Isle Of Cyclops - Page 9 of 15

I have had the same luck so onto the shrine - Page 9 - D&D / Pathfinder Archive - Posted: 6th Oct, 2008 - 6:30pm

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4th Oct, 2008 - 3:19am / Post ID: #

Isle Of Cyclops - Page 9

Have we already been to the coast ? Is that where the wreckage is? (sorry, I'm a little lost with the turnings and rollings.) I say east to search for the hermit.



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4th Oct, 2008 - 3:56am / Post ID: #

Cyclops Isle

I'm lost. I think the wreck was North but not certain. You are probably correct about that. I will concur with going East.



4th Oct, 2008 - 5:26am / Post ID: #

Isle Of Cyclops Archive Pathfinder / D&D

East we go again. I hope we miss that nasty ape.

QUOTE

23

The eastern reaches of Goi-Han are low hills of black, rocky
outcrops, whilst in the dells, cicadas drone relentlessly from
their perches amongst dense stands of bamboo and jungle
willow. A dark cloud of midges rises suddenly from a grassy
embankment up ahead.

Roll two dice:

Score 2-6 A shadow in the trees turn to 34

Score 7-8 A lonely walk turn to 41

Score 9-12 Footprints on the path! turn to 14

*roll10*

14 "ยข
If the box above is ticked, turn immediately to 46. If not,
read on below.

You run into an extravagantly bearded hermit, who is
conducting some form of meditational exercise under the
leafy boughs of a chamcha tree. He is a fractious fellow
however, and not given over to small talk.

"Blasted Bamboo Apes stole my amulet," he mutters
darkly. "Can't focus on the proper visions without it."

If you have a jeweled amulet, tick the box above and
turn to 35. If not, the hermit eventually closes his eyes and
drifts fitfully into a trance.

Turn to 41.

*we have that from the ape we killed last time we whent east*

35
Cross the jeweled amulet off your Adventure Sheet.

"Much thanks!" says the hermit as he swiftly removes it
from your possession. "My name is Vajra and I must say that
one good turn deserves another. Should you stray into the
lair of the dreaded Cyclops Dhurz Deathsnare, be very, very
wary! His cave is strewn with lethal traps that he spends
much of his spare time preparing."

"How do you know this?" you ask Vajra.

"He caught me once whilst I was meditating at the
summit of Mount Mua Kek and took me back to trial one of
his newer inventions. Dhurz Deathsnare became distracted
by this amulet of mine, however, and I managed to flee,
dodging the deathtraps as I did so."

Write the codeword Aware down in the Codewords box
on your Adventure Sheet. You go to ask Vajra another
question but he is already in a trance, his eyes rolled back in
their sockets and showing only white orbs. It is time to move
on. Turn to 41.

41

These far reaches of Goi-Han are steamy and tangled with
thick undergrowth. From the heights you can glimpse the
dark bulk of the eastern isles of Morkatal and Nen-Tai.
Several faint paths lead back west to the central highlands of
this lonely island.

Head back west turn to 44

44

In central Goi-Han the misty crags rise high into drifting
banks of grey cloud, and are covered in loose ash-coloured
shale. The deep valleys are almost impenetrable due to
thorny bushes of dark green and brown hue.

Roll two dice:

Score 2-6 A foul stench turn to 31
Score 7-8 An uneventful journey turn to 20
Score 9-12 Thunderclouds overhead! turn to 9

*roll 8*

20
If you have the codeword Ascent, turn immediately to 36.

You are wandering across the fog-strewn central
highlands of Goi-Han. To the south and east, lower hills are
visible through the murk. From the north comes the sound
of waves breaking on a ragged coastline.

Go east turn to 23

Go south turn to 33

Go north turn to 18




Now what place did we see if you have ode word aware go to some where?

We went east twice now first time got amulet second time codes word.

Any one but me scared of the possible thunderstorm?



4th Oct, 2008 - 6:45am / Post ID: #

Page 9 Cyclops Isle

I thought we saw the code word AWARE some place, but I can't find it. I only see ASCENT and AVENGE.

I think we may be in for a bit of bad weather if our luck does not hold. Is the cyclops cave on this same island and is that something we want to encounter before acquiring better armour?

We either need to find the cyclops cave and see what is so important he feels the need to set traps or buy passage to the place with the good armor. I suppose we could check out the shrine if we felt the need.



4th Oct, 2008 - 11:58pm / Post ID: #

Cyclops Isle

Hmm. Maybe actually seeking out the cyclops would be *bad*. Let's go to the shrine just to see what sort of information and/or trinkets it holds.



