vagsancho
Knight
Posts: 810
Favourite Gamebook Series: CRYPT OF THE SORCERER
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Post by vagsancho on Jul 17, 2019 14:08:40 GMT
"Someone among us has the ability to get me out of this ice wall?? It's just that I'm beginning to feel an itch in my nose. And if there is the case that for now i ll have to stand back here frozen I ll do that sacrifice. Because this quest is too much important. But do not forget me here cause the oracle said that the success of this mission depends on us being all together in the end. Horrible itching! Fucking Nandras !!"
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Post by a moderator on Jul 17, 2019 18:17:49 GMT
"All right, then, let's get on with destroying this undead pest. "I just hope Nandras is right about it being simple to figure out what needs doing. "Who took the necklace from Marg's room? If we're up against something that can only be hurt by silver, you might need to improvise with that. Could it be used as a garotte? Or knuckledusters?"
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Post by thealmightymudworm on Jul 17, 2019 21:28:39 GMT
I will examine the axe as Civilservicus suggests. (However if a Skill roll is required, I've failed it: 10.)
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Post by champskees on Jul 17, 2019 22:07:36 GMT
I will examine the axe as Civilservicus suggests. (However if a Skill roll is required, I've failed it: 10.) Several of you examine the axe. It certainly appears to be a fine weapon, there are no markings or engravings on the handle or its edge.
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vagsancho
Knight
Posts: 810
Favourite Gamebook Series: CRYPT OF THE SORCERER
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Post by vagsancho on Jul 17, 2019 22:29:30 GMT
"Do what you have to do my old friend"
Suddenly the ice begins to give in due to the energy issued by the "walking stick" and soon kradon is back to the group.
Everybody is extremely happy for the coming back of the old fellow and all scream "hurra! hurra! hurra!"
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Post by thealmightymudworm on Jul 17, 2019 23:03:45 GMT
*Whispers* "The old man has a wild look – like he's hearing things or something! Let's keep moving."
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Post by a moderator on Jul 17, 2019 23:37:42 GMT
"I think the cold is causing him to hallucinate. I don't think Nandras will allow any serious harm to come to him, so I suggest we get on with finding the undead, and leave him to thaw out in his own time." Sets an example by returning to Marg's room and trying the north door.
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Post by deadshadowrunner on Jul 18, 2019 0:13:51 GMT
I take the necklace out from my backpack and examine it (9)
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Post by champskees on Jul 18, 2019 5:38:54 GMT
I take the necklace out from my backpack and examine it (9) The necklace looks nice, it's made out of silver. I believe Prek also took the pendant, with the ice jewel? Looks like the jewel has begun to melt in the bottom of your backpack and has spoilt one of your provisions! The rest of the pendant is made of iron and is useless. Cross it off your list of items. Kradon does indeed break free of his icy prison, as enough time has passed for the spells effect to have weakened. Need to move this on, maybe everyone make a decision on where they would like to go and majority rules?
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kieran
Baron
Posts: 2,564
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Jul 18, 2019 10:30:18 GMT
"I vote for going back to the dwarf's room, but if the majority are for pressing north then I will go with them."
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Post by deadshadowrunner on Jul 18, 2019 10:57:56 GMT
"I agree with going back to the dwarf's room. He might know something."
(Can I keep the iron pendant? Maybe I can throw it at someone)
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vagsancho
Knight
Posts: 810
Favourite Gamebook Series: CRYPT OF THE SORCERER
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Post by vagsancho on Jul 18, 2019 12:22:34 GMT
I vote forth. I didnt like that dwarf.
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Post by daredevil123 on Jul 18, 2019 13:50:03 GMT
"I am suspicious of this Nandras. I suggest we go back and press Thrushbeard for more information."
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Post by a moderator on Jul 18, 2019 14:58:31 GMT
"Thrushbeard said we would need a Crystal Key. Nandras says he will give us a Crystal Key if we destroy this undead prince. "Let's try and find out what the prince is. If it looks like he's actually a force for good, and Nandras is trying to get us to do his dirty work for him, maybe the prince will be able to help us counteract Nandras' magic, so we can take the key from him. But I don't think Thrushbeard's going to be able to tell us anything useful - he didn't even know about Marg's treasures, so how's he going to have information on what lies beyond the room with them in? "And if Nandras is trustworthy, one of us has what's needed to deal with the prince. Don't know what - it could be the axe, or the silver, or maybe we can use the crazy old guy's stick as a stake, or something else entirely. But since we don't know what we need, or who has it, we should all go north and find out more about what we've been asked to do."
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kieran
Baron
Posts: 2,564
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Jul 18, 2019 15:03:13 GMT
"Ok, you've convinced me. North it is."
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Post by daredevil123 on Jul 18, 2019 15:14:47 GMT
"Aye."
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Post by thealmightymudworm on Jul 19, 2019 2:49:59 GMT
"North it is."
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Post by andrewwright on Jul 19, 2019 3:15:31 GMT
"North works for Murg the Mighty! I fear no undead!"
