Ohessa on eräs perinteinen D&D (0-edition) sooloseikkailu minkä ajattelin vetää siten, että kuka tahansa ehtii ensin, saa päättää mitä pelattava soturi tekee. Mukaan postataan kuvia, joten kartoittaa voi. Jos hahmo kuolee, peli alkaa alusta kunnes jossain vaiheessa peli on voitettu.
Pidetään kirjaa mitä aarteita on saatu ja hirviöitä voitettu, kartoittaa saa!
Pelissä pidetään kirjaa myös ajasta. "Turn Counter". TC alkaa 0:sta ja päättyy 10:aan. Kun se päätyy 10:aan, sit tapahtuu jotain kauhiaa. Ehkä. Lisäksi pelissä on olemassa plot pointteja (kirjaimia). Muistetaan ne sitä mukaa kun peli etenee.
Taustaa:
[size=12pt]The Haunted House[/size]
According to local legend, the Lidenbrock family has always been spoken ill of. From the old rumors of black magic and witchcraft that old-timers tell in hushed tones, to more recent blasphemies against the Church and natural order in the name of this newfangled “science,” the Lidenbrocks have always been involved with illicit activity.
More recently, one Professor Otto Lidenbrock (“educated” at one of those mysterious “universities” in the east) caused scandal with his theories about the nature of the planet. He had announced his intent to descend into the mouth of a dormant volcano, travel straight through the Earth’s center and emerge on the other side of the world. He was gone for some months, and when he returned he was silent about his travels. He soon left again, and never returned. And just a few weeks back, the town council condemned the abandoned family home of the Lidenbrocks.
Rumors abounded that he had sold some gems with the local jeweler. Had he found them in his expeditions below? More importantly, did he leave any behind? And were there any other secrets left behind when the last Lidenbrock left their ancestral home? Now that the property has been condemned, there is no legal barrier to going in and exploring the house yourself…
At sunset, you put on your gear and head out to the old Lidenbrock mansion. Morning might be a better time to explore a house owned by those aligned with dark forces, but you would be easily seen traveling through town fully armed and armored or you could be seen entering the house. You wouldn’t want to attract attention or inspire other, more skilled profiteers to compete for any available riches…
You steal through the main gate of the property and, guided by the moonlight, you sneak around to the back of the house. The windows are all boarded up, those on the first floor anyway, and out back you find the cellar door is still padlocked. Trying the back door to the house itself, you find that door opens inward ever so slowly, with a small creak to announce your presence.
It is pitch dark inside. You take a moment to fill your lantern with oil and use the flint and steel within your tinderbox (alas, no matches exist in this world) to light the lantern. Then you step inside.
You find yourself in a hallway that leads straight into the darkness. As you advance, the aged floorboards give a small bit under your weight. Up ahead, you see two doors on either side of the continuing hallway. What an oddly constructed house!
Wanting to get an idea of the layout of the place before exploring any individual rooms, you pass the doorways, intending to reach the end of the hall. But suddenly the door on your right opens. A small grey humanoid creature about half your height, with oversized talons, a great toothy smile, and sickly spines comes out of the doorway, attacking you! It swipes at you with its claws, but they scrape harmlessly off your mail.
You cut it badly with your sword! It screams and then darts down the hallway before you can stop it. You hear the *thump thump thump* of what sounds like the creature running up some stairs.
After taking a few moments to catch your breath and make sure there is no more immediate danger, you decide to find out what the little gremlin was up to. You look through the doorway from which the monster emerged. In this room is a large amount of furniture, all covered in cloth.
You stick your head in the doorway to get a better look, but can see no other threat and no immediate items of interest. Making a mental note to return to this room for a more thorough search later, you close the door. Now that you know there are creatures of the night lurking in this house, you decide to go through the opposite door in the hallway, just so any potential enemies would not be able to sneak up on you from behind.
You open the door slightly, and then push it the rest of the way open with the tip of your sword. The creature’s ichorous blood, still fresh on your sword, leaves a sticky black spot on the door. This room appears to have been some sort of study. Much of the furniture is covered, as in the other room, but a desk in the center of the room looks to be bare. Maybe it contains information about where Lidenbrock hid his jewels!
