Virtuacon pop-up wiki game: Fighting Fantasy Dark!
Shawn McCarthy
Canada
Calgary
AB
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https://rpggeek.com/blog/6320
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I've spent the past few days working up a small dungeon from the Fighting Fantasy RPG gamebook as an in-browser adventure to help you kill some time between Virtuacon '14 games (or to click through while someone flips through a core rulebook for some obscure rule)!

Instead of the original Fighting Fantasy rules, I'm using graded successes similar to those in Cthulhu Dark (Original Version). Rules will be on the first page after the jump.

To play, create a Geeklist Item below with your character's name and class. You can use the GeekRoller (or roll some real dice, on the honor system) to add rolls to your item, and edit it with the story your character creates as they explore what lies below the old, dried up Wishing Well!

I'll be tipping back to brave adventurers who venture into the maze based my purely subjective opinion.
Helpful hint: I much prefer a dramatic death to a lackluster success, but I prefer a rollicking success to either of those!

So without further ado... don your robe and wizard hat or your full plate and longsword and delve into the Wishing Well!

*Note: the game officially lasts for the duration of Virtuacon, but once the weekend is over I'll leave the wiki pages up until someone decides they need to be swept into the dustbin.
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1. RPG Item: FEZ III: Angry Wizard [Average Rating:7.31 Unranked]
 
Rae Zin were here
Singapore
Singapore
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The BANCE - bear dance!
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Name: ViAnn Rimes
Class: Magic User
Gender: Female
HP: 12 0
LUCK: 1 2
Equipment: Staff of Force, backpack, lantern, provisions (2),
Nandras' ornate key, ring of keys, vial with grey liquid, 5 gold coins



Started: 201410111826 (Singapore time)
Ended: 201410120057
Outcome: Eaten alive
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2. RPG Item: To Catch a Thief [Average Rating:0.00 Unranked]
Keith Mageau
United States
Summerville
South Carolina
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Thief (excels at sneaking around)

Everyone starts with 12 HP and 1 on your LUCK die.

Gear: You start with a short sword Dagger (or other thematically appropriate weapon; if you lose this, -1 from any combat rolls), a backpack (enough room for 6 objects), a lantern (provides enough illumination to see all of a small room), and 2 provisions (consume one when you’re safe to regain 6HP).

Thalon roots around in the mud in the manner of a swine (no spoilers here! ). Finding what there is to find in the mud and mire at the bottom of the well shaft, Thalon turns and heads north. Following the passage way as it winds north and west Thalon ends up at door. Really? A door underground, who would have thought? Thalon opts to carefully search the door Door search 1d6 = (5) = 5 Well hell, he feels the door is safe enough, but why must simple things be difficult? Let's try kicking in the door! Door Kick 1d6 = (3) = 3 Thalon in his graceless attempt at kicking int he door manages to twist his left ankle (-1HP), but the door opens none-the-less.

Thalon elects not to speak to the dwarf who prophesies his untimely demise. Instead, Thalon decides the east door is his best bet. The shinnies in this room speak to Thalon. He is set on the blue stone. It is beautiful and he snatches it. Oh, the noise, the pounding in his head!

Moving north.... Oh hell, how am I am supposed to deal with that? Roll for initiative - 1d6 = (1) = 1 Holy crap! That thing just beat the snot out of Thalon! Thalon was tossed to and fro and finally came to rest in the stone box with his battered body oozing bloody (-8HP), but still alive. Rooting around in his pack, he devours a ration in hopes that is will help to revive him in some way (+6HP). Feeling invigorated, Thalon climbs out from the stone box and finds the creature still there. Here we go again! Roll for initiative (2nd die is luck) 1d6 = (2) = 2 1d6 = (2) = 2 Thalon and the creature trade blow for blow (-4HP). Thalon with his dagger and the creature with its pummeling fists. After a few short rounds, the two remain standing!

Thalon has had enough of this silliness! Roll for initiative! 1d6 = (1) = 1 and luck die Luck 1d6 = (1) = 1. The horror that was dealt to Thalon this go round was more than his frail body could absorb. The creature in it unrelenting attacks tore his right arm from his torso and continued to beat his body to a bloody pulp with his own arm.

Thalon died a tragic death! Don't let this happen to you!

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3. RPG: Sword & Spell [Average Rating:0.00 Unranked]
Andy Petz
United States
Argos
Indiana
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Magician Plote
HP 12
Luck 1
Gear:Short Sword, Backpack, Lantern and 2 Provisions

I enter the Wishing Well. As I am going to try to be as descriptive as possible, don't read if you are planning on doing the adventure, as there will be spoilers.

