[Let's Play] Fighting Fantasy 52 - Night Dragon
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- Duke
- Posts: 1545
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- Knight-Baron
- Posts: 898
- Joined: Sun Jun 21, 2009 11:35 am
We get a 4. Success!Your missile speeds across the chamber and drops harmlessly against a wall of magical force barring its way! Enraged, the Stalker-Mage drops his magical defence and prepares to cast a spell at you. You must move forward! Test your Skill. If you are successful, tum to 108. If you fail turn to 368.
You close in on the true High Priest of the Night Dragon's Cult of Darkness! You must subtract 1 from your Attack Strength when fighting him; the stench which exudes from his rotting flesh nauseates you as it enters your nostrils and throat and makes your eyes water. For the first two Attack Rounds, the Stalker Mage will use spells against you. If he has the higher Attack Strength, he will conjure glowing magical serpent-forms to rise up and strike you, burying their shining fangs in your body. You will lose 4 Stamina points from this attack (2 of these points being caused by a form of poison), Thereafter, the Stalker-Mage will attack with a poisoned shortsword; if he has the higher Attack Strength, you will lose 2 Stamina points from the weapon below, plus an extra 2 Stamina points due to poison. The poison will have evaporated from the blade after three Attack Roundsl thereafter, his hits will cause you to lose only the normal 2 Stamina points.
BONE STALKER-MAGE Skill 13 Stamina 16
If you win, you know that the single exit passage leads to the lair of the Night Dragon. If you are ready to go there, turn to 48. If you wish to spend time exploring this chamber, turn to 278.
Dirk 26 (23/24) BSM 22 (14/16)
Dirk 26 (23/24) BSM 18 (12/16)
Dirk 27 (23/24) BSM 19 (10/16)
Dirk 24 (23/24) BSM 23 (8/16)
Dirk 24 (23/24) BSM 17 (6/16)
Dirk 24 (23/24) BSM 20 (4/16)
Dirk 27 (23/24) BSM 21 (2/16)
Dirk 28 (23/24) BSM 21 (0/16)
Dirk 26 (23/24) BSM 18 (12/16)
Dirk 27 (23/24) BSM 19 (10/16)
Dirk 24 (23/24) BSM 23 (8/16)
Dirk 24 (23/24) BSM 17 (6/16)
Dirk 24 (23/24) BSM 20 (4/16)
Dirk 27 (23/24) BSM 21 (2/16)
Dirk 28 (23/24) BSM 21 (0/16)
Dirk el Dragoncock
Skill 11/12 (+1 from Magic Shield, +1/3 from Magic Armor, +1/3 from Magic Sword)
Stamina 23/24
Luck 10/13
Honour 3
Nemesis 1
Time Track 68
Gear:
Sword
Magic Armour
Magic Shield
Lantern
Backpack
11/17 Provisions
5 golds
Silver key
Rope
Longbow and arrows
Spiked boots
Ice pick
Viewing lens
Carved ivory polar bear
Steel mirror
Silver plaque with "Endimion" carved onto it
Smoke powder
Bag of Holding
Tattooing ink and needle
Tome of the Reaches
Magic Mirror (3 charges)
Sphere of Light
1 Striped Seed Pod
Harlequin's winged Boots of Gliding
Amulet of Teleporting
Magic Sword
Special:
20-stranded spider's web tattoo with a dragon's skull in it, seen on paragraph 55.
Shield Number: 70
Scalmagzaprin might be someone important, probably in the towers of Carnex was the High Priest of the dragon cult and is now a corpse.
Tome of the Reaches: Ward Runes section starts on page 44
Tome of the Reaches: Riddling section starts on page 191
Tome of the Reaches: Dragon Runes section starts on page 229
Cannot return to Carnex, what a loss.
Mirror Number: 100
Sphere Number: 244
Pod Number: 16
Teleport to Night Dragon's lair by turning to 289.
Armour Number: 12
Sword Number: 80
Blazing Crusher stopped: -1 from Night Dragon's Skill
Bone Furnace quenched: -3 from Night Dragon's Stamina
Pyramidal Cell slain/destroyed: Night Dragon can no longer use magic
Death count: 6
- Eating rohypnol biscuits and being sacrificed to the nameless cult of evil
- Slain by the High Priest and his OP panoply x5
Skill 11/12 (+1 from Magic Shield, +1/3 from Magic Armor, +1/3 from Magic Sword)
Stamina 23/24
Luck 10/13
Honour 3
Nemesis 1
Time Track 68
Gear:
Sword
Magic Armour
Magic Shield
Lantern
Backpack
11/17 Provisions
5 golds
Silver key
Rope
Longbow and arrows
Spiked boots
Ice pick
Viewing lens
Carved ivory polar bear
Steel mirror
Silver plaque with "Endimion" carved onto it
Smoke powder
Bag of Holding
Tattooing ink and needle
Tome of the Reaches
Magic Mirror (3 charges)
Sphere of Light
1 Striped Seed Pod
Harlequin's winged Boots of Gliding
Amulet of Teleporting
Magic Sword
Special:
20-stranded spider's web tattoo with a dragon's skull in it, seen on paragraph 55.
Shield Number: 70
Scalmagzaprin might be someone important, probably in the towers of Carnex was the High Priest of the dragon cult and is now a corpse.
Tome of the Reaches: Ward Runes section starts on page 44
Tome of the Reaches: Riddling section starts on page 191
Tome of the Reaches: Dragon Runes section starts on page 229
Cannot return to Carnex, what a loss.
