I'm back for another go at Dungeon of Justice, the mini-adventure from Warlock #5. For those who might have missed the last post, the adventure sees you captured by elves and accused of murdering their chieftain; to prove your innocence you need to enter a deadly dungeon and retrieve a golden idol. Fantasy legal systems are rarely nuanced, it seems. Shouldn't they have spells that can figure this stuff out?
Last time I explored in a fairly haphazard fashion, and died when I opened a hatch that flooded the tunnel I was in. This time around I plan to make some maps and explore a bit more carefully. I'll probably die anyway, but no attempt is wasted if I'm able to glean some new information is what I always say.
ATTEMPT 2
For my second attempt at this book, I rolled a Skill of 7, a Stamina of 19 and a Luck of 11. There are some good rolls there, but not in the places I'd like them. I can't see myself getting far with a Skill that low.
I started the adventure by killing a thief (an unavoidable encounter), and at the first junction I turned north. Then I turned east at the next junction, and continued east at a third junction. (Gripping stuff.) The tunnel turned north and I came to a pit, which I decided to explore. At the bottom was a tunnel heading off to the east, where I found a golden key.
Heading back out of the pit I continued north, toward some strange lights and chanting. Three robed figures were dancing around a large glowing crystal, and when I approached they hurled themselves at me angrily. The Light Worshippers (Skill 9, Stamina 11) attacked me three-on-one, and my meagre swordsmanship was not enough to stop them from killing me.
THE POST GAME
There was no way out of that fight except to win, and my Skill score just wasn't up to it. I tried to use my Luck to help, but it wasn't quite enough. The only thing I discovered that might be of use is the golden key, so altogether this wasn't the most successful run.
ATTEMPT 3
That last attempt was quite pitiful, so I'm trying again. For my third attempt, I rolled much more respectable scores: Skill 11, Stamina 22 and Luck 10. Of the three potions available I took the Potion of Fortune.
After being forced into the dungeon I fought and killed a Thief (Skill 7, Stamina 6), looting his corpse for 3 gold pieces (and a weird piece of mouldy fruit that I left behind). At the first junction I came to I continued north, and I decided to head north at the next junction as well.
I soon came to a door in the west wall of the corridor, with a faint cross carved into the wood. I decided to enter, and the door opened into a room strewn with rubble. A fetid smell and a high-pitched squeal was all the warning I got before a pair of Bats (Skill 5, Stamina 7 and Skill 6, Stamina 6) swooped down to attack me. I carved them up with ease. (The adventure makes a big deal out of how difficult it will be for you to fight the bats with your sword, and suggests throwing your shield into the air to distract them. None of this is relevant, as after this rigmarole you just fight them as normal.)
I decided to search through the rubble, and found a heavy trapdoor in the floor. Unfortunately, I was unable to budge it, and I had to leave and continue north. (This was the result of a failed Luck test, leaving my Luck score at 9.)
I soon came to a junction with a tunnel branching west, but because the floor looked uneven that way I decided (i.e. was forced by the adventure) to continue north. Along the way I tripped and fell, and my shield got wedged into a crack in the wall. I was able to pry it loose, but it was bent out of shape. (This meant that my Attack Strength would be reduced by 2 from now on. There's no way to avoid this happening if you come this direction.)
At the next junction, I decided to go north, and found myself at the top of a cliff overlooking a subterranean river. With no way to get down, I retraced my steps to the junction and went west. This path eventually led to another junction, and I followed the path to the north.
On the way north I was attacked by a pair of Porcupines (Skill 7, Stamina 5 and Skill 8, Stamina 5). The first Porcupine managed to wound me with a poisoned spine (reducing my Stamina to 19), but I was able to kill them both without further injury.
The path sloped down, and I emerged at the bank of the subterranean river. The only way across was a rickety bridge that was being eaten by two-headed termites. I risked the bridge, and made it across without incident (by making a Luck test that reduced my score to 8).
On the far side I searched the beach, and was nipped by a crab for my troubles (reducing my Stamina to 17; I'd done this on my first attempt, but had since forgotten about it). There were three doors ahead; I chose the door to the east.