You move over to the desk to search it, but notice that the cloth that you guess used to cover this desk is now laying on the floor behind it. And something is under it! Something… moving. You lift the cloth a bit with your sword, and see a pale, unmoving arm. Is there a body under there? Suddenly the cloth moves again, and from underneath it slithers a deadly poisonous snake – a giant sort of cobra not unknown in these parts! It’s agitated and attacking! It hits and hurts you but after a brief but furious battle you slay the snake!
You are hurt after the battle with the snake, but there are more important things on your mind right now. There’s still something under this cloth, and it would be risky to leave it in case it is another dangerous creature. You use your sword to lift the cloth and throw it across the room, and what you reveal beneath it shocks and disgusts you – here is the fresh corpse of a man! It seems something has torn into his gut, ripping his belly wide open. You are no stranger to death, having seen grievous wounds during your tour of duty in the military, but in this situation, on a floor in a house, viscera exposed and falling out of the open wound, it just seems unnatural. And the edges of the wound… has something been eating the man’s flesh? You shudder.
Yet… within his hand, the one you hadn’t uncovered earlier, are two small red stones that shine in your lantern light. An intruder wouldn’t just walk around with such things in his hands, so he must have found them here! There is treasure to be found!
Money can’t help the dead, so you collect the gems off the corpse and begin to search the desk. You find nothing, not even old papers, but in the middle of your search you hear a small crash from outside the door. Fearing that the monster from earlier has returned, you rush out the door to confront it! But there’s nothing there. Turning left, you continue down the original hallway. You come to a large room, perhaps once a dining room. A number of hallways and doorways lead from the room, and…
“Pssst. Come here, quick!”
From one of the doorways you see the face of a woman, maybe the same age as you. She’s motioning for you to join her. Advancing carefully, you see that she has no weapons in her hands, so you let down your guard and enter the room. “Put that lantern out! They’ll see!” she hisses through gritted teeth. You shutter the lantern, and all goes dark, with only the moonlight slicing the gloom through the slits of the boarded windows.
It is light enough to see that she is wearing chain armor, much like yours, and carries a mace that hangs from her belt. Around her neck is the symbol of the largest church in town, so she’s obviously quite religious.
“Who are you, and what are you doing here?” you ask.
“Keep your voice down!” she spits at you, tugging you down so you’re sitting on the floor as she is. “My name is Alice, and I came here with my partner Tolliver to catch a criminal. But we were ambushed and before we could… oh, you’re wounded!”
She sees the bites you suffered from the snake. “I am a cleric,” Alice says. “I can heal you if you agree to help me.”
Her offer sounds fair, doesn’t it? She enters a trance for a moment, speaking words of prayer and moving one hand around while clutching her holy symbol. She touches you, and she heals you of your damage received by the snake.
Alice continues: “I heard that a criminal Magic-User named Iri-Khan was using the old Lidenbrock house as a hideout,” Alice begins. “He was hoping to conduct black magic rituals here, counting on the haunted house rumors to keep people away. Me and my Specialist Tolliver found out about it when our sources down in the market told us about a suspicious man buying supplies. Checking around, we found out what was going on.”
Alice gets up. “We should get moving. I was worried about walking through the house by myself in the dark after we were attacked, but with you here we should be able to deal with the problem. Let’s go!”
You stand up, grabbing your sword and cracking open the lantern’s shutter. Creeping out through a different doorway than you came in, you see two stairways, one going up, and one going down. “I saw a small creature run past me and go up the stairs,” Alice says. “I would bet that’s where Iri-Khan is.” You nod in agreement.
But before you can start up the stairs, there is a noise from below. Running up the stairs are two… things. They once were human, when they were alive. Now they are rotting, undead creatures, hungry for the flesh of the living. Though their feet make noise on the stairs, they make no noise as they move toward you. Deathlike silence.
Alice steps in front of you, holy symbol held high, and casts another spell. Because Cleric spells are like prayers, you understand what she is trying to accomplish. It’s another common Cleric trick which involves calling on the power of her god to frighten away living dead such as these. It’s a trick called Turning the Undead.
Luckily, it works this time, although it doesn’t always. The Cleric’s holy power is too much for the ghouls to stand, and they quickly retreat back down the stairs.
“We’d better move fast,” Alice says. “There’s a good chance someone would have heard that, and I have no more spells that I can cast today. We have to hit fast and hit hard!” You can’t find any flaw in that logic, so you go first up the stairs, Alice hot on your heels.