5th Oct, 2008 - 3:17am / Post ID: #

Isle Of Cyclops

Didn't we just get the code word AWARE when we gave the hermit the amulet? Or am I reading this wrong?



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5th Oct, 2008 - 8:47am / Post ID: #

Isle Cyclops - Page 9

Yes we did just get the code word. But we were thinking that somewhere we had already seen a scenario that told us "If you have the code word AWARE..." But I don't think so, at least I couldn't find it.



6th Oct, 2008 - 6:30pm / Post ID: #

Isle Cyclops D&D / Pathfinder Archive - Page 9

I have had the same luck so onto the shrine and I think yes the passage else where. After all we have seen all but that storm so far.

QUOTE

33
The southern hills of Goi-Han are rolling sun-blasted
mounds surmounted by bleached granite boulders covered in
lichen. The shallow vales between them are grassy fields
bordered by crumbling walls of stone. Roll two dice:
Score 2-6 A deep growl turn to 4
Score 7-8 An uninterrupted stroll turn to 11
Score 9-12 The tinkle of bells turn to 27


roll 9

QUOTE

27
The sound of bells on the wind heralds the arrival of a small
herd of scrawny goats. Their shepherd, his face shielded by a
wide-brimmed hat, leans on a gnarled walking stick and
acknowledges your presence with a lazy wave.
Talk to the shepherd turn to 39
Travel onwards turn to 11

11
You are traversing the southern hills of Goi-Han isle. To the
south lies the village of Han, whilst to the north lurk the
mist-clad uplands of the interior.
Go south to Han turn to 25
Go north to the centre of the island turn to 44

25
If you have the codeword Avenge, turn to 48 immediately. If
not, read on.
The hamlet of Han is a small village of houses
constructed from moss-covered boulders, roofed with pale
timber. It faces a crescent-shaped bay of white sand, from
which protrudes a rotting wooden wharf.
You stand in the village square - a bare stretch of packed
ochre clay. The villagers - clad in flowing robes of blue, red,
and yellow, with leathery brown skin, and braided black hair
adorned with bone pins - eye you warily as they go about
their duties.
You can:
Visit the market turn to 10
Visit the Rope and Anchor Tavern turn to 30
Visit the shrine of Bakalgu turn to 43
Visit the wharf turn to 15
Leave Han and go north into the hills turn to 33

43
The shrine of Bakalgu the Fear-Bringer is a cliff-face on the
northern edge of Han, adorned with sacred hand-paintings
and the tallow stubs of innumerable candles. The stench of
cheap incense prevails throughout.
The priest is a fresh-faced youth in red robes with a
tarnished iron scimitar hanging from a black tasselled sash
around his waist. He cannot initiate you into the worship of
Bakalgu, though he can offer the blessing of his sovereign
deity.
It costs 25 Talons to obtain the blessing of Bakalgu the
Fear-Bringer, or 10 Talons if your are an initiate.
If you buy the blessing, cross off the money and write
SKILL in the Blessings box on your Adventure Sheet. The
blessing works by allowing you to roll again when you make
a failed SKILL roll. This includes a SKILL roll during combat.
It is only good for one re-roll. When you use the blessing,
cross it off your Adventure Sheet.
You can have only one SKILL blessing at any time. Once
it is used up, you must return to any shrine or temple of
Bakalgu the Fear-Bringer to purchase a new one.
When you are finished here, turn to 25.





I assume since we are not enchater or cleric we are not initiate? so 25 talons to get a second chance at finding something or not falling perhaps.

Vote on this and we will do as the majority see and then we are off to the warf.

QUOTE

15
The wharf is a barnacle-encrusted structure that lurches
haphazardly out in the bay. There is a tumbledown hut here,
advertising passage to the western isle of Sempura.
Meanwhile, fishermen of Han are unloading wicker baskets
of scuttling purple crabs from red-sailed catamarans and,
further out, a larger galleon or two roll gently at anchor with
the tide.
Go aboard your ship (if docked here) turn to 8
Pay for passage to Sempura turn to 47
Return to the village of Han turn to 25



So we can buy a ship at some time?

so are we going to head to Sempura to see what we find?

we have 94 talons. Do we buy the repeat a failed skill belling for 25 or worry about it later?

DO we go back to the bar and buy rounds? See what we can find out?

Reconcile Edited: krakyn on 6th Oct, 2008 - 6:34pm




 
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