Post by johnbrawn1972 on Jul 26, 2023 17:25:20 GMT
Deathtrap Dungeon. 12/24/12. Take Potion of Skill as directed.
-If you wish to open the box
- 2gp
2gp
-If you wish to head east
-If you want to continue east
-If you wish to try to climb over it
-If you wish to drink the liquid
- +1 stamina
-If you drank the liquid from the bamboo pipe
-Try to slide the iron plate
-If you wish to open the door, jump over the pit and take the rope
-rope
- 1d6
- 1-2=-4 skill duration 3-4=-3 stamina 5-6=ok
24st-21st
- 1st orc sk5 st5 2nd orc sk6 st4
- 1gp. hollow wooden tube
3gp
-If you wish to open the door
-Walk over to search the Barbarian
-Eat the dried meat
- +3 stamina
21st-24st
-or leave the chamber to continue west
-If you wish to climb the idol to take the jewels
-If you do
-If you wish to prise out the left eye
-1st Flying Guardian sk7 st8 2nd Flying Guardian sk8 st8. -2 skill duration
24st-22st
-emerald. If you would rather climb down the idol
- 2d6 <=luck=rope
11L
-If you wish to open the door
-Sukumvit is a worm
-gold ring
-If you wish to walk through the light
-If you wish to continue along the tunnel
-If you wish to go east
-Jump over the pit carrying all your possessions
- 2d6 <=luck=ok >luck=-1 skill. -2 stamina. Ruby
11S 22st/22st-20st 10L
-If you wish to open the door
-Wait for his question
-200
- +1 skill. +1 stamina. +1 luck
12S 20st-21st/22st-23st 11L
-If you wish to open the door
-If you wish to take the parchment from the skeleton
-Skeleton Warrior sk8 st6
-If you wish to step through the archway
-If you wish to burst through the trapdoor with your sword drawn
-1st goblin sk5 st4(use 1 luck for extra damage)2nd goblin sk5 st5(use 1 luck for extra damage)same time
9L
-Open the cupboard
-Wooden mallet and ten iron spikes. If you wish to open the north door
-If you wish to open the door
-If you wish to cut him free from his chains
-If you wish to crawl down the pipe
-If you wish to crawl back out of the pipe and examine your find
-iron key. Sapphire. +1 luck
10L
-If you wish to wear the necklace yourself
- +1 skill. +1 stamina
21st-22st/23st-24st
-If you would rather decline his offer and head east alone
-If you wish to pull it off the wall to see whether there is a message written on it
-Accept the Barbarian’s offer
-Open the red leather book
-you may open the black book
-Drink the liquid
- +2 luck
12L
-you must continue north with Throm
-Cave Troll sk10 st11
9 meals 22st-18st-22st/24st-20st-24st
-If you would rather continue east with Throm
-If you would rather head straight for the archway
-If you would rather persuade Throm to go through with the Dwarf’s test
-If you wish to guess that it will total less than eight
- 2d6 <8=ok >=8=S=-2 skill
10S/12S
- 2d6 <=skill=ok >skill=2d6 <=luck=ok repeat >luck=-5 stamina repeat
-If you can identify the creature by rearranging the letters RUIN MOAT
-Minotaur sk9 st9
9 meals 12S=24st-22st
9 meals 12S=22st-20st
8 meals 10S=24st-18st-22st
8 meals 10S=22st-16st-20st
-If you wish to eat and drink the Dwarf’s offerings
- +2 stamina
22st-24st
20st-22st
22st-24st
20st-22st
-Throm sk10 st12
9 meals 12S=24st-20st
9 meals 12S=22st-18st
6 meals 10S=24st-12st-20st
6 meals 10S=22st-10st-18st
-If you wish to walk straight into the tunnel
-If you wish to walk west to investigate who or what is making the noise
-Continue west
-If you wish to stand your ground with your sword drawn
-Talk to him
-If you wish to pay for the old man’s advice
- -1gp
2gp
-If you wish to go north
-If you wish to sit in the chair
-If you have
-Potion of Doppelganger
-If you can remember the spirit girl’s poem
-If you wish to dive into the water
- 2d6 <=luck=-2 provisions
7 meals
7 meals
4 meals
4 meals 11L -If you wish to enter the cavern to investigate
-If you wish to help her
- 2 daggers. Mirror. Bone monkey charm. If you wish to eat the bread
- +3 stamina
20st-23st
18st-21st
20st-23st
18st-21st
-If you wish to stop and lift it up
-If you wish to reach down for them
- 2d6 <=luck=-1 skill >luck=-3 skill. grappling iron. brass bell
