Isle Of Cyclops - Page 12 of 15

I say we go south back to the village and - Page 12 - D&D / Pathfinder Archive - Posted: 9th Oct, 2008 - 3:16pm

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Post Date: 8th Oct, 2008 - 6:32pm / Post ID: #

Isle Of Cyclops
A Friend

Isle Of Cyclops - Page 12

I be thinking we need to go get some rope a light and the second chance. We have one pelt to sale. That should still leave us with plenty of talons.

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8th Oct, 2008 - 7:01pm / Post ID: #

Cyclops Isle

A rope, a light...a long pole would be useful to test or set off traps without getting caught in them.



8th Oct, 2008 - 8:33pm / Post ID: #

Isle Of Cyclops Archive Pathfinder / D&D

*heads back to sell pelt and gather supplies and return to this point.*

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



7 yeah

11 to 25(snickers)

QUOTE

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

10
Han market is a collection of wooden stalls on the west side
of the village square. Various odours from the sellers of dried
squid, several leather tanneries, and the lone village
blacksmith, mingle in nauseous fashion on the sea-breeze
from the south.
Armour To buy To sell
Leather jerkin (1 Hit) 55 Talons 45 Talons
Chain mail hauberk (2 Hits) - 120 Talons
Plate mail (3 Hits) - 180 Talons
Shield (+1 Hit) 25 Talons 15 Talons

Weapons (sword, axe, etc) To buy To sell
No SKILL bonus 50 Talons 40 Talons

Other items To buy To sell
Lantern 10 Talons 5 Talons
Candle 1 Talon 1 Talon
Rope 10 Talons 5 Talons

Hyena pelt 15 Talons 10 Talons

Items with no purchase price are not available to buy,
although if you have one you can sell it. When you have
finished shopping, turn to 25.



*we buy rope and lantern 20 talon sell pelt 10 talons difference -10 talons spent now have 81.*

Off to get blessing

QUOTE

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.


*one blessing or retry on skill. 81-25=56 talon left*

Now to get back to the cave.

QUOTE

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

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


rolled 8 so (11 takes us to 44)

QUOTE

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


Rolled 9 nuts we are going to get wet.

QUOTE

9
Dark clouds overhead erupt suddenly, spewing steaming
torrents of monsoon rain down from the heavens.
If you have a blessing of Safety from Storms, cross it off
and turn immediately to 32. If not, read on.
The ground underfoot becomes slippery and treacherous
and you are wary of falling to your death. To make matters
worse, there is the constant rumbling menace of mudslides
cavorting down the slopes, drowning all in their path in a sea
of brown ooze.
Test your SKILL to see if you can avoid these horrors. You
may deduct 1 from the die roll if you possess a rope.
Successful SKILL test turn to 32
Failed SKILL test turn to 17


skill 4+1for rope=5 or less.

Whew we rolled a 4

QUOTE

32
You have several close calls, but manage to see out the storm
unscathed, sheltering under a rocky overhang near the
summit of one of the larger hills.
Turn to 20.

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

36
You have accepted the quest to slay Dhurz Deathsnare the
Cyclops and free the people of Goi-Han from his dreadful
tyranny. If you do not wish to embark on this quest just yet,
return to 20 and make another choice there.
If you wish to begin your quest, you will have to Test
your RESOURCE to see if you can track the hideous monster
to his lair.
Successful RESOURCE test turn to 22
Failed RESOURCE test go back to 20


resource 3 rolled a 3 we found tracks.

QUOTE

22
A trail of bones, big foot-prints, and uprooted trees, winds its
way through several valleys, thick with thorn bushes, before
arriving at a menacing looking cave at the foot of Mount
Mua Kek, the tallest part of the island. This must be the lair
of Dhurz Deathsnare!
To enter the yawning cave-mouth, you will need a light
source, such as a lantern or a candle, for it is far too dark to
pick your way through the treacherous underworld
otherwise.
Enter the cave turn to 45

45
If you have the codeword Aware, turn immediately to 37. If
not, read on.
The cave leads to a series of shadowy chambers with very
disturbing contents. There are the corpses of villagers
impaled on spiked floor traps, split by pendulum axes,
crushed under blocks of stone, and semi-dissolved in vats of
venomous goo. It is difficult to tell what are real traps and
what are merely exhibits, and the floor itself is criss-crossed
with wires, ropes, and suspicious-looking tiles.
To see if you can pick your way carefully through these
chambers of horrors, Test your RESOURCE.
Successful RESOURCE test turn to 21
Failed RESOURCE test turn to 50

37
Thanks to the advice of Vajra the Hermit you know to be
careful in the domain of the trap-setting Cyclops. Slowly,
you pick your way through the chambers, dodging mayhem
at every turn. Turn to 21.

21
You make it gingerly through the rooms and into a
antechamber that makes your blood run cold. It is festooned
with ropes, vines, and cords, each drawn taut, like enormous
cobwebs. Glinting evilly amidst them are many pieces of
sharpened and barbed blades, some big and some small, and
all fashioned from scrap metal.
To make your way through this room, you must Test
your RESOURCE.
Successful RESOURCE test turn to 5
Failed RESOURCE test turn to 49


*swallows hard* 3 we passed the roll!

