[CYOA] D&D - The Ghost of Lion Castle

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[CYOA] D&D - The Ghost of Lion Castle

Post Post #0 (isolation #0) » Sun May 30, 2021 5:17 pm

Post by petapan »

Anyone can play in this CYOA, just post and vote on the choices


The Ghost of Lion Castle is a solo module for the D&D Basic rule set, published in 1984 by TSR. In this topic we will be playing it together and you, the readers, will get to vote on the choices we make. This is an experiment so please bear with me as I figure things out.

Index

How to Play
Tables and Maps
Prerolled Characters
Adventure Start

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Post Post #1 (isolation #1) » Sun May 30, 2021 5:17 pm

Post by petapan »

HOW TO PLAY THIS ADVENTURE


Spoiler: Rules
START HERE.



Read all of the "R" rules entries before starting the adventure.


R1.
Welcome to the world of Sargon the Wizard. You're about to set out on a thrilling, magic-filled adventure in a dangerous, haunted castle, and you'll be on your own. Only your wits and your weapons can help you.
If you choose one of the prerolled characters provided with the adventure, your character will be a magic-user or an elf. If you decide to use your own character for this adventure, the character cannot be higher than third level. Your character cannot use any spell, magic item, or equipment that is not listed on p. 31-32.
This is a solo adventure. You read entries just like this one. Each entry asks you to make a decision about where you want to go or what you want to do. Some entries, like this one, simply direct you to the next entry. Read entry
R2
.


R2. Choosing an entry:
Most entries in this adventure list several options for you. There are many different areas to explore in and around Lion Castle. Because of this, all of the adventure entries are lettered and numbered. If you are exploring the areas outside the castle, all entries begin with the letter "
C
" (courtyard entries). If you are exploring inside the castle, all entries begin with the letter "
L
" (Lion Castle entries).
The "C" entries are divided into five areas: the castle outskirts, the outer curtain, the outer ward, the inner curtain, and the inner ward. The "L" entries encompass several levels of the castle, but are not divided into specific categories.
For details on keeping records during your adventure, read entry
R3
.

R3. Keeping records:
You will keep a record of your adventure as you explore Lion Castle. Each time you find an item on your journey, add it to your character sheet. If you lose an item, cross the item off your character sheet. When you take an item from a room, that room's entry will direct you to cross out the sentence that describes the item. Doing this
allows you to change the adventure the next time you or someone else plays it.
For details on the magic journal, read entry
R4
.

R4. The magic journal:
The solo adventure pages in this booklet are bounded on each side by spaces marked "Magic Journal." Reminders on recordkeeping and how to play certain entries are here. You may also use the journal to make notes to yourself about a specific entry or direction.
You may write anything you wish in the magic journal. Some examples are: "Avoid
L21
," and "Enter through the postern gate." These notes will come in especially handy when you decide to play the adventure again as a different character.
For details on mapping, read entry
R5
.

R5. Mapping:
Several maps of Lion Castle are shown on the booklet cover. These maps are not complete. You will have to fill in some of the blank areas as you explore the castle. A light grid is printed over the maps to make mapping easier. Most "L" entries list room dimensions for you.
All walls, ceilings, and floors in Lion Castle are made of stone, and all inside walls are 10 feet high.
You may erase the additions you have made to the maps when you play the adventure as another character, or when other players take characters into the castle.
For details on fighting monsters, read entry
R6
.

R6. Fighting monsters:
When an entry states that you encounter a monster, go to the Combat Checklist on the booklet cover and follow its steps. You never encounter more than one monster at a time during this adventure. The following entries explain the steps of the Combat Checklist. For details on initiative, read entry
R7
.

R7. Initiative:
Roll 1d6 for yourself first, and then for the monster you have encountered. If your die roll is higher, you may attack, or you may try to talk to the monster. (If the die rolls are the same, roll both dice again.) If you speak the monster's language, the monster does not attack and allows you to pass unharmed. If you try to talk to a monster in a language it doesn't know, you lose initiative and the monster attacks.
For details on movement, read entry
R8
.

R8. Movement:
Movement rates are used only in combat. During this part of step B on the Combat Checklist, you may use a
defensive maneuver (retreating, or throwing food or treasure to a monster).
If you choose to retreat, compare your movement rate per round with the monster's movement rate per round. If your rate is greater than the monster's rate, you escape the monster, and you may go on to the next entry of your choice. Before you leave, however, the attacking monster gets one more chance to hit you, gaining a +2 bonus to its hit roll. For this attack, you must calculate your Armor Class as if you had no shield. Also, you cannot defend yourself. If your movement rate per round is less than or equal to the monster's rate, you must stay and fight the monster. You may decide to throw food or treasure to the monster at this point.
If you choose to throw food or treasure to a monster, subtract the item you threw from your character sheet. Intelligent monsters are stopped only if you throw treasure (a coin, gem, or magic item). You may encounter the following intelligent monsters in this adventure:
bugbear, gnoll, goblin, hobgoblin, orc, wereboar,
and
wererat
. All other monsters in this adventure stop only if you throw food (1 ration).
After you have thrown the food or treasure, roll 1d6. On a 1, 2, or 3, the monster stops and marvels at its "gift." Consider the stopped creature as a "defeated" monster. You cannot take its treasure, however. On a roll of 4, 5, or 6, the monster ignores your gift and attacks.
For details on morale, read entry
R9
.

R9. Morale:
During this part of step B on the Combat Checklist, roll 2d6 (only if you have hit the monster once). If the dice roll is greater than the monster's morale, the monster is demoralized and tries to retreat. You gain a +2 bonus to your hit rolls when a monster retreats. If the monster's movement rate per round is greater than your movement rate per round, or if you do not attack the monster as it retreats, the monster escapes. You cannot take treasure from a monster that escapes.
Example:
During your combat round on the Combat Checklist, you hit a bugbear, causing 2 points of damage. In the bugbear's combat round, you roll 2d6 to determine if the bugbear's morale will fail. Its morale is 9. You roll an 11. The bugbear has failed its morale check. It retreats at the rate of 30 feet per round. You move at the rate of 40 feet per round, so you can attack the creature as it retreats. Add 2 to your hit roll because the bugbear is retreating.
For details on using magic in combat, read entry
R10
.

R10. Using magic in combat:
If you decide to cast a spell when you attack a monster, you cannot use hand-to-hand combat in the same round. You may cast only one spell per combat round.
When you cast a spell at a monster, consider the monster to be in a 10-foot-square area and within 10 feet of you.
Some spells allow for the monster to make a saving throw to avoid the spell's full effect. Consult the monster's "Save" rating and then check Table 4: Saving Throws on the booklet cover. Monster saving throws are explained further on p. 23 of the Dungeon Masters Rule Book.
Because of the strange magic in Lion Castle, some spells do not work the same as they normally would. Elf and magic-user spells higher than second level do not work at all in the castle. For details on spells whose effects are altered in this adventure, read entry
R16
.
For details on hand-to-hand combat, read entry
R11
.

R11. Hand-to-hand combat:
If you attack a monster and do not use a spell, you are engaging in hand-to-hand combat.
When it is your turn on the Combat Checklist to attack, consult Table 5: Character Hit Rolls on the booklet cover and make a hit roll. If you hit, check Table 6: Variable Weapon Damage to see how much damage you cause to the monster. If you have no weapon, your bare fist does 1 point of damage. If you have Strength bonus modifiers, add these to the damage. Subtract the total damage from the monster's hit points. When a monster's hit points reach 0, the monster is defeated. If a defeated monster had treasure, you may add that treasure to your character sheet.
When a monster attacks you, consult Table 7: Monster Hit Rolls on the booklet cover and make a hit roll for the monster. Some monsters may have more than one attack. For each of the monster's attacks that hits you, roll to find the damage the attack does to you, using the dice indicated in the monster's statistics. Subtract the damage from your hit points. If your hit points reach 0, you are defeated. Entry
R18
(Defeated Characters) explains what to do when this happens.
If a monster hits you with a poisonous attack, you must make a saving throw vs. poison. If you fail the saving throw, you take 1 hit point of damage per Hit Die of the monster that hit you.
Special rules apply for some of the monsters you may encounter in this adventure. For details on these special monsters, read entry
R12
.

R12. Combat for special monsters:
The following monsters in this adventure have special attacks or defenses.
Giant bee:
If a giant bee stings you, the bee dies, but you must make a saving throw vs. poison. The stinger causes 1 point of damage before you are able to pull it out.
Stirge:
If a stirge hits you, it attaches itself to you and causes 1-3 points of damage per round until it is defeated.
Lycanthropes (wereboar, wererat, weretiger):
You may use a sprig of wolfsbane as a weapon against any of these creatures. If you use wolfsbane to hit one of them, the creature must make a saving throw vs. poison. If its saving throw fails, the creature runs away, leaving behind its treasure. When a lycanthrope is in animal form, only magic weapons, silvered weapons, or spells can harm it. If you defeat a lycanthrope, it returns to human form. The wereboar and weretiger cannot speak normal languages when in ani-mal form, but a wererat can speak Common in any form.
If you lose more than 1/2 of your hit points in combat with a lycanthrope, you contract the disease lycanthropy. If you are an elf, you die in 2d12 days, unless you find a cure. If you are a magic-user, you turn into the same type of werecreature as the one you were fighting. This transformation occurs in 2d12 days, unless you find a cure.
Giant Rat:
If a giant rat bites you, you have a chance of becoming diseased. Roll 1d20. If you roll a 1, the rat infects you. You may be able to avoid the disease by making a saving throw vs. poison. If you fail the saving throw, roll 1d4. If you roll a 1, you die in 1d6 days unless you find a cure. If you roll a 2, 3, or 4, you are sick and have a -1 hit roll penalty. The penalty lasts until you find a cure for the sickness.
For details on fighting monsters in the dark, read entry
R13
.

R13. Fighting monsters in the dark:
Elves have infravision and can fight monsters in the dark. If a magic-user has no light source and is fighting a monster in the dark, the magic-user suffers a -4 penalty on all hit rolls. The monster gains a +4 bonus to all hit rolls. These hit roll modifiers apply until the area is lighted or combat has ended. The magic-user may cast a
light
or
continual light
spell in this situation, if he has learned the spell that morning. He cannot read his spell book in the dark.
For details on wandering monster encounters, read entry
R14
.

R14. Wandering monster encounters:
Entries occasionally ask you to "check for a wandering monster." To check for such an encounter, roll 1d6. If you roll a 2, 3, 4, 5, or 6, you do not encounter a monster, and you may go on in the adventure. If you roll a 1, you encounter a wandering monster. Follow these steps when you have such an encounter:

1.
Refer to Table 1: Monster Die Rolls and Modifiers to determine what die roll and modifier should be used on Table 2: Wandering Monsters. Your location in the castle affects what type of monster you encounter. For example, if you are exploring Castle Level 1, you roll 1d12 and add 6 to your die roll. If you rolled a 4, your final result would be 10.

2.
Refer to Table 2 to determine which monster you encounter, using the modified die roll from step 1. For example, if your modified die roll from step 1 is 10, you check to see which monster corresponds to that number on Table 2. The monster you encounter is a giant black widow spider.
If you encounter a boar, a giant rat, or a tiger, roll 1d6. If you roll a 1, 2, or 3, the creature is a lycanthrope (wereboar, wererat, weretiger). These creatures' statistics are listed on Table 2 next to their "normal" counterparts.

3.
After you have resolved your wandering monster encounter, record any treasure additions or hit point losses on your character sheet. Then return to your current entry. For details on healing and resting, read entry
R15
.

R15. Healing and resting:
If you want to regain lost hit points and do not have any magic means to do so, you may stop at an entry and rest. When you decide to rest, follow these steps:

1.
Subtract 1 day's rations from your character sheet. If you have no rations, subtract 2 hit points because of hunger.

2.
Roll 1d6. If you roll a 1, a wandering monster surprises you as you sleep. (The monster finds you even if you are invisible.) Refer to entry
R14
(Wandering Monster Encounters) for details on how to run the encounter.

3.
If you do not encounter a wandering monster while you are resting, add 1 hit point to your hit point score on the character sheet.

4.
You may study your spell book and regain any spells you lost so far during the adventure. Return to your current entry.

For details on how Lion Castle alters certain spell effects, read entry
R16
.
For details on defeated characters, read entry
R18
.

