Temple Of Flame 3 - Page 18 of 20

QUOTE You decide to take the western branch. - Page 18 - D&D / Pathfinder Archive - Posted: 5th Nov, 2007 - 5:52pm

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Share Book RPG round 3: The Tale of the Unlucky Adventurers
Post Date: 3rd Nov, 2007 - 8:52pm / Post ID: #

Temple Of Flame 3
A Friend

Temple Of Flame 3 - Page 18

UPDATE 17

Temple of Flame is back. biggrin.gif

QUOTE (62)
The gem is as smooth and as large as an egg, and gleams in your hand like a drop of blood. You do not have time to value it now, but it is of a very satisfying weight. You slip it into your backpack and head for the passage in the western wall. You are barely halfway across the room when brilliant light flares up in each of the niches. Minki cowers back against the wall. You look upwards and can only stare in horror as the skulls - each now surrounded by a halo of lambent gold flame - float from their high eyries and swoop down towards you. Are you wearing a jewelled pectoral? If so, turn to 192. If you do not have this item, turn to 19.


Yes we are:

QUOTE (192)
Although  single-minded  in  their  defence  of  the temple,  the  undead  Skullghasts  are  not able  to truly think and reason. They recognize the pectoral and,  believing you to be a noble of the ancient Anku Empire, break off the attack and return to their niches. You breathe a sigh of relief at your narrow escape and depart through the opening in the western wall. Turn to 163.


Guess opening that grave did pay off:

QUOTE (163)
You  pass  through  a  succession  of high  peaked chambers. A long cloistered gallery runs parallel to these and,  although your eyes cannot penetrate the  utter  darkness beyond  the pillars,  you  gra- dually become convinced that something is mov- ing along the gallery, keeping pace with you as you go from room to room. A slight noise so alarms Minki that he scrambles up your cloak to perch on your shoulder. You wait for more than a minute - tense, standing perfectly still, staring into the black arches of the gallery. You can see nothing there. Finally you accept that your mind is starting to play tricks on you. However, just as you are about to continue on your way, another sound echoes out of the darkness. Minki is so panicky by now that he jumps right up on to the top of your head and holds on tight by grabbing your ears! You gently lift him off. As your fingers encircle his tiny frame, you can feel the pounding of his heart. Or is it your own pulse? Turn to 185.


QUOTE (185)
You leave Minki in the middle of the room and advance  slowly  towards  the  cloistered  gallery, holding your sword ahead to drive back the sha- dows.  Suddenly there is a ghastly shriek and a staring,  green-tinted  skeleton  rushes  out  of  the darkness, flailing at you with its cracked fingers. The Anku nobleman has come to reclaim what you stole from his grave.

REVENANT                VIGOUR 9

Roll two dice:
score 2 to 6    You are wounded; lose 3 VIGOUR
score 7 to 12  The Revenant loses 3 VIGOUR

You  cannot FLEE - if you  do not  destroy the creature now it will pursue you forever.  If the Revenant wounds you on two consecutive dice rolls, turn to 151. If you manage to defeat it without it ever hitting you twice in a row, turn to 286.


Ooops... on second thought maybe we shouldn't had opened that grave. But hey we must be lucky we defeated it and we didn't even lost a round:

QUOTE (286)
The Revenant disintegrates and clatters in fragments to the stone floor. Its bony hands are still clinging to your tunic; it is only with considerable effort that you break their grip and hurl them away from you.  You walk over to where Minki sits trembling.  He whines and stares nervously into the shadows, but will not move. Eventually you pick him up and continue west. Turn to 217.


QUOTE (217)
You finally reach a corridor running north-south. Will you go north (turn to 210) or south (turn to 24)?


What is our next move?

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3rd Nov, 2007 - 9:12pm / Post ID: #

Flame Temple

Wow, great to have this game back! biggrin.gif I say let's go North.



4th Nov, 2007 - 1:14am / Post ID: #

Temple Of Flame 3 Archive Pathfinder / D&D

The Dice Master says...

Interesting restart to the game, that definitely was a big chunk. Let's go North.



4th Nov, 2007 - 1:33am / Post ID: #

Page 18 Flame Temple

How cool is that just when I thought the gm was a slacker (kidding!). So lets go north then.



5th Nov, 2007 - 12:28am / Post ID: #

Flame Temple

Good to have this one too. Let's go north and see if we can come out of here alive. I do like the die if you do, die if you don't concept.



