Isle Of Cyclops - Page 10 of 15

Yes we died but I am just backing up to where - Page 10 - D&D / Pathfinder Archive - Posted: 7th Oct, 2008 - 8:10pm

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6th Oct, 2008 - 7:44pm / Post ID: #

Isle Of Cyclops - Page 10

I say wait and see on the blessing - 25 talons is a lot for one do-over. I say the tavern for some ale and info, then sail to Sempura -- what does that cost, and will we have enough to get back?



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6th Oct, 2008 - 7:50pm / Post ID: #

Cyclops Isle

Until we go and ask I have no Idea. I just hope we do also.



6th Oct, 2008 - 10:22pm / Post ID: #

Isle Of Cyclops Archive Pathfinder / D&D

How many talons do we have left? Are we totally healed? I don't remember and since I am not home I don't have where I wrote it all down.

If we are healed and have money I say let's book passage. I am assuming there will be beasts to fight there also for pelts. And better armor. I am intrigued by our own ship and so am prepensed to save our talons should the opportunity arise. Of course I suppose we could always win a boat in battle, you never know.

Reconcile Edited: alskann on 7th Oct, 2008 - 2:05am



6th Oct, 2008 - 10:52pm / Post ID: #

Page 10 Cyclops Isle

I agree, if we have enough I think we should purchase the fare and go to Sempura. I think FarSeer is right, 25 is a lot for a re-do.



7th Oct, 2008 - 3:20pm / Post ID: #

Cyclops Isle

we have 94 talons.


QUOTE

47
Passage to the dusty and ravaged western island of Sempura
costs 10 Talons. The ferry is a rickety-looking wooden skiff,
and upon seeing you eyeing it dubiously, the ferrymaster pats
its side and proclaims: "Safest ship in the archipelago!
Survived five storms, four pirate attacks and just one mauling
by a deranged Kraken!"

Sail to Sempura The Valley of Bones 50
Stay in Han turn to 15



If this works out bad we can restart here.


and just one mauling
by a deranged Kraken!"
biggrin.gif


84 Talons

QUOTE


50
You trip on a wire that sends a huge stone mallet lazily
arcing towards you. Although you evade it easily enough, it
hits a ceramic jar on its return swing. The jar shatters,
flooding the floor of the chamber with a mixture of acidic
venom taken from a reptilian beast called the Ora-Ora, and a
sulphurous-smelling liquid.
Again you dodge the mallet on the next swing, whilst
struggling to find patches of floor that are still dry and not
yet covered in toxic sludge. As a result you fail to see the
mallet swing to where the jar once was, and hit a tinder-flint
that had been jammed behind the jar.
Sparks shower onto the floor, causing the liquid from the
jar to instantly alight in a firestorm of flame and turn you,
hapless adventurer, into a charred and blackened corpse.
Turn to 13.


uhmm now this is a mistake since the caption describes a chamber. hmmmm


Let us assume this is telling us we missed a step. So left undone? Visit tavern and buy a round. Any one think of anything else we have not tried?

MORGAI GREYCLOAK
Profession: Rogue
Money: 0 Talons
SKILL: 4
RESOURCE: 4
VITALITY: 3
Possessions: sword
The daughter of a Lendleland barbarian and an
Analander temple-girl, Morgai hails from the distant
outlander town of Puss, far beyond the Great Wall. In
her short but eventful life she has wandered the many
roads of Analand, always planning scams to liberate
wealth from those too stupid to match her sharp wits
and sharper sword. Of late however, she has washed up
in Far Analand bereft of funds and seeking a new
direction in the thriving bazaars of Gummport.

A description found at the bottom on the books sorry.



Post Date: 7th Oct, 2008 - 3:21pm / Post ID: #

Isle Of Cyclops
A Friend

Isle Of Cyclops

Buy a round at the tavern to see what info we get. I would say yes lets go to another island and see what we can get over there.

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7th Oct, 2008 - 5:25pm / Post ID: #

Isle Cyclops - Page 10

*Okay, I must be one of the "too stupid to match her wits" because I am confused! We died right? Are we starting with a new character? Sorry, I am just learning*



7th Oct, 2008 - 8:10pm / Post ID: #

Isle Cyclops D&D / Pathfinder Archive - Page 10

Yes we died but I am just backing up to where we got on the boat. This way we do not repeat all we have done so far. After all not much we could do different.

I just found the characters description at the back of the book so thought it might be nice to post it.

So we have 94 talons Armour a shield and the word aware. We are heading back to the bar to buy some rounds since seems little we have not done and sailing on that rent a boat seemed unhealthy.

I will try to post like this more to ensure you are with us sorry.

So we have explored this Island best we can with no more passwords found. We now seek to find more words or new areas.

We had hoped the boat was the answer but it was a trap. So on to the bar to see if we can discover something new.

QUOTE


30
The Rope and Anchor Tavern is a smoke-blackened hall
that reeks of strong ale and charcoal. At the back of the
taproom are several dingy stalls where you can rest and
recuperate. Each night you spend here costs 1 Talon and you
may restore 1 point to your VITALITY score if injured.
Leave the Rope and Anchor Tavern turn to 25
Pay 3 Talons and buy a round of drinks turn to 16

16
Don't forget to cross the 3 Talons off your Adventure Sheet.
If you have the codeword Avenge, turn to 48
immediately. If not, read on
The locals are a gloomy bunch as their island is inhabited
by an enormous Cyclops of bloodthirsty aspect whom they
call Dhurz Deathsnare. When hungry, Dhurz Deathsnare
stalks down from his lair in the hills to carry off both
livestock and people, and there appears little that the terrified
villagers can do about it.
"What we need is a hero," says one grey-bearded oldtimer.
"Some brave soul who can track Dhurz Deathsnare
down and given him a right hiding!"
The locals, deep in their cups, look at you hopefully. If
you want to take up the quest to slay Dhurz Deathsnare,
note the codeword Ascent in the Codewords box of your
Adventure Sheet. You leave the Rope and Anchor Tavern.
Turn to 25.

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


So we now have ascent code word and 91 Talons.

So now where?




 
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