At the top of the stairs is a landing with many doors. Behind one of the doors you hear voices.
“That’s Iri-Khan!” Alice whispers. “That other voice must be that creature that attacked us.” She describes the thing, and you recognize it as the monster that attacked you. After seeing Tolliver’s wounds, you sure are glad you have armor on! The two of you move quietly to the door.
“I don’t hear any sounds, master!” the voice comes from beyond the door, small and tortured. “Your undead servants must have already killed the intruders! Killed them dead, yes!”
“We must be sure. There is too much evidence left in the basement, and we can’t risk their finding it if they’ve somehow overcome the ghouls.” This voice must be Iri-Khan. You hear the sounds of spell casting. “Now I will turn you invisible as well…”
Alice is mortified. “We must attack now, before they are both invisible, or we’ll be sitting ducks!”
“Can’t we go back?” you ask.
“No. My turning does not last very long, so those ghouls will likely be ready to attack again if we pass by the stairs. We have to attack now!”
You wonder how you’ll ever escape then even if you do win this fight, but whatever you do, it’s best to do it together and Alice seems hellbent on attacking Iri-Khan. “Fine. Let’s go!”
You kick the door in and the sickly-looking creature you’d encountered earlier whirls to meet you.
“You take care of that thing!” Alice shouts. “I’ll deal with Khan!” You wonder when she started being in charge, but you certainly believe you can handle this creature better than an invisible Magic-User.
Alice charges into the room and swings her mace confidently. To your amazement, you hear a *thump* and a groan of pain. She’s hit him! You finish the creature in front of you with skilled swordplay.
there is a flash of light as Iri-Khan reappears. Glowing energy crackles around his hands, and he throws it at Alice. The room blazes with a green-orange glow, and when the magical energy hits Alice, there is an instant smell of burnt hair and flesh. She is dead before she hits the ground, her body burned beyond all recognition. You shudder, as that could just as easily have been you. Khan chuckles to himself.
Iri-Khan looks at you, and you see the sweat on his brow. He begins to cast another magic spell. You rush at him, hoping you can get within sword’s reach before he can finish the spell.
You fail. You can feel Iri-Khan grasping within your mind, attempting to take control. Your thoughts become fuzzy, and not quite your own…
With a quick blast of concentration, you clear the fog in your mind. Iri-Khan’s spell fails! You advance on him.
You hit him! You deal him a vicious blow and he screams in pain! He then darts past you, out the door, and down the stairs. And more stairs… he is going into the cellar, where the ghouls are. Following him would probably be unwise, as it would then be a three-on-one battle.
You turn to the body of your fallen ally Alice. You kneel for a moment, mourning her passing. Downstairs you hear Khan’s voice: “Careful, careful! Don’t drop it. Hurry! They’re coming! We have to go!” And then you hear a crowd gathering on the street before the house. It sounds like Khan won’t be bothering you anymore; he doesn’t want to meet the growing mob.
You gather the things that Khan had left behind. It isn’t much, just a pouch of various leaves and animal bits (likely the reagents he uses to help him in his foul magic), and a bag full of… ahh! There are some coins, including 23 pieces of gold, 42 less valuable but most welcome silver coins, and a vial of strange liquid. You put those things in your pack, pick up Alice’s body, and begin to walk downstairs.
You find the front door to the house and open it. The gathering crowd gasps at the sight of you and your burden. “People! This is Alice, a Cleric from our fair town, who has fallen in combat with the foul necromancer Iri-Khan! He was just here! Don’t let him get away!” The people mumble amongst themselves, organizing a search plan… and then one points at you. “Look out! Behind you!”
You wheel around just in time to stare into the vacant eyes of Alice’s companion Tolliver, who minutes ago had laid dead on the floor! Your arms full, you can’t defend yourself as the mockery of life surges forward, knocking you off your feet. As you land it is already tearing into your exposed wrist with its gnashing teeth. Your blood sprays as the zombie tears your flesh away, but it can do no more. The mob is there already, pulling the creature off you and pummeling it with any implement at hand. Its unlife was far shorter than its real life.
A few of the men are already helping bind your wound. “This looks nasty, but I’ve had far worse hunting wolves!” one reassures you. “We need to get you to a leech to have this looked at!” They help you up.
