Turn 12: Sir Rohan - The next room Maddie entered was adjacent to the Treasure Chamber but unfortunately for her there were no exits leading in that direction. However she did find a dead adventurer with an amount of golden guineas worth 20GP.
Ulv Grimhand - I decided to stay in the Treasure Chamber and continue to search. This time I found a sack containing gold coins worth 220GP and a magical crystal ball worth 2,200GP! I looked up again at the Dragon fearing that my rummaging about had awoken it. [
This time I had a 1 in 7 chance of waking the Dragon]. Luckily it was still asleep.
Volrik The Brave - Grandma entered the Treasure Chamber and searched for goodies. She took a sack containing gold coins to the value of 110GP and another larger sack which held gold coins worth 170GP. [
She then had a 1 in 6 chance of waking the Dragon. I was sweating on her pick because if the Dragon awoke the consequences would affect both of us] Luckily the Dragon continued its slumber.
Turn 13: Sir Rohan - Maddie tried to search for a secret door to allow her entry to the Treasure Chamber. She found no secret door but did find jewellery worth 200GP.
Ulv Grimhand - As there were now two of us in the Treasure Chamber I decided to take what I'd already found and try to escape from the dungeon. [
We were now at the half-way point of the game. I only had another 13 turns to escape before nightfall and certain death]. I headed back the way I had come.
Volrik The Brave - Grandma decided to stay in the Treasure Chamber and see what else she could find. She ended up grabbing another two sacks filled with gold coins valued at 300GP and 250GP respectively. [
She now had a 1 in 5 chance of waking the Dragon] Luckily she did not disturb the Dragon.
Turn 14: Sir Rohan - Maddie searched her room for the second time and found a potion bottle [
As she had searched twice she must now move from the room].
Ulv Grimhand - I head back the way I had come.
Volrik The Brave - Grandma headed back the way she had come.
Turn 15: Sir Rohan - Maddie decided that she wouldn't be able to get to the Treasure Room before nightfall so she headed back the way she had come.
Ulv Grimhand - I head back the way I had come.
Volrik The Brave - Grandma headed back the way she had come.
Turn 16: Sir Rohan - Maddie headed back the way she has come.
Ulv Grimhand - I head back the way I had come but the next room I must enter is the trapped room I had previously evaded thanks to my Ring of Warning [
on turn 7]. I felt weak at this point [
I only had 2LP remaining] so I decided to drink the potion that I'd found earlier [
on turn 8]. Drinking a potion is always a gamble. [
Roll 1d12 - 1 - regain 4LP, 2 - regain 3 LP, 3 - regain 2LP, 4 - regain 1LP, 5-9 No effect, 10 - Lose 2LP, 11 - Lose half your LPs, rounding down, 12 - Instant death!] It was gamble but it paid off. I drank the potion and felt my wounds healing. [
Would you believe it! I rolled a 1! Woohoo!!! I got 4LP back! I was now back to 6LP]
I entered the trapped room and suddenly the floor below me opened! A trapdoor! [
To evade roll 1d12 - Agility. I rolled an 11 which meant I fell through the trapdoor] The fall nearly killed me. [
Damage = 1d6. I rolled a 5 which meant I only had 1LP left. Had I not rolled a 1 when I'd drunk the potion I would now be dead]
Volrik The Brave - Grandma headed back the way she had come.
Turn 17: Sir Rohan - Maddie was back at the trapped room which had contained the poisonous snakes. The room was still trapped, and she was barely alive [
3LP remaining] so she tried to search for a secret door which would take her around the trapped room. Her search was successful and the room she entered through the secret door was empty with exits leading in the direction of the corner tower and freedom.
Ulv Grimhand - I was at the bottom of a pit and almost dead. I tried to climb out [
roll Agility or less. I rolled an 8] but failed.
Volrik The Brave - Grandma headed back the way she had come.
Turn 18: Sir Rohan - The next room Maddie entered was empty but unfortunately did not contain any exits in the direction she wanted to go.
Ulv Grimhand - I was still at the bottom of the pit and realised that nightfall was now not far away. I once again tried to climb out [
roll Agility or less. I rolled an 7] but again failed.
Volrik The Brave - Grandma headed back the way she had come. She entered the cave-in room where she'd previously been trapped. She tried to make her way across the room without setting off another ceiling collapse.