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Post by champskees on Jul 19, 2019 5:10:03 GMT
"I agree with going back to the dwarf's room. He might know something." (Can I keep the iron pendant? Maybe I can throw it at someone) Direct quote from the book: 'The pendant is made of iron and is of no value.' I guess if you would like to keep it that is perfectly fine, I can see some scope for it becoming useful to a limited extent in the future, just wanted to make clear that it has no intended worth from Mr Jackson.
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Post by champskees on Jul 19, 2019 6:15:02 GMT
The party comes to a decision to venture north. Even old Kradon is on board with the group for once, although he is so cold he says he wants to go f-f-forth. Throma is already at the door, which upon examination is a lot heavier than expected. As with the rest of the doors in Marg's room, it is unlocked, and the party enters another chamber. The door to this room is made of stone, but it is unlocked. Inside the door is a large room. Your lantern lights up strange hieroglyphics (picture script), which cover the walls. In the centre of the room, on a stone altar, is a great stone coffin. This is open and its lid rests against the altar. As you enter, a shape rises from the coffin. It is a human shape, wrapped in bandages, and it raises itself out of the coffin and comes towards you! Only one other door leads from this room, to the east.The creature attacks! MUMMY Skill 10 Stamina 11 Attacks 1*Combat*As this is your first combat encounter, I will briefly discuss how combat is handled. As with most Fighting Fantasy gamebooks, the rules for combat should be very familiar. Enemy rolls, you then roll. You have the opportunity to use luck to then reduce/increase the damage. I will then write the result to confirm stamina loss. Bear in mind that there are times when hidden modifiers are at play, so even though you thought you have rolled higher than the enemy, you may not actually have done damage. As we want to keep combat relatively fluid, you have 24 hours to report your roll for each round. If you do not, your character will not participate in that round (if the enemy attacks your character, I will roll to determine if you have been hit or not though). You may have also noticed the 'Attacks' attribute in the Mummy's stat block. This indicates the number of adventures it can attack each round. As the Mummy only has 1 attack, it can only attack one adventurer at a time, per round. Other creatures may have 2 or more attacks each; note that this does not mean they can attack one hero twice in one round. For example, if an enemy has 4 attacks and is only fighting 3 heroes, it only gets 3 attacks. Couple of house rules. First, you do not all have to be engaged in combat everytime. Realistically, I can't see how eight adventurers could fight all at once in such a confined space, but who cares. Basically if you want to be involved in combat, assume you can unless specifically stated. So at the beginning of combat, you will need to indicate whether your character is engaging in battle (this is a free action and you can still attack in the first round). Sometimes, some or all of you will begin engaged depending on the situation and or decisions you have made. In this case, Throma opened the door and the Mummy immediately attacks, so Throma is already locked in combat with the Mummy. Any adventurers who are engaged and wish to exit combat may be able to Escape (as detailed below). Again note that you cannot always escape. *Combat Actions*Once it has been determined who is participating in combat and who is not, we can start combat. The GM will announce the enemy rolls and who they are attacking. For example: Orc attacks Conan. Attack Strength 13. During combat, you can elect to do one of the following each round: ---Fight---If you are engaged in combat, you may take a swing at your opponent/s. This will be the main action you use most of the time in combat. Be very clear which enemy you are attacking (only needed if more than one enemy), what you rolled on 2d6, and optionally your attack strength. An example as follows: Conan attacks Orc. 7, as 15. (This tells me who Conan attacked, what he rolled and what his attack strength is, so I can tabulate results faster). Note you can also use luck to increase/reduce damage. You need to write luck, followed by your 2d6 roll and whether you were successful or not. Remember to reduce your lick score by one after its use. Example: Conan attacks Orc. 7, as 15. Luck, 4, success. --- Change Weapon--- It takes a round to change the weapon you are using. This can be done in/out of combat. If you do this in combat, you still need to roll for attack strength if an enemy attacks you (you do no damage if your as is higher than the enemy). --- Use Item--- Items can be used in/out of combat. To use an item against an enemy, you must be engaged first. You cannot eat provisions during combat, even if you are not engaged. If you do this in combat, you still need to roll for attack strength if an enemy attacks you (you do no damage if your as is higher than the enemy). ---Escape---If you are engaged in combat and wish to flee, you may attempt to escape. This will result in an automatic hit from an enemy (lose 2 stamina), which you can reduce by a successful test your luck roll. If successful, you are then out of the combat and therefore same from harm. If you wish to re-enter combat, you can do so by choosing to 'engage enemy'. If all adventurers escape then the combat ends. ---Engage---If you did not elect to engage the enemy at the start of the combat, or you escaped and wish to re-enter the fight, it will take you one round to get back in. *Combat Modifications*Because there are so many adventurers, a Skill cap of 10 was used to keep the adventure somewhat challenging. Note that in encounters with multiple enemies, there will be 1.5 the normal amount. For example, if the book states you fight two orcs, you will be facing 3. Solo enemies like the Mummy will remain the same. A lot of rules and quite a large post, hopefully I got everything across ok. Anyway, you need to decide whether your character is fighting this opponent, what action you take for round 1, and roll some dice! I'll roll the attack strength for the Mummy now so we can get this started. ===Round One=== Mummy attacks Throma. Attack Strength 16.
