Lair Of The Troglodytes - Page 3 of 8

We start with a flint knife 5 stam 5 att and - Page 3 - D&D / Pathfinder Archive - Posted: 2nd Dec, 2008 - 6:13pm

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28th Nov, 2008 - 9:09pm / Post ID: #

Lair Of The Troglodytes - Page 3

QUOTE
54

You pick you way out of Ilkya's cave and up the flickering orange tunnel to the Moon Cave. This the holiest of the clan's shrines, a dry cavern at the top of the outcrop, with a hole in the ceiling that allows moonlight to bathe the altar. The altar, an enormous polished skull with a single eyesocket and fearsome tusks, was carried with Akhuz on the great journey from the Mountain of Fire. Its polished surface reflects the flames of a hundred tallow candles, placed in hollows about the shrine. Aside from the hole in the ceiling (which is sacrilege to clamber through), there is only one way onwards from here; a daunting crack in the floor that leads straight down into the Big Room. Having no desire to return to Ilkya's workroom so soon, you take a deep breath and launch yourself through the crack, knees braced for the hard impact of the stone floor of the Big Room, quite a distance below"¦
  SPLAT!
Amazingly you are unhurt, and your pick yourself up, dust yourself off and take a look around your immense new surroundings (turn to 49).


49
You are alone in the Big Room, surrounded by cyclopean stonework totally unlike the crude burrows of the Warren of Akhuz. Across the dusty floor you see the portcullis that guards the tunnel to the chief's room, and above you, sadly out of reach, is the jagged crack that leads to the Moon Cave. More impressive however are the two enormous corridors  gaping from the walls of the Big Room and extending into the rest of the crypt. From one you hear the heavy tread of approaching footsteps (turn immediately to 23).

23

Striding into the Big Room like a god comes one of the Big Folk, with a ferociously hairy face and clad head to toe in iron plates. In one hand the bearded man holds a flaming brand, in the other a broadsword whose bright blue glow makes your eyes water. He is about to enter the second passage on his right, but then he notices you attempting to blend into the cracks of the flagstones without considerable success. That horrible shining sword swings towards you and the man speaks, a lazy smile visible under his beard.
"You look a little lonely there! "Spose the rest of you lot are skulking around ready to jump on me, right?"
The sword is a bit too close for comfort now, and the smoke from the torch is making your nose itch. Will you hurl yourself at this adventurer, screaming for the Demons to aid you (in which case turn to 9), or will you make a dash for the tunnel back to the chief's room (which the adventurer doesn't seem to have spotted yet; turn to 44 for this option)?


Darn those bright lights! So fight ore flight?

I say flight! *does the chicken dance*



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Post Date: 29th Nov, 2008 - 3:32pm / Post ID: #

Lair Of The Troglodytes
A Friend

Troglodytes The Lair

I say lets give it a go. Jump on the guy and see if we can have a nice flaming blue broad sword for ourselves.

30th Nov, 2008 - 1:26am / Post ID: #

Lair Of The Troglodytes Archive Pathfinder / D&D

What the heck, you only live once, right? Might as well go for it. What are our stats?



Post Date: 1st Dec, 2008 - 6:34pm / Post ID: #

Lair Of The Troglodytes
A Friend

Page 3 Troglodytes The Lair

((*waves Hello*))

My instincts are screaming run but I'm not sober enough to hear them properly.

1st Dec, 2008 - 7:18pm / Post ID: #

Troglodytes The Lair

Greetings Lisanne welcome to the game. Well here goes not!


We eat ups the nice mossy thing we bought and we are at full strength and are soem what sober thank goodness for that swim!


Stats

SKILL 5 STAMINA 5



[QUOTE]
Foaming at the mouth, you throw yourself at the human adventurer without the slightest regard for your worthless hide. He takes a half step back before recovering his surprise, and the blue sword swings around in a deceptively lazy arc that almost decapitates you. You must fight the ADVENTURER.

ADVENTURER SKILL 10 STAMINA 14

If the ADVENTURER manages to wound you, deduct three STAMINA points instead of the usual 2 as the magical blade bites deep into your flesh. If the ADVENTURER reduces your STAMINA to zero turn immediately to 38. If you are still alive after two combat rounds turn immediately to 66 if you have the Golden Spear of Akhuz. If you do not, turn to 21 instead.

[/QUOTE]

Mommy!

we die 38 me think this is immediate!

So we make two round we go to 21 I hope he drops that blue sword in the first round!

Adventurer us
attk 10 attk5
roll stam roll stam
16 14 11 2
13 14 11 -1 dead

Our poor lizardous friend has died. So back to the start and we shall try again.