Turn 19: Sir Rohan - Maddie searched for a secret door and found one leading in the direction of freedom! Unfortunately, the room contained a Mountain Troll who did not want to let her pass. [
As she only had 3LP left I fully expected her to die. However, she surprised me when she exclaimed "I use my magic ring to blind him!" She had remembered the Ring of Blinding she had chosen at the beginning of the game.] Maddie used the Ring of Blinding to blind the Mountain Troll [
I was so proud!].
Ulv Grimhand - I was still at the bottom of the pit and realised that I must escape or I would surely die. I summoned my remaining reserves and with a mighty jump I caught the edge of the pit and pulled myself out. [
Roll Agility or less. I rolled a 3!] Although I was out of the pit I still had to escape the dungeon.
Volrik The Brave - The room Grandma was in collapsed, sending debris everywhere. Unfortunately, she fell beneath the rubble and could not move [
roll Agility or less on 1d12. She rolled an 8].
Turn 20: Sir Rohan - Maddie kept going back towards the tower and freedom. The next room she entered was empty.
Ulv Grimhand - I head back the way I had come.
Volrik The Brave - Grandma tried to escape the rubble of the collapsed room. [
Roll Agility or less on 1d12. She rolled a 2] Grandma escaped! She moved to the next room which was one of the rooms that had been blocked off by a falling portcullis.
Turn 21: Sir Rohan - The next room Maddie entered had no exits. She is only 2 squares from escaping the dungeon.
Ulv Grimhand - I head back the way I had come.
Volrik The Brave - Grandma is faced with a heavy iron portcullis blocking her way. She then used her Ring of Opening to raise it! She continued back the way she had come.
Turn 22: Sir Rohan - So close to freedom, Maddie searched the room in the hope she'd find a secret door. Unfortunately, all she found were poisonous snakes which attacked her. [
Damage = 1d6. Maddie only has 3LP remaining. She rolled a 1 leaving her with 2LP remaining]
Ulv Grimhand - I head back along the corridor to the room only 2 squares from freedom.
Volrik The Brave - Grandma headed back the way she had come.
Ulv Grimhand (bottom left) is almost to the tower - and freedom! Turn 23: Sir Rohan - Maddie searched the room for the second time. If she does not find a secret door now she is doomed. She fails to find a secret room. Her way is blocked. There is now not enough time remaining to backtrack to find another way out of the dungeon.
Ulv Grimhand - I enter the last room before freedom. It is the room I first entered when I came into the dungeon. There is a heavy iron portcullis barring my way. I can see outside that it is very close to nightfall.
Volrik The Brave - Grandma also arrived back to the room into which she'd first entered the dungeon. The exit to freedom is also blocked by a portcullis.
Turn 24: (3 turns until nightfall) Sir Rohan - Maddie moved back to the room she'd previously been in. She now knows she will perish within the dungeon.
Ulv Grimhand - I try to lift the portcullis. [
Roll Strength or lower on 1d12. I roll a 5!] The bars raise and I make my escape from Dragonfire Castle! [
Woohoo!!!] I have treasure to the value of 5740GP to show for my efforts but only 1LP remaining. There will be feasting and drinking tonight for Ulv Grimhand!
Volrik The Brave - Grandma also tries to raise the portcullis but she isn't that strong [
Strength of 4]. She gives a heave. [
Roll Strength or lower on 1d12. She rolls a 10] The portcullis remains where it is.
Turn 25: (2 turns until nightfall) Sir Rohan - Maddie searches the room. She finds a Giant Centipede. It bites her. [
Damage = 1d12. She rolls a 12] The poison takes effect immediately and her character, the brave Sir Rohan, dies. Maddie takes it well.
Volrik The Brave- Grandma again tries to raise the portcullis. She gives another heave. [
Roll Strength or lower on 1d12. She rolled a 10] The portcullis remains where it is. She only has one more try before it is nightfall.
Turn 26: (the final turn before nightfall) Volrik The Brave- Grandma summons every ounce of strength. [
She realises that if she does not roll a 4 or less on 1d12 her character will die] She gives a final mighty heave. [
She rolled a 4!] The portcullis raises! She makes her escape from Dragonfire Castle with treasure worth 830GP and 4LP remaining. [
We all cheer!]
We all had a great time playing
Dungeonquest. Sure, there is a fair amount of luck involved, but when the luck goes your way, well, that's when songs are sung throughout the lands of your mighty deeds.