R16. Altered spell effects:
These spells have different effects in this adventure.

First level magic-user and elf spells


Charm person.
This spell may affect one living bugbear, gnoll, goblin, hobgoblin, ogre, or orc. The monster makes a saving throw vs. spells. If the saving throw succeeds, the spell has no effect. If the saving throw fails, the monster does not attack and hands over its treasure (if you ask for it). The monster does not answer questions, fight for you, or go with you. If you attack the monster with a weapon or another spell, this spell's effect is automatically broken. The spell's effect is also broken as soon as you enter another room or area.

Hold portal.
This spell's effect is broken as soon as you enter another room or area.

Light.
This spell defeats a monster if you cast it on the monster's eyes. The spell's effect is broken as soon as you enter another room or area.

Protection from evil.
This spell's effect is broken as soon as you enter another room or area.

Read magic.
This spell's effect is broken as soon as you enter another room or area.

Sleep.
Roll 2d8 when you cast this spell. The dice roll indicates how many of a monster's Hit Dice are affected. If the dice roll is greater than the monster's number of Hit Dice, the monster falls asleep. No saving throws are allowed. The spell's effect is broken as soon as you enter another room or area. The spell does not affect giant draco lizards, lions, tigers, or weretigers.

Second level magic-user or elf spells


Continual light.
You may cast this spell at any monster's eyes. The monster must make a saving throw vs. spells. If the saving throw fails, the monster is blinded and defeated. If the saving throw succeeds, the globe of light appears, but the monster suffers no ill effects. The spell's effect fades away as soon as you enter another room or area.

Invisibility.
This spell's effect is broken as soon as you attack a monster or cast another spell.

Levitate.
You may cast this spell on yourself when you retreat during combat. If the monster you are fleeing cannot fly, you escape. The monster cannot hit you. This spell has no effect if the monster you are fleeing can fly. The spell's effect is broken as soon as you enter another room or area.
You may also use this spell to scout out the surrounding area when you read an entry that lists any entry from
C1
to
C13
as an option. You may use the spell to read ahead to any of those "C" entries without actually traveling to that entry. In this case, the spell's effect is broken as soon as you have read all of the entries listed in your current entry.
Other "C" entries indicate when you may use this spell. These entries also tell you how long the spell's effect lasts.

Web. This spell's effect is broken as soon as you enter another room or area.

For details on how certain magic items work in Lion Castle, read entry
R17
.

R17. Magic items in Lion Castle:
Sargon's power within Lion Castle affects how some magic items work within its walls (all "L" entries). This entry lists these items' altered effects.

Potion of gaseous form.
This potion does not work within Lion Castle ("L" entries).

Potion of healing.
If you have a potion of healing, you may drink it at any time, except when you are fighting a monster. Roll 1d6 and add 1. This modified die roll is the number of hit points you regain from drinking the potion.

Potion of invisibility.
This potion does not work within Lion Castle ("L" entries).

Potion of levitation.
This potion does not work within Lion Castle ("L" entries).

Ring of invisibility.
This ring does not work within Lion Castle ("L" entries).

Ring of protection +1.
This ring works at all times. You may wear two
rings of protection +1
at the same time, doubling the effects of one ring. Each ring improves your Armor Class by 1 and adds a +1 bonus to all of your saving throws.

Wand of paralyzation.
You may use this item during the Magic Spells part of step B on the Combat Checklist. When you use the wand in combat, the monster you are fighting must make a saving throw vs. paralysis. If the saving throw fails, the monster is paralyzed until you leave the room or area.

Elven boots.
This item has no effect in this adventure.

Rope of climbing.
This item works only when a specific entry lists its use as an option. You may always use it as a normal rope. If you cut the rope during the adventure, the rope's length still stays the same.

Magic items whose effects are not altered by Lion Castle include
gauntlets of ogre power
,
elven cloaks
, and
bags of holding
.
For details on hand-to-hand combat, read entry
R11
.
For details on defeated characters, read entry
R18
.

R18. Defeated characters:
If a monster defeats you, go to your character sheet, cross out the character's name, and circle the possessions still held by that character when he was defeated.
In the magic journal next to the last entry you read, write the following notes: "Skeleton of (character's name). Refer to circled items on character sheet."
When you play the adventure as a new character, you may find a defeated character's possessions. You may take these possessions and use them in your new adventure. Add any items you find in this manner to your character sheet. You cannot read another magic-user's spell book.
For details on beginning the adventure, read entry
R19
.

R19. Beginning the adventure:
Pages 31 and 32 of this booklet list six characters you may use for this adventure. Tear page 31 along the perforation and use it as your character sheet. Choose one of the characters from this sheet.
Now you are ready to begin! Read entry C1.


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Last edited by petapan on Mon May 31, 2021 12:40 pm, edited 3 times in total.
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Post Post #2 (isolation #2) » Sun May 30, 2021 5:17 pm

Post by petapan »

Spoiler: Tables
Image


Spoiler: Castle Outside Map
Image


Spoiler: Castle Dungeon, Level I and II
Image


Spoiler: Castle Level III, IV, and V
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(you may want to open the images in a new tab, the resizing makes them very hard to read)
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Post Post #3 (isolation #3) » Sun May 30, 2021 6:02 pm

Post by petapan »

Prerolled characters:

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Setting this up for the night, once enough people have voted on a character to play we'll go forward from there and start the adventure. Don't worry too much about knowing all the rules, I'll be sure to keep track of everything
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Post Post #19 (isolation #4) » Mon May 31, 2021 10:05 am

Post by petapan »

In post 18, Bell wrote:There's only one adventurer. and I think this is a democratic choice thing.
If one of them dies we pick a new adventurer and can pick up their stuff.
this is correct

i'll update later tonight, future updates will be faster just wanted to stay on character selection a bit to get a majority/let people get in on the ground floor
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Post Post #22 (isolation #5) » Mon May 31, 2021 12:18 pm

Post by petapan »

okay, i get the message, people are eager to move on. i've typed up zayghel's character sheet for ease of reference/future editing.


Spoiler: Zayghel Seer
Second-level magic-user

Strength 14
Dexterity 15
Intelligence 17
Constitution 14
Wisdom 11
Charisma 9

Armor Class 8
Hit Dice 2

Hit points:
5

Movement:
120' (40')

Spells:

First level:
hold portal, read magic


Languages:
Common, Gnoll, Hobgoblin, Neutral

Equipment:

dagger +1

robes
backpack
four oil flasks
lantern
tinder box
full wineskin
full waterskin
two large sacks
magic journal
potion of levitation
potion of
gaseous form

iron rations (21 days)
Lion Castle Maps
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Post Post #23 (isolation #6) » Mon May 31, 2021 12:34 pm

Post by petapan »

Castle outskirts


C1.
Roars of laughter and the sound of hearty voices in song rise from the tables in this warm, smoky tavern. You make your way through the crowd, listening as people talk of the great wizard Sargon and his haunted castle.
Several of the tavern's patrons are apprentices of local magic-users, and that is your occupation as well. You have joined the others tonight in the village of Sarsdell to trade stories and talk of your favorite topic—Lion Castle.
"Sargon was the greatest magic-user of all time, he was," says an old woman who has stopped at your table. "No magic worked on him, no sir, none but his own. Why, I see warlocks, wizards, and sorcerers pass through here every day, and not one of them will go near that Lion Castle of his. They're afraid they'll lose all of their powers!"
"Not us, ma'am!" says one of your friends. "We've nothing to lose and everything to gain by exploring Sargon's castle."
"What is this Lion Castle?" a newcomer asks. The tavernkeeper, who has told this story many times before, eagerly steps forth to inform the newcomer.
"Sargon was a strong wizard indeed, son, and his castle is a sight to behold. He built it on the grassland plains in the land they now call the Ethengar Khanate. Lion Castle is a beauty, son. She rises above the landscape, built so she looks like a great cat about to pounce!"
The newcomer is entranced. You smile, because you know how this story goes. The tavernkeeper continues.
"Sargon's ghost resides there now, along with more than a few creatures, I suspect. The old wizard's ghost haunts the hallways, waiting for a worthy heir. Well, plenty have tried to enter that great stone cat, after having heard of all its great magical rewards. Not many return, though, and would you believe, those who make it back have turned into wild creatures! Whole armies have been defeated trying to enter Lion Castle, but they never knew the secret."
"What secret? What secret?" the newcomer pleads.
"Only one person at a time may pass through the magical defenses of Lion Castle, son, and magic-users and elves are about the only ones who even stand a chance."
The tavernkeeper's tale has stirred you and the others once again, and you decide to draw lots to see who will be the first to enter Sargon's Lion Castle.
The tavernkeeper gladly watches over your table, waiting to see who will go forth to face Sargon's ghost.
The lots are drawn. You are chosen! The tavernkeeper claps his hands and skips back to a cabinet in the back of the room. "You're a lucky one, my friend," he says as he pulls pieces of parchment from the cabinet. "Take these maps, and this magic journal with you. If you do not survive your quest, this journal magically reappears here in the tavern, so your friends and I know what sort of fate you befell."
The tavernkeeper hands you the journal and some incomplete maps of the castle. "Others before you were able to map this much before, ah, retiring. Finish these maps, and find that ghost, and you will be a hero indeed!"
"Now listen closely," says one of your friends. "Follow the Streel River east for six days, and then hike north for two. After eight days, you should be able to see that great stone lion rising from the plain."
"Be careful as you approach it," another friend cautions. "Wild beasts may attack you."
The tavernkeeper breaks in, "You'll come to the outer curtain wall, and you'll see towers and gatehouses. Once you get beyond the curtain, you have to cross the outer ward. From there, friend, you can explore the castle's towers, gatehouses, and inner levels. Somewhere in that castle roams the ghost of Sargon, waiting for you to inherit all his possessions!"

In the morning, you pack for your journey, study your spell book, and prepare your weapon. You pack 3 weeks' worth of iron rations for the long quest.
Your friends accompany you to the edge of Sarsdell, shake your hand, and wish you luck.
"I almost forgot to tell you," one of your friends says. "Legends say that entering the castle at night is very unwise. Rest before you enter, and approach in the light of dawn." You thank your friend and turn to leave.
You cross the river by ferry and turn east to walk along the river. The great grassland of the Ethengar Khanate stretches out ahead of you.
Six days pass. You have seen few animals since you left Sarsdell, and you have talked to no one. You turn north away from the riverbank, and begin crossing the flat grasslands.
As the sun begins to set on the 8th day, a slight gray mound appears on the north horizon. The head of a huge stone beast pokes above the waving grass. Lion Castle stands ahead, only 1 day away!
Dawn comes quickly, and you set out toward the castle. The time seems to drag. Finally, in the late afternoon, you come upon a slight rise in the land. All of Lion Castle stands majestically before you. A 10-foot-high outer curtain wall stretches for 255 feet at the base of the castle. Twenty-foot-high towers rise from the wall, which is rimmed by a dry moat. Lion Castle itself rests on a 10-foot-high mound within the outer curtain wall. The lion's head rises 66 feet from the mound. Its great, roaring mouth faces west.
Subtract 9 days' worth of rations from your character sheet.

If you
read entry
circle to the east
circle to the west
decide to rest here


Spoiler: Equipment
dagger +1

robes
backpack
four oil flasks
lantern
tinder box
full wineskin
full waterskin
two large sacks
magic journal
potion of levitation
potion of
gaseous form

iron rations (12 days)
Lion Castle Maps
Last edited by petapan on Sat Jun 19, 2021 4:33 am, edited 2 times in total.
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Post Post #36 (isolation #7) » Mon May 31, 2021 3:53 pm

Post by petapan »

C6.
Follow the steps in entry
R15
. At dawn the next day, you wake to continue your quest.