Mirror Number: 100
Sphere Number: 244
Pod Number: 16
Teleport to Night Dragon's lair by turning to 289.
Armour Number: 12
Sword Number: 80
Blazing Crusher stopped: -1 from Night Dragon's Skill
Bone Furnace quenched: -3 from Night Dragon's Stamina
Pyramidal Cell slain/destroyed: Night Dragon can no longer use magic
Death count: 6
- Eating rohypnol biscuits and being sacrificed to the nameless cult of evil
- Slain by the High Priest and his OP panoply x5
If your religion is worth killing for, please start with yourself.
- Darth Rabbitt
- Overlord
- Posts: 8870
- Joined: Thu Feb 05, 2009 8:31 pm
- Location: In "In The Trenches," mostly.
- Contact:
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- Knight-Baron
- Posts: 898
- Joined: Sun Jun 21, 2009 11:35 am
Technically we don't have a glass bottle any more, but we could always say we hung on to it after Giant Fight.Most of the Stalker-Mage's apparel, equipment and the like is evil, fouled with rotting flesh and the chamber itself is peculiar, containing many knobbled and sinuous growths of tissue and thick cords sheathed in fibrous material. In one cup-shaped growth you find a small quantity of a smoking liquid which is clearly acidic. If you have a glass bottle, you can take some of this organic acid if you wish. However, time spent here is spent at a cost: when you meet the Night Dragon you must add 1 to its Stamina score, since it is now beginning to awaken swiftly as you cut a swathe through its home and protectors! Turn to 48.
That would be 229.The door to the dark chamber of the Night Dragon lies ahead of you. Study your Adventure Sheet carefully. Make sure that you have all your bonuses (and penalties!) to Skill, Stamina, Luck and Attack Strength (for your magical protections) fully added up. Consider which items you may wish to use in the terrible battle to come, and what they can do for you (if you know this). Not all may be included as options in the following paragraphs, although you may use them. During this final combat, further magic may still affect Attack Strengths, Skill and the like, so be sure to keep track of all the modifiers and changes which apply! Make a note of any changes you should make to the Skill, Stamina, and magical spell use of the Night Dragon because of your achievements in the quest so far. Finally, you must divide your Time Track score by 10 (rounding fractions up), and subtract 6 from that number; add the resulting number to the Stamina score of the Night Dragon when you encounter it - the longer you have taken to get here, the tougher this brute will be!
Now, if you have the Tome of the Reaches you will be able to read the runes on the door before you, Turn to the paragraph with the same number as the first page of the books which tells you about Dragon Runes. If you do not have this book, turn to 388.
Also, Night Dragon gains HP for us dilly-dallying in our quest! It gains... 68/10 rounded up, -6 = 1 Stamina.
lolwut.
Btw, want to burn a mirror charge to restore the lost point of Skill?You intone a formula from the book, and the runes on the door in front o[ you glow with magical light then dim; tum to 388, and you may ignore the instructions in that paragraph concerning Skill loss!
As the door opens, runes on it glow and drain your vital energies; deduct 1 point from your Skill! Now, you are standing on a rocky ledge above a cavern so vast you cannot even see its far walls Leading down from the rocky ledge is a pair of winding, crumbling stone staircases, which descend fifty metres or so. In the middle of the cavern is the Night Dragon itself. Your heart sinks as you take in its unimaginably huge, hideously warped and evil form. The monster must measure forty metres from nose to tail, and its black, scaly skin shimmers with metallic blue and silver threading. Its skin seems too tight for its body in places, while in others it hangs in useless folds; yellowed bones protrude through its ribs, wings and here and there along its limbs and tail. lts huge head is half skeletal, as is the powerful and lengthy neck of the Ancient One. Surrounding the horror hangs a thick network of gluey, gelatinous strands which drip smoking acid on to the cave floor. An icy-blue glow burns in the eye-sockets of the monster when it gazes up at you. Those cold fires look as deep as the Demonic Planes themselves. The jaw of the gargantuan Ancient slowly drops half open and a deep breath resonates round the endless gloom of its nightmare cave. The monster advances a metre or two with a foul squelching sound coming from the cocoon of slime round its body, but now it is breaking free. If you wish Lo use a longbow or crossbow to fire at the Night Dragon, turn to 177. Altematively, you need to find a way down. You have three choices. If you wish to go down the steps, turn to 147. If you have Winged Boots, you know the name of the man who wore them before you; convert his name into a number using the code A = 1, B =2, C=3... Z=26. Add the numbers corresponding to the letters in the name, multiply the total by 3, then tum to that paragraph. If you have a magical seed pod, multiply the number of stripes in the pod by 21 then tum to that paragraph.
Dirk el Dragoncock
Skill 11/12 (+1 from Magic Shield, +1/3 from Magic Armor, +1/3 from Magic Sword)
Stamina 23/24
Luck 10/13
Honour 3
Nemesis 1
Time Track 68
Gear:
Sword
Magic Armour
Magic Shield
Lantern
Backpack
11/17 Provisions
5 golds
Silver key
Rope
Longbow and arrows
Spiked boots
Ice pick
Viewing lens
Carved ivory polar bear
Steel mirror
Silver plaque with "Endimion" carved onto it
Smoke powder
Bag of Holding
Tattooing ink and needle
Tome of the Reaches
Magic Mirror (3 charges)
Sphere of Light
1 Striped Seed Pod
Harlequin's winged Boots of Gliding
Amulet of Teleporting
Magic Sword
Special:
20-stranded spider's web tattoo with a dragon's skull in it, seen on paragraph 55.