5th Nov, 2007 - 2:38pm / Post ID: #

Temple Of Flame 3

North we go! Sabre raised he charge forward.

Blackheart your Awsome!



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Post Date: 5th Nov, 2007 - 5:36pm / Post ID: #

Temple Of Flame 3
A Friend

Temple Flame 3 - Page 18

UPDATE 18

North:

QUOTE (210)
After a while the corridor you are in joins a second corridor running east and west. You decide to take the western branch. Turn to 190.


QUOTE (190)
You walk along the corridor and emerge on to a high  balcony  overlooking  a  large  hall.  Carved panels on the walls depict ceremonies of devotion to the flame-god Katak. Looking down to the floor of the hall, you see six fretwork screens of gleam- ing silver placed in a hexagon about a crackling brazier. The leaping flame spreads a cobweb of shadows from the screens right out across the hall. Within  the  area  enclosed  by  the  screens,  the firelight is thrown back in bright reticular patterns of great beauty. How extraordinary it is to stand here and gaze upon this work of the Anku priest- lords, this living art that has outlived the civilization that created it by more than two thousand years!
You  are  so  absorbed  in  admiration  for  the ancient  artifacts  and  carvings  that  you  do  not notice a black-clad form drop from the lintel of the archway behind you. It is one of the Nightmare Guard, Damontir's retinue of unhuman assassins. As it stalks towards you, Minki suddenly utters a shrill cry and skitters away nervously. His warning gives you just enough time to whirl and strike at the oncoming assailant with your sword.  It falls back  for  an  instant,  then  lunges  at  you  again, anxious to encircle your neck with its garrotte of weighted silk.

NIGHTMARE GUARD VIGOUR  12

Roll two dice:
score 2 to 5    Turn to 63
score 6 to 12  The Nightmare Guard loses 3 VIGOUR

If you kill it, turn to 166. If you try to FLEE down the steps from the balcony, do not roll the dice as you would normally do, but turn to 75.


FLEE is out of the question, so we'll have to fight. After redeucing the Nightmare Guard VIGOUR to 4 points, he finally manages to win a round:

QUOTE (63)
In the depths of its dark cowl, the Nightmare Guard hisses with cold glee as its garrotte snaps taut around your neck. Roll one die:

score 1: It breaks your neck; you die instantly
score 2 to 5: You struggle free but lose 1 VIGOUR
score 6: You get free without taking injury

If you are still alive, continue to fight.

Roll two dice:
score 2 to 5: Roll one die and refer to the above table
score 6 to 12: The Nightmare Guard loses 3 VIGOUR

As before, if you try to FLEE you should turn to 75.
If you kill the Nightmare Guard, turn to 166.


We roll a die and we get 4, we lose 1 VIGOUR POINT. We win the rest of the rounds, we're victorious agains the NIGHTMARE GUARD:

QUOTE (166)
Minki shrieks and chatters and cavorts along the balustrade, elated at your victory. A sulphurous tang assaults your nostrils. The robe at your feet is crumpling into shapeless folds and a thick yellow vapour wafts from it as the body within disinte- grates. The "fate of all the Nightmare Guard when slain is to return to the smouldering ashes from which they were created.

You lift the creature's garrotte from where it lies. It is only a scarf of midnight blue silk decorated with a pattern of white skulls - a thing seemingly harmless, even if in questionable taste. Yet in the expert hands of the Nightmare Guard it became a lethal weapon which almost robbed you of your life.  You  drop it by the limp black robe and, gathering up Minki on your shoulder, descend a staircase at one end of the balcony to the floor of the great hall. You move along past the screened brazier, your own shadow sharp against the dif- fuse bars of light and shade, towards a pair of doors in  the centre of the east wall below the balcony. The doors are heavy blocks of mahogany, inlaid with sculpted panels of smooth coral. There is no other way out of the hall, so you pull them open and step through. Turn to 136.


