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Post by thealmightymudworm on Sept 12, 2019 17:33:23 GMT
"Aye, I sense a hornswoggle. Back it is."
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Post by gmchampskees on Sept 12, 2019 23:57:07 GMT
And so, the party decide to return to the river. Your long trek down the passageway was quite exhausting, and although it was only several hundred feet, you have spent a lot of time searching for potential traps and secret doors as you travelled up the passage. As a result, each member of the party has lost 2 stamina from fatigue.
Back at the river, it is quiet save for the sounds of the flowing river. The river itself looks impassable; the water seems rather deep on both sides. You recall a few doors that you passed by earlier. Otherwise you could try the northern passageway again?
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Post by a moderator on Sept 13, 2019 0:09:55 GMT
We've not yet tried the doors leading west from Thrushbeard's room (probably leading to a trap) or the room with the skeletons and the chest.
Oh, and if the demented corpse-molester wasn't just having another delusional episode, there might be a hidden exit from the dead end by the Mummy's room.
The room with the skeletons and chests is closest out of that lot, so I suggest trying the west door there.
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Post by thealmightymudworm on Sept 13, 2019 5:15:01 GMT
*Nods*
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kieran
Baron
Posts: 2,566
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Sept 13, 2019 9:08:48 GMT
"Didn't we search the dead-end by the mummy's room pretty thoroughly? The door from the skeletons' room seems the best course of action. Though I shudder to return to that evil place."
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Post by champskees on Sept 14, 2019 10:05:21 GMT
The party return to the room with the skeletons hanging up on the wall, passing the body of their fallen comrade, Kradon, in the process. Oddly, it appears his body is already decomposing, small pockets of flesh showing the early stages of rot. They try the door in the west wall...and it opens! There appears to be a short passageway, about 15 or so feet, which ends in yet another door. This one is also unlocked, but doesn't seem to fit the dimensions of the passage properly, as if it had been used as a makeshift replacement. Because of this, when the door opens it makes a scraping sound against the floor. You peer inside... The room is evidently living quarters of some kind. A table and chair stand in one corner and a bed in another. Doors lead north and west from the room. Hanging on the south wall are: a picture (a landscape of a marshy swampland), two rusty old crossed swords, and a one-stringed musical instrument. A snoring noise makes you look again at the bed. Two ugly reptilian heads are poking out from under the covers! Their eyes flick open at the same time and stare at you!The reptile on the left hisses at the one on the right. 'Hsss...are we essspecting anyone today?' The right lizard replies, revealing its forked tongue. 'I don't believe ssso.' They then both turn their heads to the party and shout at the same time. 'LEAVE NOW!'
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Post by daredevil123 on Sept 14, 2019 10:42:31 GMT
Redric draws his sword. "I'd prefer to avoid bloodshed, but if you want us to leave, you're going to have to make us."
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Post by a moderator on Sept 14, 2019 12:22:42 GMT
"Tell us where the other doors lead, let us pass through, and we'll leave you in peace."
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Post by thealmightymudworm on Sept 15, 2019 1:00:42 GMT
"Aye, and to sweeten the deal – you like eating human? We can tell you where to find a fair fresh carcass."
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Post by andrewwright on Sept 15, 2019 4:02:45 GMT
Given I'm supposed to be an escaped Barbarian slave from Craggen Rock, can I make some sort of test to identify the creature?
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Post by gmchampskees on Sept 15, 2019 23:54:50 GMT
Given I'm supposed to be an escaped Barbarian slave from Craggen Rock, can I make some sort of test to identify the creature? No need. The party ignores the lizards' demands to leave, and the reptiles don't look like they are interested in having a chat. They quickly spring out of the bed and grab a sword from under the bed. You realise that it is not a pair of lizards you are talking to, but a CALACORM, a two-headed monster with a lizard-like body! It charges into the party, determined to stop these intruders from going any further. == Round One == Calacorm Skill 9 Stamina 8 Attacks 2 Calacorm attacks Redric. Attack Strength 17. Calacorm attacks Throma. Attack Strength 13.
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Post by thealmightymudworm on Sept 16, 2019 0:21:15 GMT
"We ain't even tried to rob you yet, stupid beast!"
Attacks (I think it's still the axe I'm holding if it matters) (8) + Skill 8 –> AS 16
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Post by a moderator on Sept 16, 2019 0:35:12 GMT
Skill 10 + roll 4 = AS 14
What are the odds of my knowing about Calacorms' fears?
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Post by deadshadowrunner on Sept 16, 2019 7:04:31 GMT
Skill 9 Rolled 7 AS 16
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Post by champskees on Sept 16, 2019 9:11:12 GMT
Skill 10 + roll 4 = AS 14 What are the odds of my knowing about Calacorms' fears? Probable. Try it.
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Post by a moderator on Sept 16, 2019 10:24:35 GMT
Treat my Attack Strength roll as a parry, rather than an attempt to wound.
Back away, attempting to retrieve the mouse. (2)
"Try to subdue, not kill. We can interrogate this one."