“No,” you say. You pick up Alice’s remains once again. “I – must return her body to her church. It is only right to do that much, at least, for one that has given her life in the fight against evil.”
You pick her up, and begin to walk towards the church. Behind you, you notice the men, about a dozen in all, following.
Her church is not difficult to find, as it is the largest in town. The doors are locked, but the banging by the mob brings the vicar promptly. “What’s all that commotion? I’ll hear your confessions in the morning!”
“Please open up,” you plead. “One of your own has fallen, and we are here to deliver her to you so that she may be given a proper burial.”
There is silence for a moment, and then the noise of someone fiddling with a series of door locks. The door opens, and a middle-aged man in his nightgown peers out at the crowd. His sharp demeanor gives way to sorrow as he sees what you cradle in your arms.
“Alice…” his voice trails off. He motions for you to come in. The crowd does not follow. He asks you to place the body on a table in a private chamber, and asks you what happened. You tell the priest, leaving no detail out.
“I thank you for returning Alice to us,” he says. “Although I am sorry to hear that poor Tolliver was able to bite you. You likely have the sickness now. In a matter of days you will become ill, and it will become worse until you succumb to the fever. And then you too will rise as one of the undead.”
He reads the horror in your eyes.
“Don’t despair. It sounds like this Iri-Khan was a cowardly fellow, and such a man would not risk contact with the undead without protection from his creations. You say he left in a hurry from the house. Maybe he has left something behind which can help you. Here, take this.” He hands you two small bottles filled with oddly hued liquid. “These are potions of healing. They act just like a healing spell cast by a Cleric of our faith. Go home and take one and rest for tonight, and tomorrow return to that house. Save the other potion for when you might need it! Tell no one of your purpose and bring no one with you, for if certain people knew what has bitten you, they’d kill you as a precaution before you ever had the chance to save yourself!”
“Thank you,” you say. “I found another bottle such as those within the house. Can you tell me what it is?” You present the vial found among Khan’s belongings. The priest takes it from you, unstoppers the container, and sniffs a bit. “Hmm. HMMM.” He takes the smallest sip. “Ah! This is a powerful potion! It will give you the power of three men if you drink it! Haha, I feel like a young man again just from that sip! Yes, this should help you in your quest!”
You thank him for his gift, and his kindness. He thanks you for your respect. You leave the church and head for home, thinking of everything that has happened this night, and thinking what you will face tomorrow…
Comments
12 Dexterity
9 Intelligence
13 Strength
17 Constitution
10 Wisdom
12 Charisma
10 Hit Points
Equipment: Sword (d8), mail armor, torch, backpack, healing potion, potion of strength
Potionit voi juoda milloin tahansa seikkailun aikana sekä kesken taistelun, ilmoittakaa vain. Jos potikka juodaan kesken taistelun, silloin se on sen kierroksen (kierros on 6 sekuntia) toiminto.
Peli alkaa:
Time is running out! Having been bitten by the walking dead, you must search the old mansion in hopes that Iri-Khan had kept a cure somewhere inside.
You’re carrying a minimum of equipment. You still have your mail armor and your sword, but in all the excitement of the previous night’s events, you’ve lost your lantern, and now carry a torch. You have a backpack, just in case you find anything worth keeping, but your main mission is to find a cure for the bite.
You guess that something important is in the basement. There were guards there, and Iri-Khan was anxious to remove items from that area.
As night falls and you can again sneak onto the property, you go around back. The cellar doors in the rear of the property are not locked this time. You light your torch and descend down the stairs, wondering if this is the final night of your life…
This room is a mess. With the south stairs leading up to the surface, this became the most convenient place to throw all the junk needed to maintain the estate grounds. And somewhere along the line, somebody stopped caring about the appearance and organization of the storage. The many years that have passed since people used any of these tools hasn’t helped.
So there are a lot of miscellaneous gardening tools, lumber, crates, boxes, and just a ton of refuse that can’t be of use to anyone anymore. Passageways lead to the north, east, and west, and of course to the south the stairs lead back up to the surface.
Reference Map I for this room.
Do you listen for noises down the passages?
Do you search the room?
Do you go down the east passage?
Do you go down the west passage?
Do you go down the north passage?
Do you go up the stairs to the south and leave the area?