QUOTE (136)
A  short,  downward-sloping  tunnel  opens  on  a spectacle that takes your breath away.  You are standing on a jutting ledge on one side of a shaft nearly fifty metres across! It must go right down into the heart of the pyramid - perhaps deeper than that. You cannot see the bottom for billowing clouds of steam rise up the shaft. A stone walkway,  improbably narrow and impossibly unsupported, spans the width of the shaft to a ledge on the eastern wall. Through the seething vapour you can see the black mouth of an archway leading from the other ledge. The walls of the shaft are filmed with rippling water, which is perhaps flow- ing in along ducts in the pyramid from the tropical storm above. It streams down into the depths of the  shaft.  Far below,  you  imagine  a  spring or underground  lake.  After  allowing  yourself  a moment or two to take in this staggering vista, you concede that the only way onwards lies across the narrow walkway. Minki clings nervously to your shoulder as you step out on to it.

You are slightly more than two-thirds of the way across when, from the archway ahead, a cry rings out above the insistent murmur of trickling water:
'Ah,  Dragon Knight!  The  flower of Paladosian chivalry! . . . And I, the blight that will wither the bloom.'

The voice is Damontir's. Turn to 120.


QUOTE (120)
The  dark,  cowled  figures  of  perhaps  a  dozen Nightmare Guards cluster forward from the arch- way. In their midst stands the warlock Damontir. He is little changed by the gulf of years since your last meeting - the sallow face and artful smile are the same, the long white hair swept back from the widow's peak, the pentagram tattoo around his left eye. The glint of insane evil in his gaze.

Damontir slowly draws off one of his velvet gauntlets to reveal a sparkling jewel - the Ring of Red Ruin. 'I would prefer to savour this moment,' he says, *but I am in haste to acquire the idol. Your death will be but a brief and squalid interlude.'

You watch grimly as he levels the magical Ring at you.  There  is  a  pause  of several heartbeats. Surely he does not expect you to cringe before him! You tense up, ready to drop low and rush them, but when the blast comes it is not meant for you. The coruscating flame lances from Damontir's ring to strike poor Minki from your shoulder! The mad warlock cackles inhumanly as the monkey's charred body drops from the walkway into the white clouds far below. Your shocked paralysis at this sudden and needless slaughter lasts only a second, and  then you are charging along  the  walkway, swinging  your  flashing  sword  and  roaring  in blood-rage. Damontir blanches and steps back, no longer laughing. You halt close to the ledge as the Nightmare Guard move in to protect their master. You adopt a defensive stance and wait for them to come  to  you.  The  narrow walkway  is  to your advantage: they can only fight you one at a time. Damontir, however, has other plans. Recovering his composure, he orders the Nightmare Guard back and calls out to you, saying, There is another member of my retinue. I believe you knew him
once as Sulsa Doom.'

Two scared-looking slaves step forward into the arch behind Damontir. The guttering light of the torches  they  carry illuminates  a  figure  waiting there. He stands more than two metres tall, with a huge  falchion  in  each  grey  hand.  His  armour shows  patches  of rust  and  a  mouldering  cloak swathes him like a shroud. He advances stiffly on to the walkway.

'It cannot be Doom!' you say, knowing that it is. 'A score of knights saw him topple from the Tower of  Victory  when  his  attack  on  the  king  was thwarted!'
'My  servants  retrieved  the  body  and  I  used necromancy to reanimate it.  Sulsa  Doom is no more than a mindless zombie now, but his skills as a warrior are undiminished - as you will discover. Doom, slay this fool then guard the way until I return!"  Damontir and  his  black agents  turn  to leave, but he lingers just a moment in the archway to  murmur  equably,  'Farewell,  Dragon  Knight. You must excuse me for saying it, but I think your Doom is upon you . . .'

His laughter echoes back as he walks off into the darkness. Turn to 160.


No more monkey, and we didn't even taste it!:

QUOTE (160)
Trying not to look down, you advance along the perilous walkway. Sulsa Doom waits for you with his heavy black swords raised.

SULSA DOOM VIGOUR  15

Roll two dice:
score 2 to 3    You take two wounds - lose 6 VIGOUR
score 4 to 6    You are hit once and lose 3 VIGOUR
score 7 to 12  Sulsa Doom loses 3 VIGOUR

If you win, turn to 260. If you wish to FLEE by diving into the shaft, throw the dice as usual and then turn to 227.


Do you want to try an fight this tough warrior, or you want to flee?

Temple Of Flame 3
Temple Of Flame 3 (Hover)

5th Nov, 2007 - 5:52pm / Post ID: #

Temple Flame 3 D&D / Pathfinder Archive - Page 18

QUOTE
You decide to take the western branch.

Oh yeah? I did not know the book decides these things for us too, that is not fair. I think fleeing is logical at the moment.



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