ITT you have worn armor, a rusty dagger, and amnesia (457)

1 Name: ( ・∀・)  : 1993-09-5254 23:16

Wake up, sleepy head!

...

301 Name: (*゚ー゚) : 1993-09-7763 17:29

>>299
No such item present in inventory or current location.

302 Name: (*゚ー゚) : 1993-09-7763 17:35

>>301
Equip pickaxe.
Climb up.
Pick mushroom.
Eat mushroom.
Equip mittens.

303 Name: (*゚ー゚) : 1993-09-7763 18:37

Brew beer.

304 Name: (*゚ー゚) : 1993-09-7763 21:31

Commit sudoku while having comfort increased by mittens

305 Name: (*゚ー゚) : 1993-09-7763 22:37

Be reborn as a million sentient mittens.

306 Name: (*゚ー゚) : 1993-09-7764 01:26

>>302
You wield pickaxe.

You go up.

Mushroom: Picked.

Mushroom: Eaten.

You feel sick.

You begin to shake.

Pulsating Purple Portal opens before your eyes and whisks you to ~ THE DARK WORLD ~

You are in a groovy, gnarly forest. Stars shimmer and shine in the dark red sky. For a place called "the dark world" it sure seems colorful, as the trees groove and jive in ever-changing greens and oranges, while serpentine vines (or are they vinelike serpents?) slither all about.

Cat without a mouth is here. (Watching you from a tree.)
Gnarly mushrooms are here. (dancing)

Kuro Tsuki gazes down at you with a bloodstained, sadistic grin.

Possible exits are here, not here, all the way, and FaR OuT.

You once again seek for mittens. As if your wish has been spontaneously granted, Toasty Gauntlets of the Cozy Goddess appear before you. They are the most gnarly mittens you can imagine, and you don them immediately.

You have gained ability: Burning Hand Touch +5

>>303
You wander through the fractured landscape, the colors seeming to pulsate with the pounding of your aching head. The part of you that is Thorvald needs alcohol badly. You finally locate an iridescent pool and collect some of the fluid, attempting to create beer with it. Lacking the requisite skill, it is uncertain how good a job you are doing.

>>304
Grabbing the nearest stick, you begin to etch glowing digits in a hillock, carefully arranging numbers in a pattern. But you do not simply play, oh no, you do it all with a deviant flair, grinning with guilty pleasure as if you are committing a crime. All the while, your new mittens keep your hands toasty warm, and make curls of smoke rise from your writing instrument, becoming wandering rings and wisps of pure color.

>>305
You give thanks to the Cozy Goddess for her gift, and dedicate yourself thenceforth to her service. Smiling upon you, she reaches down and lifts you into another plane of existence, where you ascend into the role of her mitten minions, serving her as you bask in her grandmotherly love. You are her cozy winter mittens that make sure her fingers are always warm. You are the oven mittens that help her bake delicious cupcakes. You are even mittens for unspeakable purposes. It is pure mitteny bliss.

An eternity later, the mushroom wears off. You awaken covered in vomit and muddy water (but surprisingly no blood), with some crudely woven-together leaves on your hands.

You smell vile. (-2 CHA)
You have lost ability: Burning Hand Touch

You are in a wild, gnarled wood, where vines and moss hang thick from the tangled, hostile-looking trees. Strange hollers and hoots sound out, from animals or perhaps malevolent forest spirits.

It is daytime, but the sky is cloudy.

Swampy pool is here.
Wooden pints are here. (full something suspiciously resembling swamp water)
Hillock with unintelligible scrawlings is here.
Pointy stick is here. (poked into hillock)

Possible exits are north, south, east, west, northeast, northwest, southeast, southwest, up, down, all around.

You could REALLY use a stiff drink right now.

307 Name: (*゚ー゚) : 1993-09-7764 02:14

Decides to take the all around exit.

308 Name: (*゚ー゚) : 1993-09-7764 03:42

scratch nose and look at navel

309 Name: (*゚ー゚) : 1993-09-7764 06:20

>>307
You wander all around the forest, until you feel that you know it like the back of your hand.

You have gained new knowledge: forest map
You can now travel to any location in or around the forest without needing to navigate the maze.

To the east is the playhouse.
To the northeast is the Land of Death.
To the southeast is Alligator Bayou.
To the north are mountains.
To the northwest is a glacier.
To the west is the Restricted Area.
To the southwest is the Desert of Blech.
To the south is a nuclear crater.
In the upwards direction is treehouse village.
In the downwards direction is tunnel system.

Interesting locations within the forest:
Mushroom patch
Swampy pool
Statue with a Big Nose
Sword in a log
Ramshackle dwelling

>>308
You scratch your nose, trying to gauge if it is as big as the one on the statue you saw in your wanderings.

You attempt to look at your navel. It is covered by filthy armor. Attempts to remove the armor seem futile without a special tool or skill.

You crave alcohol. Your head pounds.

310 Name: (*゚ー゚) : 1993-09-7764 09:55

really look at our navel
contemplate existence
feel smug

311 Name: (*゚ー゚) : 1993-09-7764 10:44

Go to treehouse village and demand booze

312 Name: (*゚ー゚) : 1993-09-7764 14:08

>>310
Determined to see your navel, no matter what, you apply the most applicable-seeming tool on hand and begin to whale on your abdominal armor until it breaks. You feel a sharp pain as the armor is ripped from your belly along with a shower of gore and intestines. You pluck out the navel and carefully examine it. It appears to be an innie.