-1 rations

Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (2) = 2


no random encounter

If you want to
read entry
enter over the west wall
C14
enter over the north wall
C14
enter through the outer gatehouse
enter through the postern gatehouse


Spoiler: Equipment
dagger +1

robes
backpack
four oil flasks
lantern
tinder box
full wineskin
full waterskin
two large sacks
magic journal
potion of levitation
potion of
gaseous form

iron rations (11 days)
Lion Castle Maps
Last edited by petapan on Sat Jul 10, 2021 7:11 am, edited 1 time in total.
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Post Post #37 (isolation #8) » Mon May 31, 2021 4:01 pm

Post by petapan »

(there will be a lot of small decisionmaking so i won't always wait for input from everyone, pacing this is going to be something of an experiment)
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Post Post #42 (isolation #9) » Mon May 31, 2021 4:32 pm

Post by petapan »

In post 38, Bell wrote:And also, what was the dice roll for?
the dice roll was to check for a wandering monster, on a 1 you get into a random encounter. the rules are in post but i spoilered them so they'd be less scary
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Post Post #49 (isolation #10) » Mon May 31, 2021 4:38 pm

Post by petapan »

In post 45, unwnd wrote:Actually skimming through doesn't seem allowed
i mean you can theoretically reference the book but i don't want any reading ahead and referencing what happens in entries we haven't been to yet. obviously i cannot verify whether or not someone is cheating, but please use the honor system and don't spoil things for everyone else
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Post Post #69 (isolation #11) » Tue Jun 01, 2021 5:01 pm

Post by petapan »

In post 59, Menalque wrote:YOU FUCKER PETA, YOU DIDN’T SEND A START PM
sorry i didn't think it'd be expected!! In the future if people want to be messaged when a big thing happens

I'll be trying to update after I'm done with work every day, today I was busy so I'm a little late in updating, future updates should be faster
In post 66, Bell wrote:4 for c35. Ydrasse, Bell, Okapoka, Lilith
3 for c24. Unwnd, mena, charles.
Thank you bell, this is very helpful

update in next post
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Post Post #70 (isolation #12) » Tue Jun 01, 2021 5:10 pm

Post by petapan »

C35.
You are standing before the postern gatehouse. Two sets of thick wooden doors stand open inside the gatehouse. Beyond the doors, a long tunnel leads into darkness.
If you have the proper spells or magic items, you may go through the gatehouse by
becoming
invisible
(entry
C36
)
turning gaseous
(entry
C38
)
walking visibly
(entry
C37
)

If you want to find another way into the castle, read entry
C8
.

magic journal note:
A postern gate is a small gate, usually found at the rear or side of a castle.


Spoiler: Equipment
dagger +1

robes
backpack
four oil flasks
lantern
tinder box
full wineskin
full waterskin
two large sacks
magic journal
potion of levitation
potion of
gaseous form

iron rations (11 days)
Lion Castle Maps
Last edited by petapan on Tue Jun 01, 2021 5:17 pm, edited 1 time in total.
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Post Post #74 (isolation #13) » Tue Jun 01, 2021 5:36 pm

Post by petapan »

In post 72, Bell wrote:Also, how can we become invisible without a spell of invisibility or a potion of invisibility.
Edit: or a ring of invisibility? do we just pretend to be invisible.
In post 70, petapan wrote:If you have the proper spells or magic items
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Post Post #82 (isolation #14) » Tue Jun 01, 2021 5:55 pm

Post by petapan »

In post 75, Bell wrote:Are we allowed to get creative or are we limited to the choices you provide us?
This is a CYOA book that you're meant to play yourself by reading the entries, i'm not making it up, just hosting it


in the future i may run books that are designed as one on one modules that allow for more creativity in responses
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Post Post #83 (isolation #15) » Tue Jun 01, 2021 6:09 pm

Post by petapan »

C37.
Murder holes pierce the ceiling between the two sets of wooden doors in this gatehouse.

If you
read entry
sneak under the holes
C39
run under the holes
C40
retreat
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Post Post #95 (isolation #16) » Wed Jun 02, 2021 6:01 pm

Post by petapan »

haha, reflex saves, how quaint. what are those?

C39.
Sharp rocks rain down through the murder holes as you pass under them. Make a saving throw vs. wands. If your saving throw succeeds, you take no damage. If your saving throw fails, you take 1d4 points of damage.

We are a second level magic-user, so from Table 4, our saving throw vs. wands is a 14.

Original Roll String: 1d20 (STATIC)
1 20-Sided Dice: (20) = 20


we aced our saving throw, and take no damage

If you
read entry
flee forward
C40
stand still
C46
retreat



magic journal note:
If you want to regain lost hit points, read entry R13.
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Post Post #102 (isolation #17) » Thu Jun 03, 2021 2:29 pm

Post by petapan »

sorry for the slowness yesterday, will try to hit a few updates tonight if i can


C40.
The second set of wooden doors slams shut behind you. You cannot open the doors.
You cannot levitate, turn gaseous, become
invisible
, or use a
rope of climbing
here.
You are in a dark tunnel. Read entry
L5
.
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Post Post #103 (isolation #18) » Thu Jun 03, 2021 2:30 pm

Post by petapan »

L5.
You are in the lion's tail tunnel. This dark, 5-foot-wide stone tunnel rises 10 feet into the darkness. The tunnel runs for 55 feet and then opens into a semicircular chamber. The chamber is 15 feet in diameter. A raised portcullis rests above the west wall of the chamber. A dark hallway leads west beyond the portcullis.
You encounter a wandering monster in the tunnel. If you have no light source, follow the guidelines in entry
R13
. To determine what type of monster is in the tunnel, follow the steps in entry
R14
.
If you defeat the monster, or if you escape during combat, you may go through the portcullis. Read entry
L20
. If the monster defeats you, read entry
C42
.

magic journal note 1:
For details on defensive maneuvers (retreating, throwing food or treasure to a monster), read entry R8.


magic journal note 2:
A sleep spell does not work if you encounter one of the following monsters: giant draco lizard, lion, tiger, or weretiger.



we have a lantern and a tinderbox, so we're good for a light source.

as per
R14
, let us refer to table 1:
Image

From the map, we are in castle level 1, so we roll 1d12 and add 6 for our wandering monster

Original Roll String: 1d12+6
1 12-Sided Dice: (5)+6 = 11
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Post Post #105 (isolation #19) » Thu Jun 03, 2021 2:34 pm

Post by petapan »

we have encountered a hobgoblin!

Image

now, we roll to determine initiative:

our initiative:
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

the goblin's initiative:
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #106 (isolation #20) » Thu Jun 03, 2021 2:38 pm

Post by petapan »

unfortunately, we lose initiative, which means the hobgoblin attacks us first

looking at table 7, it has 2 HD and our AC is an unfortunate 8, which means the hobgoblin's hit roll is a 10.

Original Roll String: 1d20
1 20-Sided Dice: (6) = 6
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Post Post #112 (isolation #21) » Thu Jun 03, 2021 2:45 pm

Post by petapan »

he hits us, and we take 1d4 damage.
Original Roll String: 1d4 (STATIC)
1 4-Sided Dice: (2) = 2


our hit points are now
3/5


it is now our turn

we may take the following actions:
  • attack
    speak to the monster
    retreat
    throw food or treasure
(we could cast a spell, except the only spells zayghel knows are hold portal and read magic)
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Post Post #114 (isolation #22) » Thu Jun 03, 2021 2:46 pm

Post by petapan »

In post 111, OkaPoka wrote:why do i hear boss music?
actually this is the music

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Post Post #129 (isolation #23) » Thu Jun 03, 2021 3:46 pm

Post by petapan »

In post 118, OkaPoka wrote:wait this character sucks why do we have 5 hp
welcome to being a 2nd level magic user
In post 119, unwnd wrote:I was prepared for him to turn us into a pretzel which would've been hilarious

@Mod if we speak to the monster, are you going strictly off the book?
yeah, the rules in R7 are a little oddly worded in that they say you can do it if you win the initiative, but don't say it's necessarily unavailable if you go second. i'm choosing to allow it whenever it's our turn. if we speak to the monster, it won't attack and will allow us to pass unharmed, although we will not get the experience for defeating it

since it was unclear what that does, i'll wait for people to confirm if they still want to attack
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Post Post #137 (isolation #24) » Fri Jun 04, 2021 1:14 pm

Post by petapan »

In post 135, Bell wrote:If we level up do we fully heal.
we are not going to get anywhere close to the amount of xp needed to level up (we're at 2500 for level 2, level 3 is 5000), but when you level up you do not fully recover your hp but do gain an additional hit die

anyway, attacking is still the majority, so let's roll. The hobgoblin has an AC of 6, which means our hit roll is a 13. However, our weapon is a +1 dagger, so we at least get +1 on the attack roll.

Original Roll String: 1d20+1
1 20-Sided Dice: (7)+1 = 8
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Post Post #138 (isolation #25) » Fri Jun 04, 2021 1:18 pm

Post by petapan »

unfortunately for us, critical hits don't exist in D&D basic. still, we hit the hobgoblin with our +1 dagger

damage:
Original Roll String: 1d4+1
1 4-Sided Dice: (3)+1 = 4
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Post Post #139 (isolation #26) » Fri Jun 04, 2021 1:26 pm

Post by petapan »

Zayghel's HP:
3/5
Hobgoblin's HP:
4/6

the combat checklist says we roll initiative each time through the cycle, which is strange, but let's just go with it because i get to use more dice tags this way

our initiative:
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2


hobgoblin's initiative:
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #140 (isolation #27) » Fri Jun 04, 2021 1:27 pm

Post by petapan »

we have once again lost the initiative, and are attacked by the hobgoblin:

Original Roll String: 1d20
1 20-Sided Dice: (16) = 16
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Post Post #142 (isolation #28) » Fri Jun 04, 2021 1:31 pm

Post by petapan »

oh crap, moderator error: I forgot to make a morale check for the hobgoblin (not used to this rule). The hobgoblin has a morale of 8. Here it is:

Original Roll String: 2d6
2 6-Sided Dice: (3, 1) = 4
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Post Post #143 (isolation #29) » Fri Jun 04, 2021 1:33 pm

Post by petapan »

that is higher than the monster's morale, so it retreats in terror from our mighty wizard with a dagger! we are faster than it, so we can choose to either attack it while it retreats, or let it run away
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Post Post #149 (isolation #30) » Sat Jun 05, 2021 3:53 am

Post by petapan »

let's kick that hobgoblin's ass

we get a +2 bonus to our attack while it's retreating as well

Original Roll String: 1d20+3
1 20-Sided Dice: (9)+3 = 12
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Post Post #150 (isolation #31) » Sat Jun 05, 2021 3:53 am

Post by petapan »

that's a hit, let's roll damage

Original Roll String: 1d4+1
1 4-Sided Dice: (2)+1 = 3
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Post Post #152 (isolation #32) » Sat Jun 05, 2021 4:05 am

Post by petapan »

lilith2013 wrote:this dagger sucks. I want more firepower
daggers do suck, but magic-users are not known for their hand to hand combat prowess

Zayghel's HP:
3/5
Hobgoblin's HP:
1/6

our initiative:
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6


hobgoblin's initiative:
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #153 (isolation #33) » Sat Jun 05, 2021 4:07 am

Post by petapan »

now, again the rules are a bit unclear on what happens when a monster has already failed its morale check, but for the sake of making things interesting, i will roll it again

Original Roll String: 2d6
2 6-Sided Dice: (6, 3) = 9
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Post Post #154 (isolation #34) » Sat Jun 05, 2021 4:08 am

Post by petapan »

this time it passes the check, which means we are in trouble as it attacks us again

Original Roll String: 1d20
1 20-Sided Dice: (14) = 14
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Post Post #155 (isolation #35) » Sat Jun 05, 2021 4:08 am

Post by petapan »

an it misses badly, leaving us with a wide open counter

Original Roll String: 1d20+1
1 20-Sided Dice: (13)+1 = 14
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Post Post #156 (isolation #36) » Sat Jun 05, 2021 4:17 am

Post by petapan »

we hit!

Original Roll String: 1d4+1
1 4-Sided Dice: (4)+1 = 5


we have defeated the goblin!



for our troubles in defeating it, we have gained
15 XP
and take its treasure of
1 GP



we can now pass forward through the portcullis, although, if people want, we can try to regain some of our lost hp by resting first
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Post Post #162 (isolation #37) » Sat Jun 05, 2021 8:30 am

Post by petapan »

okay, we rest up. of course, to do so we have to risk a wandering monster
In post 1, petapan wrote:
R15. Healing and resting:
If you want to regain lost hit points and do not have any magic means to do so, you may stop at an entry and rest. When you decide to rest, follow these steps:

1.
Subtract 1 day's rations from your character sheet. If you have no rations, subtract 2 hit points because of hunger.

2.
Roll 1d6. If you roll a 1, a wandering monster surprises you as you sleep. (The monster finds you even if you are invisible.) Refer to entry
R14
(Wandering Monster Encounters) for details on how to run the encounter.