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kieran
Baron
Posts: 2,566
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Sept 16, 2019 10:41:31 GMT
Unable to decide which head to attack, Talbion thrusts his spear at the creature's chest.
Sk: 9 + Roll: 8 = AS: 17
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Post by andrewwright on Sept 16, 2019 13:47:53 GMT
If we're trying to subdue it, I'll hit it with the flat of my axe.
roll 5 plus skill 9 = AS 14
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Post by daredevil123 on Sept 16, 2019 17:55:01 GMT
Redric attempts to strike the Calacorm with the flat of his sword, intending to subdue rather than kill it. (Roll of 8 + Skill 9 = AS 17.)
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Post by schlendrian on Sept 16, 2019 20:00:34 GMT
Civ stands back, club at the ready, waiting for Throma to act on her words.
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Post by champskees on Sept 17, 2019 7:24:29 GMT
*apologies, I forgot how the attacks procedure works, I'm only supposed to roll once for the creature, all attacks based on that roll. So all based on attack strength 17 for this round.*
== Round One ==
The Calacorm's sword clangs against Redric's blade, neither able to get through their opponent's defences. For such a big creature, the Calacorm is quite a skillful warrior, weaving away from a dagger's swipe and then neatly turning to the side as a spear is thrust towards its chest. Jack and Murg come in swinging with their axes, but are easily parried by the lizard's swordsmanship. Throma quickly unbuckles her backpack, desperately searching for something she placed in there a while ago whilst defending against the Calacorm's attacks. The Calacorm manages to bite down into her shoulder, inflicting 2 stamina damage.
Throma roars in pain but manages to pull the little mouse out from her backpack. It springs out of her hand and runs along the floor. The Calacorm watches with absolute horror and with a hissing shriek, jumps back up onto the bed! 'Pleasse, pleasse kill that dissgusting mousse!', wails the left head. 'Sssave us! We will tell you everything we know!', exclaims the right. It is clear that the Calacorm is terrified of the mouse and has no intention of getting off that bed while it is still around. The combat ends.
== Combat End ==
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kieran
Baron
Posts: 2,566
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Sept 18, 2019 15:25:02 GMT
Talbion had been hanging back to see if anyone else was going to chime in but now steps forward, his chest puffed up.
"Alright then, creature. Tell us what lies beyond the other doors in this room if you want us to remove your rodent problem."
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Post by a moderator on Sept 18, 2019 23:40:16 GMT
"And what do you know about the King and his treasure?"
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Post by gmchampskees on Sept 19, 2019 1:29:50 GMT
The Calacorm is still quaking in terror. 'The...the King livesss there,' hisses the right head, gesturing to the northern door. 'But you can't get in, you need a sspecial key. A crystal one. And before you asssk, no, I don't have one. The other door...that's where the ogre lives. I don't know about any treassure, I ssswear it!'
The left head chirps in. 'We have ansswered your questionsss! Now, pleassse, pleassse get rid of that moussse!'
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Post by andrewwright on Sept 20, 2019 5:47:21 GMT
Murg: "Never believe anything these lizardspawn say! They're all scum!"
I'll search the room, starting with the swords and the painting.
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Post by champskees on Sept 20, 2019 12:30:48 GMT
Murg: "Never believe anything these lizardspawn say! They're all scum!" I'll search the room, starting with the swords and the painting. There is nothing remarkable about the Calacorm's treasures; the two swords are just rusty old swords. However, behind the painting you find the Calacorm's real treasures in a hole in the wall. Here you find the following: - 6 Gold Pieces. - A Throwing Dagger - An Amulet on a chain of dull metal - A bunch of four keys Murg may decide to take any/all of the items listed above.
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Post by a moderator on Sept 20, 2019 18:41:41 GMT
Picks up the mouse, but keeps it in plain sight. (9) "Tell me all you know about those treasures," Indicates the items Murg just discovered. "Or I may have to introduce you more closely to my little friend."
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Post by andrewwright on Sept 21, 2019 7:01:45 GMT
Murg: "See! I told you they're all liars! Yes, tell us about these treasures.."
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Post by thealmightymudworm on Sept 21, 2019 20:26:46 GMT
"What are those keys for?" Picks up the mouse, but keeps it in plain sight. (9)"Tell me all you know about those treasures," Indicates the items Murg just discovered. "Or I may have to introduce you more closely to my little friend." (With apologies to absolutely everyone.)
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Post by champskees on Sept 23, 2019 8:27:46 GMT
After a brief period of squirming, shrieking and yes, crying, the Calacorm spills the beans and tells the adventurers everything it knows about the items found behind the painting.
The Throwing Dagger can be used in battle (only once per battle) and it has a 5 in 6 chance of striking its target for 2 points of stamina damage. The Amulet is a lucky talisman and an adventurer may deduct one point from the dice roll when Testing for Luck if wearing this Amulet. The bunch of keys is of no use. The Calacorm appears to enjoy collecting keys. The one-stringed instrument is also as it appears.
After telling you all of this, the Calacorm gets on its knees on the bed, begging you for mercy from the 'small devil'. What do you do?
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