Vote registered, Dirk the Impaler will attack it with his sword.
147
You slide over the edge of the pit and sink up to your knees in stinking slime. The fearsome Gargantis is massive, and you stand no taller than its hips. Its strength is formidable and its hide appears as tough as chainmail.
GARGANTIS SKILL 12 STAMINA 24
If you somehow manage to defeat this giant beast, turn to 220.
[spoiler]
![Image](https://i.imgur.com/J1mQXSi.png)
[/spoiler]
Important Note:I believe it strange that Symm and Borri firing arrows are not helping out in any way in Dirk the Impaler’s battle against the Gargantis. I will have Symm and Borri deal 1 additional damage to any hit that Dirk the Impaler inflicts on the Gargantis in order to make this battle more realistic.
Rolling the dice due to the Helmet of Cowardice’s effect yields a 4, which is unsurprisingly lower than Dirk the Impaler’s Skill, so he summons up enough courage to fight.
The fight:
[spoiler]Round 1: Gargantis Attack Strength: 18, Player Attack Strength: 18;
Gargantis Stamina: 24, Player Stamina: 24
Round 2: Gargantis Attack Strength: 18, Player Attack Strength: 18;
Gargantis Stamina: 24, Player Stamina: 24
Round 3: Gargantis Attack Strength: 18, Player Attack Strength: 20;
Gargantis Stamina: 21, Player Stamina: 24
Round 4: Gargantis Attack Strength: 15, Player Attack Strength: 19;
Gargantis Stamina: 18, Player Stamina: 24
Round 5: Gargantis Attack Strength: 17, Player Attack Strength: 18;
Gargantis Stamina: 15, Player Stamina: 24
Round 6: Gargantis Attack Strength: 18, Player Attack Strength: 18;
Gargantis Stamina: 15, Player Stamina: 24
Round 7: Gargantis Attack Strength: 24, Player Attack Strength: 21;
Gargantis Stamina: 15, Player Stamina: 22
Round 8: Gargantis Attack Strength: 20, Player Attack Strength: 22;
Gargantis Stamina: 12, Player Stamina: 22
Round 9: Gargantis Attack Strength: 22, Player Attack Strength: 18;
Gargantis Stamina: 12, Player Stamina: 20
Round 10: Gargantis Attack Strength: 23, Player Attack Strength: 21;
Gargantis Stamina: 12, Player Stamina: 18
Round 11: Gargantis Attack Strength: 16, Player Attack Strength: 19;
Gargantis Stamina: 9, Player Stamina: 18
Round 12: Gargantis Attack Strength: 14, Player Attack Strength: 17;
Gargantis Stamina: 6, Player Stamina: 18
Round 13: Gargantis Attack Strength: 18, Player Attack Strength: 21;
Gargantis Stamina: 3, Player Stamina: 18
Round 14: Gargantis Attack Strength: 16, Player Attack Strength: 19;
Gargantis Stamina: 0, Player Stamina: 18[/spoiler]
Dirk the Impaler actually manages to defeat this giant beast, although he takes 6 Stamina points of damage in the process.
[spoiler]
![Image](https://i.imgur.com/J1mQXSi.png)
[/spoiler]
220
You stagger back to the edge of the pit, panting heavily and drenched in sweat. Borri and Symm are cheering loudly, although you can hardly hear them due to exhaustion. They help you climb up on to the ledge and then Symm jumps into the pit to sever the Gargantis’s horn. You have just about recovered from your ordeal when he hands you the fabled horn with a smile spread across his face. You marvel at its beauty before tucking it in your belt. ‘Let’s go!’ you say, and lead your two friends back down the tunnel. Passing between the Skeleton statues does not product a further appearance of the Ice Ghosts, and you hurry on.
Test your Luck. If you are Lucky, turn to 54. If you are Unlucky, turn to 138.
The Luck roll yielded a 4, meaning that Dirk the Impaler was Lucky.
54
Fortunately you are not confronted by any creatures, and you are able to make your way out of the tunnels. Turn to 279.
