fight? Or heed the SPHERE? If the latter, head east to 80 (same place going due south would have left us last time), south-ish to 58, or backtrack? If we do choose to fight, I'll rule that we could probably try to duck over to Merlin's House first in hopes of picking up something special (or, y'know, taking a basalt-rock nap.)

Pip's Stat Block posted:

LOCATION: Edge of a desert
LIFE POINTS: :siren: 37 :siren: / 44+1
EXPERIENCE POINTS: 0
INVENTORY: EJ (hits on a 4, +5 damage), breastplate (-2 damage), healing potion (:siren: 11 :siren: doses, restores a double dice roll of LIFE POINTS), small golden disc, scrap of parchment, bunch of yarrow, bolt through neck instructions, right of passage token, Coded scroll, Sphere of Warning (glows green - no danger, amber - some danger, red - deathly danger, golden - Excalibur is near), Rations, rope (50 feet), magicless magical ruby
STATUS EFFECTS: Bolt through neck (automatically kills enemies who roll a 12 against us unless they have surprise), confused by the mountains (miss every other blow in the next two fights)
TREASURE: 1500 Gold Pieces


Roll of the Dead posted:

Death the first: encased in basalt.
Death the Second: encased in basalt. Again.

SOLarian
Oct 29, 2012
Pillbug
Screw danger, I say we investigate

Old Man Mozz
Apr 24, 2005

I posted.
I like the "pop over to Merlin's place first" plan ... Then battle

Comstar
Apr 20, 2007

Are you happy now?

Old Man Mozz posted:

I like the "pop over to Merlin's place first" plan ... Then battle

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!

Old Man Mozz posted:

I like the "pop over to Merlin's place first" plan ... Then battle

Bacon In A Wok
Jan 27, 2014
One quick trip to Merlin's House...

1d6=5.

Merlin's House-5 posted:

This entrance gives you access to the room with the wicker basket. Despite Merlin's promise to clean it up, this room is still a complete disaster area and there is nothing of any use to you here.

Return to the section you were in when you rolled the die.

Well, that was pointless. About that fight...

Enemy Statistics posted:

The creature in the shrub is a Wolf. It has 25 LIFE POINTS, strikes successfully on 5 and does +2 damage. The bad news is its speed, which means it can make two strikes for every one of yours. Bribery is not possible; a Friendly Reaction might be. Roll for first strike.

... yyyyyyeah. Less life and damage, but between its agility and our Mountain Confusion, it attacks four times for each strike we make.

Friendly reaction?
Pip rolls 3d6=5,6,2=13.
Wolf rolls 1d6=3.

First strike...
Pip rolls 2d6=10.
Wolf rolls 2d6=8.

Round 1!
Pip rolls 2d6=8, hits for 9 damage. Wolf down to 16 LIFE POINTS.
Wolf rolls 2d6=9, hits for 4 damage. Pip down to 33 LIFE POINTS.
Wolf rolls 2d6=8, hits for 3 damage. Pip down to 30 LIFE POINTS.

Round 2!
Pip auto-misses.
Wolf rolls 2d6=5, hits for 0 damage after armor.
Wolf rolls 2d6=7, hits for 2 damage. Pip down to 28 LIFE POINTS.

Round 3!
Pip rolls 2d6=4, hits for 5 damage. Wolf down to 11 LIFE POINTS.
Wolf rolls 2d6=3, misses.
Wolf rolls 2d6=6, hits for 1 damage. Pip down to 27 LIFE POINTS.

Round 4!
Pip auto-misses.
Wolf rolls 2d6=9, hits for 4 damage. Pip down to 23 LIFE POINTS.
Wolf rolls 2d6=8, hits for 3 damage. Pip down to 20 LIFE POINTS.

Round 5!
Pip rolls 2d6=9, hits for 9 damage. Wolf down to 2 LIFE POINTS and is unconscious.

...ow. At least we maybe get something useful at 20?

Section 20 posted:

That was well done, Pip: a nasty encounter by any account. By the looks of things, the Wolf was emerging from its lair, which was hidden by the shrub. A quick glance inside assures you the rest of the pack are absent. You are about to mow on when you notice something odd inside - a scrap of parchment. You fish it out with the tip of EJ.

Something is written on the parchment:
'Code 5
COR PERVC DZHES EYTVKNUBE
Here a part of the parchment is missing, having been chewed by the wolf. The remainder reads:
DTEHPOHKKHZ TNCX.'

Your available directions are: North or west to 13. North east to 73. East to 80. Any southerly direction to 53.


Pip's Stat Block posted:

LOCATION: Outside a Wolf's lair
LIFE POINTS: :siren: 20 :siren: / 44+1
EXPERIENCE POINTS: 1
INVENTORY: EJ (hits on a 4, +5 damage), breastplate (-2 damage), healing potion (11 doses, restores a double dice roll of LIFE POINTS), small golden disc, scrap of parchment, :siren: another scrap of parchment :siren:, bunch of yarrow, bolt through neck instructions, right of passage token, Coded scroll, Sphere of Warning (glows green - no danger, amber - some danger, red - deathly danger, golden - Excalibur is near), Rations, rope (50 feet), magicless magical ruby
STATUS EFFECTS: Bolt through neck (automatically kills enemies who roll a 12 against us unless they have surprise), confused by the mountains (miss every other blow in the next fight)
TREASURE: 1500 Gold Pieces


Roll of the Dead posted:

Death the first: encased in basalt.
Death the Second: encased in basalt. Again.

Jazzimus Prime
May 16, 2002

The Brothers Autobot
The cypher key appears to be...

pre:
WXYZABCDEFGHIJKLMNOPQRSTUVWXYZ
ZYXWVUTSRQPONMLKJIHGFEDCBAZYXW
... which gives us...

pre:
COR PERVC DZHES EYTVKNUBE  ...  DTEHPOHKKHZ TNCX
THE GREAT SWORD RXCALIBUR  ...  SCROGHOLLOW CITY
Yes, that's Rxcalibur and something about Scroghollow City.

Let's drink two more healing potions, and... where have we not been yet?

Comstar
Apr 20, 2007

Are you happy now?
Go somewhere new, that is not Scraghollow city. Leave it to last.

MarquiseMindfang
Jan 6, 2013

vriska (vriska)

Comstar posted:

Go somewhere new, that is not Scraghollow city. Leave it to last.

Just binged the thread, and yes, avoid the main plot. Seek death elsewhere.

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
Yeah, avoid the city.

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Glazius
Jul 22, 2007

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

Clapping Larry
Unfortunately, Rxcalibur's powers are useless without its brother sword Dxcalibur to aim them.

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