8)
Ei nyt sentään heti nosteta leveliä.
You find nothing useful, valuable, or relevant. Add 1 to your turn counter.
TC on nyt sitten 1.
Do you listen for noises down the passages?
Do you search the room?
Do you go down the east passage?
Do you go down the west passage?
Do you go down the north passage?
Do you go up the stairs to the south and leave the area?
Sanoit että kuka ehtii ensin! Ehdin ensin kertomaan mitä seurasi!
Ja koko neljän tonnin kultamöykky on siis yksi iso fallospatsas!
Do you listen for noises down the passages?
Do you search the room?
Do you go down the east passage?
Do you go down the west passage?
Do you go down the north passage?
Do you go up the stairs to the south and leave the area?
This is where the unneeded furniture for the mansion must have been stored. Old-fashioned, well-crafted, heavy furniture of all types is stacked here. It would actually be quite valuable if it wasn’t all chewed up and generally wrecked.
There is a door in the north wall and a passage to the west.
Reference Map II for this room.
Do you search this room?
Do you search this room for secret doors?
Do you listen at the north door?
Do you go down the west passage?
Do you go through the north door?
Etsitkö salaovia? Sinäkin voit pelata tätä peliä jos haluat.
Se nousee yleensä jos etsii jotain tai jos taistelee. TC on nyt 1.
Antaa PPP:n pelataa nyt loppuun tämä itse, eihän se muuten olisi soolopeli?
Search this room
As you move some furniture out of the way and begin your search, you hear a shrill squeak and see evil glowing eyes… two sets! Two giant rats use this room as a nest, and you have disturbed them! They move to attack you! You are now engaged in combat!
Roll d6 for Initiative!
After the Initiative, roll d20 to Hit the giant rat and specify do you want to hit rat number 1 or 2.
Initiative for the rats has already been thrown by me.
1d20: 12 vs. rat number 2
At the same Initiative, both of the rats attack. Rat #1 hits you for 2 points of damage! Rat #2 misses. You now have 8 points of hit points left!
Roll Initiative again for round 2 and throw d20 to try to hit the rat.
Roll(1d8)+0:
2,+0
Total:2
Iniative:
Roll(1d6)+0:
3,+0
Total:3
To hit:
Roll(1d20)+0:
18,+0
Total:18
Roll(1d8)+0:
5,+0
Total:5
Roll(1d6)+0:
5,+0
Total:5
To hit rat:
Roll(1d20)+0:
6,+0
Total:6
Roll d6 for Initiative and d20 to hit the rat!
Roll(1d6)+0:
4,+0
Total:4
Attack:
Roll(1d20)+0:
16,+0
Total:16
Roll(1d8)+0:
1,+0
Total:1
Turn counter goes up by 1 so it's now at 2.
Do you search this room?
Do you search this room for secret doors?
Do you listen at the north door?
Do you go down the west passage?
Do you go through the north door?
Turn counter goes up by 1 and is now at 3.
Do you search this room for secret doors?
Do you listen at the north door?
Do you go down the west passage?
Do you go through the north door?
Roll(1d6)+0:
4,+0
Total:4
Turn counter goes up by 1 and is now at 4.
Do you listen at the north door?
Do you go down the west passage?
Do you go through the north door?
Reference Map III for this area.
Do you listen at the north door?
Do you listen at the south door?
Do you go through the north door?
Do you go through the south door?
This wouldn’t be so disconcerting except that on the other side of the room is a stone slab, upon which lays a naked cadaver. Its head is tilted to one side, so it appears to be looking at the workbench.
There are doors to the north and south, and down a short hallway to the west is another door.
Reference Map IV for this room.
Do you inspect the cadaver?
Do you search for secret doors?
Do you listen at the south door?
Do you listen at the west door?
Do you listen at the north door?
Do you drink the red liquid?
Do you drink the blue liquid?
Do you drink the yellow liquid?
Do you drink the clear liquid?
Do you mix the red and blue liquids together and drink the mixture?
Do you mix the red and yellow liquids together and drink the mixture?
Do you mix the red and clear liquids together and drink the mixture?
Do you mix the blue and yellow liquids together and drink the mixture?
Do you mix the blue and clear liquids together and drink the mixture?
Do you mix the yellow and clear liquids together and drink the mixture?