Shield Number: 70
Scalmagzaprin might be someone important, probably in the towers of Carnex was the High Priest of the dragon cult and is now a corpse.
Tome of the Reaches: Ward Runes section starts on page 44
Tome of the Reaches: Riddling section starts on page 191
Tome of the Reaches: Dragon Runes section starts on page 229
Cannot return to Carnex, what a loss.
Mirror Number: 100
Sphere Number: 244
Pod Number: 16
Teleport to Night Dragon's lair by turning to 289.
Armour Number: 12
Sword Number: 80
Blazing Crusher stopped: -1 from Night Dragon's Skill
Bone Furnace quenched: -3 from Night Dragon's Stamina
Pyramidal Cell slain/destroyed: Night Dragon can no longer use magic
Death count: 6
- Eating rohypnol biscuits and being sacrificed to the nameless cult of evil
- Slain by the High Priest and his OP panoply x5
Skill 11/12 (+1 from Magic Shield, +1/3 from Magic Armor, +1/3 from Magic Sword)
Stamina 23/24
Luck 10/13
Honour 3
Nemesis 1
Time Track 68
Gear:
Sword
Magic Armour
Magic Shield
Lantern
Backpack
11/17 Provisions
5 golds
Silver key
Rope
Longbow and arrows
Spiked boots
Ice pick
Viewing lens
Carved ivory polar bear
Steel mirror
Silver plaque with "Endimion" carved onto it
Smoke powder
Bag of Holding
Tattooing ink and needle
Tome of the Reaches
Magic Mirror (3 charges)
Sphere of Light
1 Striped Seed Pod
Harlequin's winged Boots of Gliding
Amulet of Teleporting
Magic Sword
Special:
20-stranded spider's web tattoo with a dragon's skull in it, seen on paragraph 55.
Shield Number: 70
Scalmagzaprin might be someone important, probably in the towers of Carnex was the High Priest of the dragon cult and is now a corpse.
Tome of the Reaches: Ward Runes section starts on page 44
Tome of the Reaches: Riddling section starts on page 191
Tome of the Reaches: Dragon Runes section starts on page 229
Cannot return to Carnex, what a loss.
Mirror Number: 100
Sphere Number: 244
Pod Number: 16
Teleport to Night Dragon's lair by turning to 289.
Armour Number: 12
Sword Number: 80
Blazing Crusher stopped: -1 from Night Dragon's Skill
Bone Furnace quenched: -3 from Night Dragon's Stamina
Pyramidal Cell slain/destroyed: Night Dragon can no longer use magic
Death count: 6
- Eating rohypnol biscuits and being sacrificed to the nameless cult of evil
- Slain by the High Priest and his OP panoply x5
If your religion is worth killing for, please start with yourself.
- Darth Rabbitt
- Overlord
- Posts: 8870
- Joined: Thu Feb 05, 2009 8:31 pm
- Location: In "In The Trenches," mostly.
- Contact:
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- Knight-Baron
- Posts: 898
- Joined: Sun Jun 21, 2009 11:35 am
Sorry for the long delay; a bunch of things (including a flaw with the math which made me hunt through the entire book for the next paragraph) delayed things.
That shadow magic is basically a Blur spell and would have been countered by the Sphere of Light, but the fact that we wrecked the Pyramidal Cell means it never gets cast in the first place.Gliding down across the cavern, you startle Dragon, which watches your progress with real puzzlement; it is not swift enough to react to unexpected events! The flickering shadows and illusions round its body dim; in its confusion, it does not sustain this defensive magic well. You now stand some twenty metres away from the huge monster, and it rears its head to breathe over you. What will you do now? Will you:
Stand your ground? (Turn to 199)
Use a longbow or crossbow to fire at the Dragon? (Turn to 149)
Throw acid at the Dragon, if you have any? (Turn to 82)
Rush the monster? (Turn to 4)
Dirk el Dragoncock
Skill 12/12 (+1 from Magic Shield, +1/3 from Magic Armor, +1/3 from Magic Sword)
Stamina 23/24
Luck 10/13
Honour 3
Nemesis 1
Time Track 68
Gear:
Sword
Magic Armour
Magic Shield
Lantern
Backpack
11/17 Provisions
5 golds
Silver key
Rope
Longbow and arrows
Spiked boots
Ice pick
Viewing lens
Carved ivory polar bear
Steel mirror
Silver plaque with "Endimion" carved onto it
Smoke powder
Bag of Holding
Tattooing ink and needle
Tome of the Reaches
Magic Mirror (3 charges)
Sphere of Light
1 Striped Seed Pod
Harlequin's winged Boots of Gliding
Amulet of Teleporting
Magic Sword
Special:
20-stranded spider's web tattoo with a dragon's skull in it, seen on paragraph 55.
Shield Number: 70
Scalmagzaprin might be someone important, probably in the towers of Carnex was the High Priest of the dragon cult and is now a corpse.
Tome of the Reaches: Ward Runes section starts on page 44
Tome of the Reaches: Riddling section starts on page 191
Tome of the Reaches: Dragon Runes section starts on page 229
Cannot return to Carnex, what a loss.