Why did you wake up in a dungeon with a demented clown for a warden?
Why is there a city full of Robotic Enforcers in this world?
Why does pain hurt?
No, you have a better question... WHY IS ANYTHING AT ALL? You latch on to this, and consider it for a long time.

You feel quite smug for having circumvented all sense to go on this little errand.

>>311
After a while of deep philosophical contemplation, you bleed out, and, feeling that you left some urgent desire unfulfilled in life, your disemboweled, gore and vomit crusted spectre floats up into the treehouse village in search of fulfillment. Your nightly howls in demand of booze terrify the diminutive fur-kin inhabitants, and even when they attempt to appease you with vodka and berry-wine, you find that everything you attempt to drink falls through the gaping hole in your abdomen, leaving you eternally unsatisfied.

Eventually, your haunting drives off even the bravest of the fur-kin, and the treehouse village becomes a literal ghost town. You are reduced to terrorizing the next generation of adventurers with your demands whenever they come to investigate the ruins of this dismal place.

It's a sad thing that your adventure has ended here!
Play again?

313 Name: (*゚ー゚) : 1993-09-7764 16:41

New game ++++++++++!!

314 Name: (*゚ー゚) : 1993-09-7764 16:59

Start a new game+ with the infnite adventure DLC.

315 Name: (*゚ー゚) : 1993-09-7764 17:00

Fear not! I'm an expert in dwarven behaviour.

Go to sword in log.
Deconstruct sword in log.
Find 3m x 3m open space.
Construct craftsdwarf's workshop using log.
Dig straight down using pickaxe until reaching bedrock.
Pray to Armok that this biome doesn't have a multilayer aquifer.
Craft resultant boulder of bedrock into large stone pot in craftsdwarf's workshop.
Deconstruct craftsdwarf's workshop.
Construct still in its place using log.
Go to mushroom patch.
Pick some plump helmets.
Go back to still.
Brew plump helmets into dwarven wine, using large stone pot to collect booze.
Drink dwarven wine.
Get through the working day.
Grumble mildly about the inclement weather.

316 Name: (*゚ー゚) : 1993-09-7764 17:24

>>314
You have not paid enough VIPcoins for the DLC.

317 Name: (*゚ー゚) : 1993-09-7764 19:34

>>313
You initiate a New Game plus.

You have carried over the following from your previous life:

Bound essence: Thorvald the Dwarf

  • +3 STR, +1 END
  • Mutation: Luxurious ankle-length beard.
  • Weakness: You need alcohol to get through the day.
  • Gained abilities: infravision, appraise minerals, sense direction underground
  • Improved abilities: axe combat (+1), mace combat (+1)

Other gained abilities: Knowledge of forest maze

Inventory:
A straw mat called Straw-mat-tan
A straw mat called Koza-chan
Pick-axe with some blood stains
Amnesia: The Dark Descent
Keys to Twinkle's dungeon
Crude leaf mittens (worn)
Filthy armor with spiked codpiece (worn, -2 CHA, cursed)

>>314
See >>316.

>>315
Without wasting any time, you break out of the cell. You could use the keys or the pick-axe, but decide the pick-axe is more suitably dwarven.

You create a tunnel out of the dungeon.

You move to sword in log.
Sword in log: deconstructed, producing wood and Excaliblork.
You survey area and decide that Desert of Blech appears ideal.
Craftsdwarf's Workshop: built, making do with pick-axe and your +3 STR fists as tools.
You dig down into the hot sand.
You utter a prayer to Armok. Although you are not entirely sure whether Armok responds, you find that the Desert of Blech is a pretty dry biome.
You haul a boulder from your excavations back to your new workshop. At your current STR, you can just barely manage this along with your other inventory.
Crude stone pot: created from boulder
Workshop: deconstructed
Still: constructed
You head to the patch of mushrooms.
Illegal, hallucinogenic mushrooms: picked, making sure to select the ones with the plumpest helmets. How lewd.
You return to Desert of Blech.
Dwarven Wine: brewed.
Dwarven Wine: drinking a portion.

Pulsating Purple Portal opens and whisks you to ~ The Dark World ~

Crude leaf mittens disappear.
You have acquired Toasty Gauntlets of the Cozy Goddess (Burning Hand Touch +5)

You feel great.

Your craving for alcohol has been temporarily sated. Now you can work in peace, just as soon as you decide what sort of work you're supposed to be doing.

You mutter a bit about the weird swirls of black and purple lashing about in the sky overhead.

You are standing on the Dessert of Blech. The landscape is made up primarily of pink and green sugar sand, with occasional outcroppings of caramel and peanut brittle sticking up from it, and here and there a bubbling pit of chocolate pudding.

Commander Keen is here (chomping on the landscape)
Neural Stunner is here (strapped to Commander Keen's belt)
Pogo Stick is here (strapped to Commander Keen's back)
Green Bay Packers helmet is here (strapped to Commander Keen's head)
Rainbow-colored still is here.
Golden pot of shimmering rainbow liquid is here.

Possible exits are: take me HIGHER and FaR OuT.

318 Name: (*゚ー゚) : 1993-09-7764 21:33

Bring some dwarven wine to share with the man in the ramshackle dwelling.

319 Name: (*゚ー゚) : 1993-09-7765 00:07

Give a try to your new infravision abilities... inside a cave.

320 Name: (*゚ー゚) : 1993-09-7765 13:44

Fight necromancer who necrobumped this thread.

321 Name: (*゚ー゚) : 1993-09-7766 14:58

>>318
You collect the pot and head back in the direction you vaguely recall a ramshackle dwelling being. You instead find a tall wizard's tower.