The tunnel beyond was partially blocked, but I was able to find a rock that I could use to smash my way through (requiring a Luck test that reduced my score to 7). At the end of the tunnel was a door with a combination lock. I didn't know the combination, so I had no choice but to turn back. (I found this combination during my first attempt, on the body of a hobgoblin. I had to resist the urge to look at my first Adventure Sheet and cheat the door open.)
Heading back, I decided to take the north door from the beach. I could hear rustling feathers and whistling from behind the iron-studded door, which was locked. (It required a gold key to open, which I didn't have. I'd found it at the bottom of a pit in my last ill-fated attempt, so I knew where to look next time.) Without a key, I had no option but to barge the door with my shoulder, which I managed without injury. (This was done by rolling a die. A result of 1-4 resulted in losing 2 Stamina, while a 5 or 6 opened the door. I rolled a 5 first try. The adventure gives you no option but to keep battering away, so it's quite possible to die here without any option to stop from killing yourself on a bloody great iron door.)
Waiting for me in the room was a Birdman named Galon (who apparently has a "lust for metal"). The Birdman (Skill 12, Stamina 8) was obviously hostile, so I drew my sword to defend myself. Before it closed, I drank a dose from my Potion of Fortune. It was a desperate battle, but luck was with me, and I was able to kill the fearsome beast. (This was a tough fight, especially considering that my battered shield was lowering my Attack Strength by 2. The Birdman hit me four times, reducing my Stamina to 9. I used my Luck twice so that I could kill it faster, leaving my Luck score at 9. Allowing myself to drink the potion before battle is a little iffy, but the rules do say that you can drink them whenever you want. I don't allow it in the middle of a fight, but right before seems fair.)
As soon as the Birdman died, a mass of wriggling maggots appeared and stripped it to the bone. Once this was done they advanced on me, and I had to find a means of escape. I was able to find a secret door to the north (with a Luck test that reduced my score to 8), and emerged in a tunnel that led to a crossroads.
Heading north from the crossroads, I came to a door with a piece of parchment nailed to it. Written in several languages was the following: "If you have come this far your courage is great. Now you must live with courage or die with courage. Knock and enter." (This is the point where I would turn around and keep searching the dungeon, because I've obviously reached the end without finding the idol. But Fighting Fantasy adventurers never backtrack, so I must press on.)
In the room beyond was an old man behind a desk, who rose and welcomed me. He asked if I had found the idol. I was tempted to attack him, but instead I told him that I didn't have it.
Sadly, the old man led me up a staircase to the surface. I was surrounded by hundreds of Elves, all with bows drawn and pointed in my direction. I was pronounced guilty, and died under a hail of arrows. (If this was a game of Dungeons & Dragons, this is where I'd stubbornly insist that the DM roll every attack for those elves until I was dead. You never know when the dice will miraculously come up in your favour!)
THE POST-GAME
Well, I made it out of the dungeon at least. I don't feel like I'm any closer to finding the idol, but it is good to have a better sense of the dungeon's size, and the paths I have yet to explore. That door with the combination lock seems like a good place to start on my next attempt.
That birdman is... um... well I think I prefer the Kakhabad/John Blanche take on their appearance.
ReplyDeleteAlso fully agreed on the DM rolling the dice individually! I've had games like that!
I think this Birdman looks pretty cool, and he's certainly jacked in comparison to his Old World compatriots.
DeleteAre you using a scan of the adventure? I think you may have been led astray by faulty OCR during your third attempt, as the shield-bending incident can only be encountered in the aftermath of encountering a particularly gittish trap, and I find it hard to believe that you wouldn't have commented on that if you'd fallen foul of it.
ReplyDeleteWhere does your copy of the text say to turn at the end of section 80?
I am using a scan. From section 80 it tells me to go to section 89. Is this wrong?
DeleteIt should be 69.
ReplyDeleteIf you ever reach the part of the adventure that does lead to section 89, I expect a big rant. What was Mr Ford thinking when he came up with that sequence?
This adventure has a ton of errors, which I recently entered into the wikia page. Also, I strongly suggest you look up the correct answer if you get tired of repeatedly failing.
ReplyDelete