I find myself at the bottom of a wishing well. I am not sure how I arrived or where I am, but I pick myself up and look around and realize I dropped off the rope I was climbing down. I decide to search the bottom of well to see if I can find anything useful. I find a beautiful blue gem worth a couple of gold and a ration that someone left behind. I wipe the mud off of them and place them in my backpack.

I notice that there is a path leading off to the North. I hold my lantern out in front of me as I follow the wall that suddenly ends, with the passage leading off to my left. Looking back at the daylight from the passage I just came thru, I work up my courage and round the corner, and proceed into the darkness. All of a sudden, the passage ends.

As I look around, I notice a ladder that is worn and the rungs look very weak. I decide tempt fate and find out what this ladder leads to. I slowly and carefully climb it. I find myself on a platform facing a strange door. Looking around to see if there is anything else, I slowly reach for the latch. As I just touch it, I hear a voice call out, “Beware, unwelcome visitors! Anyone who enters faces certain death!” It startles me and I take a minute to rebuild my courage.

I decide to look more closely at the door to see if there is anything special about it. There is no spell or trap on the door, but it still will not open for me. I pull out my short sword and prepare to kick down the door. I land a solid kick on the door and it bursts open.

I find myself in a room with several doors and a strange dwarf sitting in the middle of the room. He proceeds to inform me that I will not survive the adventure ahead. He tosses me what looks like a nut and I decide to try it. It has a delicate woody flavor with a hint of cinnamon. As I finish off the nut and lick my fingers, I try to figure out which direction I want to go. I decide that heading north is the best option. I carefully make my way past the dwarf and open the door.

As I step through, I quickly figure out that this was where they kept their prisoners, and carefully look around for any immediate danger. Not seeing anything other than skeletons on the wall and some treasure chests on the floor, I decide to tempt fate by opening a treasure chest. A phantom flies out at me and swirls around disorienting me and draining my courage.(LUCK = 2)

I determine that odds are now in my favor, since I already faced the Phantom. One of the treasure chests has to contain something worthwhile. I open another treasure chest. As I lift the lid, I let out a brief shout of joy. There is a wand in the treasure chest. I am so excited for what new powers it will grant me. I reach for the wand which turns into a serpent and lashes out at me. It caught me off guard, but with my lightning quick reflexes, I jerk my hand back and it barely grazes me with its attack. (HP = 11) After I shut the lid on the box, I find a small vial that revitalizes me. (HP = 12)

I have one last treasure chest to examine, and I eagerly open it, since no one has ever heard of all the chests in one room being trapped. Inside, I find 12 coins and a little mouse that I place in my pocket, after feeding it part of my ration. Having survived all that this room has to offer, I continue north into the next room. This room contains a beautiful mural that lifts my spirits and makes me want to return to the surface, but I know that I must press on. I go through the door at the other end of the room.

I continue through a long hallway and find myself facing a spiral staircase. I slowly make my way up the stairs and then continue heading north through another passageway. After climbing many staircases and feeling worn out, I turn around and head back the way I came. After several hours of wandering, I get back to the prison.(HP = 9) Once I have rested for a minute, I head through the door to the west.

I find myself in some living quarters. As I search around the room, I hear something coming from one of the beds. As I get closer, I hear some snoring and then I see the two heads with their beady little eyes opening. As the begin to move toward me with ill intentions in their eyes, I feel something moving in my pocket. It is the mouse I found in the treasure chest. As this seem like the kind of creature that might like a mouse as a little snack, I pull him out of my pocket and throw him on the floor. But to my surprise, the heads recoil in fear and it backs away. I laugh as the heads argue about how to survive this invasion of their quarters. Since they are backed into the corner, I grab the 5 coins on the table and a ring of keys that may come in useful as I delve deeper into this mysterious place. I try the keys on the door to the north, knowing that they must be guards of some great treasure, but none of the keys I have work on that door.

I decide to continue to the west and find myself facing a deep pit with only a couple of small planks to separate me from the bottomless pit I am facing. Because I don't trust these planks to hold much longer, I jump across the gap to the one opposite of me and feel fortunate that I had trained for the long jump in my youth. As I land on the opposite side, I look back and see the plank I had been on disappearing into the wall. After figuring out the mechanical portion of the trap, I fix it so that no one else will face the certain doom that comes with entering this pit.

I make my way back to the central room where Thrushbeard is seated. Ignoring him, I decide to try the last door that I have not faced yet. East it is. I am confident that there must be something beyond this door that will make my adventure worthwhile. I gather myself and press thru the door.