You give dwarven wine to High Magus Mrzlblth.

High Magus Mrzlblth gives you pink sunglasses with star-shaped lenses in gratitude.

>>319
You head down into the tunnels. You can see quite well, although they appear to have become a network of pulsating, organic green tubes, like the circulatory system of a vast alien being.

>>320
Suddenly, Troll Necromancer appears! You are not sure of the being's past history, but you know that necromancers must be evil, and decide to blame him for a dastardly deed that's been bothering you, preparing to fight using your equipped pickaxe.

Troll Necromancer casts Stinking Cloud! There is a thunderous sound and you are enveloped by foul-smelling gas.

You are in a green, pulsating, underground chamber. The very walls seem to be alive.

Troll Necromancer is here. (fighting you)

Troll Necromancer blocks your escape.

322 Name: (*゚ー゚) : 1993-09-7766 16:36

Throw sunglasses at necromancer.
Throw pickaxe at necromancer.
Throw amnesia at necromancer.
Throw dungeon key at necromancer.
Throw Straw-Mat-tan at necromancer.
Throw Koza-chan at necromancer.
Throw burning mittens at necromancer.

323 Name: (*゚ー゚) : 1993-09-7766 17:37

>>322
You throw sunglasses at Troll Necromancer for 0 damage.
You throw pickaxe at Troll Necromancer for 2d6 damage, injuring him by 8 HP.
You throw Amnesia: The Dark Descent at Troll Necromancer for 0 damage.
You throw keys at Troll Necromancer for 0 damage.
You throw Straw-Mat-tan at Troll Necromancer for 0 damage.
You throw Koza-chan at Troll Necromancer for 0 damage.
You throw Toasty Gauntlets of the Cozy Goddess at Troll Necromancer, producing a fireball that strikes for 2d6 damage, injuring him by 4 HP.

Fireball ignites the pile of junk at Troll Necromancer's feet!

Straw-Mat-tan catches on fire!

Straw-Mat-tan has been slain.

Koza-chan catches on fire!

Koza-chan has been slain.

Pickaxe catches on fire!

Disc of Amnesia: The Dark Descent melts in the heat.

Pink Sunglasses with Star-Shaped Lenses melt in the heat.

Keys to Twinkle's Dungeon are unaffected.

Toasty Gauntlets of the Cozy Goddess are unaffected.

Stinking Cloud catches on fire! The sudden combustion of gas burns you for 1d6 damage, and you lose 6 HP.

Stinking Cloud has been destroyed.

Troll Necromancer catches on fire! Troll Necromancer is burnt for 1d6 damage, losing 3 HP.

Troll Necromancer screams in agony!

Organic Chamber screams in agony!

You are standing in a rapidly pulsating underground chamber, the green walls writhing and rippling in distress.

Troll Necromancer is here. (on fire)
Blazing bonfire is here.
Keys to Twinkle's Dungeon are here. (in the fire)
Toasty Gauntlets of the Cozy Goddess are here. (in the fire)
Unrecognizable nugget of melted plastic is here, x2. (in the fire)
Pickaxe with a burnt handle is here. (in the fire)

Troll Necromancer misses his combat round. (flailing against the flames)
Fire prevents Troll Necromancer from regenerating damage.

324 Name: (*゚ー゚) : 1993-09-7766 18:17

Touch bonfire to replenish estus flask

325 Name: (*゚ー゚) : 1993-09-7766 18:37

>>324
You shove your hand into the fire and are burnt for 1d6 damage, losing 3 HP.

Estus flask: no such item present in inventory or current location.

Troll Necromancer is burnt for 1d6 damage, losing 1 HP.

Troll Necromancer grabs your arm and attempts to drag you into the flames!

326 Name: (*゚ー゚) : 1993-09-7766 18:42

Eat troll necromancer. Collect all items on the ground before burning to death.

327 Name: (*゚ー゚) : 1993-09-7766 19:07

>>326
You grapple with the Troll Necromancer, attempting to eat him before he can pull you into the fire.

You are burnt for 1d6 damage, losing 2 HP.
Troll Necromancer is burnt for 1d6 damage, losing 2 HP.

You eat Troll Necromancer.

Incompatible essence displaces currently bound essence.

You unbind from Thorvald the Dwarf.
Your stats and skills return to their base values.
You no longer crave alcohol.
Your beard disappears.

You bind your essence to Gru'tholl, the Troll Necromancer.
Your strength increases 1 point.
Your intelligence decreases 1 point.
Your charisma decreases 2 points.
You have gained abilities: perform minor magic, necromancer lore, regeneration, infravision
You have improved ability: produce stinking cloud (+1)

You grab into the fire for the goodies, and are burnt for 1d6 damage, losing 3 HP.

Nugget of melted plastic: collected. (x2)
Pick-axe head with no handle: collected. It's hot! (-1 HP)
Keys to Twinkle's Dungeon: collected. It's hot! (-1 HP)
Toasty Gauntlets of the Cozy Goddess: collected.

You are in a rapidly pulsating, green, organic, underground chamber.

A fire burns merrily here. (illuminating the chamber and causing the organic walls some distress)

Possible exits are up, down, north, east.

You are badly wounded.
You are somewhat tired.
You mourn the deaths of Straw-Mat-tan and Koza-chan. You have lost 1 sanity point.

328 Name: (*゚ー゚) : 1993-09-7766 19:58

Commit sati onto Straw-Mat-tan and Koza-chan's funeral pyre.