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Post by andrewwright on Jul 19, 2019 8:28:54 GMT
A light goes on in Murg's head as he sees the bandages on the Mummy, and he attacks it using the flaming torch as a weapon. (Any penalties?)
Murg's skill is 9 and I rolled 6+4=10, so beginning Attack Strength of 19
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kieran
Baron
Posts: 2,564
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Jul 19, 2019 9:16:06 GMT
"Go back to your grave, foul fiend!"
Talbion engages and thrusts his spear at the mummy. Talbion's Skill is 9 and I roll 5. Attack Strength=14.
(Question: does the mummy roll for a separate Attack Strength versus each opponent in a round or is its Attack Strength 16 against all opponents who attack it in this round?)
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Post by daredevil123 on Jul 19, 2019 13:39:57 GMT
Redric grits his teeth and engages, swinging his sword at the creature's head. (Roll of 10 + Skill 9 = AS 19.)
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Post by deadshadowrunner on Jul 19, 2019 13:43:56 GMT
I try flanking the mummy then stab at it with my dagger.
Prex's Skill is 9, I rolled a 6. Attack Strength is 15.
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vagsancho
Knight
Posts: 810
Favourite Gamebook Series: CRYPT OF THE SORCERER
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Post by vagsancho on Jul 19, 2019 15:51:17 GMT
"Oh lord give us the luck To move upward mountains And to beyond our enemies go" Kradon prayes
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Post by a moderator on Jul 19, 2019 16:22:28 GMT
Skill 10, roll 10, Attack Strength 20.
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Post by thealmightymudworm on Jul 20, 2019 1:05:26 GMT
*resists urge to high-five mummy and engages with axe*
Roll 11 –> AS of 19
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Post by champskees on Jul 20, 2019 9:30:32 GMT
"Go back to your grave, foul fiend!" Talbion engages and thrusts his spear at the mummy. Talbion's Skill is 9 and I roll 5. Attack Strength=14. (Question: does the mummy roll for a separate Attack Strength versus each opponent in a round or is its Attack Strength 16 against all opponents who attack it in this round?) Its Attack Strength 16 is against all opponents for the round. In the book they make it quite clear that this is the case. Makes sense I suppose, easier to keep track of what's happening when each creature only rolls once per round.
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Post by champskees on Jul 20, 2019 9:34:31 GMT
A light goes on in Murg's head as he sees the bandages on the Mummy, and he attacks it using the flaming torch as a weapon. (Any penalties?) Murg's skill is 9 and I rolled 6+4=10, so beginning Attack Strength of 19 From the book: ' A flaming torch is not such a good weapon as a sword and an adventurer must deduct 3 skill points while using the flaming torch.' I take it to mean you receive a -3 Attack Strength modifier whilst wielding the torch as a weapon, which means you scored 16 AS for the round.
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Post by champskees on Jul 20, 2019 10:32:04 GMT
=== Round One ===
Sword in hand, Throma charges the Mummy head on. The undead creature lashes out, but its powerful fists find only air as Throma drops to her left knee at the last second, slicing upwards into the Mummy's side dealing 2 stamina damage. Redric's blade comes in almost immediately after, a mighty chop straight to the Mummy's head inflicting 2 stamina damage. Thick, yellow sap spills from the wound and onto the floor as the Mummy recoils, roaring in pain. Talbion spots this opportunity and shouts out a battle cry before thrusting forward. At the last moment however, the Mummy makes a desperate swat at the spear and manages to turn it away, only to have Prek jump on top of its back. Stabbing downwards, he waits for the soft, satisfying feeling of sinking blade through flesh, but instead his dagger ends up getting stuck about an inch deep in embalming bandages that are as thick as a kitchen cutting board.
Prek looks up to survey the scene whilst trying to pull his dagger out the back of the creature's thick torso, and sees Kradon at the entrance of the room. He is prostrating himself on the cold stone floor of the crypt, praying for aid to deal with such an unholy abomination. Charging in his direction though are the two hulking workhorses of the group; Jack and Murg, and they both look like they are enjoying this situation a little too much. Prek retrieves his dagger and jumps to the side just as Murg is about to swing. Murg seems to have got the bright idea of using fire against the undead monster, and almost succeeds; the Mummy moves its head back just in time to avoid being torched. Although it is out of the fire's way, the Mummy is caught off balance and Jack takes full advantage with a one-handed chop straight through the chest, delivering what would be a deadly blow to a lesser foe. But this is not a lesser foe, and the Mummy is not defeated. But more greeny-yellow fluid stains the grey stone floor, and it takes 2 stamina damage from the attack. The fire has caught the undead's attention and he moves to attack Murg.
=== Round Two ===
MUMMY Skill 10 Stamina 5 Attacks 1 Mummy attacks Murg. Attack Strength 21 (yusss!!!)
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