Posted: Tue Sep 06, 2016 4:36 pm
Other north door.
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Sadly, we don't have the required plot coupons.A small plaque above the depressions et into this door carries the legend: 'Chamber of Meditation'. If you have a wooden casket with four gems inside it, you can place the gems into the depressions in the door and so gain admittance. If you have the gems, take the initial letters of their names and rearrange them to form a word. Take the numbers corresponding to those initial letters (A = 1, B = 2, C = 3, etc.) then add them together. Turn to the paragraph with this number. If you do not have these gems, you cannot open this door; turn to 41 to search elsewhere.
Which door now?You push open the door and find yourself in a bare antechamber. There is a door to your right, and before you lies a pair of crystalline doors: they have images of War Dragons engraved on them and bizarre locks with keyholes crafted in yellowed bone set into the crystal. If you are Braxurs, turn to 113 now. If you want to open the east door here, not having done so before, turn to 314. lf you want to try to open the crystalline doors, turn to 135.
Finally, an opponent without special attack rules......and he has SKILL 11. :/In a small, bare chamber behind the door a figure clad head to toe in lacquered black plate mail confronts you. 'Prepare to die,' he says emotionlessly as he hefts a great, two handed sword to strike at you. Terror grips you: you must do battle with the Dark Knight of Castle Argent. If you have an onyx staff with you, tum to 241. If you do not, fight on!
DARKK NIGHT SKILL 11 STAMINA 17
If you win, and if you are Braxus, turn immediately to 46. Otherwise, turn to 396.
Which symbol defeats the Knight, and how many have we found?The onyx staff has four symbols on it: Lion, chevron, goblet and star. If you have spent a Magic Point to activate the staff (or if you do so now), you may be able to use it to deal the Dark Knight a mortal blow. If you know which symbol can defeat it, and if you have also found a heraldic design on a chest with that symbol on it, you know how many symbols were on that chest, and what colour they were. Convert the letters of the colour into numbers using the code A = 1, B = 2, C = 3, etc. Add the numbers together then multiply that total by the number of the symbols you found on the chest. (Thus, for example, if you think that the goblet defeats the Dark Knight, and you had found two white goblets inscribed on a chest, you would tum to paragraph 130: WHITE = 23 + 8 + 9 + 20 + 5 = 65, and you would multiply that by 2.) Turn to the paragraph you have calculated; if the name of the symbol isn't the first word you read in that paragraph, you are wrong and should return to paragraph 314 to continue fighting. You should also do this if you have the staff but do not know which symbol defeats the Knight.
The Knight can be detroyed by the lions within the green;
(18 + 5 + 4) * 7 = 27 * 7 = 189[...]you find as you open it that the chest here is not a Tower Chest but has a heraldic device painted inside its lid; this shows seven red lions on a green background.
I think this is the best assist from the staff yet. His SKILL is now effectively below ours, and since he's getting hurt every round, and our STAMINA is actually 2 points higher, we certainly don't need any extra help to win this!Lions are the bane of the Knight. You raise the staff and concentrate on the symbol of the lion, and from the tip of the staff a magical, glowing red lion forms and leaps on to the Knight. The Knight automatically loses 2 point from his STAMINA every Attack Round, and you may also subtract 2 from his Attack Strength, since he's trying to fend off the magical lion as well as you! Return to 314 to continue the fight.
Unfortunately, no reward for us. The sword would have been Braxus' "ideal weapon", but there's nothing for the wizard.The only treasure here is the Dark Knight's two-handed sword which only Anvar can use. If you are Anvar, this sword counts as a magic weapon (some creatures may be struck only by magic weapons, so it may prove useful). Now you leave and head north for the crystalline doors; turn to 135.
We have the keys!These doors can be opened only if you possess both sets of Dragonbone Keys. If you have these, you know how many keys you have; turn to the paragraph with that number. If you don't have both sets of keys, you must return to the Bronze Stride and search for then. You may re-enter the east or west wing even if you have been there before, though you should no open again any door that you've opened already in either wing.
