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Post by schlendrian on Oct 16, 2019 18:57:03 GMT
"Talbion's right - this doesn't look like a place I wanna spend any more time in than neccessary. Let's go on."
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Post by a moderator on Oct 16, 2019 21:29:15 GMT
Pretty sure I'm still at my Initial Luck of 11, which would make my search successful.
Treading cautiously, try to reach a wall of the room and follow it around, feeling for openings, doors and the like (12 - bother!)
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Post by thealmightymudworm on Oct 16, 2019 23:18:07 GMT
"Is this darkness sorcery? Does it persist even when we bring all lanterns and the torch side-by-side?" *Tries to get everyone to do this.*
(If darkness does magically persist) "Why would someone go to all this heave-ho, bringing more of the night below ground? Could be to hide booty..."
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Post by champskees on Oct 17, 2019 7:15:49 GMT
"Is this darkness sorcery? Does it persist even when we bring all lanterns and the torch side-by-side?" *Tries to get everyone to do this.* (If darkness does magically persist) "Why would someone go to all this heave-ho, bringing more of the night below ground? Could be to hide booty..." The darkness appears to be of a magical nature. Your torches and lanterns do nothing to dispel the heavy darkness in the room.
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Post by champskees on Oct 17, 2019 7:17:32 GMT
"I don't like the look of that darkness at all - who knows what other hellspawn lurk within. Forget about the knife, Throma. Let's try using the keys on the middle door instead." You try all of the keys in your possession, including any being carried by other party members. None fit the lock.
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Post by andrewwright on Oct 17, 2019 7:30:44 GMT
Murg will help search the room
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Post by champskees on Oct 17, 2019 7:36:37 GMT
Pretty sure I'm still at my Initial Luck of 11, which would make my search successful. Treading cautiously, try to reach a wall of the room and follow it around, feeling for openings, doors and the like (12 - bother!) By good fortune, you manage to retrieve your throwing knife from the darkened room. Being the only adventurer to risk the dangers of the hellhounds room, you start to move back to your party when your leg brushes against a heavy object. A brief investigation reveals the object to be cold and sticky, likely a wet sack. You decide to drag it out into the Nandi Bear's cavern. You did not expect to hear a metallic grating sound from the object, but it is definitely scraping against the stone floor. You gasp and drop your newfound sack immediately once it comes under the torchlight. This is no sack - it is a half eaten corpse! Yuck! Searching the body, you find 8 Gold Coins in a small pouch and the source of the scraping - a sword is strapped to his waist. Swinging the sword, it seems very light for its size, and you can hear a faint humming sound as it moves through the air. You can tell it is special. It is a Magic Sword, and will add 1 point to your attack strength when used in combat! Undaunted by the darkness, you return to the darkened room to check whether there is any more secrets. This time you stick to the walls. It is actually quite a small room. The cavern walls appear to be made of rock, but you do find a door in the northern wall. It does not appear to possess a keyhole. You return to the group to share your findings.
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kieran
Baron
Posts: 2,566
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Oct 17, 2019 8:17:51 GMT
"Hmm it seems the darkness is no more than that then. Since our keys won't work on the middle door, we may as well proceed through the dark room to the far door."
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Post by champskees on Oct 17, 2019 10:44:53 GMT
Murg will help search the room LOL sorry Murg, looks like you waited a moment too long before getting in there! Nothing else in the darkened room except for some rocks Jack threw in there earlier. I guess you could take some of those if you want?
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Post by champskees on Oct 18, 2019 4:11:12 GMT
"Hmm it seems the darkness is no more than that then. Since our keys won't work on the middle door, we may as well proceed through the dark room to the far door." Very well, you open the door and... The room is bare except for a wooden table against the north wall. Two candles, mounted on the wall above the table, light the room. On the table is a leather-bound book. There are no doorways leading from the room except for the one through which you entered.
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Post by a moderator on Oct 18, 2019 19:20:28 GMT
Open the book.
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Post by thealmightymudworm on Oct 18, 2019 19:58:51 GMT
*Inspect the far wall especially the candles for traps and secret catches* (7)
(Jack may have been hoping someone else would open the book.)
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Post by champskees on Oct 18, 2019 23:53:49 GMT
As Throma moves to open the book, Jack inspects the candles and walls. He finds nothing out of the ordinary, but as soon as Throma opens the book, a ZOMBIE materialises in the northeast corner of the room! At first glance, it appears the book is a spell book, with about 20 pages in it. The Zombie shuffles towards the party, and attacks!
ZOMBIE Skill 6 Stamina 6 Attacks 1
== Round One == Zombie attacks Jack. Attack Strength 9.