I see all the gorgeous items displayed in the room, but the ominous note keeps me from touching anything knowing that most likely there are curses on them. Since north has been good to me so far, I decide to continue pushing in that direction.

I casually walk thru the north door, feeling confident that nothing on this adventure will be too hard for me to overcome. As the door swings shut behind me, I see some movement in front of me. There is a coffin lying open on the table. Before I even have a chance to move, the mummy is out of the coffin and attacking me. He gets the first hit in and knocks me off balance. I grab my short sword while laying on the ground and deflect his next blow. I roll out of the way and get back on my feet. This will make a more even fight. I swing wildly at the mummy's arm and feel the satisfaction of slicing thru the bandages and feel the blade hit bone. As I pull my blade back for another blow, he wraps his arms around me and forces me into the wall. I bring my blade down on his head, and he crumbles to the ground. (HP = 5)

I take a minute to rest after the battle I just fought. I pull out one of the pieces of dried meat that I had in my pack and nibbled on it until I felt my strength returning (HP=11) I decide to search the room to see what might have been buried here with this mummy. As I find 12 gold pieces and a shiny emerald, I catch some movement out of the corner of my eye. I swing around just in time to see the mummy coming after me again.He is too close and I am not able to get my sword back out. I cover my head and prepare for the worst. The mummy wraps his arms around me again and starts squeezing harder and harder. I can't move....I can't breathe.....everything...starts...going.....dark. I know this will be my last adventure and there is so much that I haven't accomplished in life. I feel my life leaving and let the darkness take over.

I suddenly wake up, disoriented and confused. The last thing I could remember was seeing the end coming. The mummy must have thought I was dead and dumped me here in his coffin. I quickly eat the partial loaf of bread and the fruit I found at the bottom of the well. It give me back my energy(HP = 12). I quickly climb out of the coffin and dash out of the room.

I find myself back in the room with the gaudy display. I am feeling fortunate to be alive, but more determined than ever to finish this adventure. I enter the room to the east extremely cautiously, and see nothing. I begin searching the corners of the room, knowing there might be something hidden. Feeling the presence of magic, I turn and see a figure appearing and the room comes into view. I strike up a conversation with him, attempting to figure out where there might be something worth my time. He sends me on a quest to rid this place of the mummy and promises a key in return. A key that leads to the king's chambers. I get a gleam in my eye thinking of all the treasure that must be in the kings chamber.

I head back toward the mummy with a determination in my step. This time I grab the torch off the wall as I get ready to face the mummy for the last time. I burst thru the door and run straight at the mummy, catching him off guard. I knock him backwards into his coffin and toss the torch in with him. I watch him struggle to climb back out, but the dry bandages burn quickly and within minutes, there is nothing left but ashes.

Feeling confident once again, I return to the wizard to claim my prize. He is happy to hear that the mummy is gone and gladly hands over the key. I examine the key and am impressed with the details in the craftsmanship. It is a beautiful key, but at this point, all I care is that it work in the door. I return to the living quarters, where my mouse is still holding the two headed being at bay. I quickly slip the key into the door and hold my breath as I twist it. I feel it catch for a moment before it finally turns and the door swings open.

I begin searching the first alcove that I come to. Something seems off, so I cast a spell to light the room and where there was darkness before, now there is a hellhound bearing down on me. Fortunately, the spell caught him off guard and gave me a couple of extra seconds to prepare for his attack. I pull out my sword just as the hellhound gets to me. I am able to block most of his attacks, but I do receive several scratches that really sting (HP=8). I gather my resolve as I back out into the cavern and move on to the next room.

Finally, something good once again, as I find a book that I'm sure will be able to teach me useful spells. As I turn thru the pages, I hear a noise behind me and turn to see a zombie approaching me. I pull my sword out and slash at the zombie, but completely miss. With me being thrown off balance, the zombie takes advantage and scratches at my arms. He drags his long cruel nails down my side and then bites my side. I bring my sword back around and slice off the zombie's head and watch as it rolls back out of the room. I grab my side and can feel the spread of death making its way thru my body.(HP = 6) I have to finish this adventure quickly and make my way back to town for healing.