Do we want to use a Jump spell here?You slip the two long Dragonbone master-key into the locks in the crystal doors and they open. In front of you a great wooden stairway rises in a graceful curve to an archway high above. The great Jaw Archway is aptly named: it appears to be crafted from the jawbone of some impossibly vast, reptilian monster, a deathly leprous yellow-white in colour, forbidding in its sheer size and grim appearance. You step forward and, as you do, the doors behind you slam shut. A gloating, eerie laugh mocks you as it resonates around the high-vaulted chamber of the stairway; Zagor awaits you, and you will not return alive unless you have slain him! You stride forward grimly and begin your ascent of the stairway.
Some minutes later, you throw open the great doors below the Jaw Archway and grit your teeth as you sense the treacherousness of what lies before you. A corridor stretches out some twelve metres into the distance, and its walls are lined with skulls set into the stone. The walls look as if the skulls where thrown into liquid stone which then congealed, trapping them on its surface. The effect is deeply disturbing and, as you edge forward towards a chamber you can see ahead, you have to fight back a rising sense of panic. Clearly some magic here is affecting you, making you sweat and tremble with fear! If you can (and wish to) cast a Jump spell here, turn to 261. If you cannot, or do not wish to, do this, tum to 296.
The text doesn't make it very clear, but I'm interpreting that we get the bonus after we finish this stretch of corridor and enter the central chamber (where the words "Great Tower" is actually mentioned in the text).Sirocco wrote:ETA: Also, are we now in the Great Tower? does the bonus from the WotH come into play?
So the Jump spell would have saved us 2 LUCK tests (and therefore 2 LUCK points), and potentially a temporary SKILL point. I would say the Magic would probably have been well spent. Our Luck test records haven't been very good....It is desperately hard going, dragging yourself even half-way down this corridor. Your feet feel as if your boots are lined with lead, and your calves ache abominably. Test your Luck. lf you are Lucky, you keep trudging on as normal, but if you are Unlucky you must lose 1 from your Current SKILL score for as long as you are in this corridor. You must now Test your Luck again! If you are Lucky, tum to 261. If you are Unlucky, turn to 317.
Do we want to use the spell or our lantern (or neither)?You are halfway down the corridor, and it seems to have taken an eternity getting this far. As you strain your eyes to see what lies ahead of you, a shambling figure in rotting bandages lurches along the corridor to attack you. The most powerful of the castle's undead guardians, the Great Mummy's rotting arms reach forward to strangle the life out of you! If you can, and wish to, cast a Fireball spell at the Mummy, tum to 356. If you have a lantern and you decide to throw this at the Mummy, turn to 379. Otherwise, tum lo 288
Even without looking at the stats, I think we should have a sure-win after this.Your fiery attack spell will cause extra damage to the Mummy (deduct 8 points from its STAMINA) and it will set the monster alight, so that is loses 2 STAMINA points in each Attack Round until it expires, burnt to ashes! Turn to 288 to fight the monster.
Yeah, doesn't look too bad. If we hadn't just taken a SKILL penalty, this would have been even easier.Deduct any points from the Mummy's STAMINA if you have already struck it with a fiery attack.
GREAT MUMMY SKILL 10 STAMINA 22 14
If you win, you press on along this accursed corridor towards a cavernous chamber beyond. As you approach, swirling patterns of light flash from the chamber, and you have to screw up your eyes in a squint to see what is inside.
....you know, I think we should have saved that Fire-resistant potion for this big guy.What you see in this middle chamber of the Great Tower almost defies belief; the sheer scale of it is gigantic breath-taking. Hovering some twenty-five metres above you is a giant stone platform, more or less square in shape with a cupola above it and arches on all sides sculpted in the shape of enormous dragon jaws. A turbulent vortex of air whirls below the platform, drawing up dust and debris into a spinning cone which rises to the base of the platform. Trailing from the platform down to ground level are four rickety-looking rope-bridges. From the top of the cupola a beam of milky light ascends to the ceiling, where a white arch almost out of your range of vision stands, close lo the top of the tower.
And then there is the War Dragon...Reclining on the platform, the monster appears to be asleep. It must measure forty metres from snout to tail, and you're going to have to kill it.
