The Grey Labyrinth is a collection of puzzles, riddles, mind games, paradoxes and other intellectually challenging diversions. Related topics: puzzle games, logic puzzles, lateral thinking puzzles, philosophy, mind benders, brain teasers, word problems, conundrums, 3d puzzles, spatial reasoning, intelligence tests, mathematical diversions, paradoxes, physics problems, reasoning, math, science.

   
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rlp
Dragon Girl



PostPosted: Sun Jan 19, 2003 6:28 pm    Post subject: 1 Reply with quote

The Riddling Reaver is a rival worthy of the most daring adventurers. His mind is inscrutable - but there is no doubt about the chaos he plans to unleash on the world. He must be stopped, despite the hazards of the task.

If you were here 1 or 2 years ago, you'll remember this one. I'm starting it again, from the beginning. If you did play, or followed the threads closely, you can still play, just don't give too many hints to any puzzles.

For those who weren't here last time, this game is played using Fighting Fantasy rules, with 4 stats (Stamina, Skill, Luck and Magic), and me, determining the results of your actions. You can be a Fighter, with better stats than a mage but no magic, or a mage, with worse stats but the ability to use magic.

There are 4 Acts, with many places to go, treasures to steal and monsters to kill within.

Right, everyone's here. The adventure will begin later, when I manage to type the whole introduction out.

Current Adventurers:
CrystyB - Fighter
Initial Stamina 19
Initial Skill 10
Initial Luck 12
Inventory:
A Sword,
A Backpack,
A Coil of Rope,
10 Provisions

referee - Fighter
Initial Stamina 17
Initial Skill 8
Initial Luck 7
Inventory:
A Sword,
A Backpack,
A Coil of Rope,
10 Provisions

Fezzik - Fighter
Initial Stamina 17
Initial Skill 8
Initial Luck 10
Inventory:
A Sword,
A Backpack,
A Coil of Rope,
10 Provisions

Degenerate - Mage
Initial Stamina 14
Initial Skill 7
Initial Luck 12
Initial Magic 16
Inventory:
A Sword,
A Backpack,
A Coil of Rope,
10 Provisions


[This message has been edited by rlp (edited 01-22-2003 11:14 AM).]
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CrystyB
Misunderstood Guy



PostPosted: Mon Jan 20, 2003 1:06 am    Post subject: 2 Reply with quote

HEY!! Welcome Back 'becky. Would you keep me in? I don't remember any of the old puzzles anyway...

[This message has been edited by CrystyB (edited 01-19-2003 08:07 PM).]
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referee
June 21st, 2004 Member



PostPosted: Mon Jan 20, 2003 1:33 am    Post subject: 3 Reply with quote

Let's try it... /in
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rlp
Dragon Girl



PostPosted: Mon Jan 20, 2003 4:16 pm    Post subject: 4 Reply with quote

Sure, you can stay in. Would you like to be a mage or a fighter? Can't roll any stats until I know that.
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CrystyB
Misunderstood Guy



PostPosted: Tue Jan 21, 2003 12:29 am    Post subject: 5 Reply with quote

Hmmm who was i?? Ah, i remember. i was a troll - and thnx for the lovely story for when i came in. So i guess that would make me a fighter. Let the bashing begin!
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referee
June 21st, 2004 Member



PostPosted: Tue Jan 21, 2003 9:21 pm    Post subject: 6 Reply with quote

make me a fighter too.
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Fezzik
Man Mountain



PostPosted: Tue Jan 21, 2003 10:24 pm    Post subject: 7 Reply with quote

Is this going to be like deathtrap dungeon? If so, I'm in. I'd like to be a fighter, but if no one else wants to, I'll be the mage.
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rlp
Dragon Girl



PostPosted: Tue Jan 21, 2003 10:29 pm    Post subject: 8 Reply with quote

Like it, but made specifically for this type of playing.
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Fezzik
Man Mountain



PostPosted: Wed Jan 22, 2003 12:04 am    Post subject: 9 Reply with quote

Well, I play D&D, and I'd like to try this. in/ please.
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Degenerate
Daedalien Member
Daedalien Member



