[CYOA] D&D - The Ghost of Lion Castle
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Two scorching streams of molten lead pour from the lion's nostrils. Make a saving throw vs. wands. If the saving throw succeeds, you take no damage from the lead. If the saving throw fails, you take 1d6 points of damage from the lead.C78.
From here, you see that murder holes pierce the lion's jaw.
If youread entryadvance C89stand still C83retreat C77
HP:3/9
our save vs wands is a 13
Original Roll String: 1d20+11 20-Sided Dice: (6)+1 = 7free crypto- petapan
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B89 is not a valid entry in this gamebook, so we will instead visit C89
Huge stones rain down through the murder holes as you pass under them. Make a saving throw vs. wands. If your saving throw succeeds, you take no damage. If your saving throw fails, you take 1d4 points of damage.C89.
If youread entryflee forward C90stand still C93retreat C78
HP:3/9
our save vs wands is still a 13
Original Roll String: 1d201 20-Sided Dice: (5) = 5free crypto- petapan
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it's d&d 1st editionIn post 364, OkaPoka wrote:WHAT IS WRONG WITH THIS GAME
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Nathel
Swordmaster-Conjurer
Third level elf
Strength 12
Dexterity 9
Intelligence 17
Constitution 10
Wisdom 11
Charisma 15
Armor Class 4
Hit Dice 3
Hit points:14
Movement:120' (40')
Spells:
First level:charm person, read magic
Second level:continual light
Languages: Bugbear, Common, Elf, Gnoll, Hobgoblin, Neutral, Ogre, Orc
Equipment:
sword +1
chain mail armor
shield
rope of climbing
magic journal
backpack
wolfsbane
large sack
iron rations (21 days)
Lion Castle maps
will continue the adventure later todayfree crypto- Menalque
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In post 23, petapan wrote:Castle outskirts
Roars of laughter and the sound of hearty voices in song rise from the tables in this warm, smoky tavern. You make your way through the crowd, listening as people talk of the great wizard Sargon and his haunted castle.C1.
Several of the tavern's patrons are apprentices of local magic-users, and that is your occupation as well. You have joined the others tonight in the village of Sarsdell to trade stories and talk of your favorite topic—Lion Castle.
"Sargon was the greatest magic-user of all time, he was," says an old woman who has stopped at your table. "No magic worked on him, no sir, none but his own. Why, I see warlocks, wizards, and sorcerers pass through here every day, and not one of them will go near that Lion Castle of his. They're afraid they'll lose all of their powers!"
"Not us, ma'am!" says one of your friends. "We've nothing to lose and everything to gain by exploring Sargon's castle."
"What is this Lion Castle?" a newcomer asks. The tavernkeeper, who has told this story many times before, eagerly steps forth to inform the newcomer.
"Sargon was a strong wizard indeed, son, and his castle is a sight to behold. He built it on the grassland plains in the land they now call the Ethengar Khanate. Lion Castle is a beauty, son. She rises above the landscape, built so she looks like a great cat about to pounce!"
The newcomer is entranced. You smile, because you know how this story goes. The tavernkeeper continues.
"Sargon's ghost resides there now, along with more than a few creatures, I suspect. The old wizard's ghost haunts the hallways, waiting for a worthy heir. Well, plenty have tried to enter that great stone cat, after having heard of all its great magical rewards. Not many return, though, and would you believe, those who make it back have turned into wild creatures! Whole armies have been defeated trying to enter Lion Castle, but they never knew the secret."
"What secret? What secret?" the newcomer pleads.
"Only one person at a time may pass through the magical defenses of Lion Castle, son, and magic-users and elves are about the only ones who even stand a chance."
The tavernkeeper's tale has stirred you and the others once again, and you decide to draw lots to see who will be the first to enter Sargon's Lion Castle.
The tavernkeeper gladly watches over your table, waiting to see who will go forth to face Sargon's ghost.
The lots are drawn. You are chosen! The tavernkeeper claps his hands and skips back to a cabinet in the back of the room. "You're a lucky one, my friend," he says as he pulls pieces of parchment from the cabinet. "Take these maps, and this magic journal with you. If you do not survive your quest, this journal magically reappears here in the tavern, so your friends and I know what sort of fate you befell."
The tavernkeeper hands you the journal and some incomplete maps of the castle. "Others before you were able to map this much before, ah, retiring. Finish these maps, and find that ghost, and you will be a hero indeed!"
"Now listen closely," says one of your friends. "Follow the Streel River east for six days, and then hike north for two. After eight days, you should be able to see that great stone lion rising from the plain."
"Be careful as you approach it," another friend cautions. "Wild beasts may attack you."
The tavernkeeper breaks in, "You'll come to the outer curtain wall, and you'll see towers and gatehouses. Once you get beyond the curtain, you have to cross the outer ward. From there, friend, you can explore the castle's towers, gatehouses, and inner levels. Somewhere in that castle roams the ghost of Sargon, waiting for you to inherit all his possessions!"
In the morning, you pack for your journey, study your spell book, and prepare your weapon. You pack 3 weeks' worth of iron rations for the long quest.
Your friends accompany you to the edge of Sarsdell, shake your hand, and wish you luck.
"I almost forgot to tell you," one of your friends says. "Legends say that entering the castle at night is very unwise. Rest before you enter, and approach in the light of dawn." You thank your friend and turn to leave.
You cross the river by ferry and turn east to walk along the river. The great grassland of the Ethengar Khanate stretches out ahead of you.
Six days pass. You have seen few animals since you left Sarsdell, and you have talked to no one. You turn north away from the riverbank, and begin crossing the flat grasslands.
As the sun begins to set on the 8th day, a slight gray mound appears on the north horizon. The head of a huge stone beast pokes above the waving grass. Lion Castle stands ahead, only 1 day away!
Dawn comes quickly, and you set out toward the castle. The time seems to drag. Finally, in the late afternoon, you come upon a slight rise in the land. All of Lion Castle stands majestically before you. A 10-foot-high outer curtain wall stretches for 255 feet at the base of the castle. Twenty-foot-high towers rise from the wall, which is rimmed by a dry moat. Lion Castle itself rests on a 10-foot-high mound within the outer curtain wall. The lion's head rises 66 feet from the mound. Its great, roaring mouth faces west.
Subtract 9 days' worth of rations from your character sheet.
If youread entrycircle to the east circle to the west decide to rest here
rolling for our chance at a wandering monster:In post 36, petapan wrote:Follow the steps in entryC6.R15. At dawn the next day, you wake to continue your quest.
-1 rations
If you want toread entryenter over the west wall C14enter over the north wall C14enter through the outer gatehouse enter through the postern gatehouse
Original Roll String: 1d61 6-Sided Dice: (1) = 1free crypto - petapan
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