Think carefully about what you wish to do before you choose how to ascend to the platform. If you have an onyx wand, turn to 260. The Dragon will be the most powerful foe you have faced in Castle Argent, so you must do all you can to improve your chances of victory. Then you must decide how to get up to the Dragon. If you have at least thirty metres of rope to tie together, you can use a bow (or a Magic Arrow) to fire a line up to the platform and then clamber up the rope; if you wish to do this, tum to 49. If not, will you:
Use a Potion of Flying (if you have one)?
Climb one of the rope-bridges?
Enter the swirling vortex, hoping to be carried upwards?
Decline to climb up, and instead challenge the Dragon?
Ok, you know the drill: which symbol do we use and how many have we found?The onyx staff has four symbols on it: lion, chevron, goblet and star. If you have spent a Magic Point to activate the staff (or if you do so now), you may be able to use it to deal the Dragon a mortal blow. If you know which symbol can defeat it, and if you have also found a heraldic design on a chest with that symbol on it, you know how many symbols were on that chest, and what colour they were. Convert the letters of the colour into numbers using the code A = 1, B = 2, C = 3, etc. Add the numbers together then multiply that total by the number of the symbols you found on the chest. (Thus, for example, if you think that the chevron defeats the Dark Knight, and you had found six white chevrons inscribed on a chest, you would tum to paragraph 390: WHITE = 23 + 8 + 9 + 20 + 5 = 65, and you would multiply that by 6.) Turn to the paragraph you have calculated; if the name of the symbol isn't the fifth word you read in that paragraph, you are wrong and should return to paragraph 180 to decide what to do here. You should also turn to 180 if you have the staff but do not know which symbol defeats the Dragon.
The War Dragon falls to the yellow-cloistered stars
(7 + 18 + 5 + 5 + 14) * 8 = 49 * 8 = 392the Tower Chest here has a small shield on its lid, showing eight green stars on a yellow background
Seems like our character at least has the sense to wait till we get close before using the staff.A whirl of green stars will fly from the onyx staff upon command, circling the Dragon's head and burying themselves in it, causing great pain. One star will be impaled in the Dragon's head each Attack Round, up to the eighth (if the combat lasts that long). Each star will cause the Dragon to lose 2 STAMINA points. After the first star has struck it, you may subtract 2 from its Attack Strength due to its pain and confusion. If you have spent a Magic Point to activate the staff, you can unleash this effect as soon as you get on to the Dragon's platform - but how will you get there? Will you:
Use a Potion of Flying (if you have one)?
Climb one of the rope-ladders?
Enter the swirling vortex, hoping to be carried upwards?
So if we're Unlucky on the first try do we still need to roll for the second? This book has so many special rules but isn't very clear about a lot of them. I'm going to rule that we don't have to, since if the Dragon is awake there's no more need to test Luck for stealth.You must Test your Luck twice during your ascent. If you are Unlucky either time, the Dragon will wake up and its huge head will breathe fire over you. If you are Unlucky on the first dice roll, the Dragon breathes on you twice; you must lose 6 STAMINA points from each attack! If you are Lucky the first time but Unlucky the second time, you suffer only one attack from the Dragon's breath; lose 6 STAMINA points. If you are still alive, you get to the platform at last; tum to 313.
After the first round, thanks to the onyx staff, it will be at the same SKILL level as us. If it wasn't for the extra damage from fire breath and bite I'd say we can definitely last long enough to beat it (the staff can take out 16 points of STAMINA in 8 rounds). But with the possibility of getting breathed on if we're Unlucky, do we want to use the Orb to increase our odds?The huge War Dragon fights with the fury and might that decimated Castle Argent's defenders. Can you possibly survive its fury? If you do not have a magic weapon, you cannot affect the War Dragon, and you will perish here!
WAR DRAGON SKILL 15 STAMINA 20
When the War Dragon wins an Attack Round, roll one dice to determine \he type of attack it has used and the damage it inflicts.
Dice Roll Attack and Damage
1-2 Claw strike: lose 2 STAMINA points
3 Bite: lose 3 STAMINA points
4 Tail sweep (glancing blow): lose 1 STAMINA point
5-6 Fire breath: lose 4 STAMINA points
If you win, turn to 262.