Lair Of The Troglodytes - Page 6 of 8

I say draw up buckets until we have gotten - Page 6 - D&D / Pathfinder Archive - Posted: 10th Dec, 2008 - 6:47pm

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9th Dec, 2008 - 11:51pm / Post ID: #

Lair Of The Troglodytes - Page 6

Do we have a snakeskin? If so I say let's kiss and make up and see if we can't get back in his good graces.

Now if we don't have a snakeskin... hmm... I hate to grovel but I also don't think an angry response is the wisest choice in a situation such as this.

Reconcile Edited: alskann on 9th Dec, 2008 - 11:53pm



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Post Date: 10th Dec, 2008 - 4:30pm / Post ID: #

Lair Of The Troglodytes
A Friend

Troglodytes The Lair

He rules with a heavy hand. Most that rule that way like to see one grovel before them. I say yell back as I fear no matter what he will not be happy. Lets give back as good as we get.

10th Dec, 2008 - 5:05pm / Post ID: #

Lair Of The Troglodytes Archive Pathfinder / D&D

1to3- we make kissy face 4-6 we get real mad.

Roll 3 so we grovel.



QUOTE

75

Much to every Trog's surprise, including your own, you bow down to Chief Vurg.
"Look, sorry Chief, I was way out of order last night. If there's anything I can do"¦"
"Actually," interrupts the Chief and you do not like the gleam that comes into his eyes. "We  have urgent need of someone with your talents right now. Guards! Take him to the Big Room!"
You don't like the sound of that but there is not much you can do as six burly Trog guards armed with spears bustle you down the main tunnel. With a shove they push you out into the Big Room and a crude portcullis of bellcap stalks drops down behind you. Turn to 49.

49
You are alone in the Big Room, surrounded by cyclopean stonework totally unlike the crude burrows of the Warren of Akhuz. Across the dusty floor you see the portcullis that guards the tunnel to the chief's room, and above you, sadly out of reach, is the jagged crack that leads to the Moon Cave. More impressive however are the two enormous corridors  gaping from the walls of the Big Room and extending into the rest of the crypt. From one you hear the heavy tread of approaching footsteps (turn immediately to 23).

*ready to face our foe?*

23

Striding into the Big Room like a god comes one of the Big Folk, with a ferociously hairy face and clad head to toe in iron plates. In one hand the bearded man holds a flaming brand, in the other a broadsword whose bright blue glow makes your eyes water. He is about to enter the second passage on his right, but then he notices you attempting to blend into the cracks of the flagstones without considerable success. That horrible shining sword swings towards you and the man speaks, a lazy smile visible under his beard.
"You look a little lonely there! "Spose the rest of you lot are skulking around ready to jump on me, right?"
The sword is a bit too close for comfort now, and the smoke from the torch is making your nose itch. Will you hurl yourself at this adventurer, screaming for the Demons to aid you (in which case turn to 9), or will you make a dash for the tunnel back to the chief's room (which the adventurer doesn't seem to have spotted yet; turn to 44 for this option)?

*we tried fight so we must try for that chief again.*

44

You turn tail and throw yourself at the portcullis, screaming "Lads! Lads! Let me in you bastards!"
The only reply is a low chuckle behind you and you sneak a look over your shoulder to see the adventurer leaving the Big Room via the second passageway, shaking his head at some private joke.
"Sod you big man!" you yell at his back, "Only the Great Evil lies that way"¦urk"¦"
Suddenly, there is a rather sharp and unexpected pain in your guts. Turning back to the portcullis, you see Chief Vurg standing behind it, flanked by guards. His arm pokes through a gap in the bars, and in it he holds a bronze dagger smeared with blood"¦yours, of course.
"You"re a coward Skuznut," growls Vurg, eyes blazing a fiery gold with rage, "and as such, you deserve to die"¦"
You slump to the floor of the Big Room, clutching your stomach in a frantic and ultimately unsuccessful attempt to halt the impressive flow of blood. Your adventure is over"¦

....so we fight...