Mirror Number: 100
Sphere Number: 244
Pod Number: 16
Teleport to Night Dragon's lair by turning to 289.
Armour Number: 12
Sword Number: 80
Blazing Crusher stopped: -1 from Night Dragon's Skill
Bone Furnace quenched: -3 from Night Dragon's Stamina
Pyramidal Cell slain/destroyed: Night Dragon can no longer use magic
Death count: 6
- Eating rohypnol biscuits and being sacrificed to the nameless cult of evil
- Slain by the High Priest and his OP panoply x5
Skill 12/12 (+1 from Magic Shield, +1/3 from Magic Armor, +1/3 from Magic Sword)
Stamina 23/24
Luck 10/13
Honour 3
Nemesis 1
Time Track 68
Gear:
Sword
Magic Armour
Magic Shield
Lantern
Backpack
11/17 Provisions
5 golds
Silver key
Rope
Longbow and arrows
Spiked boots
Ice pick
Viewing lens
Carved ivory polar bear
Steel mirror
Silver plaque with "Endimion" carved onto it
Smoke powder
Bag of Holding
Tattooing ink and needle
Tome of the Reaches
Magic Mirror (3 charges)
Sphere of Light
1 Striped Seed Pod
Harlequin's winged Boots of Gliding
Amulet of Teleporting
Magic Sword
Special:
20-stranded spider's web tattoo with a dragon's skull in it, seen on paragraph 55.
Shield Number: 70
Scalmagzaprin might be someone important, probably in the towers of Carnex was the High Priest of the dragon cult and is now a corpse.
Tome of the Reaches: Ward Runes section starts on page 44
Tome of the Reaches: Riddling section starts on page 191
Tome of the Reaches: Dragon Runes section starts on page 229
Cannot return to Carnex, what a loss.
Mirror Number: 100
Sphere Number: 244
Pod Number: 16
Teleport to Night Dragon's lair by turning to 289.
Armour Number: 12
Sword Number: 80
Blazing Crusher stopped: -1 from Night Dragon's Skill
Bone Furnace quenched: -3 from Night Dragon's Stamina
Pyramidal Cell slain/destroyed: Night Dragon can no longer use magic
Death count: 6
- Eating rohypnol biscuits and being sacrificed to the nameless cult of evil
- Slain by the High Priest and his OP panoply x5
Last edited by Silent Wayfarer on Mon Aug 11, 2014 12:51 am, edited 1 time in total.
If your religion is worth killing for, please start with yourself.
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- Duke
- Posts: 1545
- Joined: Fri Jul 17, 2009 2:07 am
- Darth Rabbitt
- Overlord
- Posts: 8870
- Joined: Thu Feb 05, 2009 8:31 pm
- Location: In "In The Trenches," mostly.
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- Knight-Baron
- Posts: 898
- Joined: Sun Jun 21, 2009 11:35 am
We get a 3. Lucky! The shield number is 70; multiplied by 5 we get 350.You advance, weapon and shield at the ready, as the monster breathes. You must Test your Luck. If you are Lucky, and if you also have a Magic Shield, multiply the Shield Number by 5 and turn to that paragraph. If you do not have a Magic Shield, or if you are Unlucky, you take the Dragon's breath right on your body. Searing, dreadful heat is all round you; deduct 6 points from your Stamina. If you are still alive, turn to 295.
Your shield stands fast against the fiery breath of the Dragon and absorbs it harmlessly! Regain 1 Luck point. Now you rush the monster; turn to 295.
Modifiers for the Night Dragon:Now you must fight your nemesis,the Ancient and mighty Night Dragon. Its great mouth is filled with teeth as long as your forearm, and the mighty power of its clawed limbs and thrashing tail is evident. It is a truly appalling enemy to confront! You must now add any modifiers to its Skill and Stamina to the basic values shown below. These are already high, but when you have added the modifiers they will be truly terrifying! You may apply two final modifying numbers: if you have a Sphere of Light to counteract the darkness of the Dragon, you know the Sphere Number; turn to the paragraph with that number. Additionally, if you have a Magic Sword from the Mist Crypts, the Dragon is afraid of this weapon and will automatically lose the first Attack Round while it hesitates in fear. But its blows are terrible indeed; each will cost you 3 Stamina points!
NIGHT DRAGON Skill 17 Stamina 32
If you win, turn to 71. If your Stamina is reduced to 4 points or below, turn to 216.
Time Track: +1 Stamina
Blazing Crusher stopped: -1 from Night Dragon's Skill
Bone Furnace quenched: -3 from Night Dragon's Stamina
Final statline:
But first, we turn to the paragraph with the Sphere Number, which is 244.NIGHT DRAGON Skill 16 Stamina 30
And now: FIGHT!You hurl the glowin Sphere at the Night Dragon's eyes, and it reels back from the blinding light with a howl of rage! You gain one free attack on the creature, and you may subtract 1 from its Attack Strength for the first five Attack Rounds of this combat. Return to 295.