11S
11S
9S
9S 10L
-If you would rather keep walking along the tunnel
-Drink a Doppelganger Potion
-If you wish to run over the bridge
-If you have an iron key
-If you wish to give something from your backpack for his services
-Give mirror. Talk your way out of giving her anything
-If you would rather continue the conversation
-If not, leave by the door in the east wall
-If you have not(if skill=7 or 9 use Potion of Skill)
-1st Guard Dog sk7 st7 2nd Guard Dog sk7 st8
- +2 luck
12L
-If you have a coil of rope and a grappling iron otherwise if you do have these items
-Throw your bone monkey charm into the pit
- 2d6 <=luck=ok
11L
-If you would rather ignore the notice and carry on north
- 2d6 <=luck=ok(use Potion of Skill) >luck=-1 skill. -4 stamina(use Potion of Skill)
3/6 meals 23st-24st
3/6 meals 21st-24st
3/6 meals 23st-19st-23st
3/6 meals 21st-17st-21st 10L
-Ninja sk11 st9(use 1 luck for extra damage and if lucky use 1 luck for extra damage)
2/5 meals 24st-18st-22st
2/5 meals 24st-18st-22st
2/5 meals 23st-17st-21st
2/5 meals 21st-15st-19st 8L
-If you still have your weapons
-Eat the rice and drink the water
- +1 stamina. You may either rub some of the ointment into your wounds
19st-20st/21st-22st/22st-23st
- +3 stamina. Or leave the hall, taking just the diamond with you
20st-23st/22st-24st/23st-24st
-If you have previously read details about the loathsome Bloodbeast in a leather-bound book
-Bloodbeast sk12 st10. win 2 rounds
1/4 meals 24st-20st-24st
1/4 meals 24st-20st-24st
1/4 meals 24st-20st-24st
1/4 meals 23st-19st-23st
-If you have read the poem written on the Skeleton Warrior’s parchment
-If you have a shield
-Manticore sk11 st11(use 1 luck for extra damage and if lucky use 1 luck for extra damage and if lucky use 1 luck for extra damage)
0/3 meals 24st-18st-22st
0/3 meals 24st-18st-22st
0/3 meals 24st-18st-22st
0/3 meals 23st-17st-21st 5L
-If you possess an emerald
-If you do have a sapphire
-If you have found a diamond
-Sapphire. Emerald. Diamond
- 2d6 <=luck=ok >luck=-3 stamina
22st/22st-19st/21st/21st-18st 4L
-If you wish to open the box
- 2gp
2gp
-If you wish to head east
-If you want to continue east
-If you wish to try to climb over it
-If you wish to drink the liquid
- +1 stamina
-If you drank the liquid from the bamboo pipe
-Try to slide the iron plate
-If you wish to open the door, jump over the pit and take the rope
-rope
- 1d6
- 1-2=-4 skill duration 3-4=-3 stamina 5-6=ok
24st-21st
- 1st orc sk5 st5 2nd orc sk6 st4
- 1gp. hollow wooden tube
3gp
-If you wish to open the door
-Walk over to search the Barbarian
-Eat the dried meat
- +3 stamina
21st-24st
-or leave the chamber to continue west
-If you wish to climb the idol to take the jewels
-If you do
-If you wish to prise out the left eye
-1st Flying Guardian sk7 st8 2nd Flying Guardian sk8 st8. -2 skill duration
24st-22st
-emerald. If you would rather climb down the idol
- 2d6 <=luck=rope
11L
-If you wish to open the door
-Sukumvit is a worm
-gold ring
-If you wish to walk through the light
-If you wish to continue along the tunnel
-If you wish to go east
-Jump over the pit carrying all your possessions
- 2d6 <=luck=ok >luck=-1 skill. -2 stamina. Ruby
11S 22st/22st-20st 10L
-If you wish to open the door
-Wait for his question
-200
- +1 skill. +1 stamina. +1 luck
12S 20st-21st/22st-23st 11L
-If you wish to open the door
-If you wish to take the parchment from the skeleton
-Skeleton Warrior sk8 st6
-If you wish to step through the archway
-If you wish to burst through the trapdoor with your sword drawn
-1st goblin sk5 st4(use 1 luck for extra damage)2nd goblin sk5 st5(use 1 luck for extra damage)same time
9L
-Open the cupboard
-Wooden mallet and ten iron spikes. If you wish to open the north door
-If you wish to open the door
-If you wish to cut him free from his chains
-If you wish to crawl down the pipe
-If you wish to crawl back out of the pipe and examine your find
-iron key. Sapphire. +1 luck
10L
-If you wish to wear the necklace yourself
- +1 skill. +1 stamina
