Posted: Mon Dec 02, 2019 9:57 am
Half vote for demon.
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Demon.The controller is a great Demon of immortal power and force; a mortal opponent must have the most powerful magic created here to have any hope of banishing him!
Our fighting SKILL against demons is now 14!Tassaskil places a last spell on the sword and says with exhausted satisfaction, "Any Demon will fear this sword in your hands." Note that you gam an extra bonus of 1 point to you SKILL when fighting any Demon. This adds to the basic bonus from the Magic Sword, and makes it a very powerful weapon against Demons! In addition, the sword inflicts an extra point of damage on a Demon - your hits reduce the Demon's STAMINA by 3 points rather than the usual 2 points. You are delighted, and thank Tassaskil for his work. It's time lo leave and think about putting this sword to good use.
You make your way down to the crossroads with your superb sword, feeling strengthened and strong.
Which place do we check now?You stand at the middle of the crossroads. Which part of the crypts which you haven't yet visited will you visit now? Will you go:
Down the ice steps?
Down the left-hand passage?
Down the right-hand passage?
Up and out of the Ice Crypts?
Do we stay to fix the tombs?You follow the long, dank passageway as it winds down and round a long, curving corner and then opens into a vast, snow-misted graveyard. The scene is atrocious: some warped horror has run amok, smashing open the resting places of the Elves, leaving long shards of shattered blue ice and shrouded Elven bodies behind in a wake of senseless destruction. There is a strange and disturbing atmosphere here too, as if some angry spirits were still watching over this terrible scene. What will you do here? Will you return to the crossroads or enter, in order to put the disturbed dead back to rest?
COMBAT LOG:You begin the laborious work of laying the Elven bodies to rest and repairing their graves as best you can. But soon after you begin you feel a cold presence behind you, and you tum around to see a grey, wispy Elf-Ghost flying towards you, its arms extended to strike at you face. You sense the Elf-Ghost is quite insane, perhaps driven mad by whatever destroyed the resting place of its physical body. So you are force to fight it.
ELF-GHOST SKILL 8 STAMINA 9
If you win, what will you do? You've done a fair bit of repair work here. You could leave and go elsewhere without being dishonourable. If you want to do this, turn to 3. If you prefer to continue here, turn to 179.
COMBAT LOG:You continue your work until your back and arms ache with the effort. Gain 1 HONOUR point, but now you must sit and eat a meal. Just as you get up to finish repairing the last few tombs, you espy another Elf Ghost flying to the attack! You try to point lo your work, but this wretched spectre must be half-crazed too, for it will not listen. Its pale, wasted form strikes out implacably at you. Again, you are forced to fight.
ELF-GHOST SKILL 8 STAMINA 9
lf you win, you may complete your work here...but how many more times will you be attacked? Can you endure such assault? You could not be blamed for heading off elsewhere now. If you want to do this, turn to 3. If you are content to go on toiling here, turn to 21.
It's SGamerz's call but I always figured that was the case.Omegonthesane wrote:Do we get hitpoints back for meals we must eat?
Actually, no, the rules are quite specific that we don't regain any STAMINA for meals that we must eat. They are used to prevent loss of STAMINA. We lose 2 STAMINA every time we are told to eat but don't have any meals on us.Darth Rabbitt wrote:It's SGamerz's call but I always figured that was the case.Omegonthesane wrote:Do we get hitpoints back for meals we must eat?
Another gamebook that gives the PC a mark on the head.....at least Tallpipe can take solace in the fact that it's not a unicorn-shaped tattoo.Eventually you place the last frail shrouded body in its sarcophagus. There is a sudden, deeply aching sigh all around in the vastness of the vault, and you feel a sudden chill on your forehead which wasn't there before - a star-shape, as you see by gazing into a shard of reflective ice. It doesn't hurt, but you're a little troubled by it nevertheless. Now you return to the crossroads.
Do we want to descend the steps now?You stand at the middle of the crossroads. Which part of the crypts which you haven't yet visited will you visit now? Will you go:
Down the ice steps?
Down the left-hand passage?
Down the right-hand passage?
Up and out of the Ice Crypts?
And this is where the puzzle solved by angel can be put into use:Not far down the steps is a pair of arched gates which reach from the ceiling to floor. They have no handles, latches or any other obvious way of opening. There is just one word etched into them: 'Call'. If you know how many times to call, turn to the paragraph with the same number. If you don't know how many times to call, you cannot enter here.
Our good work in restoring the graves was just enough to boost our score up to the mid-high level!The great ice gates open, and you are almost blinded by the brilliant blue-white light which streams out and up the steps behind you. Squinting through the light you cannot see how large this chamber is, but you can see a tall, fair, slender Elf-spirit, clad all in white, and you are almost shaking in awe of him. The spirit of Elokinan, the Mage-Architect, chieftain and last of his race, stands resplendent and majestic before you. His noble face and centuries-saddened eyes tum to face you. Eloknm looks directly into your soul. What happens now depends on your HONOUR score. If your HONOUR is:
4 or less Turn to 119
5-8 Turn to 327
9 or 10 Turn to 251
exactly 11 Turn to 207
12 or higher Turn to 343
And it looks like staying to finish the work on the grave is about to reward us even further!Do you have a mark on your forehead? If you have, turn to 264. It you haven't, turn to 128.