Dirk 31 - autowin (23/24) NIGHT DRAGON 25 (28/30)
Dirk 29 (23/24) NIGHT DRAGON 23 (26/30)
Dirk 26 (23/24) NIGHT DRAGON 22 (24/30)
Dirk 23 (23/24) NIGHT DRAGON 23 (24/30)
Dirk 28 (23/24) NIGHT DRAGON 20 (22/30)
Dirk 28 (23/24) NIGHT DRAGON 19 (20/30)
Dirk 24 (23/24) NIGHT DRAGON 22 (18/30)
Dirk 23 (20/24) NIGHT DRAGON 27 (18/30)
Dirk 28 (20/24) NIGHT DRAGON 26 (16/30)
Dirk 26 (20/24) NIGHT DRAGON 23 (14/30)
Dirk 27 (20/24) NIGHT DRAGON 21 (12/30)
Dirk 25 (20/24) NIGHT DRAGON 25 (12/30)
Dirk 22 (20/24) NIGHT DRAGON 18 (10/30)
Dirk 27 (20/24) NIGHT DRAGON 19 (8/30)
Dirk 28 (20/24) NIGHT DRAGON 23 (6/30)
Dirk 27 (20/24) NIGHT DRAGON 22 (4/30)
Dirk 31 (20/24) NIGHT DRAGON 22 (2/30)
Dirk 31 (20/24) NIGHT DRAGON 22 (0/30)
Dirk 29 (23/24) NIGHT DRAGON 23 (26/30)
Dirk 26 (23/24) NIGHT DRAGON 22 (24/30)
Dirk 23 (23/24) NIGHT DRAGON 23 (24/30)
Dirk 28 (23/24) NIGHT DRAGON 20 (22/30)
Dirk 28 (23/24) NIGHT DRAGON 19 (20/30)
Dirk 24 (23/24) NIGHT DRAGON 22 (18/30)
Dirk 23 (20/24) NIGHT DRAGON 27 (18/30)
Dirk 28 (20/24) NIGHT DRAGON 26 (16/30)
Dirk 26 (20/24) NIGHT DRAGON 23 (14/30)
Dirk 27 (20/24) NIGHT DRAGON 21 (12/30)
Dirk 25 (20/24) NIGHT DRAGON 25 (12/30)
Dirk 22 (20/24) NIGHT DRAGON 18 (10/30)
Dirk 27 (20/24) NIGHT DRAGON 19 (8/30)
Dirk 28 (20/24) NIGHT DRAGON 23 (6/30)
Dirk 27 (20/24) NIGHT DRAGON 22 (4/30)
Dirk 31 (20/24) NIGHT DRAGON 22 (2/30)
Dirk 31 (20/24) NIGHT DRAGON 22 (0/30)
THIS ISN'T EVEN MY FINAL FORM!You stagger backwards as your final blow slays the gigantic opponent you have struggled so long and hard to overcome! You can hardly believe it. You are dazed,wounded and bleeding and faint with shock, and adrenaline is pouring through your body. You sit down wearily with your head in your hands, shaking uncontrollably. And then you see, with utter horror, what is happening now. The slimy, acidic cocoon round the Dragon's corpse is slithering over the ground and wrapping itself round the Night Dragon's skull-head. The red glow in the eye-sockets, though dim, is beginning to increase in strength. The ghastly thing is somehow resurrecting tself! This is too terrible to be true - but it is happening. Now you have a crucial choice to make. You can flee the mountain; if you do this, turn to 335. Otherwise, you make what preparations you can and prepare yourself to deal with whatever animates itself to fight you again; turn to 98.
Also, minor continuity error; the Night Dragon had a blue glow in its eyes when you first fought it, but now it's red?
Dirk el Dragoncock
Skill 12/12 (+1 from Magic Shield, +1/3 from Magic Armor, +1/3 from Magic Sword)
Stamina 20/24
Luck 10/13
Honour 3
Nemesis 1
Time Track 68
Gear:
Sword
Magic Armour
Magic Shield
Lantern
Backpack
11/17 Provisions
5 golds
Silver key
Rope
Longbow and arrows
Spiked boots
Ice pick
Viewing lens
Carved ivory polar bear
Steel mirror
Silver plaque with "Endimion" carved onto it
Smoke powder
Bag of Holding
Tattooing ink and needle
Tome of the Reaches
Magic Mirror (3 charges)
Sphere of Light
1 Striped Seed Pod
Harlequin's winged Boots of Gliding
Amulet of Teleporting
Magic Sword
Special:
20-stranded spider's web tattoo with a dragon's skull in it, seen on paragraph 55.
Shield Number: 70
Scalmagzaprin might be someone important, probably in the towers of Carnex was the High Priest of the dragon cult and is now a corpse.
Tome of the Reaches: Ward Runes section starts on page 44
Tome of the Reaches: Riddling section starts on page 191
Tome of the Reaches: Dragon Runes section starts on page 229
Cannot return to Carnex, what a loss.
Mirror Number: 100
Sphere Number: 244
Pod Number: 16
Teleport to Night Dragon's lair by turning to 289.
Armour Number: 12
Sword Number: 80
Blazing Crusher stopped: -1 from Night Dragon's Skill
Bone Furnace quenched: -3 from Night Dragon's Stamina
Pyramidal Cell slain/destroyed: Night Dragon can no longer use magic
Death count: 6
- Eating rohypnol biscuits and being sacrificed to the nameless cult of evil
- Slain by the High Priest and his OP panoply x5
Skill 12/12 (+1 from Magic Shield, +1/3 from Magic Armor, +1/3 from Magic Sword)
Stamina 20/24
Luck 10/13
Honour 3
Nemesis 1
Time Track 68
Gear:
Sword
Magic Armour
Magic Shield
Lantern
Backpack
11/17 Provisions
5 golds
Silver key
Rope
Longbow and arrows
Spiked boots
Ice pick
Viewing lens
Carved ivory polar bear
Steel mirror
Silver plaque with "Endimion" carved onto it
Smoke powder
Bag of Holding
Tattooing ink and needle
Tome of the Reaches
Magic Mirror (3 charges)
Sphere of Light
1 Striped Seed Pod
Harlequin's winged Boots of Gliding
Amulet of Teleporting
Magic Sword
Special:
20-stranded spider's web tattoo with a dragon's skull in it, seen on paragraph 55.