Do you go through the south door?
Do you go through the west door?
Do you go through the north door?
This wouldn’t be so disconcerting except that on the other side of the room is a stone slab, upon which lays a naked cadaver. Its head is tilted to one side, so it appears to be looking at the workbench.
There are doors to the north and south, and down a short hallway to the west is another door.
Reference Map IV for this room.
Do you inspect the cadaver?
Do you search for secret doors?
Do you listen at the south door?
Do you listen at the west door?
Do you listen at the north door?
Do you drink the red liquid?
Do you drink the blue liquid?
Do you drink the yellow liquid?
Do you drink the clear liquid?
Do you mix the red and blue liquids together and drink the mixture?
Do you mix the red and yellow liquids together and drink the mixture?
Do you mix the red and clear liquids together and drink the mixture?
Do you mix the blue and yellow liquids together and drink the mixture?
Do you mix the blue and clear liquids together and drink the mixture?
Do you mix the yellow and clear liquids together and drink the mixture?
Do you go through the south door?
Do you go through the west door?
Do you go through the north door?
Koska kalmojen sörkkimisestä seuraa aina bonusta
You approach the body carefully. You wave your hand in front of its face. No reaction. You take your sword and you poke it a few times. Deep enough to have inflicted a fatal wound if it was a living body. No reaction.
OK. You’re safe enough then.
You hope.
Do you search for secret doors?
Do you listen at the south door?
Do you listen at the west door?
Do you listen at the north door?
Do you drink the red liquid?
Do you drink the blue liquid?
Do you drink the yellow liquid?
Do you drink the clear liquid?
Do you mix the red and blue liquids together and drink the mixture?
Do you mix the red and yellow liquids together and drink the mixture?
Do you mix the red and clear liquids together and drink the mixture?
Do you mix the blue and yellow liquids together and drink the mixture?
Do you mix the blue and clear liquids together and drink the mixture?
Do you mix the yellow and clear liquids together and drink the mixture?
Do you go through the south door?
Do you go through the west door?
Do you go through the north door?
Roll(1d6)+0:
6,+0
Total:6
TC goes up by 1 and is now at 5.
Do you listen at the south door? Then roll d6.
Do you listen at the west door? Then roll d6.
Do you listen at the north door? Then roll d6.
Do you drink the red liquid?
Do you drink the blue liquid?
Do you drink the yellow liquid?
Do you drink the clear liquid?
Do you mix the red and blue liquids together and drink the mixture?
Do you mix the red and yellow liquids together and drink the mixture?
Do you mix the red and clear liquids together and drink the mixture?
Do you mix the blue and yellow liquids together and drink the mixture?
Do you mix the blue and clear liquids together and drink the mixture?
Do you mix the yellow and clear liquids together and drink the mixture?
Do you go through the south door?
Do you go through the west door?
Do you go through the north door?
Roll d6 for Initiative!
Roll(1d6)+0:
4,+0
Total:4
Roll(1d20)+0:
3,+0
Total:3
Dakka:
Roll(1d8)+0:
4,+0
Total:4
Roll d6 for Initiative, then d20 for to hit and d8 for damage!
Roll(1d20)+0:
14,+0
Total:14
Dakka:
Roll(1d8)+0:
2,+0
Total:2
Roll d6 for Initiative (don't forget it this time), d20 to hit and d3 for damage!
Roll(1d6)+0:
1,+0
Total:1
to hit:
Roll(1d20)+0:
13,+0
Total:13
damage:
Roll(1d3)+0:
1,+0
Total:1
ps. onks tässä jotain retreat vaihtoehtoa kun taistelu on alkanut vai onko pakko vaan taistella?
What do you do? Club the creature to death with your torch or give up the fight?
Your TC goes up by 1 and is now at 6.
This room is filled with bookshelves. Large, small, tall, short, narrow, wide. Stacked to the ceiling, stacked four or five deep from the walls. All made of solid wood. They’ve been knocked around pretty good, so they’d need some repair, but they aren’t in as bad condition as other stored items in the place have been.
Reference Map V for this room.
If you search the room, roll d6.
If you search for secret doors, roll d6.
Do you return through the south door to the lab?
Roll(1d6)+0:
5,+0
Total:5
en halunnu käyttää metatietoa
Guud!
You find nothing.