I retreat back to the main cavern again and turn my attention to the last alcove. Knowing that the spiderweb that covers the entrance gives an indication of what I might be facing, I push thru it. I find myself in the strangest throne room I have ever seen. Here is the king that I was told about, but boy is he ugly. Knowing that I am at a disadvantage, I bow to the Spider King. As I am bowing, I notice that he is advancing toward me. I put my hand on the hilt of my sword, preparing for what may come next. As he leaps toward me, I take advantage of having my sword prepared. I roll to the left as his jaws smack into the ground, where I was just kneeling. I swing my sword at his closest leg and feel the sharp blade slicing thru. As I prepare for my next blow, I fail to see one of his other legs swing from behind me and knock me off my feet. I try to roll away, but his legs have me surrounded. As he stands over me, preparing to finish me off, he raises his head in a war cry and I seize my opportunity. I shove my blade deep into the soft flesh of his belly. He screams in agony and flails around trying to remove the blade, but cannot gain a hold on it.
He writhes in pain on the floor, as I pull my blade from his belly. "This is my kingdom now," I shout as I swing the blade down and separate his head from his body. (HP = 5)

As I wipe his blood from my blade, I see a door appear from behind the throne. This is what I have been looking for. I walk over to it and can tell right away that there is a magic spell on the door. I state the magic words that I had seen in the book, hoping that they would work. The magic releases its hold on the door and it swings slowly inward. There in the middle of the room is a small box. I hope that it contains the treasure I have been seeking. I open the box and am glad to see the coins and gems within. I throw them into my pack and head toward the door. Looking back at the spider king, I breath a sigh of relief that I survived all the trials I came up against on this day.

I make my way back thru the rooms and receive looks of surprise and fear. They had heard the screams of the spider king and knew that I was not someone to be trifled with. As I climb back out of the well, I breathe in the fresh air and raise my arms toward the sun. I am glad to be back above ground, where you can hear birds singing and smell the wildflowers. I head back to the village for some well deserved rest. I head to the healer first to have the zombie bite treated, and then go to the tavern for a couple of drinks. I decide to buy a round for everyone in there as I recount my adventures and show off the spoils. As I lay down that night and begin dozing off, I dream of what my next adventure will contain and how I will spend all the gold I've got.
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  • 608127. Petzzy
  • 1d6 =
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  • Fri Oct 10, 2014 7:02 pm
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4. RPG Item: Dwarfs - Stone and Steel [Average Rating:6.59 Overall Rank:3374]
Jonas (he/him)
Germany
Bovenden
Niedersachsen
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N.K.Jemisin's "The Fifth Season" is awesome and fantastic.
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Dwarven Fighter
Everyone starts with 12 HP and 1 on your LUCK die.

Gear: You start with a battle axe (if you lose this, -1 from any combat rolls), a backpack (enough room for 6 objects), a lantern (provides enough illumination to see all of a small room), and 2 provisions (consume one when you’re safe to regain 6HP).


I am Grimmbeil of the Eiszahn clan, a youngster of 77 winters. It's too warm for me in the summer streets, so I decided to explore the Wishing Well. Also, there might be a few fellas in the streets infuriated by my victory in the drinking contest whom I'm not keen to meet. Besides, rumors of treasure down there!

Well then, down to the bottom of the well we go - careful, spoilers ahead!
I'll be a bit vague here and there, but similar to the other geeklist entries, my tale will reveal some of the dungeon's secrets. Proceed at your own risk.

I search the bottom of the well and find a few coins and a meal fit for a dwarven stomach. A good start! Following the passage, I end up at a door. Inside, I find a kinsman - my heart sings and rejoices!
[Note: I guess I misread the rules first and would not have kicked the door in on my first try? I actually used the sum of my roll instead of the higher die result only - sorry! Edit: It turns out that if been running around the wishing well dungeon with a twisted ankle all the time, at HP 11. Talk about dwarven sturdiness - I really didn't notice for hours and hours! mb]
Thrushbeard - that's his name, offers me a nut, and I try it (I am just awesome at nibbling nuts, you really should see me), and listen to his tales. Then I turn west, since I heard life is peaceful there. Can't hurt. The door opens to a deep pit, with just two short platforms on this side and across, where another door leads on. As I make a step to get a better look, the door behind me slams shut and the platform starts to retract! But I'm young and my reflexes are good - like a bearded mountain cat I kick myself of the moving platform, jump towards the wall and jump off again to safely reach the second platform, where I jam the mechanism. Good ol' stonework, mason did an amazin' job!

Opening the next door, I find myself in the living quarters of a reptilian creature, a calacorn. Luckily, it's still sleepy and easily subdued. But as I try another door, in its attempt to mock and anger me, the calacorn reveals to me that beyond this door lie the chambers of Nandras, for which I would need a Crystal Key. That confirms what I heard from the dwarf already, so I had back to search for this key in the other rooms.