Shield Number: 70
Scalmagzaprin might be someone important, probably in the towers of Carnex was the High Priest of the dragon cult and is now a corpse.
Tome of the Reaches: Ward Runes section starts on page 44
Tome of the Reaches: Riddling section starts on page 191
Tome of the Reaches: Dragon Runes section starts on page 229
Cannot return to Carnex, what a loss.
Mirror Number: 100
Sphere Number: 244
Pod Number: 16
Teleport to Night Dragon's lair by turning to 289.
Armour Number: 12
Sword Number: 80
Blazing Crusher stopped: -1 from Night Dragon's Skill
Bone Furnace quenched: -3 from Night Dragon's Stamina
Pyramidal Cell slain/destroyed: Night Dragon can no longer use magic
Death count: 6
- Eating rohypnol biscuits and being sacrificed to the nameless cult of evil
- Slain by the High Priest and his OP panoply x5
Last edited by Silent Wayfarer on Mon Aug 11, 2014 1:34 am, edited 1 time in total.
If your religion is worth killing for, please start with yourself.
- Darth Rabbitt
- Overlord
- Posts: 8870
- Joined: Thu Feb 05, 2009 8:31 pm
- Location: In "In The Trenches," mostly.
- Contact:
-
- Duke
- Posts: 1545
- Joined: Fri Jul 17, 2009 2:07 am
-
- Knight-Baron
- Posts: 898
- Joined: Sun Jun 21, 2009 11:35 am
I'm assuming we eat 1 meal to max ourselves out. What else?You may perform four actions before the monster is able to act. You cannot get at it to strike with a hand weapon; its thick cocoon prevents this. You may drink any Potion you have, use a charge from a Magic Mirror (if you have one), eat some food (you cannot eat more than two meals as part of your four actions) or drink liqueur (if you have any). Two actions are of particular note. If you have a Potion of Invisibility and wish to drink this, turn to 253. If you have a longbow or crossbow and wish to shoot at the skull on the ground, turn to 230. If neither of these is among your four actions, turn to 306.
Dirk el Dragoncock
Skill 12/12 (+1 from Magic Shield, +1/3 from Magic Armor, +1/3 from Magic Sword)
Stamina 20/24
Luck 10/13
Honour 3
Nemesis 1
Time Track 68
Gear:
Sword
Magic Armour
Magic Shield
Lantern
Backpack
11/17 Provisions
5 golds
Silver key
Rope
Longbow and arrows
Spiked boots
Ice pick
Viewing lens
Carved ivory polar bear
Steel mirror
Silver plaque with "Endimion" carved onto it
Smoke powder
Bag of Holding
Tattooing ink and needle
Tome of the Reaches
Magic Mirror (3 charges)
Sphere of Light
1 Striped Seed Pod
Harlequin's winged Boots of Gliding
Amulet of Teleporting
Magic Sword
Special:
20-stranded spider's web tattoo with a dragon's skull in it, seen on paragraph 55.
Shield Number: 70
Scalmagzaprin might be someone important, probably in the towers of Carnex was the High Priest of the dragon cult and is now a corpse.
Tome of the Reaches: Ward Runes section starts on page 44
Tome of the Reaches: Riddling section starts on page 191
Tome of the Reaches: Dragon Runes section starts on page 229
Cannot return to Carnex, what a loss.
Mirror Number: 100
Sphere Number: 244
Pod Number: 16
Teleport to Night Dragon's lair by turning to 289.
Armour Number: 12
Sword Number: 80
Blazing Crusher stopped: -1 from Night Dragon's Skill
Bone Furnace quenched: -3 from Night Dragon's Stamina
Pyramidal Cell slain/destroyed: Night Dragon can no longer use magic
Death count: 6
- Eating rohypnol biscuits and being sacrificed to the nameless cult of evil
- Slain by the High Priest and his OP panoply x5
Skill 12/12 (+1 from Magic Shield, +1/3 from Magic Armor, +1/3 from Magic Sword)
Stamina 20/24
Luck 10/13
Honour 3
Nemesis 1
Time Track 68
Gear:
Sword
Magic Armour
Magic Shield
Lantern
Backpack
11/17 Provisions
5 golds
Silver key
Rope
Longbow and arrows
Spiked boots
Ice pick
Viewing lens
Carved ivory polar bear
Steel mirror
Silver plaque with "Endimion" carved onto it
Smoke powder
Bag of Holding
Tattooing ink and needle
Tome of the Reaches
Magic Mirror (3 charges)
Sphere of Light
1 Striped Seed Pod
Harlequin's winged Boots of Gliding
Amulet of Teleporting
Magic Sword
Special:
20-stranded spider's web tattoo with a dragon's skull in it, seen on paragraph 55.
Shield Number: 70
Scalmagzaprin might be someone important, probably in the towers of Carnex was the High Priest of the dragon cult and is now a corpse.