Elokinan holds out his arms in greeting. "Come, my friend, you are good of heart and you have suffered to return my people to peace. I give you a gift of greatness," and between his hands is a great chalice of silver, chalcedony and moonstones, brimming over with a nectar so sweet and intoxicating to the senses you long to drink it. He holds the chalice as you drink deeply from its draught.
You almost reel back as the superhuman power of the magical liquid courses through your entire body. You feel almost impossibly strong and enduring. This draught raises both you Initial and current STAMINA scores to 25, and grants you 2 LUCK points as well! Elokinan looks delighted
and pleased and he has yet more for you.
Elokinan draws off a draught from the chalice into a small vial. "Many are its magics,"'he says softly, holding up the vial of golden liquid in front of your eyes. The liquid dances with motes of blue light, and Elokinan tells, you the magic within is that of invisibility. "Drink this before you ascend to the Tower," he murmurs, "it will conceal your flight, and even that of any flying mount you may have."
Now, if you have a magical Ice Sword, it is time for Elokinan to return you to the outside, to wait tor the Tower; turn to 309. If you don't have a magical Ice Sword, but you have a sword of ice you found in the Ice Cathedral, tum to 42 If you have neither again it's time to return to
the surface; turn to 3o9.
We have the potion.....You are standing just outside the gates of the Ice Palace, looking up into a cloudy blue sky. As you are getting your bearings, the sky turns ominously dark to the north: the clouds seen almost to be boiling, and a shape is beginning to materialize over the horizon. Gradually the black monolith glides into view, and you are transfixed by how huge the Tower of Destruction is. It dwarfs the Ice Palace; even so far up n the sky, the Tower is immense: a gigantic, flying, buttressed, black horror. Suddenly, from its base a wide pillar of fire cascades to the ground, and a thick black cloud of smoke arises from the base of the flame as a village is incinerated. The massive gouts of flame sputter and are gone; the Tower glides onwards towards you on its atrocious mission.
If you have a Potion of Flying, tum to 290. If you don't, but you do have a bronze medallion (or if you'd rather use the medallion!) turn to 328. If you have neither, turn to 215.
We just got this one from Elokinan not too long ago (and this saves me the trouble of adding it to the Adventure Sheet since it's used almost immediately.You swallow your Potion of Flying and rise into the air, heading for the Tower. Now, if you have a Potion of Invisibility, turn to 51. If you don't have this, turn to 391.
Yes, if we'd used the medallion we'd have gotten a Pegasus, but as I mentioned earlier a bug in the book meant that it's actually not possible for a player to reach this point with the medallion without cheating.To your own eyes, your appearance changes somewhat: you look less substantial somehow, a little shimmery round the edges, and you feel lighter (all these changes also affect your Pegasus, if you are riding one). You hope the magic will work to get you past the Tower guards. You soon find out, because you fly right past a two-headed Giant, on lookout close by one entrance door, and he doesn't react to you at all. You think that this invisibility is pretty strong magic...Now you're at the entrance. If you're with a Pegasus, he flies off after setting you down. You summon all your courage, grip your sword, and walk into the Tower of Destruction.
Are we interested in any of the doors here?On tiptoe, you move quietly down a smoothly sculpted passageway of black stone, lit only by a dull red glow which emanates from within the stone itself - as does the oppressive heat in this place. Above you, infernal engines whir and hum. You move cautiously towards a bend in the passage leading to the left. There's a closed door to your right facin8 down the passageway, and an open doorway, just visible in the gloom, half-way down in the distance.
Will you:
Open the dosed door?
Walk on and look through the open?
Walk on past the open doorway?
Omegonthesane wrote:Closed door first.
Kind of interesting that exactly 11 gets a separate section to 12+, but part of me suspects the 12+ section is "Naughty kitten, we didn't actually add enough Gain Honour sections for you to do that".
Okay, 4 opponents is gonna be tedious, but I don't think we're in that much danger. With the rules here, Tallpipe still can't be hit more than once per round, and we just got a full restore from Elokinam's chalice. And of course, their SKILLs are all low.This is a very bad move. You open the door to a guardroom where two bizarre creatures from the Demonic realms react immediately to your intrusion. Their faces are completely smooth, black and blank and their cloaked and cowled bodies shine black as ebony. The Nightgaunts scream for help as they fly at you to fight!
First NIGHTGAUNT SKILL 8 STAMINA 8
Second NIGHTGAUNT SKILL 8 STAMINA 8
The problem is that two more of these horrors appear from the opened doorway and attack from the opposite direction!
Third NIGHTGAUNT SKILL 8 STAMINA 8
Fourth NIGHTGAUNT SKILL 8 STAMINA 8
You have to fight four opponents! Mercifully, only two at a time can attack you in this narrow passage. Each Attack Round, roll two dice for yourself and for two of your opponents; the combatant with the highest Attack Strength wins that round (and inflicts damage to the STAMINA of the
opponent). When you kill one Nightgaunt, another takes its place. When you kill a second, yet another takes its place. When you kill a third, you are left fighting one enemy only. If you manage to survive all this, you decide to get down the passageway and away from here fast.
We can't apply our usual "left is always right" strategy here, since there's no left. Up or down?At the end of the passage there is a sharp right-hand turn, then the passage ends in a set of steps which lead upwards and another set leading down. Will you go up or down here?