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Post by thealmightymudworm on Oct 19, 2019 0:47:11 GMT
Caught off guard while indulging a fascination with candles, Jack yells and hacks clumsily at the zombie – but perhaps that is all that's needed?
Roll: 4 + SKILL 8 –> AS 12
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kieran
Baron
Posts: 2,566
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Oct 19, 2019 7:28:26 GMT
Thinking the zombie looks fairly easy to overpower, Talbion charges toward it.
Roll:10 + Skill:9 = AS:19
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Post by daredevil123 on Oct 19, 2019 9:21:18 GMT
Redric runs to attack the zombie. (Roll of 8 + Skill 9 = AS 17.)
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Post by a moderator on Oct 19, 2019 15:56:15 GMT
If there's anything useful in the book, it's likely to be some way into it. Check page 10.
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Post by champskees on Oct 19, 2019 23:45:24 GMT
Whilst the rest of the party deal with the Zombie, Throma checks the spellbook for anything useful. She checks page 10, but finds nothing particularly helpful.
*As it takes time to go through the book, you can only read one page per round*
The zombie is quickly cut down, but another appears in the same spot the first zombie came from and immediately attack the party.
Zombie Skill 6 Stamina 6 Attacks 1
Zombie attacks Talbion. Attack Strength 10...
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Post by deadshadowrunner on Oct 20, 2019 2:52:36 GMT
My turn.
Skill 9, guaranteed hit.
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Post by thealmightymudworm on Oct 20, 2019 5:25:32 GMT
"Arr!"
*Jack hacks Irritably at the zombie's neck* (5) + SKILL 8 –> AS 13
"That tome got a list of the stuff in it? Look under whatever 'zombie' starts with."
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Post by thealmightymudworm on Oct 20, 2019 5:34:40 GMT
"Did this zombie attack because we cut the last one down? Y'know, if we tied one up like a prisoner we might not get another. Giving no quarter might be the wrong choice this time."
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kieran
Baron
Posts: 2,566
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Oct 20, 2019 9:00:45 GMT
Heeding Jack's words, Talbion tries to subdue the zombie rather than kill it. Roll:5 + Skill:9 = AS:14
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Post by a moderator on Oct 20, 2019 15:52:18 GMT
Try page 13.
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vagsancho
Knight
Posts: 810
Favourite Gamebook Series: CRYPT OF THE SORCERER
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Post by vagsancho on Oct 20, 2019 20:56:53 GMT
"I want distance from this book! I am totally disgusted by who have wrote this piece of shit!" "Who spoke?" Someone asked. "I recognize that voice. It's Kradon. The spirit of kradon. Kill him fast!" "No need for that - the ghostly answer replies - I just came back to curse this place! But just looking at this garbage of book makes me sick! " And the spirit of kradon spits to the ground, disappearing one more time.
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Post by champskees on Oct 21, 2019 0:03:50 GMT
Lucky page number 13 doesn't seem to contain any useful spells or information. The adventurers easily overpower the poor Zombie, who just cannot catch a break. Their efforts to suppress the creature however are in vain; the zombie is an undead creature and cannot be subdued as easily as a living opponent. Unable to stun or disable the zombie, the party finish it off and again, another zombie appears, ready to attack.
Zombie Skill 6 Stamina 6 Attacks 1 Zombie attacks Talbion. Attack Strength 12.
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Post by a moderator on Oct 21, 2019 0:31:01 GMT
Passing reading duties on to Civil, I draw my new sword and join in with the Zombie-slaying.
10 + 1 + 9 = 20
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Post by thealmightymudworm on Oct 21, 2019 3:29:51 GMT
"Arrr!! 'Tis like we've opened Davy Jones's Locker! 'Arrr' I say!!" "Not giving up on my strategy yet... hack its arms and legs off!" (7) + SKILL 8 –> AS 15 (unless there's a penalty for added de-limbing difficulty)
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kieran
Baron
Posts: 2,566
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Oct 21, 2019 9:53:43 GMT
Recognising that Jack's plan might be the ideal solution, but not having a weapon that's much good for limb hacking, Talbion tries to use his spear to pin the zombie to the ground to make it easier for the others to hack at its limbs.
Roll: 12 + Skill: 9 = AS: 21
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Post by Andrew Wright on Oct 21, 2019 10:53:50 GMT
Murg, paralysed momentarily by strange voices that apparently only he heard, attacks the Zombie. Rolls 8 + 9 = 17
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Post by schlendrian on Oct 21, 2019 11:58:37 GMT
Whatever the last page is and page 2
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