9

Foaming at the mouth, you throw yourself at the human adventurer without the slightest regard for your worthless hide. He takes a half step back before recovering his surprise, and the blue sword swings around in a deceptively lazy arc that almost decapitates you. You must fight the ADVENTURER.

ADVENTURER  SKILL 10 STAMINA 14 

If the ADVENTURER manages to wound you, deduct three STAMINA points instead of the usual 2 as the magical blade bites deep into your flesh. If the ADVENTURER reduces your STAMINA to zero turn immediately to 38. If you are still alive after two combat rounds turn immediately to 66 if you have the Golden Spear of Akhuz. If you do not, turn to 21 instead.


we lost first three rounds.

So back to the hole nad hte small tunnel and we will head down it.

QUOTE
11

You press open the slain beast's jaws, and using your flint knife as an improvised dental implement, manage to extract two tusks worth of dentures (don't forget to add them to the total on your Adventure Sheet). Then you decide it might a good idea to get of here quick, before something else shows up to test your mettle. Dimly in the gloom your eyes can make out the shape of the wooden trapdoor leading back to the Guardroom. If you want to rap on this to summon Hortung, turn to 40. Alternatively, you also spot the entrance to a tiny tunnel winding in a tight spiral upwards, presumably to the top of the Warren. Turn to 70 if you want to leave the Dark Places by this route.

70

The tunnel is a steep climb and you"re soon out of breath. At one point another tunnel winds up from the depths to join yours but despite your tiredness you keep going up and not down, much as you would like to. Eventually, with sweat running in rivers down your back and just when you feel your legs about to give way, the tunnel straightens out and enters a large chamber from which wafts the thick cloying stench of fungal incense. Turn to 14. 

14

You are in the workroom of the notoriously bad tempered Ilkya the Hag, head soothsayer and priestess of the Moon Cave, although recently out of favour following the ascension of the new Chief. You have no desire to be disrespectful, especially since it is rumoured that Ilkya can read minds, but you cannot work out if the strange smell in the room comes from Ilkya herself, the mess of entrails and burning incense sticks on the altar to Small Demons, the riot of gourds, salves, ointments, and powders on her workbench, or perhaps a mixture of all three. Regardless, your nose wrinkles uncontrollably and your eyes start watering.
"Skuznut!" shrieks Ilkya, shambling over in her bloody robes, a necklace of crescent shaped skulls swinging from her wattled throat. "Haven't seen you in these parts since you drank so much Grog you mistook the Fungus Gardens for the Dark Places and the Chief made me give you a sleeping draught to calm down. What brings you here then?"
"Dunno really. Out for a walk I suppose.." you reply, breathing through your mouth.
"Well, you"re looking pretty seedy. Care for an Elixir of Sobriety to cure your drunkenness? Only costs two tusks"¦.Alternatively, you might like to try some mushrooms that have been consecrated by the Small Demons. Potent but expensive, I"ll have to charge you two copper nuggets for them. What"ll it be?"

Elixir of Sobriety - two tusks - turn to 2.
Consecrated Mushrooms - two copper nuggets - turn to 45.

If you decide to make any purchases, deduct the appropriate amount of tusks or nuggets from the total on your Adventure Sheet and turn to the paragraph indicated. If you cannot afford these purchases, or are not interested, you have a choice of two ways onward. A tunnel illuminated by a flickering orange light leads up to the Moon Cave, the highest part of the Warren. Turn to 54 if you want to go here. Or you can take the low dark tunnel that leads all the way down to the Chief's Room. Turn to 34 for this option.


We have no coppers and we are not drunk just hung over. We just seen what happens when you see great cheif. Moon cave then? or do you desire to start over and head to the well?



10th Dec, 2008 - 5:21pm / Post ID: #

Page 6 Troglodytes The Lair

Perhaps there is an alternative outcome at the well if we are not drunk - lets try that way again...