3.
If you do not encounter a wandering monster while you are resting, add 1 hit point to your hit point score on the character sheet.

4.
You may study your spell book and regain any spells you lost so far during the adventure. Return to your current entry.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #163 (isolation #38) » Sat Jun 05, 2021 8:31 am

Post by petapan »

we do not, so we recover a hit point and can be on our way

Hit Points:
4/5

Spoiler: Equipment
dagger +1

robes
backpack
four oil flasks
lantern
tinder box
full wineskin
full waterskin
two large sacks
magic journal
potion of levitation
potion of
gaseous form

iron rations (10 days)
Lion Castle Maps
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Post Post #165 (isolation #39) » Sat Jun 05, 2021 8:40 am

Post by petapan »

L20.
The portcullis falls as you pass under it. Make a saving throw vs. wands. If your saving throw succeeds, you take no damage. If your saving throw fails, you take 1d4 points of damage.
You may jump forward as the portcullis falls (entry
L4
), or you may jump backward (entry
L21
).

Saving throw: (our save vs wands is a 14)
Original Roll String: 1d20
1 20-Sided Dice: (5) = 5
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Post Post #166 (isolation #40) » Sat Jun 05, 2021 8:41 am

Post by petapan »

we failed our save and get hit by the portcullis. ouch!

Original Roll String: 1d4 (STATIC)
1 4-Sided Dice: (1) = 1


Hit Points:
3/5
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Post Post #168 (isolation #41) » Sat Jun 05, 2021 8:45 am

Post by petapan »

i'm gonna make the executive call that you have to decide whether to jump forward or backward first
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Post Post #174 (isolation #42) » Sat Jun 05, 2021 4:35 pm

Post by petapan »

In post 171, unwnd wrote:Mutiny

Backward
some men just want to watch the world burn...


however, you are outvoted, so
forward
we go!

L4.
You are on Castle Level I. This dark hallway is 5 feet wide and 78 feet long. A closed portcullis blocks the east end. Double doors stand at the hallway's west end. You cannot open the portcullis or the doors.
Stables line the north and south walls of the room. Straw fills all of the stables.
Two sets of spiral staircases lead from this room. The door to the southwest staircase stands 5 feet from the double doors. The door to the northwest staircase stands behind the stables along the north wall.
Beyond the stables to the east, two doors line the north wall, and three doors line the south wall. A carved sign has been hung on each door. The signs on the north doors are in Common and read, from west to east, "Stairs," and "Food Storage." The signs on the south doors are also in Common and read, from west to east, "Blacksmith," "Kitchen Entrance," and "Kitchen Exit,"

If you go through the
read entry
southwest spiral staircase door
L14
northwest spiral staircase door
L15
"Stairs" door
L16
"Food Storage" door
"Blacksmith" door
L19
"Kitchen Entrance" door
L18
"Kitchen Exit" door
L87


(hilariously, the table in the actual text has its formatting messed up)

magic journal note:
For details on mapping the areas of Lion Castle, read entry R5.
Last edited by petapan on Sun Jun 06, 2021 5:20 am, edited 1 time in total.
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Post Post #187 (isolation #43) » Sun Jun 06, 2021 5:16 am

Post by petapan »

In post 181, Bell wrote:Tbh, the map seems to show that the kitchen and the black smiths are in the same room, they're just different doors.
the rules say the map is not necessarily complete, and you're expected to fill in the details, so don't assume rooms are connected just because there's no wall shown on the map


L17.
This dark, empty food pantry is roughly 12 feet wide and 15 feet long. One door stands in the south wall.
Check for a wandering monster in this room. Follow the steps in entry
R14
.
If you encounter and defeat a monster, you may go through the south door (entry ). If the monster defeats you, read entry
C42
.

Wandering monster check:
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #188 (isolation #44) » Sun Jun 06, 2021 5:21 am

Post by petapan »

In post 174, petapan wrote:
L4.
You are on Castle Level I. This dark hallway is 5 feet wide and 78 feet long. A closed portcullis blocks the east end. Double doors stand at the hallway's west end. You cannot open the portcullis or the doors.
Stables line the north and south walls of the room. Straw fills all of the stables.
Two sets of spiral staircases lead from this room. The door to the southwest staircase stands 5 feet from the double doors. The door to the northwest staircase stands behind the stables along the north wall.
Beyond the stables to the east, two doors line the north wall, and three doors line the south wall. A carved sign has been hung on each door. The signs on the north doors are in Common and read, from west to east, "Stairs," and "Food Storage." The signs on the south doors are also in Common and read, from west to east, "Blacksmith," "Kitchen Entrance," and "Kitchen Exit,"

If you go through the
read entry
southwest spiral staircase door
L14
northwest spiral staircase door
L15
"Stairs" door
L16
"Food Storage" door
"Blacksmith" door
L19
"Kitchen Entrance" door
L18
"Kitchen Exit" door
L87


(hilariously, the table in the actual text has its formatting messed up)

magic journal note:
For details on mapping the areas of Lion Castle, read entry R5.
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Post Post #193 (isolation #45) » Mon Jun 07, 2021 12:36 pm

Post by petapan »

we will rest and then attempt to use the blacksmith door

Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #194 (isolation #46) » Mon Jun 07, 2021 1:03 pm

Post by petapan »

L19.
This blacksmith's shop is roughly 12 feet wide and 15 feet long. Part of the south wall curves outward. A door in this wall leads to a spiral staircase. Another door stands in the north wall.
A blacksmith's hammer lies in the ashes of the forge in this room. You may use the hammer as a mace. (If you take the hammer, add it to your character sheet, and cross out the first two sentences of this paragraph.)

magic journal note:
Magic-users may use only daggers in combat.


If you
read entry
go through the spiral staircase door
L39
go through the north door


Hit Points:
4/5

Spoiler: Equipment
dagger +1

robes
backpack
four oil flasks
lantern
tinder box
full wineskin
full waterskin
two large sacks
magic journal
potion of levitation
potion of
gaseous form

iron rations (9 days)
Lion Castle Maps
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Post Post #200 (isolation #47) » Tue Jun 08, 2021 5:05 am

Post by petapan »

need more votes on which way to go!
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Post Post #203 (isolation #48) » Tue Jun 08, 2021 2:15 pm

Post by petapan »

We take the hammer. Why? Because fuck anyone who comes after us, I suppose

L39.
A single arrow slit lights this spiral staircase, which leads up and down. A door that leads to the north stands at this landing.

If you
read entry
go through the north door
go up the stairs
L46
go down the stairs
L54


Hit Points:
4/5

Spoiler: Equipment
dagger +1

robes
backpack
four oil flasks
lantern
tinder box
full wineskin
full waterskin
two large sacks
magic journal
potion of levitation
potion of
gaseous form

iron rations (9 days)
Lion Castle Maps
Blacksmith's hammer
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Post Post #207 (isolation #49) » Tue Jun 08, 2021 6:26 pm

Post by petapan »

L46.
A single arrow slit lights this spiral staircase, which leads up and down.

If you
read entry
go up the stairs
L25
go down the stairs
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Post Post #211 (isolation #50) » Wed Jun 09, 2021 2:37 am

Post by petapan »

L25.
A single arrow slit lights this spiral staircase, which leads up and down. A trapdoor rests in the ceiling at the top of the stairs. A door that leads to the north stands at this landing.

If you go
read entry
through the north door
L13
up the stairs through the trapdoor
L59
down the stairs
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Post Post #217 (isolation #51) » Wed Jun 09, 2021 12:49 pm

Post by petapan »

L59.
You are atop a tower on the lion's back. A trapdoor in the floor leads down to a spiral stair-case. To the north, another tower stands on the lion's north flank. To the west, the lion's back rises to its mane.

If you
read entry
go through the trapdoor to the stairs
cross to the north flank tower
L75
climb the lion's back to its mane
L86
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Post Post #221 (isolation #52) » Wed Jun 09, 2021 4:44 pm

Post by petapan »

L86.
You are on the lion's back (Castle Level V). A monster suddenly comes down the mane from the top of the lion's head. Follow the steps in entry
R14
to determine what type of monster you have encountered. If you defeat the monster, you may climb the lion's mane and go to the north tower (entry
L72
), or the south tower (entry
L71
). If the monster defeats you, read entry
C42
.

the roll for castle level V is 1d10, the most dangerous roll. here we go

Original Roll String: 1d10
1 10-Sided Dice: (2) = 2
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Post Post #222 (isolation #53) » Wed Jun 09, 2021 4:49 pm

Post by petapan »

oh god

here we go

Image

Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #223 (isolation #54) » Wed Jun 09, 2021 4:51 pm

Post by petapan »

it is NOT a weretiger, for all the good that will do us

our initiative:
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4


the tiger's initiative:
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #224 (isolation #55) » Wed Jun 09, 2021 4:57 pm

Post by petapan »

the tiger attacks us, it has 3 attacks, 2 claws and 1 bite

the tiger has 6 hit dice, it hits us on a die roll of 6 or higher

Original Roll String: 1d20
1 20-Sided Dice: (6) = 6


Original Roll String: 1d20
1 20-Sided Dice: (11) = 11


Original Roll String: 1d20
1 20-Sided Dice: (10) = 10
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Post Post #226 (isolation #56) » Wed Jun 09, 2021 5:01 pm

Post by petapan »

somehow, it only hits us once. but its claws deal 1-6 damage. fingers crossed?

Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #227 (isolation #57) » Wed Jun 09, 2021 5:05 pm

Post by petapan »

WE SURVIVE WITH 1 HIT POINT

WHAT DO WE DO

FIGHT, RUN, OR THROW FOOD

REMEMBER RUNNING GIVES THE MONSTER ONE MORE ATTACK WITH A +2 BONUS TO HIT
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Post Post #232 (isolation #58) » Thu Jun 10, 2021 12:31 pm

Post by petapan »

we throw 1 ration at the tiger
In post 1, petapan wrote:After you have thrown the food or treasure, roll 1d6. On a 1, 2, or 3, the monster stops and marvels at its "gift." Consider the stopped creature as a "defeated" monster. You cannot take its treasure, however. On a roll of 4, 5, or 6, the monster ignores your gift and attacks.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #233 (isolation #59) » Thu Jun 10, 2021 12:32 pm

Post by petapan »

:(

Original Roll String: 1d20
1 20-Sided Dice: (16) = 16

Original Roll String: 1d20
1 20-Sided Dice: (12) = 12

Original Roll String: 1d20
1 20-Sided Dice: (12) = 12
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Post Post #234 (isolation #60) » Thu Jun 10, 2021 12:45 pm

Post by petapan »

just a formality but i'll roll it

Original Roll String: 1d6
1 6-Sided Dice: (5) = 5


the tiger quickly shreds your flesh and devours you


C42.
Your character has been defeated. Don't be upset, though, because you may start the adventure again! Read entry
R18
(Defeated Characters), and then read entry
R19
(Beginning the Adventure).
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Post Post #244 (isolation #61) » Thu Jun 10, 2021 4:00 pm

Post by petapan »

In post 241, OkaPoka wrote:Wait i think we are supposed to die and over runs get stronger ala rogue legacy
yes but you don't actually get stronger you just learn how things go

i'll repost the characters i was just being lazy and wanted to PM people about choosing a new character first
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Post Post #245 (isolation #62) » Thu Jun 10, 2021 4:05 pm

Post by petapan »

In post 3, petapan wrote:Prerolled characters:

Image

Image

this time, since we are starting a new adventure, we can speed through certain sections we've already covered if you choose to do so
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Post Post #253 (isolation #63) » Thu Jun 10, 2021 4:50 pm

Post by petapan »

In post 249, OkaPoka wrote:ok if im understanding this correctly

this last entry we read was L86, so if we ever reach L86 again we can get zayghel's stuff which might be cool ig
yes that is correct
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Post Post #259 (isolation #64) » Sat Jun 12, 2021 9:40 am

Post by petapan »

general consensus seems to be we go with alow level character, so let's take cortayo

Spoiler: Cortayo
Medium
First level magic-user

Strength 13
Dexterity 14
Intelligence 16
Constitution 11
Wisdom 12
Charisma 10

Armor Class 7
Hit Dice 1

Hit points:
4

Movement:
120' (40')

Spells:

First level: read magic

Languages:
Common, Hobgoblin, Neutral, Ogre

Equipment:

dagger +1
full waterskin
lantern
backpack
magic journal
ring of invisibility

ring of protection +1

robes
four oil flasks
tinder box
two large sacks
iron rations (21 days)
potion of
gaseous form
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Post Post #260 (isolation #65) » Sat Jun 12, 2021 9:41 am

Post by petapan »

In post 23, petapan wrote:
Castle outskirts


C1.
Roars of laughter and the sound of hearty voices in song rise from the tables in this warm, smoky tavern. You make your way through the crowd, listening as people talk of the great wizard Sargon and his haunted castle.
Several of the tavern's patrons are apprentices of local magic-users, and that is your occupation as well. You have joined the others tonight in the village of Sarsdell to trade stories and talk of your favorite topic—Lion Castle.
"Sargon was the greatest magic-user of all time, he was," says an old woman who has stopped at your table. "No magic worked on him, no sir, none but his own. Why, I see warlocks, wizards, and sorcerers pass through here every day, and not one of them will go near that Lion Castle of his. They're afraid they'll lose all of their powers!"
"Not us, ma'am!" says one of your friends. "We've nothing to lose and everything to gain by exploring Sargon's castle."
"What is this Lion Castle?" a newcomer asks. The tavernkeeper, who has told this story many times before, eagerly steps forth to inform the newcomer.
"Sargon was a strong wizard indeed, son, and his castle is a sight to behold. He built it on the grassland plains in the land they now call the Ethengar Khanate. Lion Castle is a beauty, son. She rises above the landscape, built so she looks like a great cat about to pounce!"
The newcomer is entranced. You smile, because you know how this story goes. The tavernkeeper continues.
"Sargon's ghost resides there now, along with more than a few creatures, I suspect. The old wizard's ghost haunts the hallways, waiting for a worthy heir. Well, plenty have tried to enter that great stone cat, after having heard of all its great magical rewards. Not many return, though, and would you believe, those who make it back have turned into wild creatures! Whole armies have been defeated trying to enter Lion Castle, but they never knew the secret."
"What secret? What secret?" the newcomer pleads.
"Only one person at a time may pass through the magical defenses of Lion Castle, son, and magic-users and elves are about the only ones who even stand a chance."
The tavernkeeper's tale has stirred you and the others once again, and you decide to draw lots to see who will be the first to enter Sargon's Lion Castle.
The tavernkeeper gladly watches over your table, waiting to see who will go forth to face Sargon's ghost.
The lots are drawn. You are chosen! The tavernkeeper claps his hands and skips back to a cabinet in the back of the room. "You're a lucky one, my friend," he says as he pulls pieces of parchment from the cabinet. "Take these maps, and this magic journal with you. If you do not survive your quest, this journal magically reappears here in the tavern, so your friends and I know what sort of fate you befell."
The tavernkeeper hands you the journal and some incomplete maps of the castle. "Others before you were able to map this much before, ah, retiring. Finish these maps, and find that ghost, and you will be a hero indeed!"
"Now listen closely," says one of your friends. "Follow the Streel River east for six days, and then hike north for two. After eight days, you should be able to see that great stone lion rising from the plain."
"Be careful as you approach it," another friend cautions. "Wild beasts may attack you."
The tavernkeeper breaks in, "You'll come to the outer curtain wall, and you'll see towers and gatehouses. Once you get beyond the curtain, you have to cross the outer ward. From there, friend, you can explore the castle's towers, gatehouses, and inner levels. Somewhere in that castle roams the ghost of Sargon, waiting for you to inherit all his possessions!"

In the morning, you pack for your journey, study your spell book, and prepare your weapon. You pack 3 weeks' worth of iron rations for the long quest.
Your friends accompany you to the edge of Sarsdell, shake your hand, and wish you luck.
"I almost forgot to tell you," one of your friends says. "Legends say that entering the castle at night is very unwise. Rest before you enter, and approach in the light of dawn." You thank your friend and turn to leave.
You cross the river by ferry and turn east to walk along the river. The great grassland of the Ethengar Khanate stretches out ahead of you.
Six days pass. You have seen few animals since you left Sarsdell, and you have talked to no one. You turn north away from the riverbank, and begin crossing the flat grasslands.
As the sun begins to set on the 8th day, a slight gray mound appears on the north horizon. The head of a huge stone beast pokes above the waving grass. Lion Castle stands ahead, only 1 day away!
Dawn comes quickly, and you set out toward the castle. The time seems to drag. Finally, in the late afternoon, you come upon a slight rise in the land. All of Lion Castle stands majestically before you. A 10-foot-high outer curtain wall stretches for 255 feet at the base of the castle. Twenty-foot-high towers rise from the wall, which is rimmed by a dry moat. Lion Castle itself rests on a 10-foot-high mound within the outer curtain wall. The lion's head rises 66 feet from the mound. Its great, roaring mouth faces west.
Subtract 9 days' worth of rations from your character sheet.

If you
read entry
circle to the east
C3
circle to the west
C5
decide to rest here
Hit points:
4/4

Spoiler: Equipment
dagger +1
full waterskin
lantern
backpack
magic journal
ring of invisibility

ring of protection +1

robes
four oil flasks
tinder box
two large sacks
iron rations (12 days)
potion of
gaseous form
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Post Post #264 (isolation #66) » Sat Jun 12, 2021 11:48 am

Post by petapan »

In post 261, OkaPoka wrote:i think cortayo got outvoted but uhh i wont complain either way tbh this is probably a scouting run since we need to figure out how to beat a 27 hp tiger that hits you thrice and legit one shots half the roster

c6 resulted in losing rations and the chance of an encounter, maybe we want to try something else

VOTE: c3
it wasn't explicit votes but a few people were like "maybe we should do a lower level character" so i went with it
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Post Post #265 (isolation #67) » Sat Jun 12, 2021 11:52 am

Post by petapan »

C3.
The east wall of the outer curtain stretches before you. The outer gatehouse stands in the center of the wall. A narrow path leads inward from the gatehouse, winding to the south as it runs along the body of the castle.

If you
read entry
circle to the north
circle to the south
decide to rest here
Last edited by petapan on Sat Jun 19, 2021 4:37 pm, edited 1 time in total.
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Post Post #267 (isolation #68) » Sat Jun 12, 2021 2:49 pm

Post by petapan »

C4.
The south wall of the outer curtain stretches before you. There appear to be no openings in the wall.

If you
read entry
circle to the east
circle to the west
decide to rest here
Last edited by petapan on Sat Jun 19, 2021 4:37 pm, edited 1 time in total.
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Post Post #271 (isolation #69) » Sat Jun 12, 2021 3:08 pm

Post by petapan »

C5.
The west wall of the outer curtain stretches before you. The lion's head rises above the wall. The eyes of the great cat flicker, as roars and growls come from its toothy maw. A narrow path runs around the south side of the lion's body and leads into a dark opening in its chest.

If you
read entry
circle to the north
circle to the south
decide to rest here
Last edited by petapan on Sat Jun 19, 2021 4:38 pm, edited 1 time in total.
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Post Post #272 (isolation #70) » Sat Jun 12, 2021 3:09 pm

Post by petapan »

i assume we will go north to complete the obvious loop
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Post Post #277 (isolation #71) » Sat Jun 12, 2021 6:05 pm

Post by petapan »

i had the text ready to post right away and then forgot to, lol my bad

C2.
The north wall of the outer curtain stretches before you. The lion's tail bends from the body of the castle and runs downward toward the postern gatehouse, which stands near the east end of this wall.

If you
read entry
circle to the east
circle to the west
decide to rest here



the joke is on you though as instead of C6 we have the mysterious C7! what do we do??
Last edited by petapan on Sat Jun 19, 2021 4:51 pm, edited 1 time in total.
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Post Post #282 (isolation #72) » Mon Jun 14, 2021 1:15 pm

Post by petapan »

C7.
Follow the steps in entry
R15
. Roll 1d6. If you roll a 6, read entry
C9
. If you roll 1-5, read entry
C8
.


First, we roll 1d6 as per R15 to check for a wandering monster, with a monster being encountered on a 1:
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #283 (isolation #73) » Mon Jun 14, 2021 1:17 pm

Post by petapan »

hahahaha
Original Roll String: 1d12+12
1 12-Sided Dice: (2)+12 = 14
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Post Post #284 (isolation #74) » Mon Jun 14, 2021 1:21 pm

Post by petapan »

Image

well at least it's not a tiger?

our initiative:
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2


fire beetle's initiative:
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #285 (isolation #75) » Mon Jun 14, 2021 1:22 pm

Post by petapan »

on a tie we just roll again lol

us
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6


them
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #286 (isolation #76) » Mon Jun 14, 2021 1:26 pm

Post by petapan »

i can't actually tell if the listed 1+2 HD for the fire beetle is supposed to count as 1 or 3 or 1*, some weird 1st edition quirk. the monsters seem to be ordered by hit die, so i will go with the second row of Table 7, 1* to 2 HD. Our AC is 7, so the monster hits us (and probably kills us) on a roll of 11 or higher

Original Roll String: 1d20
1 20-Sided Dice: (2) = 2
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Post Post #287 (isolation #77) » Mon Jun 14, 2021 1:28 pm

Post by petapan »

lol oh my god whats with this sites dice

damage:
Original Roll String: 2d4
2 4-Sided Dice: (3, 1) = 4
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Post Post #288 (isolation #78) » Mon Jun 14, 2021 1:29 pm

Post by petapan »

we have already died

it turns out first level magic users kind of suck
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Post Post #293 (isolation #79) » Wed Jun 16, 2021 1:55 pm

Post by petapan »

yes, sorry about the wait, wanted to take a pause for a little bit before starting again
In post 3, petapan wrote:Prerolled characters:

Image

Image
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Post Post #298 (isolation #80) » Sat Jun 19, 2021 4:31 am

Post by petapan »

Spoiler: Philiam
Warrior-Seer

Second level elf

Strength 15
Dexterity 14
Intelligence 9
Constitution 9
Wisdom 7
Charisma 11

Armor Class 3
Hit Dice 2

Hit points:
9

Movement:
120' (40')

Spells:

First level:
magic missile, read magic


Languages: Common, Elf, Gnoll, Hobgoblin, Neutral, Orc

Equipment:
sword +1

chain mail armor
shield
rope (50 feet)
magic journal
backpack
full waterskin
large sack
wolfsbane
iron rations (21 days)
potion of gaseous form

Lion Castle maps
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Post Post #299 (isolation #81) » Sat Jun 19, 2021 4:35 am

Post by petapan »

as you now know where many of these steps lead, feel free to post a multi-step path here. in this case early on, we're going to either C6 or C7.
In post 23, petapan wrote:
Castle outskirts


C1.
Roars of laughter and the sound of hearty voices in song rise from the tables in this warm, smoky tavern. You make your way through the crowd, listening as people talk of the great wizard Sargon and his haunted castle.
Several of the tavern's patrons are apprentices of local magic-users, and that is your occupation as well. You have joined the others tonight in the village of Sarsdell to trade stories and talk of your favorite topic—Lion Castle.
"Sargon was the greatest magic-user of all time, he was," says an old woman who has stopped at your table. "No magic worked on him, no sir, none but his own. Why, I see warlocks, wizards, and sorcerers pass through here every day, and not one of them will go near that Lion Castle of his. They're afraid they'll lose all of their powers!"
"Not us, ma'am!" says one of your friends. "We've nothing to lose and everything to gain by exploring Sargon's castle."
"What is this Lion Castle?" a newcomer asks. The tavernkeeper, who has told this story many times before, eagerly steps forth to inform the newcomer.
"Sargon was a strong wizard indeed, son, and his castle is a sight to behold. He built it on the grassland plains in the land they now call the Ethengar Khanate. Lion Castle is a beauty, son. She rises above the landscape, built so she looks like a great cat about to pounce!"
The newcomer is entranced. You smile, because you know how this story goes. The tavernkeeper continues.
"Sargon's ghost resides there now, along with more than a few creatures, I suspect. The old wizard's ghost haunts the hallways, waiting for a worthy heir. Well, plenty have tried to enter that great stone cat, after having heard of all its great magical rewards. Not many return, though, and would you believe, those who make it back have turned into wild creatures! Whole armies have been defeated trying to enter Lion Castle, but they never knew the secret."
"What secret? What secret?" the newcomer pleads.
"Only one person at a time may pass through the magical defenses of Lion Castle, son, and magic-users and elves are about the only ones who even stand a chance."
The tavernkeeper's tale has stirred you and the others once again, and you decide to draw lots to see who will be the first to enter Sargon's Lion Castle.
The tavernkeeper gladly watches over your table, waiting to see who will go forth to face Sargon's ghost.
The lots are drawn. You are chosen! The tavernkeeper claps his hands and skips back to a cabinet in the back of the room. "You're a lucky one, my friend," he says as he pulls pieces of parchment from the cabinet. "Take these maps, and this magic journal with you. If you do not survive your quest, this journal magically reappears here in the tavern, so your friends and I know what sort of fate you befell."
The tavernkeeper hands you the journal and some incomplete maps of the castle. "Others before you were able to map this much before, ah, retiring. Finish these maps, and find that ghost, and you will be a hero indeed!"
"Now listen closely," says one of your friends. "Follow the Streel River east for six days, and then hike north for two. After eight days, you should be able to see that great stone lion rising from the plain."
"Be careful as you approach it," another friend cautions. "Wild beasts may attack you."
The tavernkeeper breaks in, "You'll come to the outer curtain wall, and you'll see towers and gatehouses. Once you get beyond the curtain, you have to cross the outer ward. From there, friend, you can explore the castle's towers, gatehouses, and inner levels. Somewhere in that castle roams the ghost of Sargon, waiting for you to inherit all his possessions!"