329 Name: (*゚ー゚) : 1993-09-7766 21:11

>>328
Despite having spent little thought on your religious allegiances until now (aside from a drug-induced stint in the service of a mitten goddess), your grief drives you to enact a banned Hindu ritual on the pyre of your beloved(s).

You are burnt for 1d6 damage, losing 3 HP.

You scream in agony, on the edge of death.

You are burnt for 1d6 damage, losing 4 HP.

You have been slain.

Your spirit is whisked away to a realm resembling a warehouse full of straw mats. Straw-Mat-tan and Koza-chan are there, and along with the other mats, stare at you in silent, vague disapproval for eternity.

It's a sad thing that your adventure has ended here!
Would you like to play again?

330 Name: (*゚ー゚) : 1993-09-7767 08:32

Yes!
Purchase and enable Hungarian Hats DLC.

331 Name: (*゚ー゚) : 1993-09-7767 18:55

No. Tries to put the game data in another game

332 Name: (*゚ー゚) : 1993-09-7767 19:12

Yes, if we get to play as Lizard Viking.

333 Name: (*゚ー゚) : 1993-09-7767 19:47

>>330 >>331 >>332
You grab the current adventure module, throw the book across the room and demand that the Maim Master provide you with a different one, one where you can be a Lizard Viking with an awesome Hungarian hat. And that you get to re-use your character sheet.

Maim Master gives you a long-suffering look and offers you a slice of pizza while preparing the new adventure.

~ A NEW ADVENTURE ~

You are the mighty and intrepid LIZARD VIKING, setting sail for adventure and plunder.

Your character sheet has received some "slight" modifications.
Your STR now has a base of +2.
Your END now has a base of +1.
Your AGI now has a base of -1.
Your class is Viking (specialist Fighter)
Your skills are: axe combat (+2), spear combat (+2), intimidate with a lethal weapon (+1), seafaring (+2), and armored skin (+1)
You are cold-blooded and suffer additional damage from excessive heat and cold.

Current inventory:
Nugget of a strange substance (x2)
Pick-axe head with no handle
Keys with no apparent purpose
A gnarly pair of gauntlets (magic inert)
An awesome fur hat (worn, assuming stats of Viking Helmet)
Armor with spiked codpiece (worn)
Viking battle axe (equipped)

You are standing upon the deck of your dragon ship, with your crew of hearty lizardmen pulling the oars. The cold, stormy sea rages around you; the sky overhead is cloudy.

According to your crude map, you could: Sail to a human kingdom, sail to an elven kingdom, sail to the dreaded land of ponies, sail to the land of ninjas, your eternal hated foes (since you are sort of a pirate, you reason), sail beyond the known world (west), sail beyond the known world (south), or sail home in shame with no plunder.

334 Name: (*゚ー゚) : 1993-09-7768 11:52

Eat codpiece
Sail south, off the edge of the world!

335 Name: (*゚ー゚) : 1993-09-7768 14:34

>>334
You rip off the codpiece with a mighty viking grunt, exposing your lizard cloaca. Shoving the piece of armor into your mouth, you bite down.

Iron spikes deal 1d6 of damage, injuring you by 3 HP.

Spiked codpiece appears unharmed.

A few of your crew members look at you askance. This sort of behavior is usually reserved for the mead hall, or private chambers.

Licking some blood from your mouth, you turn to address the crew. "To the south!" you boom, "into the unknown!"

Ignoring the various weird and wonderful vistas that occasionally present themselves on the shore, you and your naked cloaca drive the crew to row ever southwards.

You are on the southern edge of Midgard. Across the way to the south you can just barely see Muspelheim, its blazing fires casting eerie red and orange light through the mist. Seawater from Midgard and lava from Muspelheim pour into the chasm between worlds, producing thunderous hissing and great billows of steam. The water currents are gradually dragging your dragon ship towards the edge.

"Faster!" you holler, "Over the edge!"

Lizard crewmembers exchange looks and grumble among themselves.

One lizard crewmember speaks out, "This is madness! We set sail for plunder, and what plunder can lie at the bottom of this void of doom?"

It looks as if you don't address this situation fast, you may have a mutiny on your hands.

336 Name: (*゚ー゚) : 1993-09-7768 15:16

Okay, fine. To the west! Put the bloody codpiece back on too.

337 Name: (*゚ー゚) : 1993-09-7768 16:43

>>336
"Uh... just kidding. I think we'd have more success exploring the west." you announce.

You wear spiked codpiece with bloodstains.

Heaving the oars against the ocean currents dragging your ship towards the chasm, you and your somewhat less trusting crew eventually break free from the pull and head in a general northwestwards direction, away from Muspelheim but still into the unknown.

You come across a jungle shoreline, where the squawks of colorful birds sound out and the waves lap on sandy beaches. There is no sign of habitation, but you could land the ship and explore here, or continue following the shore in search of a village or river.

338 Name: (*゚ー゚) : 1993-09-7768 19:24

Land ship and order the crew to begin exploring, then take the boat and sail alone up the shore.

339 Name: (*゚ー゚) : 1993-09-7769 00:04

>>338
You decide to disembark on the unexplored territory here and now despite the lack of any signs of habitation. After all, you reason with the crew, these are unknown lands and perhaps nature itself is ripe to be plundered here.

You and the lizardmen enter the thick, muggy jungle for a bit, and when you are sure they are occupied, you sneak off, hurry back to the dragon ship and steer it away from shore. Alone, you cannot give the ship sufficient oar power for propulsion, so you are at the mercy of the wind, using the large sail attached to the mast.

You sail along the shore on the prevailing winds, feeling sure you have lost your traitorous crew. After a while, you discover the mouth of a muddy river.