Tome of the Reaches: Ward Runes section starts on page 44
Tome of the Reaches: Riddling section starts on page 191
Tome of the Reaches: Dragon Runes section starts on page 229
Cannot return to Carnex, what a loss.
Mirror Number: 100
Sphere Number: 244
Pod Number: 16
Teleport to Night Dragon's lair by turning to 289.
Armour Number: 12
Sword Number: 80
Blazing Crusher stopped: -1 from Night Dragon's Skill
Bone Furnace quenched: -3 from Night Dragon's Stamina
Pyramidal Cell slain/destroyed: Night Dragon can no longer use magic
Death count: 6
- Eating rohypnol biscuits and being sacrificed to the nameless cult of evil
- Slain by the High Priest and his OP panoply x5
If your religion is worth killing for, please start with yourself.
-
- Knight-Baron
- Posts: 898
- Joined: Sun Jun 21, 2009 11:35 am
Nope. Restore Stamina, restore skill, or command it to explode.SGamerz wrote:Can the mirror be used to restore Luck? If yes use it. You never know when a Test of Luck in combat might save you.
.We don't have the potion, right? Even though I don't think the bow will do it any harm, I think there's no harm trying. It's either that or waste the actions anyway
And no, no potion.
Action count:Getting in an effective shot against the cocooned creature will not be easy. If you are prepared to use up two of your actions, one of your shots will be successful and you may deduct 2 points from the Stamina score of the Night Dragon's skull when it rises. If you are unwilling to do this, return to 98. If you use up two actions here, decide on your other two. If they include drinking a Potion of Invisibility, turn to 253. Otherwise, turn to 306.
1: Meal
2: Pew
3: Pew
4: ?
I don't think there's much we can do from here, so...
Well, we beat the main body with superior stats and damage; the skull itself is going down so fast every hooker in Blacksand will be lining up to take notes.The skull of the Night Dragon suddenly sprouts skeletal,spider-like legs and its cocoon falls away as it scuttles across the cavern floor to attack you! The skull is a good four metres long, and its wickedly sharp incisors are capable of ripping a bloody gash right across your body or legs. Wisps of acid smoke rise from the monstrous skull as it closes in for the kill!
NIGHT DRAGON SKULL Skill 11 Stamina 12
If you win, turn to 214.
Dirk 27 (24/24) NDS 18 (10/12)
Dirk 29 (24/24) NDS 17 (8/12)
Dirk 26 (24/24) NDS 23 (6/12)
Dirk 27 (24/24) NDS 18 (4/12)
Dirk 26 (24/24) NDS 15 (2/12)
Dirk 28 (24/24) NDS 20 (0/12)
Dirk 29 (24/24) NDS 17 (8/12)
Dirk 26 (24/24) NDS 23 (6/12)
Dirk 27 (24/24) NDS 18 (4/12)
Dirk 26 (24/24) NDS 15 (2/12)
Dirk 28 (24/24) NDS 20 (0/12)
With 12 Skill there is no way we can fail the tests, so we escape without taking any damage!At the final death of the Ancient, a great moan rises from the depths of the mountain and a wailing sound flows across the chamber! You hear rumbling coming from far below; above you, a couple of spear-like stalactites break from the ceiling scores of metres above and narrowly miss you. You have time to perform two actions (eating a meal, drinking liqueur or quaffing a Potion of Stamina are your best bets!) before you must rush to leave the mountain. Your quest is done, but you still have to get out alive!
You run, like one possessed, through tunnels and passages, as rocks fall all round you, tentacles explode from walls and thrash about mindlessly, and gouts of steaming liquid spurt from broken pipes along the Dragonspine. You must Test your Skill three times; each time you fail you must roll one die, subtracting 1 from the number rolled (to get a number between 0 and 5). This is the number of Stamina points you lose through being sprayed with acid, battered by rocks, and similar misfortunes - and you cannot stop to recover lost Stamina points in any way since the place is collapsing round you! If you are still alive, turn to 400.
And that's it. Dirk el Dragoncock has defeated the Giger-esque/Carpenter-esque Night Dragon, saved Allansia, and has more bling than anyone knows what to do with.You are outside the wretched mountain of the Night Dragon, still running for your life, when the top blows clean off the peak and a massive pillar of fiery lava and black smoke boils up into the sky! You fall, winded, over a small rock and gasp desperately for air. As you turn round for one final look, a ginger cat appears beside you, licking its paws unconcernedly. "Great firework display," it says. "Good work. I think an awful lot of people, and no few Dragons, owe you a very great favour for that. And when Dragons owe favours, a wise man knows their value." The outline of the cat shimmers slightly and begins to grow in size. It grows and grows and doesn't stop. By the time you have realized that the smoke and rock pouring from the mountain will certainly kill you, no matter how fast you run, the cat has changed its form to that of an enormous Gold Dragon; he picks you up in his front paws so gently it feels like being tickled with a feather. "Just don't ask me who I am," the Gold Dragon says sternly. "Suffice to say that I do not have to worry about breaking any Oaths - not when I was the one who invented them in the first place. Let us be gone." As the great, majestic form of the mighty Lord of Dragons rises into the heavens, you fall into a weary sleep. When, many hours later, you awaken, you will be glad that it was a dreamless slumber.
I'll do a Q&A and review of missed sections later on. In the meantime, the final stats of Dirk for your perusal.