In the morning, you pack for your journey, study your spell book, and prepare your weapon. You pack 3 weeks' worth of iron rations for the long quest.
Your friends accompany you to the edge of Sarsdell, shake your hand, and wish you luck.
"I almost forgot to tell you," one of your friends says. "Legends say that entering the castle at night is very unwise. Rest before you enter, and approach in the light of dawn." You thank your friend and turn to leave.
You cross the river by ferry and turn east to walk along the river. The great grassland of the Ethengar Khanate stretches out ahead of you.
Six days pass. You have seen few animals since you left Sarsdell, and you have talked to no one. You turn north away from the riverbank, and begin crossing the flat grasslands.
As the sun begins to set on the 8th day, a slight gray mound appears on the north horizon. The head of a huge stone beast pokes above the waving grass. Lion Castle stands ahead, only 1 day away!
Dawn comes quickly, and you set out toward the castle. The time seems to drag. Finally, in the late afternoon, you come upon a slight rise in the land. All of Lion Castle stands majestically before you. A 10-foot-high outer curtain wall stretches for 255 feet at the base of the castle. Twenty-foot-high towers rise from the wall, which is rimmed by a dry moat. Lion Castle itself rests on a 10-foot-high mound within the outer curtain wall. The lion's head rises 66 feet from the mound. Its great, roaring mouth faces west.
Subtract 9 days' worth of rations from your character sheet.

If you
read entry
circle to the east
circle to the west
decide to rest here
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Post Post #303 (isolation #82) » Sat Jun 19, 2021 2:53 pm

Post by petapan »

to be clear, picking up cortayo's items will require us to rest at the north wall and go to entry C7. i assume you're all fine with that
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Post Post #305 (isolation #83) » Sat Jun 19, 2021 4:56 pm

Post by petapan »

In post 271, petapan wrote:
C5.
The west wall of the outer curtain stretches before you. The lion's head rises above the wall. The eyes of the great cat flicker, as roars and growls come from its toothy maw. A narrow path runs around the south side of the lion's body and leads into a dark opening in its chest.

If you
read entry
circle to the north
circle to the south
decide to rest here
In post 277, petapan wrote:
C2.
The north wall of the outer curtain stretches before you. The lion's tail bends from the body of the castle and runs downward toward the postern gatehouse, which stands near the east end of this wall.

If you
read entry
circle to the east
circle to the west
decide to rest here
In post 282, petapan wrote:
C7.
Follow the steps in entry
R15
. Roll 1d6. If you roll a 6, read entry
C9
. If you roll 1-5, read entry
C8
.
Spoiler: Equipment
sword +1

chain mail armor
shield
rope (50 feet)
magic journal
backpack
full waterskin
large sack
wolfsbane
iron rations (12 days)
potion of gaseous form

Lion Castle maps


Spoiler: Skeleton of Cortayo
dagger +1
full waterskin
lantern
backpack
ring of invisibility

ring of protection +1

robes
four oil flasks
tinder box
two large sacks
iron rations (11 days)
potion of
gaseous form


let me know what you want to take from Cortayo, although I assume we're looting his dead body clean
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Post Post #306 (isolation #84) » Sat Jun 19, 2021 4:58 pm

Post by petapan »

in the meantime, since i can, a check for a wandering monster as we rest:

Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #307 (isolation #85) » Sat Jun 19, 2021 4:59 pm

Post by petapan »

now, to find out if we'll be going to C8 or C9

Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #308 (isolation #86) » Sat Jun 19, 2021 5:30 pm

Post by petapan »

C8.
You prepare to continue your quest. You may try to enter the castle.

If you want to
read entry
enter over the west wall
C14
enter over the north wall
C14
enter through the outer gatehouse
C24
enter through the postern gatehouse
flee back to Sarsdell
C13
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Post Post #312 (isolation #87) » Wed Jun 23, 2021 12:56 pm

Post by petapan »

C24.
You are standing before the outer gatehouse. A raised portcullis rests over the gatehouse opening. Beyond the portcullis, two sets of thick wooden doors stand open. A path winds inward from the gatehouse and leads through patches of undergrowth toward the back of Lion Castle.
If you have the proper spells or magic items, you may go through the gatehouse by
becoming
invisible
(entry )
turning gaseous (entry
C27
)
walking visibly (entry )
If you want to find another way into the castle, read entry
C8
.

Spoiler: Equipment
sword +1

chain mail armor
shield
rope (50 feet)
magic journal
backpack
full waterskin
large sack
wolfsbane
iron rations (23 days)
potion of gaseous form

Lion Castle maps
dagger +1
full waterskin
lantern
backpack
ring of invisibility

ring of protection +1

robes
four oil flasks
tinder box
two large sacks
potion of
gaseous form
Last edited by petapan on Tue Jul 13, 2021 2:12 pm, edited 1 time in total.
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Post Post #320 (isolation #88) » Thu Jun 24, 2021 12:20 pm

Post by petapan »

C25.
As soon as you enter the gatehouse, you become visible. Read entry
C26
.


joke's on you nerds, we're doing C26 anyway


C26.
The portcullis falls as you pass under it. Make a saving throw vs. wands. If your saving throw succeeds, you take no damage. If your saving throw fails, you take 1d4 points of damage.
You may jump forward as the portcullis falls (entry ), or you may jump backward (entry
C29
).


Our roll for a save vs wands is a 13, and our ring of protection grants us a +1 bonus to it.

Original Roll String: 1d20+1 (STATIC)
1 20-Sided Dice: (11)+1 = 12
Last edited by petapan on Tue Jul 13, 2021 2:12 pm, edited 1 time in total.
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Post Post #321 (isolation #89) » Thu Jun 24, 2021 12:21 pm

Post by petapan »

alas, the portcullis hits us

Original Roll String: 1d4
1 4-Sided Dice: (4) = 4
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Post Post #325 (isolation #90) » Thu Jun 24, 2021 1:00 pm

Post by petapan »

C28.
You are inside the gatehouse. You cannot lift the portcullis behind you. You cannot levitate, turn gaseous, become invisible, or use a rope of climbing here. Murder holes pierce the ceiling between the two sets of wooden doors that stand ahead.

If you
read entry
sneak under the holes
C32
run under the holes


HP:
6/9
Last edited by petapan on Tue Jul 13, 2021 2:15 pm, edited 1 time in total.
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Post Post #329 (isolation #91) » Thu Jun 24, 2021 6:09 pm

Post by petapan »

C33.
The second set of wooden doors slams shut behind you. You cannot open the doors. You cannot levitate, turn gaseous, become invisible, or use a rope of climbing here. A winding path leads through patches of undergrowth into the castle's outer ward. Read entry
C61
.


C61.
A narrow path winds from the gatehouse and leads through the outer ward underbrush to an opening in the lion's chest.

If you follow the
read entry
path to the lion's south flank
C64
path to the lion's front paws
path to the outer gatehouse
C63


If you leave the path, read entry
C59
. If you decide to retreat over the outer curtain wall, read entry
C54
.
Last edited by petapan on Tue Jul 13, 2021 2:16 pm, edited 1 time in total.
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Post Post #333 (isolation #92) » Sat Jun 26, 2021 3:34 am

Post by petapan »

C65.
You are standing in front of Lion Castle. Arrow slits are cut into the spaces between the claws of the lion's forepaws. Two small holes pierce the lion's muzzle. A patch of lead lies on the path below the holes.
An opening is cut into the lion's chest. A raised portcullis rests over the opening. Beyond the portcullis, two sets of wooden doors stand open.
If you have the proper spells or magic items, you may
levitate
to the lion's mouth (entry
C69
)
turn gaseous (entry
C70
)
use a
rope of climbing
to reach the lion's mouth (entry
C69
)

If you want to go through the opening in the lion's chest, read entry .
If you have the proper spell or item, you may also become
invisible
at the same time you use one of the listed options.
If you want to find another way into the castle, read entry
C62
.


HP:
6/9

Spoiler: Equipment
sword +1

chain mail armor
shield
rope (50 feet)
magic journal
backpack
full waterskin
large sack
wolfsbane
iron rations (23 days)
potion of gaseous form

Lion Castle maps
dagger +1
full waterskin
lantern
backpack
ring of invisibility

ring of protection +1

robes
four oil flasks
tinder box
two large sacks
potion of
gaseous form
Last edited by petapan on Tue Jul 13, 2021 2:17 pm, edited 1 time in total.
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Post Post #334 (isolation #93) » Sat Jun 26, 2021 3:40 am

Post by petapan »

as a bonus, here is a picture of the outer gate we went through to reach the lion:

Image
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Post Post #338 (isolation #94) » Sat Jun 26, 2021 4:09 am

Post by petapan »

unfortunately we have no means by which we can levitate, and no rope of climbing, so C69 is not a valid option for us
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Post Post #342 (isolation #95) » Sat Jun 26, 2021 2:51 pm

Post by petapan »

do we become invisible first?
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Post Post #348 (isolation #96) » Sun Jun 27, 2021 2:12 pm

Post by petapan »

C75.
If you are invisible, read entry
C87
. If not, read entry
C77
.

C77.
A glowing arrow flies from one of the slits in the lion's north forepaw. It hits you, causes 1d6+1 points of damage, and then disappears.

If you
read entry
continue inward
C78
stand still
C82
retreat
C65



Original Roll String: 1d6+1
1 6-Sided Dice: (5)+1 = 6
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Post Post #349 (isolation #97) » Sun Jun 27, 2021 2:12 pm

Post by petapan »

HP:
3/9
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Post Post #354 (isolation #98) » Thu Jul 01, 2021 12:22 pm

Post by petapan »

C78.
Two scorching streams of molten lead pour from the lion's nostrils. Make a saving throw vs. wands. If the saving throw succeeds, you take no damage from the lead. If the saving throw fails, you take 1d6 points of damage from the lead.
From here, you see that murder holes pierce the lion's jaw.

If you
read entry
advance
C89
stand still
C83
retreat
C77


HP:
3/9

our save vs wands is a 13

Original Roll String: 1d20+1
1 20-Sided Dice: (13)+1 = 14
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Post Post #355 (isolation #99) » Thu Jul 01, 2021 12:23 pm

Post by petapan »

we have survived!

do we keep tempting fate?
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Post Post #359 (isolation #100) » Sat Jul 03, 2021 3:22 pm

Post by petapan »

B89 is not a valid entry in this gamebook, so we will instead visit C89

C89.
Huge stones rain down through the murder holes as you pass under them. Make a saving throw vs. wands. If your saving throw succeeds, you take no damage. If your saving throw fails, you take 1d4 points of damage.