[/QUOTE]
1

You wake up with a shocking headache and the vaguest memories of arguing with the Chief about something trivial. You must have taken to the Shroomshine Grog shortly after that as your mouth is coated with a sickly sweet slime and the whelp currently pounding your head with a rock doesn't show any sign of stopping soon. You chance it and open an eye"¦
Your cave is a shambles. A foul smell that doesn't bear close contemplation wafts evilly from one corner of the room, and the floor is covered with the rubble of broken clay gourds. From these dribbles a trickle of green fluid that has already attracted a growing horde of ants. You flick a couple into your mouth and munch on them hopefully, pondering your next move. Breakfast is a must in this state, but before you wander down to the Fungus Gardens for a snack, you could visit Badduz the Brewer, to see if he's got something to kick you into shape. Especially since it's his Shroomshine that's causing your present discomfort. Or, to pass the time and shake off the nausea, you could go and see Shunga and the lads, who are no doubt gambling their fortunes away right now. You grab your possessions (add the following to your Adventure Sheet = a copper nugget, a flint knife (this counts as a weapon), and a pouch containing 4 tusks), and lurch out of your chamber, into the main tunnel. Other Trogs are beginning to awaken in other caves, although you"d be surprised if any were in quite as bad a state as you.
Where will you go: follow the main tunnel up to Shunga's Gambling Den (turn to 47) or downwards to Badduz the Brewer (turn to 65)?


*last time we took the drink and it cost us dearly to get sober*

47

You shamble along up the main tunnel, dodging a few altogether more sober Trog workers along the way, until you get to Shunga's Gambling Den. Tall and thin for a Troglodyte, Shunga also wears a dark hooded cloak of dubious origin, underneath which is strapped a small arsenal of vicious flint knives. With him tonight are Gubble, an obese Trog currently off duty from bodyguarding the Chief, and Vilkung the Potter, who makes the gourds for Badduz's Shroomshine. Now there's a memory to make you shudder"¦
"All right Skuznut! What's up?" says Shunga as you enter the Den. "Heard you had a big day. I must say it certainly looks like it"¦"
He glances sidelong at Gubble who tries hard not to snigger. Having composed himself, the fat bodyguard then turns to face you, saying: "You made the Chief mad, Skuz. He don't like looking the fool. If you know what's good, you"ll keep out of his ears for a few nights, okay?"
Unable to speak with a mouth full of dry mucus, you resign yourself to staring balefully at Gubble, who takes a step backwards.
"People, please!" says Vilkung the Potter. "We"re supposed to be gambling here, not threatening each other. Sit down Skuznut and have a small wager with us"¦"
They"re playing Spot the Beetle. The sawn-off top halves of three Trog skulls lie on the floor in front of Shunga, and under one he places a spikey black beetle, before shuffling the skulls around. You then have to guess which skull conceals the beetle. If you would like to bet a tusk or two and play this game, turn to 61. If gambling's not to your taste however, turn to 25.
[QUOTE]


So do we gamble a tusk on a shell game with a real nice hangover? Or off to look about?



Post Date: 2nd Dec, 2008 - 5:03pm / Post ID: #

Lair Of The Troglodytes
A Friend

Lair Of The Troglodytes

I think we can waste one tusk and hopefully get back more. At least we are starting with a little more options.

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2nd Dec, 2008 - 5:24pm / Post ID: #

Lair The Troglodytes - Page 3

How many tusks are we starting out with? If we've got 'em to spare I say we may as well give it a go. No gain without a little risk.



2nd Dec, 2008 - 6:13pm / Post ID: #

Lair The Troglodytes D&D / Pathfinder Archive - Page 3

We start with a flint knife 5 stam 5 att and 4 tusks.

So we place a wager. One tusk.

QUOTE

61

You sit down and dig around in your money pouch for some tusks to bet with. To play Spot the Beetle, write down a number from one to three, then roll a die and consult the following chart.

1-3 If it's the same as your number then you win one tusk. If it's different, loose one tusk.
4 The beetle crawls out from under one of the skulls. Shunga swears and reshuffles. Roll again.
5 Gubble accidentally eats the beetle and Shunga has to dig around the Den to find another. Roll again.
6 Turn immediately to 32.
 
You have to play at least once. If you have no tusks left, or when you want to stop playing, you rise, making your excuses before wandering off down the main tunnel in search of the Fungus Gardens. Turn to 42.


I rolled a 2 so this is our number

We rolled 5 so Grubby eats the beetle and we try again

Next roll 6 off to 32

QUOTE

32

Gubble rises dramatically to his feet, a difficult feat considering his weight.
"Lads," he says, pointing a pudgy finger disdainfully in your direction. "Skuz is cheating!"
"What?" you splutter indignantly. "I"d like to know how!"
Gubble points to his head and hisses: "You"re thinking!"
The other two Trogs gasp.
"You"re not using your brain now are you Skuz?" says Shunga, suddenly wearing a rather nasty grin.
"You know it's against the rules," snickers Vilkung the Potter.
All three are now advancing towards you, hands outstretched. Behind them you see the beetle pop out from under a skull and crawl away into the shadows. Do you want to stand your ground against these traitorous scumbags (in which case turn to 17), or would you prefer to flee in the direction of the Fungus Gardens (by turning to 42)?


Good grief! These sure are nasty little critters, so do we run or fight?



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