Dirk el Dragoncock
Skill 12/12 (+1 from Magic Shield, +1/3 from Magic Armor, +1/3 from Magic Sword)
Stamina 20/24
Luck 10/13
Honour 3
Nemesis 1
Time Track 68
Gear:
Sword
Magic Armour
Magic Shield
Lantern
Backpack
11/17 Provisions
5 golds
Silver key
Rope
Longbow and arrows
Spiked boots
Ice pick
Viewing lens
Carved ivory polar bear
Steel mirror
Silver plaque with "Endimion" carved onto it
Smoke powder
Bag of Holding
Tattooing ink and needle
Tome of the Reaches
Magic Mirror (3 charges)
Sphere of Light
1 Striped Seed Pod
Harlequin's winged Boots of Gliding
Amulet of Teleporting
Magic Sword
Special:
20-stranded spider's web tattoo with a dragon's skull in it, seen on paragraph 55.
Shield Number: 70
Scalmagzaprin might be someone important, probably in the towers of Carnex was the High Priest of the dragon cult and is now a corpse.
Tome of the Reaches: Ward Runes section starts on page 44
Tome of the Reaches: Riddling section starts on page 191
Tome of the Reaches: Dragon Runes section starts on page 229
Cannot return to Carnex, what a loss.
Mirror Number: 100
Sphere Number: 244
Pod Number: 16
Teleport to Night Dragon's lair by turning to 289.
Armour Number: 12
Sword Number: 80
Blazing Crusher stopped: -1 from Night Dragon's Skill
Bone Furnace quenched: -3 from Night Dragon's Stamina
Pyramidal Cell slain/destroyed: Night Dragon can no longer use magic
Death count: 6
- Eating rohypnol biscuits and being sacrificed to the nameless cult of evil
- Slain by the High Priest and his OP panoply x5
Skill 12/12 (+1 from Magic Shield, +1/3 from Magic Armor, +1/3 from Magic Sword)
Stamina 20/24
Luck 10/13
Honour 3
Nemesis 1
Time Track 68
Gear:
Sword
Magic Armour
Magic Shield
Lantern
Backpack
11/17 Provisions
5 golds
Silver key
Rope
Longbow and arrows
Spiked boots
Ice pick
Viewing lens
Carved ivory polar bear
Steel mirror
Silver plaque with "Endimion" carved onto it
Smoke powder
Bag of Holding
Tattooing ink and needle
Tome of the Reaches
Magic Mirror (3 charges)
Sphere of Light
1 Striped Seed Pod
Harlequin's winged Boots of Gliding
Amulet of Teleporting
Magic Sword
Special:
20-stranded spider's web tattoo with a dragon's skull in it, seen on paragraph 55.
Shield Number: 70
Scalmagzaprin might be someone important, probably in the towers of Carnex was the High Priest of the dragon cult and is now a corpse.
Tome of the Reaches: Ward Runes section starts on page 44
Tome of the Reaches: Riddling section starts on page 191
Tome of the Reaches: Dragon Runes section starts on page 229
Cannot return to Carnex, what a loss.
Mirror Number: 100
Sphere Number: 244
Pod Number: 16
Teleport to Night Dragon's lair by turning to 289.
Armour Number: 12
Sword Number: 80
Blazing Crusher stopped: -1 from Night Dragon's Skill
Bone Furnace quenched: -3 from Night Dragon's Stamina
Pyramidal Cell slain/destroyed: Night Dragon can no longer use magic
Death count: 6
- Eating rohypnol biscuits and being sacrificed to the nameless cult of evil
- Slain by the High Priest and his OP panoply x5
If your religion is worth killing for, please start with yourself.
.....was that a Gonchong-infested dragon we just offed (the same thing that controlled the Lizard King in Book 7)? If so that's a really cool idea, though I'd have thought a dragon will be strong enough to resist one.
And the Gold is probably Kilanirax, the first/original Dragon (and God of them all) in Titan. I wonder why the author avoids bringing up the name. It's not as if it's a secret.
And the Gold is probably Kilanirax, the first/original Dragon (and God of them all) in Titan. I wonder why the author avoids bringing up the name. It's not as if it's a secret.
-
- Knight-Baron
- Posts: 898
- Joined: Sun Jun 21, 2009 11:35 am
Nah, the Gonchong wouldn't be nearly big enough to latch onto the Night Dragon. I think it's just got a detachable skull in the spirit of those 80s video games where part of the last boss would split off once you defeated it and continue fighting you. Plus, it's a chance to cram more horror movie references into the whole thing; the Night Dragon is meant to be evocative of the Alien Queen and Nightskull of its hive, and the Night Dragon Skull was pretty much intended to be an expy of The Thing.SGamerz wrote:.....was that a Gonchong-infested dragon we just offed (the same thing that controlled the Lizard King in Book 7)? If so that's a really cool idea, though I'd have thought a dragon will be strong enough to resist one.
It's an open secret, I imagine, but I think there was some kind of noninterference clause with Titan after the whole Godswar thing, so he can't act openly against the Night Dragon. Either that or there's some Hindu mythology shit where the Night Dragon persuaded Kilanirax to grant him a boon of "not being harmed by any dragon" and his guise as a cat is the only way to circumvent it.And the Gold is probably Kilanirax, the first/original Dragon (and God of them all) in Titan. I wonder why the author avoids bringing up the name. It's not as if it's a secret.
And Kinyanirax is being kind of a cat too, so it's in character for him to be dismissive even when he's being nice.
If your religion is worth killing for, please start with yourself.