If you
read entry
flee forward
C90
stand still
C93
retreat
C78


HP:
3/9

our save vs wands is still a 13

Original Roll String: 1d20
1 20-Sided Dice: (3) = 3
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Post Post #360 (isolation #101) » Sat Jul 03, 2021 3:22 pm

Post by petapan »

womp womp

a 50% chance of death, how thrilling

Original Roll String: 1d4
1 4-Sided Dice: (2) = 2
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Post Post #361 (isolation #102) » Sat Jul 03, 2021 3:22 pm

Post by petapan »

we have died
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Post Post #362 (isolation #103) » Sat Jul 03, 2021 3:27 pm

Post by petapan »

In post 3, petapan wrote:Prerolled characters:

Image

Image
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Post Post #366 (isolation #104) » Sat Jul 03, 2021 4:10 pm

Post by petapan »

In post 364, OkaPoka wrote:WHAT IS WRONG WITH THIS GAME
it's d&d 1st edition

Spoiler: spoilers for the next step in that path
if you make it past the stones the portcullis falls down on you and you have to dodge it too before you can get in
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Post Post #369 (isolation #105) » Sat Jul 10, 2021 6:21 am

Post by petapan »

Nathel

Swordmaster-Conjurer

Third level elf

Strength 12
Dexterity 9
Intelligence 17
Constitution 10
Wisdom 11
Charisma 15

Armor Class 4
Hit Dice 3

Hit points:
14

Movement:
120' (40')

Spells:

First level:
charm person, read magic

Second level:
continual light


Languages: Bugbear, Common, Elf, Gnoll, Hobgoblin, Neutral, Ogre, Orc

Equipment:
sword +1

chain mail armor
shield
rope of climbing

magic journal
backpack
wolfsbane
large sack
iron rations (21 days)
Lion Castle maps


will continue the adventure later today
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Post Post #371 (isolation #106) » Sat Jul 10, 2021 7:07 am

Post by petapan »

you had a week to voice dissent. no excuses!
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Post Post #372 (isolation #107) » Sat Jul 10, 2021 7:13 am

Post by petapan »

In post 23, petapan wrote:
Castle outskirts


C1.
Roars of laughter and the sound of hearty voices in song rise from the tables in this warm, smoky tavern. You make your way through the crowd, listening as people talk of the great wizard Sargon and his haunted castle.
Several of the tavern's patrons are apprentices of local magic-users, and that is your occupation as well. You have joined the others tonight in the village of Sarsdell to trade stories and talk of your favorite topic—Lion Castle.
"Sargon was the greatest magic-user of all time, he was," says an old woman who has stopped at your table. "No magic worked on him, no sir, none but his own. Why, I see warlocks, wizards, and sorcerers pass through here every day, and not one of them will go near that Lion Castle of his. They're afraid they'll lose all of their powers!"
"Not us, ma'am!" says one of your friends. "We've nothing to lose and everything to gain by exploring Sargon's castle."
"What is this Lion Castle?" a newcomer asks. The tavernkeeper, who has told this story many times before, eagerly steps forth to inform the newcomer.
"Sargon was a strong wizard indeed, son, and his castle is a sight to behold. He built it on the grassland plains in the land they now call the Ethengar Khanate. Lion Castle is a beauty, son. She rises above the landscape, built so she looks like a great cat about to pounce!"
The newcomer is entranced. You smile, because you know how this story goes. The tavernkeeper continues.
"Sargon's ghost resides there now, along with more than a few creatures, I suspect. The old wizard's ghost haunts the hallways, waiting for a worthy heir. Well, plenty have tried to enter that great stone cat, after having heard of all its great magical rewards. Not many return, though, and would you believe, those who make it back have turned into wild creatures! Whole armies have been defeated trying to enter Lion Castle, but they never knew the secret."
"What secret? What secret?" the newcomer pleads.
"Only one person at a time may pass through the magical defenses of Lion Castle, son, and magic-users and elves are about the only ones who even stand a chance."
The tavernkeeper's tale has stirred you and the others once again, and you decide to draw lots to see who will be the first to enter Sargon's Lion Castle.
The tavernkeeper gladly watches over your table, waiting to see who will go forth to face Sargon's ghost.
The lots are drawn. You are chosen! The tavernkeeper claps his hands and skips back to a cabinet in the back of the room. "You're a lucky one, my friend," he says as he pulls pieces of parchment from the cabinet. "Take these maps, and this magic journal with you. If you do not survive your quest, this journal magically reappears here in the tavern, so your friends and I know what sort of fate you befell."
The tavernkeeper hands you the journal and some incomplete maps of the castle. "Others before you were able to map this much before, ah, retiring. Finish these maps, and find that ghost, and you will be a hero indeed!"
"Now listen closely," says one of your friends. "Follow the Streel River east for six days, and then hike north for two. After eight days, you should be able to see that great stone lion rising from the plain."
"Be careful as you approach it," another friend cautions. "Wild beasts may attack you."
The tavernkeeper breaks in, "You'll come to the outer curtain wall, and you'll see towers and gatehouses. Once you get beyond the curtain, you have to cross the outer ward. From there, friend, you can explore the castle's towers, gatehouses, and inner levels. Somewhere in that castle roams the ghost of Sargon, waiting for you to inherit all his possessions!"

In the morning, you pack for your journey, study your spell book, and prepare your weapon. You pack 3 weeks' worth of iron rations for the long quest.
Your friends accompany you to the edge of Sarsdell, shake your hand, and wish you luck.
"I almost forgot to tell you," one of your friends says. "Legends say that entering the castle at night is very unwise. Rest before you enter, and approach in the light of dawn." You thank your friend and turn to leave.
You cross the river by ferry and turn east to walk along the river. The great grassland of the Ethengar Khanate stretches out ahead of you.
Six days pass. You have seen few animals since you left Sarsdell, and you have talked to no one. You turn north away from the riverbank, and begin crossing the flat grasslands.
As the sun begins to set on the 8th day, a slight gray mound appears on the north horizon. The head of a huge stone beast pokes above the waving grass. Lion Castle stands ahead, only 1 day away!
Dawn comes quickly, and you set out toward the castle. The time seems to drag. Finally, in the late afternoon, you come upon a slight rise in the land. All of Lion Castle stands majestically before you. A 10-foot-high outer curtain wall stretches for 255 feet at the base of the castle. Twenty-foot-high towers rise from the wall, which is rimmed by a dry moat. Lion Castle itself rests on a 10-foot-high mound within the outer curtain wall. The lion's head rises 66 feet from the mound. Its great, roaring mouth faces west.
Subtract 9 days' worth of rations from your character sheet.

If you
read entry
circle to the east
circle to the west
decide to rest here
In post 36, petapan wrote:
C6.
Follow the steps in entry
R15
. At dawn the next day, you wake to continue your quest.

-1 rations

If you want to
read entry
enter over the west wall
C14
enter over the north wall
C14
enter through the outer gatehouse
enter through the postern gatehouse
rolling for our chance at a wandering monster:

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #373 (isolation #108) » Sat Jul 10, 2021 7:14 am

Post by petapan »

lololololololol


Original Roll String: 1d12+12
1 12-Sided Dice: (2)+12 = 14
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Post Post #374 (isolation #109) » Sat Jul 10, 2021 7:21 am

Post by petapan »

we have encountered a GNOLL

Image



our initiative:
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3


the gnoll's initiative:
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #375 (isolation #110) » Sat Jul 10, 2021 7:23 am

Post by petapan »

our options:
>
FIGHT

>
CAST MAGIC

>
SPEAK

>
RETREAT

>
THROW TREASURE
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Post Post #377 (isolation #111) » Sat Jul 10, 2021 3:26 pm

Post by petapan »

In post 1, petapan wrote:Charm person. This spell may affect one living bugbear, gnoll, goblin, hobgoblin, ogre, or orc. The monster makes a saving throw vs. spells. If the saving throw succeeds, the spell has no effect. If the saving throw fails, the monster does not attack and hands over its treasure (if you ask for it). The monster does not answer questions, fight for you, or go with you. If you attack the monster with a weapon or another spell, this spell's effect is automatically broken. The spell's effect is also broken as soon as you enter another room or area.
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Post Post #380 (isolation #112) » Sun Jul 11, 2021 12:03 pm

Post by petapan »

this is the table for the saves:
Image

quoting the gnoll's stats for the new page:
I believe the "F2" means it has saves as a second-level fighter would, which means to save against a spell it needs to roll a 16 or higher

I will, however, also note that the gnoll's treasure is only a single gold piece.
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Post Post #382 (isolation #113) » Mon Jul 12, 2021 5:15 pm

Post by petapan »

okay

the gnoll's saving throw:
Original Roll String: 1d20
1 20-Sided Dice: (10) = 10
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Post Post #383 (isolation #114) » Mon Jul 12, 2021 5:18 pm

Post by petapan »

lol

our AC is 4, which means the 2 HD Gnoll needs to roll a 14 to hit us
Original Roll String: 1d20
1 20-Sided Dice: (15) = 15
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Post Post #384 (isolation #115) » Mon Jul 12, 2021 5:19 pm

Post by petapan »

i'm going to get lazy and stop re-rolling for initiative each time and just say it's our turn again
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Post Post #388 (isolation #116) » Tue Jul 13, 2021 2:00 pm

Post by petapan »

the gnoll has an AC of 5, so our hit roll is a 14

Original Roll String: 1d20+1
1 20-Sided Dice: (14)+1 = 15
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Post Post #389 (isolation #117) » Tue Jul 13, 2021 2:00 pm

Post by petapan »

we deal

Original Roll String: 1d8+1
1 8-Sided Dice: (1)+1 = 2


damage to it
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Post Post #390 (isolation #118) » Tue Jul 13, 2021 2:01 pm

Post by petapan »

a mighty blow leaves the gnoll at 1 hit point!

now the gnoll makes a morale check

Original Roll String: 2d6
2 6-Sided Dice: (5, 6) = 11
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Post Post #391 (isolation #119) » Tue Jul 13, 2021 2:02 pm

Post by petapan »

it is not demoralized and tries to attack us back

Original Roll String: 1d20
1 20-Sided Dice: (5) = 5
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Post Post #392 (isolation #120) » Tue Jul 13, 2021 2:02 pm

Post by petapan »

now's our chance! can we finish it off?

Original Roll String: 1d20+1
1 20-Sided Dice: (16)+1 = 17
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Post Post #393 (isolation #121) » Tue Jul 13, 2021 2:03 pm

Post by petapan »

no

gnoll morale check
Original Roll String: 2d6
2 6-Sided Dice: (4, 3) = 7
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Post Post #394 (isolation #122) » Tue Jul 13, 2021 2:03 pm

Post by petapan »

gnoll has a morale of 8, so not quite

it attacks again
Original Roll String: 1d20
1 20-Sided Dice: (11) = 11
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Post Post #395 (isolation #123) » Tue Jul 13, 2021 2:04 pm

Post by petapan »

will either of us land a hit anytime tonight??

our attack
Original Roll String: 1d20+1
1 20-Sided Dice: (6)+1 = 7
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Post Post #396 (isolation #124) » Tue Jul 13, 2021 2:04 pm

Post by petapan »

gnoll morale
Original Roll String: 2d6
2 6-Sided Dice: (2, 5) = 7


gnoll attack if it passes its morale check
Original Roll String: 1d20
1 20-Sided Dice: (19) = 19
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Post Post #397 (isolation #125) » Tue Jul 13, 2021 2:05 pm

Post by petapan »

our attack

Original Roll String: 1d20+1
1 20-Sided Dice: (16)+1 = 17



i could probably edit these into a long post to save space
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Post Post #398 (isolation #126) » Tue Jul 13, 2021 2:05 pm

Post by petapan »

gnoll morale
Original Roll String: 2d6
2 6-Sided Dice: (4, 1) = 5


gnoll attack if it passes its morale check
Original Roll String: 1d20
1 20-Sided Dice: (12) = 12
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Post Post #399 (isolation #127) » Tue Jul 13, 2021 2:07 pm

Post by petapan »

it is the gnoll who finally lands a hit, unfortunately

we take 1d4+1 damage from its club
Original Roll String: 1d4+1
1 4-Sided Dice: (2)+1 = 3
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Post Post #400 (isolation #128) » Tue Jul 13, 2021 2:09 pm

Post by petapan »

just 2 damage, not too bad

our attack
Original Roll String: 1d20+1
1 20-Sided Dice: (15)+1 = 16
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Post Post #401 (isolation #129) » Tue Jul 13, 2021 2:10 pm

Post by petapan »

we hit, dealing

Original Roll String: 1d8+1 (STATIC)
1 8-Sided Dice: (8)+1 = 9


which will be enough to slay the gnoll! we get 20 xp and 1 gp for our troubles
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Post Post #403 (isolation #130) » Tue Jul 13, 2021 2:14 pm

Post by petapan »

In post 312, petapan wrote:
C24.
You are standing before the outer gatehouse. A raised portcullis rests over the gatehouse opening. Beyond the portcullis, two sets of thick wooden doors stand open. A path winds inward from the gatehouse and leads through patches of undergrowth toward the back of Lion Castle.
If you have the proper spells or magic items, you may go through the gatehouse by
becoming
invisible
(entry )
turning gaseous (entry
C27
)
walking visibly (entry )
If you want to find another way into the castle, read entry
C8
.
In post 320, petapan wrote:
C26.
The portcullis falls as you pass under it. Make a saving throw vs. wands. If your saving throw succeeds, you take no damage. If your saving throw fails, you take 1d4 points of damage.
You may jump forward as the portcullis falls (entry ), or you may jump backward (entry
C29
).
Our roll for a save vs wands is a 13. we do not have a ring of protection this time.