Post Date: 10th Dec, 2008 - 5:35pm / Post ID: #

Lair Of The Troglodytes
A Friend

Troglodytes The Lair

I think there may be another option at the well if we do not slip in. Lets give that a try. Otherwise it is go into the floor get something then head to the chief.

10th Dec, 2008 - 5:52pm / Post ID: #

Lair Of The Troglodytes

Well if we do end up back at the Chief at some point, I'm through being nice - I'm mad at him now.



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10th Dec, 2008 - 6:35pm / Post ID: #

Lair The Troglodytes - Page 6

We start again


QUOTE

1

You wake up with a shocking headache and the vaguest memories of arguing with the Chief about something trivial. You must have taken to the Shroomshine Grog shortly after that as your mouth is coated with a sickly sweet slime and the whelp currently pounding your head with a rock doesn't show any sign of stopping soon. You chance it and open an eye"¦
Your cave is a shambles. A foul smell that doesn't bear close contemplation wafts evilly from one corner of the room, and the floor is covered with the rubble of broken clay gourds. From these dribbles a trickle of green fluid that has already attracted a growing horde of ants. You flick a couple into your mouth and munch on them hopefully, pondering your next move. Breakfast is a must in this state, but before you wander down to the Fungus Gardens for a snack, you could visit Badduz the Brewer, to see if he's got something to kick you into shape. Especially since it's his Shroomshine that's causing your present discomfort. Or, to pass the time and shake off the nausea, you could go and see Shunga and the lads, who are no doubt gambling their fortunes away right now. You grab your possessions (add the following to your Adventure Sheet = a copper nugget, a flint knife (this counts as a weapon), and a pouch containing 4 tusks), and lurch out of your chamber, into the main tunnel. Other Trogs are beginning to awaken in other caves, although you"d be surprised if any were in quite as bad a state as you.
Where will you go: follow the main tunnel up to Shunga's Gambling Den (turn to 47) or downwards to Badduz the Brewer (turn to 65)?
65

Whilst your stomach gurgles away in drunken hunger, you stagger down the main tunnel, passing other Trogs lower on the pecking order and off to work in the Fungus Gardens. They wisely keep out of your way, though whether through fear or disgust you can't tell. After a small eternity you arrive at the warm, smelly chamber of Badduz the Brewer, and promptly collapse on the floor.
""¦.urgh"¦." you croak, or something to that effect.
Badduz, a pot-bellied Trog with hands stained green from a lifetime of distillation, shambles over from one of the huge clay vats he"d been inspecting.
"Skuz! You"re looking a little seedy this evening. Enjoy the Shroomshine did we?"
""¦.aargh"¦." you reply.
"Excellent! Thought you would. What can I do for you tonight then?"
""¦.oof"¦." you exhale.
"Right, sounds like you need a pick-me-up my friend." Badduz walks off to the back of the chamber and returns with a tiny clay cup. He lowers it to the floor, your current operating level, where you peer inside dubiously with one bloodshot eyeball. You have a quick glimpse of some viscous purple syrup, before your nose catches a whiff of the stuff and you almost gag.
"What is it?" you cough.
"Well," chuckles Badduz, "at least you can speak now."
He gestures at the cup.
"It's a new one and it"ll cost you one tusk. I call it Spleen Eleven because I make it by taking .."
"I don't want to know what's in it!" you interrupt.
"Well, do you want it or not?" says Badduz, miffed at not being able to finish his explanation.
If you want to drink a cup of Spleen Eleven, cross one tusk off your Adventure Sheet and turn to 37. If however, you think you"ve drunk enough for a while, you can decline by turning to 51.
 