Back in Thrushbeards room, I now take another door and find myself in Marg's Quarters. I admire the fighter's valuables that are on display, but respect his wish that nobody shall touch them. From one of the dungeon's denizens nearby I receive a task that seems worthy of a warrior, and set out immediately. My foe is powerful, but unshaken I swing my axe and strike him down. Verily, I am close to composing a ballad of this deed, I'm so pleased with myself! Still, it would be a bit depressing singing it all by myself. I loot the room, smash my oil lamp, and suddenly am a lot less confident.
Scrambling back to the previous room, I grab the torch from the wall and try to regain my dignity. Then I proceed to reap the reward for my heroic battle - the Crystal Key!

With it, I return to the calacorn's chamber, and quickly pass through, using my new key. A cavern awaits me beyond. I take a deep breath, and start to explore. One of the alcoves houses a huge tome. While I browse through the pages, suddenly an undead creature attacks from behind! Surprised, I fight less well than I would have liked, but manage to hack the zombie into oblivion finally. The cut from his unnaturally sharp claws hurts, though. I decide to rest for a short while, munching a ration and catching my breath again.

My strength regained and my spirit lifted, I check out another alcove. By the beard of Grosh (may his hammer always make a satisfying thud on his enemies skulls!), this is the hiding place of a truly hideous creature. Judging from the throne in the room, this... arachnoid anomaly deems itself a king, and demands of me to bow? Never! Grimmbeil will not serve such a monstrous monarch. It is a formidable fiend, and, weary of annoying alliterations, the spider king and I clash. His mandibles demand a high toll, but my axe proves its worth as end his miserable life.
Exploring the room and an ornamented door, I find a smallish chest that makes it all worth it, though. Despite my wounds, I hum to myself an old dwarven tune: Gold, gold, gold, gold...
Satisfied, I head back to leave the dungeon.

Heading back for the well, I prefer not to anger the calacorn again, so in my haste I take a wrong turn in its living quarters, and suddenly find myself in a prison. Eiszahn's mercy! A bit nervous about getting lost, I decide to ignore the chests and skeletons, and concentrate instead. South. I want south. That's the general direction leading out again. Apprehensively I open the door and...
Uff, that's Thrushbeard's room again. Hello, old friend! Relieved, I hand him the ring of keys I grabbed in the calacorn's room, and tell him of the waterfall of liquid silver that I've seen in the tunnels far beyond Nandras' caverns. All dwarves like a good story.

As I finally climb out of the well, all hardships are forgotten. The dirt and blood on my scare the children, the gold attracts envy, and I bask in attention. Next morning I even overhear one of the lads from the drinking contest two days earlier boasting to his neighbours that he regularly drinks a pint or two with me. Beneath my beard, I can't help but smile. Next barrel is on me.

_________________________
LUCK: 1
HP: 9
Backpack (apart from the regular adventuring gear and my axe):
third ration (used)
a gem (worth 2 gold)
a ring of keys (given to Thrushbeard)
a large emerald
a crystal key
a note scrawled in ichor about Nandras and his silly puzzles.
35 gold coins
and a chest with coins and gems worth about 80 gold
4 
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  • [+] Dice rolls
  • [+]
  • 608334. jasri
  • 1d6 =
  • (6) =
  • 6
  • search the bottom of the well
  • Sat Oct 11, 2014 10:18 am
  • [+]
  • 608335. jasri
  • 1d6 =
  • (2) =
  • 2
  • search the door
  • Sat Oct 11, 2014 10:21 am
  • [+]
  • 608336. jasri
  • 2d6 =
  • (1 + 4) =
  • 5
  • fighters like kicking in doors!
  • Sat Oct 11, 2014 10:22 am
  • [+]
  • 608337. jasri
  • 1d6 =
  • (6) =
  • 6
  • going nuts
  • Sat Oct 11, 2014 10:25 am
  • [+]
  • 608339. jasri
  • 1d6 =
  • (6) =
  • 6
  • Let's test the dwarf's reflexes!
  • Sat Oct 11, 2014 10:32 am
  • [+]
  • 608342. jasri
  • 2d6 =
  • (6 + 2) =
  • 8
  • you want to fight?
  • Sat Oct 11, 2014 10:38 am
  • [+]
  • 608344. jasri
  • 2d6 =
  • (5 + 6) =
  • 11
  • Come on, how hard can it be? It's already bandaged!
  • Sat Oct 11, 2014 10:50 am
  • [+]
  • 608575. jasri
  • 2d6 =
  • (2 + 5) =
  • 7
  • Aiiie! Zombie!
  • Sun Oct 12, 2014 1:05 pm
  • [+]
  • 608576. jasri
  • 3d6 =
  • (2 + 4 + 2) =
  • 8
  • Fight the Spider King (3rd die is for Luck)
  • Sun Oct 12, 2014 1:24 pm
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