Original Roll String: 1d20
1 20-Sided Dice: (3) = 3
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Post Post #404 (isolation #131) » Tue Jul 13, 2021 2:14 pm

Post by petapan »

we take

Original Roll String: 1d4
1 4-Sided Dice: (1) = 1


damage
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Post Post #405 (isolation #132) » Tue Jul 13, 2021 2:18 pm

Post by petapan »

Hit Points:
9/14
In post 325, petapan wrote:
C28.
You are inside the gatehouse. You cannot lift the portcullis behind you. You cannot levitate, turn gaseous, become invisible, or use a rope of climbing here. Murder holes pierce the ceiling between the two sets of wooden doors that stand ahead.

If you
read entry
sneak under the holes
C32
run under the holes


HP:
6/9
In post 329, petapan wrote:
C33.
The second set of wooden doors slams shut behind you. You cannot open the doors. You cannot levitate, turn gaseous, become invisible, or use a rope of climbing here. A winding path leads through patches of undergrowth into the castle's outer ward. Read entry
C61
.


C61.
A narrow path winds from the gatehouse and leads through the outer ward underbrush to an opening in the lion's chest.

If you follow the
read entry
path to the lion's south flank
C64
path to the lion's front paws
path to the outer gatehouse
C63


If you leave the path, read entry
C59
. If you decide to retreat over the outer curtain wall, read entry
C54
.
In post 333, petapan wrote:
C65.
You are standing in front of Lion Castle. Arrow slits are cut into the spaces between the claws of the lion's forepaws. Two small holes pierce the lion's muzzle. A patch of lead lies on the path below the holes.
An opening is cut into the lion's chest. A raised portcullis rests over the opening. Beyond the portcullis, two sets of wooden doors stand open.
If you have the proper spells or magic items, you may
levitate
to the lion's mouth (entry
C69
)
turn gaseous (entry
C70
)
use a
rope of climbing
to reach the lion's mouth (entry
C69
)

If you want to go through the opening in the lion's chest, read entry .
If you have the proper spell or item, you may also become
invisible
at the same time you use one of the listed options.
If you want to find another way into the castle, read entry
C62
.
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Post Post #407 (isolation #133) » Tue Jul 13, 2021 2:26 pm

Post by petapan »

finally, progre-uh oh

C69.
If you are invisible, read entry
C84
. If not, read entry
C74
.
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Post Post #409 (isolation #134) » Tue Jul 13, 2021 2:37 pm

Post by petapan »

C74.
Two scorching streams of molten lead pour from the lion's nostrils. Make a saving throw vs. wands. If the saving throw succeeds, you take no damage from the lead. If the saving throw fails, you take Id6 points of damage from the lead. From here, you see that murder holes pierce the roof of the lion's mouth.

If you
read entry
advance
C84
stop climbing
C80
retreat
C65


magic journal note:
You may want to make notes about what you encounter at a specific entry.

Original Roll String: 1d20 (STATIC)
1 20-Sided Dice: (19) = 19


we are hoping for a 13 or higher here
Last edited by petapan on Wed Jul 14, 2021 4:33 pm, edited 1 time in total.
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Post Post #410 (isolation #135) » Tue Jul 13, 2021 2:38 pm

Post by petapan »

we're okay! what do we do??
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Post Post #420 (isolation #136) » Wed Jul 14, 2021 4:29 pm

Post by petapan »

short rests are not a mechanic in this game, no. that was introduced in 5th edition, iirc
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Post Post #421 (isolation #137) » Wed Jul 14, 2021 4:42 pm

Post by petapan »

C84.
You are at the mouth of the lion. If you used magic to get here, the magic effect stops. Read entry
C88
.

magic journal note:
A castle's inner curtain is the fortification or embankment that protects the castle entrance.


C88.
You are inside the lion's mouth! The entire ceiling of this chamber is pierced by murder holes. A raised portcullis stands ahead. Beyond the portcullis, two sets of wooden doors stand open. A pool of lead lies on the ground 10 feet below the opening of the lion's mouth. You cannot levitate, turn gaseous, become invisible, or use a rope of climbing here. Suddenly, huge stones rain down from the murder holes. Make a saving throw vs. wands. If your saving throw succeeds, you take no damage. If your saving throw fails, you take 1d4 points of damage.

If you
read entry
flee inward
C97
stand still
C96
jump 10 feet down from lion's mouth
C112
climb down a rope from lion's mouth
C113


save vs wands (13 good):
Original Roll String: 1d20
1 20-Sided Dice: (2) = 2
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Post Post #422 (isolation #138) » Wed Jul 14, 2021 4:42 pm

Post by petapan »

we take
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

damage
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Post Post #425 (isolation #139) » Thu Jul 15, 2021 4:56 pm

Post by petapan »

Hit Points:
8/14

C97.
The portcullis falls as you pass under it. Make a saving throw vs. wands. If your saving throw succeeds, you take no damage. If your saving throw fails, you take 1d4 points of damage.
You may jump forward as the portcullis falls (entry
L6
), or you may jump backward (entry
C109
).

saving throw
Original Roll String: 1d20
1 20-Sided Dice: (5) = 5
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Post Post #426 (isolation #140) » Thu Jul 15, 2021 4:57 pm

Post by petapan »

too bad, so sad

Original Roll String: 1d4
1 4-Sided Dice: (2) = 2
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Post Post #430 (isolation #141) » Sat Jul 17, 2021 5:41 pm

Post by petapan »

Hit Points:
4/14

L6.
You are on Castle Level II. You cannot lift the portcullis to the west of you. You cannot levitate, turn gaseous, become invisible, or use a rope of climbing here. Arrow slits pierce the walls between the two sets of wooden doors that stand ahead.

If you
read entry
sneak past the arrow slits
L9
run past the arrow slits
L8
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Post Post #432 (isolation #142) » Sun Jul 18, 2021 6:16 am

Post by petapan »

sure can!
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Post Post #436 (isolation #143) » Mon Jul 19, 2021 3:45 pm

Post by petapan »

In post 435, OkaPoka wrote:how many times can we rest in a row
theoretically, as many times as you want, but of course we only have 11 days' worth of rations and when we run out of those we start losing HP from hunger if we try to rest

Spoiler: Equipment
sword +1
chain mail armor
shield
rope of climbing
magic journal
backpack
wolfsbane
large sack
iron rations (11 days)
Lion Castle maps


i'll roll for one rest to see if we encounter a wandering monster, if you all would like to take consecutive rests after that you may vote on it

wandering monster check:
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #437 (isolation #144) » Mon Jul 19, 2021 3:46 pm

Post by petapan »

a ha hah aheshadfhdfgdfh

wandering monster table roll
Original Roll String: 1d12+2
1 12-Sided Dice: (5)+2 = 7
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Post Post #438 (isolation #145) » Mon Jul 19, 2021 3:51 pm

Post by petapan »

Image

we have encountered either a boar or a very scary wereboar

Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #439 (isolation #146) » Mon Jul 19, 2021 3:52 pm

Post by petapan »

just a regular boar, although i have to be honest this thing still looks pretty mean

our initiative:
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5


boar's initiative:
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #440 (isolation #147) » Mon Jul 19, 2021 3:53 pm

Post by petapan »

our options are:

>FIGHT
>CAST SPELL
>RETREAT
>THROW FOOD
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Post Post #445 (isolation #148) » Tue Jul 20, 2021 4:19 am

Post by petapan »

In post 441, Bell wrote:If it does can we try to charm it with magic?
charm person won't work but we can cast continual light on it
In post 1, petapan wrote:Continual light. You may cast this spell at any monster's eyes. The monster must make a saving throw vs. spells. If the saving throw fails, the monster is blinded and defeated. If the saving throw succeeds, the globe of light appears, but the monster suffers no ill effects. The spell's effect fades away as soon as you enter another room or area.
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Post Post #447 (isolation #149) » Sat Jul 31, 2021 2:15 pm

Post by petapan »

right, this exists
In post 1, petapan wrote:R8. Movement: Movement rates are used only in combat. During this part of step B on the Combat Checklist, you may use a
defensive maneuver (retreating, or throwing food or treasure to a monster).
If you choose to retreat, compare your movement rate per round with the monster's movement rate per round. If your rate is greater than the monster's rate, you escape the monster, and you may go on to the next entry of your choice. Before you leave, however, the attacking monster gets one more chance to hit you, gaining a +2 bonus to its hit roll. For this attack, you must calculate your Armor Class as if you had no shield. Also, you cannot defend yourself. If your movement rate per round is less than or equal to the monster's rate, you must stay and fight the monster. You may decide to throw food or treasure to the monster at this point.
If you choose to throw food or treasure to a monster, subtract the item you threw from your character sheet. Intelligent monsters are stopped only if you throw treasure (a coin, gem, or magic item). You may encounter the following intelligent monsters in this adventure: bugbear, gnoll, goblin, hobgoblin, orc, wereboar, and wererat. All other monsters in this adventure stop only if you throw food (1 ration).
After you have thrown the food or treasure, roll 1d6. On a 1, 2, or 3, the monster stops and marvels at its "gift." Consider the stopped creature as a "defeated" monster. You cannot take its treasure, however. On a roll of 4, 5, or 6, the monster ignores your gift and attacks.
For details on morale, read entry R9.
as it turns out, we absolutely cannot outrun a boar

if we throw food, it has a 50% chance of succeeding

its save vs spells is a 16, which means we would have a 75% chance of succeeding
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Post Post #450 (isolation #150) » Mon Aug 02, 2021 4:28 am

Post by petapan »

Original Roll String: 1d20
1 20-Sided Dice: (16) = 16
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Post Post #451 (isolation #151) » Mon Aug 02, 2021 4:28 am

Post by petapan »

wow our luck just sucks, huh
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Post Post #452 (isolation #152) » Mon Aug 02, 2021 5:27 am

Post by petapan »

it attacks us with its tusk

it has 3 HD and our AC is 4, so its hit roll is 14

Original Roll String: 1d20
1 20-Sided Dice: (3) = 3
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Post Post #453 (isolation #153) » Mon Aug 02, 2021 5:27 am

Post by petapan »

okay, disaster averted for now, we can attack it or throw food at it
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Post Post #456 (isolation #154) » Tue Aug 03, 2021 4:15 am

Post by petapan »

Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #457 (isolation #155) » Tue Aug 03, 2021 4:15 am

Post by petapan »

nothing going right, huh

Original Roll String: 1d20
1 20-Sided Dice: (7) = 7
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Post Post #458 (isolation #156) » Tue Aug 03, 2021 4:15 am

Post by petapan »

damage

Original Roll String: 2d4
2 4-Sided Dice: (3, 2) = 5
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Post Post #459 (isolation #157) » Tue Aug 03, 2021 4:16 am

Post by petapan »

we have died
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Post Post #461 (isolation #158) » Tue Aug 03, 2021 3:04 pm

Post by petapan »

game is hard
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Post Post #464 (isolation #159) » Wed Aug 04, 2021 4:37 pm

Post by petapan »

i'll post the remaining characters tomorrow and we can attempt another try
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Post Post #466 (isolation #160) » Tue Nov 08, 2022 5:22 am

Post by petapan »

i can pick it up again if there's interest i guess lol
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