PostPosted: Wed Jan 22, 2003 2:30 am    Post subject: 10 Reply with quote

in... and I'm guessing I have to be the mage?
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rlp
Dragon Girl



PostPosted: Wed Jan 22, 2003 5:00 pm    Post subject: 11 Reply with quote

Okay, Degenerate, you can be the mage. Your Magic score is how many spells you can cast in each Act. Each time you cast a spell, it'll go down by 1. Don't let it go too low, else your spells may fail, sometimes producing unexpected results. Be warned, some spells last for a shorter time than others.
Here are the spells a mage can cast:
Creature Copy: This spell will allow the mage to conjure up an exact duplicate of any of the creatures he or his companions are fighting. The duplicate will have the same Skill and Stamina scores, and the same powers, as the original. However, the duplicate will be under the control of the mage's will and he may, for example, instruct it to attack the original creature and sit back to watch the battle!
ESP: With this spell, the mage will be able to tune un on psychic wavelengths. It will not let him read someone's thoughts, but will indicate certain frames of mind. For example, it will tell the mage whether someone is angry, friendly, honest or hiding something. It is very useful for rooting out impostors.
Fire: Almost every creature is afraid of fire, and this spell allows the mage to conjure up fire at will. He may cause a small explosion on the ground, which will burn for several seconds and cause its targets to lose 1 die's worth of Stamina. Or he may create a wall of fire, to keep creatures at bay. Crossing this wall causes 3 points of damage. The wall of fire will last a while.
Fool's Gold: This spell will turn an ordinary rock into a pile of what appears to be gold. However, it is merely a form of the Illusion spell, although more reliable. Eventually, the 'gold' will revert back to a rock.
Illusion: This is a powerful spell, but it has its limitations. By means of this spell, the mage may create a convincing illusion (for example, that there is a bridge over a gapng chasm, or that the floor is covered in hot coals) with which to fool one creature. The spell will immediately be cancelled if anything happens to dispel the illusion (for example, if someone actually steps onto the illusory bridge). An illusion can never lead to the laws of nature being broken - while a creature may recieve illusory damage from an illusory sword, it will in fact do no physical damage. It's all in the mind! Even if he becomes unconscious, when he recovers he will find he has no actual injuries.
Levitation: The mage may cast this spell onto objects, opponents and even himself. It frees its target from the effects of gravity and allows them to float freely in the air, under the mage's control. It is not a Flying spell: the mage may only move the target up and down. Watch out, as this spell eventually runs out.
Luck: When cast, this spell will restore an adventurer's Luck score by half, rounded up if its odd. This spell can never raise the Luck score above its initial level. It can also never be cast whilst in battle.
Skill: Same as Luck, except it works on the Skill score.
Stamina: Same as Skill, but affects Stamina.
Shielding: This spell creates an invisible immobile shield in fromt of the mage and up to six companions, which protects against physical objects, such as arrows, swords or creatures. The shield is not effective against magic and, just as nothing outside can touch the mage or his friends, so they will not be able to touch anything outside it. This spell will eventually wear off.
Strength: This spell has the effect of increasing the mage's strength when it comes to heaving, lifting and battering. This spell will only last for one major action.
Weakness: Strong creatures are reduced to miserable weaklings with this spell. The effect only lasts for one combat.

Another thing. During combat, when you attack, you can use Luck to change the result. However, this is risky, as it can sometimes make it worse.

[This message has been edited by rlp (edited 01-22-2003 12:24 PM).]
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Magness
Farmboy



PostPosted: Fri Jan 31, 2003 8:37 pm    Post subject: 12 Reply with quote

How many players are allowed? If you're not full yet I'll be a mage.
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rlp
Dragon Girl



PostPosted: Fri Jan 31, 2003 10:48 pm    Post subject: 13 Reply with quote

Sorry, Magness, but I've already got a full party. If you wait a little longer, there'll be a space for you, as a mage. It'll be a while though. I'll email you when it's open, okay?
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