21st-22st/23st-24st
-If you would rather decline his offer and head east alone
-If you wish to pull it off the wall to see whether there is a message written on it
-Accept the Barbarian’s offer
-Open the red leather book
-you may open the black book
-Drink the liquid
- +2 luck
12L
-you must continue north with Throm
-Cave Troll sk10 st11
9 meals 22st-18st-22st/24st-20st-24st
-If you would rather continue east with Throm
-If you would rather head straight for the archway
-If you would rather persuade Throm to go through with the Dwarf’s test
-If you wish to guess that it will total less than eight
- 2d6 <8=ok >=8=S=-2 skill
10S/12S
- 2d6 <=skill=ok >skill=2d6 <=luck=ok repeat >luck=-5 stamina repeat
-If you can identify the creature by rearranging the letters RUIN MOAT
-Minotaur sk9 st9
9 meals 12S=24st-22st
9 meals 12S=22st-20st
8 meals 10S=24st-18st-22st
8 meals 10S=22st-16st-20st
-If you wish to eat and drink the Dwarf’s offerings
- +2 stamina
22st-24st
20st-22st
22st-24st
20st-22st
-Throm sk10 st12
9 meals 12S=24st-20st
9 meals 12S=22st-18st
6 meals 10S=24st-12st-20st
6 meals 10S=22st-10st-18st
-If you wish to walk straight into the tunnel
-If you wish to walk west to investigate who or what is making the noise
-Continue west
-If you wish to stand your ground with your sword drawn
-Talk to him
-If you wish to pay for the old man’s advice
- -1gp
2gp
-If you wish to go north
-If you wish to sit in the chair
-If you have
-Potion of Doppelganger
-If you can remember the spirit girl’s poem
-If you wish to dive into the water
- 2d6 <=luck=-2 provisions
7 meals
7 meals
4 meals
4 meals 11L -If you wish to enter the cavern to investigate
-If you wish to help her
- 2 daggers. Mirror. Bone monkey charm. If you wish to eat the bread
- +3 stamina
20st-23st
18st-21st
20st-23st
18st-21st
-If you wish to stop and lift it up
-If you wish to reach down for them
- 2d6 <=luck=-1 skill >luck=-3 skill. grappling iron. brass bell
11S
11S
9S
9S 10L
-If you would rather keep walking along the tunnel
-Drink a Doppelganger Potion
-If you wish to run over the bridge
-If you have an iron key
-If you wish to give something from your backpack for his services
-Give mirror. Talk your way out of giving her anything
-If you would rather continue the conversation
-If not, leave by the door in the east wall
-If you have not(if skill=7 or 9 use Potion of Skill)
-1st Guard Dog sk7 st7 2nd Guard Dog sk7 st8
- +2 luck
12L
-If you have a coil of rope and a grappling iron otherwise if you do have these items
-Throw your bone monkey charm into the pit
- 2d6 <=luck=ok
11L
-If you would rather ignore the notice and carry on north
- 2d6 <=luck=ok(use Potion of Skill) >luck=-1 skill. -4 stamina(use Potion of Skill)
3/6 meals 23st-24st
3/6 meals 21st-24st
3/6 meals 23st-19st-23st
3/6 meals 21st-17st-21st 10L
-Ninja sk11 st9(use 1 luck for extra damage and if lucky use 1 luck for extra damage)
2/5 meals 24st-18st-22st
2/5 meals 24st-18st-22st
2/5 meals 23st-17st-21st
2/5 meals 21st-15st-19st 8L
-If you still have your weapons
-Eat the rice and drink the water
- +1 stamina. You may either rub some of the ointment into your wounds
19st-20st/21st-22st/22st-23st
- +3 stamina. Or leave the hall, taking just the diamond with you
20st-23st/22st-24st/23st-24st
-If you have previously read details about the loathsome Bloodbeast in a leather-bound book
-Bloodbeast sk12 st10. win 2 rounds
1/4 meals 24st-20st-24st
1/4 meals 24st-20st-24st
1/4 meals 24st-20st-24st
1/4 meals 23st-19st-23st
-If you have read the poem written on the Skeleton Warrior’s parchment
-If you have a shield
-Manticore sk11 st11(use 1 luck for extra damage and if lucky use 1 luck for extra damage and if lucky use 1 luck for extra damage)
0/3 meals 24st-18st-22st
0/3 meals 24st-18st-22st
0/3 meals 24st-18st-22st
0/3 meals 23st-17st-21st 5L
-If you possess an emerald
-If you do have a sapphire
-If you have found a diamond
-Sapphire. Emerald. Diamond
- 2d6 <=luck=ok >luck=-3 stamina
22st/22st-19st/21st/21st-18st 4L