[spoiler]
![Image](https://i.imgur.com/PFfIIHo.png)
[/spoiler]
279
You find the balloon and basket where you left them, and drag them out of the tunnel entrance and down the hillock. ‘We must build a huge fire so that we can inflate the balloon with hot air,’ Borri says authoritatively. ‘I’ll lay out the balloon while you two gather some wood.’ It takes you nearly three hours to scour the barren plain and find enough wood to build a decent fire, but at least you are ready. Borri takes a metal pipe out of the basket, connects it to the neck of the balloon, and suspends the other end over the fire. The balloon soon fills with hot air and is nearly inflated, when you suddenly see dust rising into the sky on the horizon. ‘Horses approaching,’ Symm says calmly. ‘I hope you are nearly ready, Borri.’ The horses quickly come into view and you see that there are six, each being ridden hard by a Hobgoblin. Borri orders you to untie the rope which is holding the balloon fast to a tree-stump, and then climb up the rope as the balloon ascends. But the strain on the rope makes it difficult to untie, and you waste valuable seconds before deciding to cut through it with your sword. You are suddenly jolted upwards by the rope, while at the same time a Hobgoblin rides underneath you and leaps out of the saddle to try to grab your legs. Roll two dice. If the total is the same as or less than your SKILL, turn to 253. If the total is greater than your SKILL, turn to 331.
Rolling the dice yields an 8, which is unsurprisingly less than Dirk the Impaler’s Skill.
253
The Hobgoblin just misses your foot and falls to the ground with a thump. To the cheers of Borri and Symm, you haul yourself up the rope and scramble into the basket. Turn to 226.
226
[spoiler]
![Image](https://i.imgur.com/HWmkukl.png)
[/spoiler]
The balloon seems to climb agonizingly slowly into the sky and as you look over the side of the basket, you see the six Hobgoblins, who have dismounted, loosing their arrows at you. Roll one die to determine the number of arrows that reach their target. Then for each one on target, roll the die again. If you roll 1-5, the arrow lodges itself into the basket. If you roll 6, the arrow will hit you. Lose 2 STAMINA points for each arrow that hits you. If you are still alive, turn to 294.
Rolling the die yields a 6, meaning that six arrows have reached their target. Rolling the die for each of the six arrows yields a 3, 3, 4, 6, 2, and 1, meaning that Dirk the Impaler loses 2 Stamina points for getting hit with an arrow.
294
The balloon climbs up into the sky, beyond the range of the arrows. ‘That was a close call,’ mutters Borri. ‘But at least we are safe up here. Let’s hope this wind keeps up to push us north-west.’ Feeling weary, you sit down in the basket and decide to snooze for a while. But Borri, back in his beloved balloon, is in a talkative mood and tries to keep you awake. ‘I’m amazed at the price of things these days,’ he says. ‘Do you know how much a good war-hammer costs, even in a city of thieves like Port Blacksand?’ If you wish to continue the conversation, turn to 198. If you would rather tell him to keep quiet so that you can sleep, turn to 49.
[spoiler]
![Image](https://i.imgur.com/r4wrEqT.png)
[/spoiler]
Please vote on what to say to Borri and whether to have the additional damage assistance from Symm and Borri stand (if not, the fight can be replayed) before 5:00 PM PDT to guarantee that it will be counted.
Adventure Sheet:
[spoiler]Dirk the Impaler
SKILL: 12
Initial Skill = 12
STAMINA: 16
Initial Stamina = 24
LUCK: 4
Initial Luck = 12
NOTES:
Dabbed self with Chameleonite blood
Memorized the rhyme: To go beyond A granite door, Press the numbers One eight four.
A Gargantis purportedly dwells in the Howling Tunnels of the Western Flatlands
Immune to any fire attacks
Call out “Suma 11” to summon Suma for aid
Record for the number of Hobbits’ ears eaten by a Troll in a competition is 119
TREASURE:
7 Gold Pieces
EQUIPMENT:
Leather Armour
Backpack
Healing Potion (five tots, +6 STAMINA per tot)
Skull Ring
Cracked Silver Mirror
Silver Rod with the Inscription “37”
Candle
Crystal of Sanity
Gargantis Scroll
Defender Shield (+1 Attack Strength)
Gold Ring with Iridescent Jewel
Razaak’s Sword (+1 Attack Strength)
Piece of Faded Parchment with the Number “66”
Polished Stones
Helmet of Cowardice (Roll two dice before combat, player dies if total is greater than Skill)
Gargantis Horn
RESURRECTIONS: 3[/spoiler]