Large alligator is here (floating on the river surface)
Cheeky monkey is here (throwing nuts at you from a tree)

340 Name: (*゚ー゚) : 1993-09-7769 00:50

Befriend alligator and team up to attack the cheeky monkey.

341 Name: (*゚ー゚) : 1993-09-7769 14:18

>>340
The alligator seems impressed by your Lizard Viking charm, or perhaps is simply amorously inclined towards your magnificent dragon ship. Either way, it seems amenable to an alliance, but you soon find out that the cheeky monkey has been a thorn in its side for as long as it can remember, and never gets within the alligator's reach. It looks like getting the monkey out of the tree is up to you, but how to do that?

Nut ricochets off of your awesome fur hat, dealing 0 damage.

342 Name: (*゚ー゚) : 1993-09-7769 20:30

Command monkey to come down with hot-blooded assertiveness.

343 Name: (*゚ー゚) : 1993-09-7769 21:01

>>342
As you are a lizard, you aren't much able to do anything hot-blooded; that sort of stuff would be reserved for a Dinosaur Viking, Bird Viking or just plain old mammal viking.

None the less, you put your arms akimbo and boom in your sternest Stern Father voice, "Come down from there this instant, young man. I'm not going to ask you again."

Cheeky monkey chatters and grins, showing you its bloated red bottom while dangling from a branch.

344 Name: (*゚ー゚) : 1993-09-7769 21:16

Land on shore near monkey and keep it occupied by cursing at it. Pull boat ashore so it doesn't drift away. Use viking knowledge of burning and pillaging to set the tree ablaze. A

345 Name: (*゚ー゚) : 1993-09-7769 23:05

then use viking knowledge of rape to rape the monkey

346 Name: (*゚ー゚) : 1993-09-7769 23:20

Use "Intimidate with a lethal weapon" with a blood-stained codpiece on monkey.

347 Name: (*゚ー゚) : 1993-09-7770 00:31

>>344
You secure your ship and disembark, taking some of the torches brought along for your raiding parties. Cursing at the monkey with your best viking epithets, you light one up and set it to the tree, which, being damp, living wood, proves rather less than amenable to burning. The monkey squawks and chatters back at you as you set about building the fire bigger, until the tree finally catches ablaze.

Meanwhile, large alligator sidles up to your dragon ship, inspecting it amorously.

As the fire burns higher, cheeky monkey begins to realize that it is in danger and jumps to the branches of another tree, eyed by the alligator who hopes fruitlessly that the branch might break and make the monkey fall.

>>345
You know well enough that this first requires capturing the object of your ardent viking fervor. Strapping your battle axe to your back, you use your lizard claws to climb into the tree in pursuit of the monkey, but find that you are much less agile than your quarry, even on land, let alone in the treetops.

You narrowly avoid breaking a branch that you are climbing on.

>>346
Venting your viking frustration, you pull off your codpiece, wearing it on your fist as a sort of makeshift spiked gauntlet. Waving fist and cloaca at the monkey, you attempt to intimidate with a +1 bonus.

Cheeky monkey cowers!

Cheeky monkey has been intimidated and is temporarily suceptible to your manipulation.

348 Name: (*゚ー゚) : 1993-09-7770 04:54

expand dong

349 Name: (*゚ー゚) : 1993-09-7770 08:01

Offer to let the monkey live if it comes down from the tree.

350 Name: (*゚ー゚) : 1993-09-7770 14:12

>>348
You demand that the cheeky monkey become an employee of Dansk Olie og Naturgas to help expand its operations for the glorious viking homeland.

Cheeky monkey is unable to comply.

>>349
Cheeky monkey looks askance, but, thanks to your intimidation, slowly climbs down the tree trunk, chittering softly and piteously.

Large alligator eyes the monkey hungrily.

Furiously burning tree begins to spread fire to adjacent vegitation.

351 Name: (*゚ー゚) : 1993-09-7770 17:29

Play hide and seek with the monkey and alligator.

352 Name: (*゚ー゚) : 1993-09-7771 03:37

>>351
You line up the alligator and the monkey and explain to them the principles of the hide and seek game that amused you so as a young lizard viking.

Large alligator seems enthusiastic, but not quite in understanding of the rules, as it decides to hide the cheeky monkey in its mouth. CHOMP!

There seems to be some indecision as to whether you or the alligator ought to be the one to hide first.

353 Name: (*゚ー゚) : 1993-09-7771 08:51

Hide the alligator in our mouth.

354 Name: (*゚ー゚) : 1993-09-7771 16:47

>>353
You bite large alligator on the tail for 1d6 damage, resisted by alligator's armored skin +2. Large alligator is injured by 3 HP.

Large alligator gives you a dubious look and begins to turn towards you.

355 Name: (*゚ー゚) : 1993-09-7771 17:32

Finally eat the alligator gumbo we've been waiting for since >>227

356 Name: (*゚ー゚) : 1993-09-7771 17:45

>>355
You dissolve your alliance with large alligator.

You bite large alligator for 1d6 -2 damage, injuring it by 4 HP.
You bite large alligator for 1d6 -2 damage, injuring it by 3 HP.

Large alligator bites at you, but you evade.

Forest fire continues to spread. It feels uncomfortably hot here. Smokey the Bear weeps.

You are currently fighting large alligator. As you are more agile than your opponent, you may attempt to escape, or continue fighting.

357 Name: (*゚ー゚) : 1993-09-7771 18:54

Escape via boat and come back to eat the alligator after it has been well cooked by the forest fire.

