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Let's Play Lone Wolf

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I agree. Let us enter away! Surely we will find something of value... or interest... or maybe just some dead animals. But you know, dead animals are always good fun too so...

 

Enter!

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121

The shop is filled with a fascinating collection of stuffed creatures, each one in a life-like pose and displayed in a realistic setting. A two-headed wolf stands guard at the entrance to a cave, a baknar lies on a snowy ledge, and a desert ganthi drinks its fill from a sculptured oasis of sandstone and toa trees.

You are examining the beautifully preserved head of an Itikar when you hear a soft, cultivated voice behind you.

‘Good evening, sir. Welcome to my establishment.’

A tall, aristocratic man dressed in a richly embroidered robe steps forward and bows. He is clearly impressed by your interest in his work and offers to conduct you on a brief tour of his shop.

If you wish to see more of the fascinating taxidermy, turn to 345.

If you wish to decline his generous offer and leave the shop, turn to 149.

 

Well, do we continue to enter the taxidermy shop?

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. . .

 

This is getting a whole lot more creepier.

 

Uh.

 

Uhh.

 

 

Oh screw it.

 

 

Let's continue. I mean, no point in not. Let's delve deeper into this creepy guy's little shop of horrors. Hopefully he doesn't try to kill us like 99% of the characters we meet in this book.

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345

 

The man delights in showing you his work, which is excellent. Many of his exhibits were caught on hunting expeditions, either by himself or by clients who wished to preserve their kills as trophies—several trophies have been expertly restored to cover the evidence of wounds or severed limbs. He offers to show you his workshop where these miracles of taxidermy are carried out.

If you wish to see the taxidermist’s workshop, turn to 213.

If you wish to decline his generous offer and leave the shop, turn to 149.

 

We're getting asked again? This is beginning to get rather ominous...

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Pft.

 

Serial killers...

 

No big deal.

 

Let's pretend to not know what he's up to, and enter his workshop, but when he makes a move, SLAM HIS FACE IN!

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Let's go deeper into the shop! (Like the build up to a horror film, we need some appropriate music to go with it whilst we adventure through this part of the story xD)

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Activate creepy music!

 

 

213

You follow the man through a curtained archway to a high-vaulted chamber that reeks with the pungent smell of preservatives and dead bodies. Several carcasses of exotic animals hang from hooks in the ceiling, and dissected heads destined for trophy plaques are laid on the large workbenches.

The man opens an ornate rosewood chest and produces a silver tray on which stands a ruby glass decanter and two crystal goblets. He fills the goblets with wine and offers one to you, saying that the wine will help you forget the unpleasant smell of the workshop.

If you wish to accept his gracious offer, take the goblet and turn to 288.

If you wish to decline his offer and leave the taxidermy, turn to 279.

 

Oh, dear. Well, are we going to drink this?

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Okay.

 

There's a difference between showing false interest before KICKING SOME ASS, and showing false interest and then KILLING YOURSELF.

 

I think it's... a good time to NOPE THE HELL OUT OF THIS STORE.

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Okay, it's like a game of chicken except I don't think any good will come of this.

 

For the sake of fun (even though my bet is that its going to be something horrible like its poisoned or drugged or something and we die/get knocked out and raped/kidnapped etc.) I'm voting we drink this shizz xD Hardcore! woooo!

 

If no one else votes, chance will take its course/due!

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Doesn't look like anyone else is answering, so let fate decide! Odd we run, even we drink it.

 

5. Run away in fear and never come back!

 

 

279

 

You arrive at a tavern, but one that looks more like a huge banqueting hall than a city alehouse. The Inn of the Crossed Swords is the largest and noisiest tavern you have ever seen. A constant flow of soldiers pour in and out of its cathedral-like doors, and the adjoining stable is large enough to house the horses of an entire army.

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You stable your horse and enter the tavern just in time to witness a spectacular event. The middle of the hall has been cleared to allow a horse and rider to gallop the full length of the building, and bets are being laid on the rider’s skill at skewering fruit on the point of his lance. It reminds you of part of the training taught to Kai Lords in preparation for battle, but unlike the Kai horse trials, there is more than just skill and the honour of the rider at stake here. In a line along the length of the hall kneel ten soldiers from the same regiment as the rider—men accused of cowardice in battle. The fruits the rider must skewer are resting on their heads. If he makes the slightest mistake the men will lose their lives and, more importantly to the mercenaries, all the money the regiment has wagered on the skill of the rider.

If you wish to stake some Gold Crowns on this deadly game, turn to 284.

If you wish to approach the bar and talk to one of the barmaids, turn to 299.

If you wish to sit at one of the tables, turn to 316.

 

Whew. We'd have had an instant death, if we'd drunk that. So, do we gamble? Or shall we talk? Or make ourselves into a mysterious stranger sitting by himself with a hooded green cloak? If a group of hobbits come in, we aren't talking to them...

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Let's not gamble... Don't like spending money...

 

And I don't feel like talking to anyone... too much work.

 

But sitting by yourself seems lonely and depressing...

 

 

FIIIINE. We'll talk to one of the barmaids.

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Moved to the Great Library. It shall be sorted into appropriate category shortly.

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