TC goes up by 1 and is now 7. Hurry, something awful will happen when the counter hits 10!
If you search for secret doors, roll d6,
or do you return through the south door to the lab?
Roll(1d6)+0:
2,+0
Total:2
TC goes up by 1 and is now at 8.
You return through the south door to the lab.
The smell hits you before the sight. This room, whatever it once was, is now a macabre laboratory. In one end of the room is a workbench with a full alchemical apparatus. Rows of glass beakers stand on the table. They are mostly empty, but the four biggest are each filled with different colored liquids. One is red, one blue, one yellow, and one is clear, but definitely not water. Water doesn’t move around on its own quite like that.
This wouldn’t be so disconcerting except that on the other side of the room is a stone slab, upon which lays a naked cadaver. Its head is tilted to one side, so it appears to be looking at the workbench.
There are doors to the north and south, and down a short hallway to the west is another door.
Do you listen at the south door? Then roll d6.
Do you listen at the west door? Then roll d6.
Do you listen at the north door? Then roll d6.
Do you drink the red liquid?
Do you drink the blue liquid?
Do you drink the yellow liquid?
Do you drink the clear liquid?
Do you mix the red and blue liquids together and drink the mixture?
Do you mix the red and yellow liquids together and drink the mixture?
Do you mix the red and clear liquids together and drink the mixture?
Do you mix the blue and yellow liquids together and drink the mixture?
Do you mix the blue and clear liquids together and drink the mixture?
Do you mix the yellow and clear liquids together and drink the mixture?
Do you go through the south door?
Do you go through the west door?
Do you go through the north door?
Roll(1d6)+0:
3,+0
Total:3
Do you listen at the south door? Then roll d6.
Do you listen at the west door? Then roll d6.
Do you listen at the north door? Then roll d6.
Do you drink the red liquid?
Do you drink the blue liquid?
Do you drink the yellow liquid?
Do you drink the clear liquid?
Do you mix the red and blue liquids together and drink the mixture?
Do you mix the red and yellow liquids together and drink the mixture?
Do you mix the red and clear liquids together and drink the mixture?
Do you mix the blue and yellow liquids together and drink the mixture?
Do you mix the blue and clear liquids together and drink the mixture?
Do you mix the yellow and clear liquids together and drink the mixture?
Do you go through the south door?
Do you go through the west door?
Do you go through the north door?
The man is looking at you. What do you do?
(Reference Map VI for this room.)
Do you talk to him?
Do you attack him?
Do you wait to see what he does?
Do you want to leave the room?
Roll 2d6.
Roll(2d6)+0:
1,4,+0
Total:5
He warns you that a fearsome monster guards the room beyond the west door in the west wall, and says you shouldn’t go there. He says through the door to the east is a laboratory, and that he hasn’t dared to disturb anything there for fear of being discovered and turned into a newt! He also says there are rats in the furniture storage room, but if you don’t bother them, they won’t bother you.
He sees that you have business beyond talking to old farts, so he says he’ll find someplace else to stay the night. He bids you farewell and wanders off to the south.
TC goes up by 1 and is not at 9. One more and something bad's going to happen.
This room looks to be some sort of art storage room, but unfortunately all the artwork looks to have been destroyed. Frames are knocked loose, canvas torn, drop-cloths scattered about. You see the transient’s former “nest” as well.
There are doors to the east and west, and a passage leading south.
If you search the room, roll d6.
If you search the room for secret doors, roll d6.
If you listen at the east door, roll d6.
If you listen at the west door, roll d6.
Do you go through the east door?
Do you go through the west door?
Do you go down the south passage?
This wouldn’t be so disconcerting except that on the other side of the room is a stone slab, upon which lays a naked cadaver. Its head is tilted to one side, so it appears to be looking at the workbench.
There are doors to the north and south, and down a short hallway to the west is another door.
Reference Map IV for this room.
Do you listen at the south door?
Do you listen at the west door?
Do you listen at the north door?
Do you drink the red liquid?
Do you drink the blue liquid?
Do you drink the yellow liquid?
Do you drink the clear liquid?
Do you mix the red and blue liquids together and drink the mixture?
Do you mix the red and yellow liquids together and drink the mixture?
Do you mix the red and clear liquids together and drink the mixture?