358 Name: (*゚ー゚) : 1993-09-7771 20:40

Sing some sailor verses.

359 Name: (*゚ー゚) : 1993-09-7772 15:13

>>357
Hurrying back to the dragon ship, you push off into the water and leap up onto the deck, the alligator's jaws snapping behind you.

The ship slowly begins to move, the alligator in pursuit, though it does not manage to board the deck, instead knocking against the sides of the ship and bellowing its rage at the magnificent dragon ship's betrayal of its amorous advances. Eventually it swims away, leaving you alone, but escaping the flames on land as well.

Forest fire continues to burn on the shore as your ship returns to sea. Colorful birds and chattering monkeys flee the flames as their habitat is destroyed. Billows of smoke rise into the clear sky.

>>358
You decide to relax a bit while you gloat over the destruction of a vibrant ecosystem, and sing a rather terrible a capella rendition of Alestorm's "Set Sail and Conquer", lifting your spirits.

Hideous vulture lands on the dragon ship's mast to listen.

360 Name: (*゚ー゚) : 1993-09-7772 15:21

Encourage the vulture to sing along!

361 Name: (*゚ー゚) : 1993-09-7772 15:31

>>360
Vulture lets out a few deep, gravelly croaks and comes closer to investigate you.

362 Name: (*゚ー゚) : 1993-09-7772 17:38

Try to be a friendly player with the Vulture

363 Name: (*゚ー゚) : 1993-09-7772 18:14

>>362
Feeling unusually chivalrous, you doff your awesome fur hat (assuming stats of viking helmet) in a sweeping gesture and introduce yourself to the ugly bird.

Hideous vulture croaks incomprehensibly, but appears to be friendly.

You offer a portion of Viking Ale from the dragon ship's stores to the vulture.

Hideous vulture drinks appreciatively.

364 Name: (*゚ー゚) : 1993-09-7772 19:26

Check to see how the fire is going back on shore, maybe alligator is cooked by now.

365 Name: (*゚ー゚) : 1993-09-7772 20:42

Ask the vulture to help us find any wildlife that has been barbecued by the forest fire and feast on it together.

366 Name: (*゚ー゚) : 1993-09-7773 02:27

>>364
Finding the dragon ship rather unwieldy to manouver alone, and with the vulture seeming to have little rowing capability, it takes you a while to get back to the mouth of the river, where some smoke still rises from the charred wreckage of once mighty trees.

The ground is still warm, but the fire seems to have calmed down, leaving an ashen wasteland around this area. Farther off in the distance, some vegetation still smoulders.

Large alligator is nowhere to be seen.

>>365
The vulture seems quite enthusiastic for this task, and takes to flight, circling ominously a bit before landing.

Hideous vulture has located a roasted sloth carcass.

The vulture seems a bit wary about sharing the feast with you, but is easily coaxed with another helping of ale, and you take turns pecking and tearing at the remains of the beast. The vulture seems to have a good grasp of traditional viking lack of table manners.

Camaraderie with hideous vulture has improved.

You feel satiated.

Satisfying meal restores some of your health. You are now at full HP.

You are resting amongst the ash and charcoal of a formerly vibrant rainforest, the burnt-out hulks of trees lying here and there. The air smells smoky, and off in the distance you can still see fire burning. A bit to the south is a muddy river where your dragon ship lies secured. To the east is a strip of beach, and the sea.

Hideous vulture is here. (resting after a meal)
Sloth skeleton is here. (recently picked clean of meat)
Charred branch is here. (doing nothing interesting at all)

Possible exits are south, southwest, west, northwest and north.

367 Name: (*゚ー゚) : 1993-09-7773 04:08

Explore deeper inland, following the shore of the river. Bring Grawk with us.

368 Name: (*゚ー゚) : 1993-09-7773 15:27

Take a break to read Higurashi

369 Name: (*゚ー゚) : 1993-09-7773 19:56

Tip on some four-fours

370 Name: (*゚ー゚) : 1993-09-7773 22:19

>>367
You head inland, bringing your new companion, who you dub Grawk in your best imitation of vulture language.

Grawk perches on your shoulder, bringing along a carrion smell.

>>368
You pause in your wandering to recount a strange and tragic tale from the land of ninjas (your eternal hated foes) to Grawk.

Grawk listens, and appears to enjoy the gory parts the best.

>>369
You find that you are lacking an automobile, with pimped-out spokes or otherwise. You settle for rapping a bit about it instead.

Grawk croaks and clatters its beak to the beat.

Assessing your situation, you find that you have wandered further west into the remains of the jungle. Some vegetation remain here, generally charred and smouldering but in some places a bit of green remains. Further to the east, the ground begins to rise into hills. A ways to the south are the lazy arcs of a muddy river.

Possible exits are: north, south, east, west, northeast, northwest, southeast, southwest.

Far off on the northeast horizon you spot a small band of moving figures that appear to be searching the area. They do not appear to have noticed you, yet.

371 Name: (*゚ー゚) : 1993-09-7774 07:18

Climb the hills and get as high as possible to get a good view of the island.

372 Name: (*゚ー゚) : 1993-09-7774 12:08

Gain power from carrion smell

373 Name: (*゚ー゚) : 1993-09-7774 14:40

>>371
You head further inland and up the hills, climbing one of the higher peaks until you reach the summit.

You are standing on a boulder at the top of a hill. Around you some trees that escaped the burning below. To the east, you see an expanse of burnt ground, and beyond it the sea. To the southeast across the river, and far to the north, the vibrant jungle remains. To the more immediate north and south run a range of hills. To the west, land extends as far as you can see, though it lowers and flattens again after a while.