51

You think drinking that stuff looks like a particularly bad idea.
"Look, it's alright," you tell Badduz. "I"m feeling better already. I think I better get some food in me."
"Are you really sure?" says a disappointed Badduz. "It"ll really put a good zap in your appetite."
Last chance. If you decide to change your mind and you now actually feel quite keen for a drink, cross one tusk off your Adventure Sheet, and turn to 37. However, if you"re dead certain you don't want it, you bid Badduz goodbye and lurch down the main tunnel to the Fungus Gardens.
"Should charge you just for sniffing it," mutters Badduz as you leave. Turn to 42.
42

Wandering down the main tunnel, you arrive at the Fungus Gardens, a mazelike series of damp catacombs where most of the Clan of Akhuz are hard at work harvesting mushrooms, toadstools, spore balls, slime moulds, bellcaps, and other more exotic subterranean fungi. Set up under a particularly large red toadstool is a small market, run by Zudda, a female Troglodyte famous for her beautiful nose of truly aquiline proportions, as well as her finely honed bargaining skills.
"Here, Skuznut," she says when she sees you. "Heard you made the Chief look stupid. You better watch it, you know what his temper's like!"
"Did I?" you reply. "Honestly I can't remember." That's true, you can't. "Anyway, I"m hungry. What have you got to eat?"

Zudda sells the following -

Moss dumplings - one tusk each - turn to 63.
Puffballs - two tusks each - turn to 78.
Clay gourd - five tusks - turn to 52.
If you decide to make any purchases, deduct the appropriate amount of tusks from the total on your Adventure Sheet and turn to the paragraph indicated. In addition, if you have a clay gourd containing Shroomshine Grog, Zudda will trade you a moss dumpling for it should you wish (in which case cross the gourd off your Adventure Sheet and turn to 63).
If you cannot afford to buy anything, or are not interested, you have a choice of two major tunnels leading out of the Fungus Gardens. One tunnel spirals downwards to the Well, where the Clan of Akhuz draw most of their water. To take this route turn to 8. The other tunnel leads to the Guardroom, which watches over the only Trog-sized tunnel that connects the Warren to the rest of the crypt. To visit the Guardroom turn to 20.

8

You follow a much traveled tunnel that winds downwards to the Well, occasionally passing groups of workers carrying dripping gourds of water up to the Fungus Gardens. The Well itself is a large chamber with a murky flooded sinkhole, whilst around the hole are several buckets tied to lengths of rope that are staked to the floor. Recent rumour holds that when Gazoul returned from the expedition that claimed the lives of Kursh Notch Ear and Bosha the Bad, he hurled some accursed artifact, acquired on his travels, deep into the Well. He then spent seven nights mourning the loss of his treasure and on the eighth night he disappeared; popular opinion being he died jumping into the sinkhole to retrieve the artifact.
If you have the word "DRUNK" written on your Adventure Sheet, turn immediately to 53. Otherwise, you can throw one of the buckets into the Well and draw up some water (in which case turn to 16), or you can take the only tunnel onwards, which twists up to the top of the Warren in a tight ascending spiral (turn to 70).

16

You pick up one of the buckets and toss it into the flooded sinkhole. Roll one die and turn to the paragraph indicated.

1 Turn to 35.
2 - 4 Turn to 41.
5 Turn to 26.
6 Turn to 53.

*we roll 3*

41

You strain and heave at the rope, eventually succeeding in pulling the bucket of water back to the edge of the sinkhole. The water is clear and refreshing to drink, aside from a slight tang of iron, and you may restore one STAMINA point if you are currently wounded (although you cannot exceed your Initial STAMINA score of 5). Tipping the rest of the bucket's contents over your head to ease the last fading memories of your hangover, you consider a course of action. If you want to draw up another bucket of water, turn to 16. Otherwise you may enter the tunnel leading upwards, in which case turn to 70.



Who like t try the bucket again? At least we are woke up now so this seems like a correct step.



Post Date: 10th Dec, 2008 - 6:47pm / Post ID: #

Lair Of The Troglodytes
A Friend

Lair The Troglodytes D&D / Pathfinder Archive - Page 6

I say draw up buckets until we have gotten all options. This way we may get something that we may need.

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