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

For completed/abandoned Mish Mash Games.
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Post Post #350 (ISO) » Sun Jun 27, 2021 2:29 pm

Post by Bell »

The universe did not wait long to deprive Mena of his theory.
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Post Post #351 (ISO) » Sun Jun 27, 2021 2:30 pm

Post by Bell »

We're so dead either way. Sigh.
C78
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Post Post #352 (ISO) » Sun Jun 27, 2021 2:45 pm

Post by Charles510 »

C78
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Post Post #353 (ISO) » Mon Jun 28, 2021 11:09 am

Post by OkaPoka »

c78 how was our first run the best run wtf
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Post Post #354 (ISO) » 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 (ISO) » Thu Jul 01, 2021 12:23 pm

Post by petapan »

we have survived!

do we keep tempting fate?
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Post Post #356 (ISO) » Thu Jul 01, 2021 1:10 pm

Post by Bell »

B89


Heck yeah we do.
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Post Post #357 (ISO) » Thu Jul 01, 2021 9:19 pm

Post by OkaPoka »

In post 356, Bell wrote:
B89


Heck yeah we do.
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Post Post #358 (ISO) » Fri Jul 02, 2021 1:26 am

Post by Charles510 »

In post 357, OkaPoka wrote:
In post 356, Bell wrote:
B89


Heck yeah we do.
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Post Post #359 (ISO) » 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 (ISO) » 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 (ISO) » Sat Jul 03, 2021 3:22 pm

Post by petapan »

we have died
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Post Post #362 (ISO) » 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 #363 (ISO) » Sat Jul 03, 2021 3:27 pm

Post by lilith2013 »

I think we're just cursed
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Post Post #364 (ISO) » Sat Jul 03, 2021 3:40 pm

Post by OkaPoka »

WHAT IS WRONG WITH THIS GAME
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Post Post #365 (ISO) » Sat Jul 03, 2021 3:40 pm

Post by OkaPoka »

lets do the original path into the thingy
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Post Post #366 (ISO) » 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 #367 (ISO) » Sat Jul 03, 2021 5:43 pm

Post by Bell »

nathem speed up to being in front of the lion and use rope of climbing
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Post Post #368 (ISO) » Sun Jul 04, 2021 4:32 am

Post by Charles510 »

In post 367, Bell wrote:
nathem speed up to being in front of the lion and use rope of climbing
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Post Post #369 (ISO) » 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 #370 (ISO) » Sat Jul 10, 2021 6:46 am

Post by Menalque »

noooo nathel was the best we shoulda saved until last
"we knew everything... And we knew nothing."
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Post Post #371 (ISO) » 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 (ISO) » 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 (ISO) » 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 (ISO) » Sat Jul 10, 2021 7:21 am

Post by petapan »

we have encountered a GNOLL

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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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