Do you mix the blue and yellow liquids together and drink the mixture?
Do you mix the blue and clear liquids together and drink the mixture?
Do you mix the yellow and clear liquids together and drink the mixture?
Do you go through the south door?
Do you go through the west door?
Do you go through the north door?
Do you listen at the south door?
Do you listen at the west door?
Do you listen at the north door?
Do you drink the red liquid?
Do you drink the blue liquid?
Do you drink the yellow liquid?
Do you drink the clear liquid?
Do you mix the red and blue liquids together and drink the mixture?
Do you mix the red and yellow liquids together and drink the mixture?
Do you mix the red and clear liquids together and drink the mixture?
Do you mix the blue and yellow liquids together and drink the mixture?
Do you mix the blue and clear liquids together and drink the mixture?
Do you mix the yellow and clear liquids together and drink the mixture?
Do you go through the south door?
Do you go through the west door?
Do you go through the north door?
You don’t have time for another thought as the mixture explodes. You are immediately thrown back and witness each of the bottles boil and explode, in what looks to you like slow motion. The air in the room ignites and as you see the fireball swell towards you, you notice half a body laying in front of the workbench. That’s your lower half. You weren’t just thrown back across the room, then. Not all of you, anyway. It doesn’t hurt as much as you’d think, and you fade into unconsciousness as the warm, comfortable fire consumes you…
Your adventure has ended.
12 Dexterity
9 Intelligence
13 Strength
17 Constitution
10 Wisdom
12 Charisma
10 Hit Points
Equipment: Sword (d8), mail armor, torch, backpack, healing potion, potion of strength
Healing potionin voi juoda milloin tahansa seikkailun aikana sekä kesken taistelun, potion of strengthin vain taistelun aikana, ilmoittakaa vain. Jos potikka juodaan kesken taistelun, silloin se on sen kierroksen (kierros on 6 sekuntia) toiminto.
Peli alkaa:
Time is running out! Having been bitten by the walking dead, you must search the old mansion in hopes that Iri-Khan had kept a cure somewhere inside.
You’re carrying a minimum of equipment. You still have your mail armor and your sword, but in all the excitement of the previous night’s events, you’ve lost your lantern, and now carry a torch. You have a backpack, just in case you find anything worth keeping, but your main mission is to find a cure for the bite.
You guess that something important is in the basement. There were guards there, and Iri-Khan was anxious to remove items from that area.
As night falls and you can again sneak onto the property, you go around back. The cellar doors in the rear of the property are not locked this time. You light your torch and descend down the stairs, wondering if this is the final night of your life…
This room is a mess. With the south stairs leading up to the surface, this became the most convenient place to throw all the junk needed to maintain the estate grounds. And somewhere along the line, somebody stopped caring about the appearance and organization of the storage. The many years that have passed since people used any of these tools hasn’t helped.
So there are a lot of miscellaneous gardening tools, lumber, crates, boxes, and just a ton of refuse that can’t be of use to anyone anymore. Passageways lead to the north, east, and west, and of course to the south the stairs lead back up to the surface.
Reference Map I for this room.
Do you listen for noises down the passages? Roll d6.
Do you search the room? Roll d6.
Do you go down the east passage?
Do you go down the west passage?
Do you go down the north passage?
Do you go up the stairs to the south and leave the area?
Reference Map VIII for this location.
Do you search for secret doors? Roll d6.
Do you listen at the door around the corner to the north? Roll d6.
Do you listen at the western door in the middle of the hall? Roll d6.
Do you listen at the eastern door in the middle of the hall? Roll d6.
Do you go east around the southern corner?
Do you go through the door around the northern corner?
Do you go through the western door in the middle of the hallway?
Do you go through the eastern door in the middle of the hallway?
Roll(1d6)+0:
6,+0
Total:6
Do you search for secret doors? Roll d6.
Do you listen at the door around the corner to the north? Roll d6.
Do you listen at the western door in the middle of the hall? Roll d6.
Do you listen at the eastern door in the middle of the hall? Roll d6.
Do you go east around the southern corner?
Do you go through the door around the northern corner?
Do you go through the western door in the middle of the hallway?
Do you go through the eastern door in the middle of the hallway?
You are now engaged in combat!
Roll d6 for Initiative, d20 to hit and d8 for damage. If you hit the creature, you damage it.