At the mouth of the river, you can see the tiny form of your dragon ship in the distance. In the charred land to the northeast, you can barely make out a small band of figures is moving southward. There appear to be three of them, oblivious to your presence as far as you can tell.

>>372
You attempt to tap into the power of aromatherapy with Grawk.

Grawk's odor is not particularly therapeutic, even for a viking.

374 Name: (*゚ー゚) : 1993-09-7774 15:45

Furtively follow the figures.

375 Name: (*゚ー゚) : 1993-09-7774 18:18

Figuratively follow the furtives.

376 Name: (*゚ー゚) : 1993-09-7774 19:20

Forgetfully fallow the fjords.

377 Name: (*゚ー゚) : 1993-09-7775 02:01

>>374
You trek down from the mountains and head in the general direction of the figures you noticed, doing your best to remain concealed in the charred landscape.

>>375
You imagine that you are following someone stealthy, like ninjas (your eternal hated foes), and walk on tiptoe a bit, closing your eyes.

>>376
Your reptilian brain misfires a bit and you find yourself pining for the fjords of your homeland, and the fallow farmlands that aren't actually so fallow, being in cold Scandinavian lands. Or wait, perhaps it was fishing in the fjords that so entranced you.

Derping out, you fall on your face. Grawk flaps away from your shoulder as you fall and lands on a nearby charred log, croaking discontentedly.

Trio of figures pauses to look around, perhaps growing suspicious that someone else is there, but not sighting you yet. They appear to be some of the sailors you abandoned earlier.

378 Name: (*゚ー゚) : 1993-09-7775 08:04

Apologize to Grawk and give her/him some ale.
Explain Grawk that we are about to catch some very fresh meat, and ask her/him to pretend she is attacking us. (Explain this with hand gestures if needed.)
Run out screaming for help while under "attack" by Grawk. When the figures get close enough, kill them all!

379 Name: (*゚ー゚) : 1993-09-7775 14:46

Stops for a moment and questions Grawk gender while under "attack" by Grawk.

380 Name: (*゚ー゚) : 1993-09-7775 14:52

>>378
You offer the last of the ale you're carrying to Grawk as a peace offering. If you want more, you'll have to journey back to the dragon ship, which the three crewmembers appear to have taken notice of.

Hastily explaining your plan to Grawk, you wave your arms and jump out of hiding, crying theatrically, "Oh, help, help!"

Lizard crewmembers notice you.

"It's the captain!" shouts lizard crewmember Sveinn.
"Kill the traitorous dog!" shouts lizard crewmember Olaf.

Lizard crewmember Sveinn wields Viking Battle Axe.
Lizard crewmember Sveinn rushes to attack!

Lizard crewmember Olaf wields Viking Spear.
Lizard crewmember Olaf rushes to attack!

Lizard crewmember Eric wields Viking Spear.
Lizard crewmember Eric runs to secure the dragon ship!

As your former allies seem decidedly less than interested in helping you escape from your staged vulture attack, you find yourself in combat.

Lizard crewmember Sveinn strikes with Viking Battle Axe for 2d6 damage, mitigated by your armor and your armored skin trait, dealing 9 HP of damage.

Lizard crewmember Olaf jabs with Viking Spear for 1d6 damage, mitigated by your armor and traits, dealing 3 HP of damage.

You wield Viking Battle Axe and strike one of the crewmembers at random.

You hit lizard crewmember Sveinn for with Viking Battle Axe for 2d6 damage, injuring him by 7 HP.

Grawk is unsure who to attack now, and flies circles over the battle.

381 Name: (*゚ー゚) : 1993-09-7775 15:15

go into a berserker rage and show those traitorous swine Thor's fury

382 Name: (*゚ー゚) : 1993-09-7775 15:38

>>381
With a mighty roar, you heave your battle axe in a furious arc, to cleave your opponents.

You hit Sveinn for 2d6 damage, injuring him for 11 HP.

Sveinn has been slain!

You hit Olaf for 2d6 damage, injuring him for 8 HP.

Olaf jabs at you with Viking Spear for 1d6 damage, injuring you by 3 HP.

You reverse your axe and strike again, injuring Olaf for 5 HP.

Olaf staggers, nearly dead, and you FINISH HIM, ripping his head off with your tongue and devouring it.

You have healed 4 HP.

Grawk lands on Olaf's corspe to investigate.

Sveinn has dropped Viking Battle axe and ale skin.
Olaf has dropped Viking Spear and torch.

Eric boards the dragon ship and takes up a defensive position.

Storm clouds begin to roll in from over the hills. You take this as a sign that Thor is pleased.

You feel rather beat up.
You are tired.

383 Name: (*゚ー゚) : 1993-09-7775 16:54

Eat the hearts of our fallen foes to honor their memory and gain their courage. Offer the rest to Grawk.

384 Name: (*゚ー゚) : 1993-09-7775 16:54

>>379
Finding yourself a little time to think, you look at Grawk appraisingly, but have no idea how to determine a vulture's sex, or gender for that matter.

Grawk studies Olaf's headless body intently.

385 Name: (*゚ー゚) : 1993-09-7775 17:08

>>383
With the help of your axe, you crack open the rib cages of the fallen and pull out their hearts, dripping with lizard blood, and devour them.

You eat Sveinn's heart.
6 HP restored.

You eat Olaf's heart.
HP fully restored.

You feel the power of your fallen foes invigorate you.
Your axe combat skill has improved.
Your vitality has improved.
You feel less tired.