QUOTE

5
Dhurz Deathsnare the Cyclops is waiting for you in the last
room, brandishing an enormous club studded with spikes.
He stands over three metres tall, with a curved horn erupting
from his forehead, just above his single enormous eye.
Behind him, hanging on hooks, you can see several festering
corpses that must be villagers from Han.
"Beat my traps did you? No matter! More subjects for my
traps, more food for my larder!" he chortles disturbingly,
drool running from the tusks at the corners of his mouth.
You must fight the savage fiend!
Dhurz Deathsnare SKILL 4 VITALITY 5
If you have the jeweled amulet, you may reduce Dhurz
Deathsnare's SKILL by 1 for the duration of this combat, as
the jeweled amulet confounds the Cyclops" single eye. If
your VITALITY score is reduced to zero, turn immediately to
13. If you defeat Dhurz Deathsnare, turn to 29.



We made it and humpty dumty don't looks so tuff eh?

cyc skill4 vit 5 Dangerous dame skill 5 vit 4

roll 3 vit 5 roll 3 vit 4
5 4 3 4
1 4 1 4
2 4 2 4
6 3 4 4
4 3 3 4
5 2 5 4
5 1 4 4
6 dead 3 4


We killed it. Sorry have to run finish later
biggrin.gif



9th Oct, 2008 - 5:28am / Post ID: #

Page 12 Cyclops Isle

Okay, first of all, I'm delighted that we slayed a hyena and sold his stinky hide! Thank you, Krakyn, for ensuring that experience for me smile.gif

Second ---- Woo hoo! We're heroes! We did slay the Cyclops! ! ! !

:::does a victory boogie:::

What do we get to keep for proof for the villagers? That nasty tusk from his forehead? ewwwww!



9th Oct, 2008 - 6:17am / Post ID: #

Cyclops Isle

*joins in the victory dance as well*

boxing.gif Hey how about the ONE EYE for proof?

Great rolling job Krakyn! I hope your not running out just because he is smelly! *holding nose*



Post Date: 9th Oct, 2008 - 2:44pm / Post ID: #

Isle Of Cyclops
A Friend

Isle Of Cyclops

What I do not smell anything. smile.gif Ok OK pick on the guy who can not smell. I say we cut off his head and take that for proof. I am glad that we had the armour and the shield. I do not see that we had to use of roll again thing. But before we go I would say rummage around and see what treasure we can come up with.

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9th Oct, 2008 - 3:12pm / Post ID: #

Isle Cyclops - Page 12

That roll again thing would have helped if we missed finding his track leading to the cave. I would like to have a roll again for the traps though I read the passage we had failed that and it ended in our bones being used as toothpicks!


We need a real big piece of toast to wrap this eye ball in and we can eat for months!

*ponders currying it*

QUOTE

29
Your blow is a fatal one and Dhurz Deathsnare topples
backwards onto the cavern floor. You have slain the Cyclops
of Goi-Han island!
Searching the cavern, you chance upon Dhurz
Deathsnare's treasure hoard, stashed in a rotting cabinet made
of driftwood. It amounts to 50 Talons" worth of coins which
you can add to the Money box on your Adventure Sheet,
and two hyena pelts, which you may take if you wish.
In addition, there is a rare artifact with magical powers.
If you are a Warrior turn to 3
If you are a Sorcerer turn to 24
If you are a Priest turn to 40
If you are a Rogue turn to 12

12
You have discovered a lucky charm. This artifact has one
use only, after which you must cross it off your Adventure
Sheet. It will allow you to reroll any dice result once. This
does not have to be a combat roll or a Test your RESOURCE
roll, for example. You could also use it to reroll an
encounter result. You must abide by the second roll of the
dice however. Note the lucky charm and its properties on
your Adventure Sheet and turn to 7.

*Nice*

7
Finally, as proof of your deed, you cut out the enormous eye
of Dhurz Deathsnare to show the people of Han. Note the
eye of the Cyclops on your Adventure Sheet. You must
take this, so if you already have eight possessions recorded on
your Adventure Sheet then you must discard one of them to
make room for your grisly trophy.
Also, erase the codeword Ascent from the Codewords
box on your Adventure Sheet and replace it with the
codeword Avenge.
You find a secret tunnel in Dhurz Deathsnare's lair that
leads outside, thus negating the need to pick your way back
through the dead Cyclops" fiendish collection of traps.
Lastly, if you used a candle to explore Dhurz
Deathsnare's lair, it has now expired and you must cross it off
your Adventure Sheet.
Turn to 20.
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


So which way?



Post Date: 9th Oct, 2008 - 3:16pm / Post ID: #

Isle Of Cyclops
A Friend

Isle Cyclops D&D / Pathfinder Archive - Page 12

I say we go south back to the village and receive our reward and get healed up in the tavern.

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