Temple Of Flame 2 - Page 6 of 12

Let's keep the spear and find another - Page 6 - D&D / Pathfinder Archive - Posted: 15th Sep, 2007 - 1:15am

Text RPG Play Text RPG ?
 

27th November 2024's Text Adventure:
Choose Your Medieval Fantasy Character:

Warlock
Warlock
Fighter
Fighter
Wizard
Wizard
Rogue
Rogue
Barbarian
Barbarian
Ranger
Ranger
Cleric
Cleric
Paladin
Paladin
Draconian
Draconian

+  « First of 12 pgs.  2 3 4 5 6 7 8 9 10  ...Latest (12) »
Posts: 90 - Views: 9085
Closed
Share Book RPG round 2
14th Sep, 2007 - 1:08pm / Post ID: #

Temple Of Flame 2 - Page 6

Get totally mid-evil on them guards...steal their outfits, cook and share the monkey with the girl, then go after our buddy and the tower of evil.



Sponsored Links:
14th Sep, 2007 - 1:53pm / Post ID: #

Flame Temple

The Dice Master says...

Take the steps. Anything else will surely involve dice rolls.



Post Date: 14th Sep, 2007 - 2:57pm / Post ID: #

Temple Of Flame 2
A Friend

Temple Of Flame 2 Archive Pathfinder / D&D

Hmm, I hate to ruin your fun, but I think the wild woman isn't with us, she disappeared after defeating the natives. All we have is the monkey. unsure.gif This means we'll have to cook it ourselves.

14th Sep, 2007 - 3:23pm / Post ID: #

Page 6 Flame Temple

Likely more guards nearby so take the steps as monkey I am sure will be quiet.



15th Sep, 2007 - 12:04am / Post ID: #

Flame Temple

Blackheart:

QUOTE
the wild woman isn't with us, she disappeared after defeating the natives.


Typical. laugh.gif

I say climb...not in the mood to cut heads today.



Post Date: 15th Sep, 2007 - 12:33am / Post ID: #

Temple Of Flame 2
A Friend

Temple Of Flame 2

UPDATE 8

QUOTE (184)
You are barely halfway up in your steep climb when a shout rings out from below. You have been spotted. As the two sentries ready their crossbows, you race up towards the summit. You are almost there when they level their bows and shoot.

Roll one die:
score 1          Turn to 149
score 2 or 3    Both quarrels hit you; lose 6 VIGOUR
score 4 or 5   Only one hits you; lose 3 VIGOUR
score 6          They both miss you

If you are still alive, you stagger up the remaining few steps and on to the flat top of the pyramid out of the sentries' line of sight. Turn to 102.


I roll the dice and we get... 3, so we lose 6 points of VIGOUR.

QUOTE (102)
There is a sound from inside the ruined structure atop the pyramid. Wasting no time, you vault over a fallen column and land with catlike grace within the broken ruins. A glance takes in the details - a bored sentry leaning against the wall, a spear in the crook of his arm, his hands folded across his pot belly - his companion, slumped in the shade under   the   portico,   snoring   beneath   a   wide- brimmed hat while flies tread in the dampness of his pasty face.   You do not even trouble to unsheathe your sword. Two strides bring you face to face with the first man.  He stares at you in slack-jawed astonishment and then doubles up as your fist slams into his sternum. A second blow completes the job.  His limp body falls to the masonry-strewn floor like a broken doll.

You catch his spear and turn to face the other man.  Rhythmic snores still emanate from under the brim of his hat. You heft the spear and advance on him. You would like to spit him like a pig where he lies, but that is not the way of the Knights of Palados. You are about to yell at him to wake up when Minki darts forward and prods him in the eye. Spluttering, the man is roused from his slumber. As soon as he sees you he draws his sword and jumps up to fight.

SENTRY VIGOUR  9

Roll two dice:
score 2 to 3    You are hit and lose 3 VIGOUR
score 4 to 12  The Sentry loses 3 VIGOUR

If you win, turn to 216.


We defeated the sentry but we lost one of the rounds so it's -3 points of VIGOUR.

QUOTE (216)
Your final spear-thrust pierces the Sentry's heart and he sinks to the floor as his blood washes over the ancient stones. You may keep the spear if you wish - note it down on your Character Sheet if so. You look around the ruins for ways down into the pyramid. One seems almost too obvious - a heavy flagstone with a metal rings in the middle, set into the stone floor. You can see from the dirt and moss caking the fine cracks around it that the flagstone has not been lifted up for years, perhaps centuries. Damontir found some other route down.

You glance up as the sky rumbles.  Thunderclouds are piling up like slate on the distant horizon. As they slide in from the north, a mist of rain hides the far-off mountain peaks. The storm advances swiftly, and the first drops of rain are already spattering the basalt steps as you return to the problem of how you are going to enter the pyramid.  If you wish to lift the flagstone and descend that way, turn to 36.  If you intend to search for another entrance, turn to 180.


I took the liberty of noting down the spear on the Character Sheet already - why wouldn't we take the spear? Still, if you don't want to take the spear, say so and I will leave it.

Now, lift the flagstone or search for another entrance?

Reconcile Edited: Blackheart on 15th Sep, 2007 - 12:37am

Temple Of Flame 2
Temple Of Flame 2 (Hover)

Make sure to SUBSCRIBE for FREE to JB's Youtube Channel!
15th Sep, 2007 - 12:42am / Post ID: #

Temple Flame 2 - Page 6

The Dice Master says...

Blackheart, you are really bad lucky with the rolling eh?

Spear is good.

Let's look for another entrance.



15th Sep, 2007 - 1:15am / Post ID: #

Temple Flame 2 D&D / Pathfinder Archive - Page 6

Let's keep the spear and find another entrance. *crossing fingers*




 
> TOPIC: Temple Of Flame 2
 

▲ TOP


International Discussions Coded by: BGID®
ALL RIGHTS RESERVED Copyright © 1999-2024
Disclaimer Privacy Report Errors Credits
This site uses Cookies to dispense or record information with regards to your visit. By continuing to use this site you agree to the terms outlined in our Cookies used here: Privacy / Disclaimer,
This International Discussions custom Play By Post Pathfinder Role-playing Game uses trademarks and/or copyrights owned by Paizo Publishing, LLC under permission. More details can be found in the first Post of any Pathfinder RPG. Wizards of the Coast are he trademark owners for D&D and likewise allow the use of their system under permission.