Grawk accepts the offering, pecking at the dead flesh.

Eric shouts taunts and threats from the deck of the dragon ship.

386 Name: (*゚ー゚) : 1993-09-7775 17:20

Wild viking spear and charge fearlessly at Eric! Throw the spear through Eric's heart when close enough to have a pretty good chance at hitting. If Eric decides to flee, taunt him and call him a coward, and tell him he'll never survive Thor's stormy wrath.

387 Name: (*゚ー゚) : 1993-09-7776 03:02

>>386
You grab the spear and boldly charge, flinging it at Eric as you close into range.

Your spear combat skill gives you a bonus to this attempt, and you hit your foe! You slightly miss the heart, but manage to puncture a lung.

Eric wheezes and reflexively throws his own spear, scoring a lucky hit on you that deals 1d6 damage, giving you a 2 HP cut before glancing off to the ground.

Lizard crewmember Eric is mortally wounded and cannot close in to attack, but isn't dead yet. Blood wells between his sharp lizard teeth as he rasps, "You are... indeed... the strongest... of us..."

388 Name: (*゚ー゚) : 1993-09-7776 06:24

Praise Eric for his bravery in battle, assuring him he will have a place in Fólkvangr. Finish him off with the axe. Eat his heart and offer the rest to Grawk.

389 Name: (*゚ー゚) : 1993-09-7776 12:45

Take a head count of who is left of the crew.

390 Name: (*゚ー゚) : 1993-09-7776 21:28

>>388
You ensure that Eric dies with honor, then nick off his head with your axe, watching it roll to the deck. You rip out and eat his heart like you did the others.

Eric has been slain.

HP and stamina restored to full.

You have reclaimed the dragon ship.

Grawk investigates this body as well, croaking with approval.

>>389
Of 20 crew members who set out under your command, 3 have been slain by your hand, and the whereabouts of 17 are currently unknown to you, though you have reason to believe they are currently on the same continent as yourself.

391 Name: (*゚ー゚) : 1993-09-7777 00:34

Ask Grawk where to go next.

392 Name: (*゚ー゚) : 1993-09-7778 07:08

Ignore whatever Grawk says and take the dragon ship to find the mythical city of Atlantis

393 Name: (*゚ー゚) : 1993-09-7778 16:55

Make love to dragon ship

394 Name: (*゚ー゚) : 1993-09-7778 18:45

>>391 >>392
At your questioning, Grawk lets out a croak and flies off inland, but you decide not to follow, instead pushing off into the sea once again and attempting to maneuver the unwieldy ship to Atlantis, a place you have only the vaguest inkling of, but that you guess is somewhere east of here, closer to home.

You adjust the sail, and the growing winds of the coming storm carry you off into the great expanse of the ocean.

>>393
Alone at last, you give in to your secret, lewd inclinations and bare your lizard cloaca, grinding it against the boards of the magnificent dragon ship, crooning over its beauty and good construction as you do so, until you feel quite satisfied and rather less guilty than you might have expected.

The dragon ship remains indifferent to your amorous advances, rocking on the growing waves.

395 Name: (*゚ー゚) : 1993-09-7778 18:46

sing a jaunty lizard-viking sailing tune

396 Name: (*゚ー゚) : 1993-09-7778 18:55

Ask for the blessings of Thor and Odin to guide us through the storm and into Atlantis!

397 Name: (*゚ー゚) : 1993-09-7779 18:02

Reminisce about childhood

398 Name: (*゚ー゚) : 1993-09-7779 19:02

Reminisce about Atlantis.

399 Name: (*゚ー゚) : 1993-09-7779 19:27

Become Atlantis.

400 Name: (*゚ー゚) : 1993-09-7779 21:25

>>395
You sing a jaunty song about sailing, raiding, and being an anthropomorphized member of the zoological suborder Lacertilia, dancing on the deck in your enthusiasm.

Magnificent dragon ship is unimpressed by your song.

>>396
You call out your prayers to the growing storm clouds above, and thunder rolls through the blackened sky, the winds seizing your ship and sending it on its way. Accustomed to sailing, you avoid being seasick despite the rather rough journey over the waves.

>>397 >>398
As the storm carries you ship over the waves to an unknown location that you hope to be Atlantis, if the gods have truly smiled upon you, you bide the time remembering your childhood, wrestling with other young nordic lizards, learning to swing the axe and throw the spear, how to sail and pillage for the glory of your homeland. As the tropical rain beats down on you and your ship is tossed on the waves, you find yourself sinking deeper into a dream state. You recall a past life, long before your current one, when Atlantis still stood above the waves and you were one of its proud and advanced citizens, conducting strange and unethical research to further your nation's superiority over the continental tribes that your society regarded as savage and boorish.

>>399
You are now playing as Atlantis XIV, merman king of the sunken city of Atlantis.

Your stats are INT +1, AGI +2, CON -1, CHA +1.
Your skills are Trident Combat (+1), Intimidate with Political Censure (+2), Speechcraft (+2), and Swimming (+3).
Your special abilities are: Breathe Underwater
Your class is King (Nobility prestige class)

Your inventory contains:
Crown of Atlantis (worn)
Ornate bracers (worn)
Gem-encrusted royal trident/sceptre combo (wielded)

You are floating in your throne room in the sunken palace of Atlantis, your fishlike body supported by water pressure near a ridiculously impractical human throne.
Seaweed and barnacles decorate the grand pillars and magnificent architecture of the lost Atlantean builders in this glorious throne room.

Merman guards are here (By a large door, x4)

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