pi4t 6 Author Share Posted March 27, 2012 A standoff. Been a while since we've had one of those. 0-4 give back, 5-9 keep. 0. That's that decided then. 190 Letting the boy go free at the last possible moment, you grab the sledge whip and lash the dogs, driving them for everything they are worth. On all sides, flurries of arrows whistle past you and several thud into the framework of the empty sledge. A couple of the Ice Barbarian scouts give chase, but your dog team is now much faster and you soon outdistance even their arrows. By nightfall, you reach the very edge of the Viad Mountains. This vast granite range rises sheer out of the ice and snow and presents you with an impassable barrier on such a moonless night. Meanwhile a wind arises in the west, heralding a night squall. You must find shelter or you will surely perish in the blizzard. If you have the Kai Discipline of either Tracking or Sixth Sense, turn to 348. If you do not have either of these skills, you can look for shelter towards the north by turning to 27. If you prefer, you can search towards the south by turning to 314. Yes, we have Sixth Sense. Quite a useful discipline, isn't it? 348 Your Kai Discipline reveals to you that there is a network of caves less than a couple of hundred yards to the south. You abandon the sledge and search southwards. Turn to 314. Hooray for Sixth Sense! 314 You have explored only a hundred yards of the rock-face when you discover a large fissure—the entrance to a cave. In your eagerness to escape from the bitter wind you quickly enter and, in the darkness, fail to notice the crevasse that divides this cave in two. In a tumble of ice and stone, you fall head-first into the dark. Turn to 240. ... I take back my earlier remark. 240 You fall over thirty feet and land flat on your back in the snow-filled crevasse. You are surrounded by sharp stalagmites and jagged ice, but you have miraculously escaped death and injury. Shaken, but thankful to be alive, you stagger to your feet and grasp a crystal stalagmite for support. You slowly become aware that you can see your hands quite clearly. A faint light is seeping from a fissure to your left. With curiosity getting the better of your natural caution, you stagger across the crevasse floor and explore this mysterious cave. Turn to 284. Well, we survived (without injury, even), but we're now stuck underground. This is all our guides' fault, dying on us like that. 284 After a few hundred yards, you find yourself in a huge cavern that spreads out in all directions as far as the eye can see. You have entered the caverns of Kalte and are now looking at an uncharted world that few Sommlending have ever seen. This massive underground labyrinth was constructed by the Ancients many ages before the Sommlending set foot in Magnamund. Its wide avenues, temples, and arenas once echoed to the sounds of a race of creatures for whom the ice was a natural home. M’lare bowls still hang from the ceiling bathing the caverns in their eternal light. You trek steadily northwards for nearly six hours, until you arrive at the bank of a fast-flowing melt-water river. On the opposite bank, you see a tunnel leading off into the distance. You can find no apparent way of crossing the deep water, except by using the ice-floes bobbing up and down on the surface. By jumping from one floe to the next, you could get to the opposite bank, but it will not be easy. You will have to jump at least three of the icy slabs to reach the other side. Pick a number from the Random Number Table. If you have the Kai Discipline of Hunting, you may add 2 to the number you have picked. If your current ENDURANCE points total is less than 8, deduct 2 from the number you have picked. If your total score is now −2–+3, turn to 94. If your total score is now 4–11, turn to 176. Ah, yes, an early example of Hunting being used to give increased agility. And a random number pick that looks suspiciously like a falling mast (we can still fail if we get a 0 or 1). 4 + 2 = 6 176 Running for the tunnel entrance, you quickly leave the icy river far behind. You follow the tunnel for countless hours as it bends its way northwards. It becomes impossible to recall what hour of the day it is; the perpetual half-light of these caverns never changes. Through fissures in the wall of the tunnel, you catch glimpses of other chambers, and you marvel at the sheer scale of the labyrinth. You are nearly asleep on your feet when you suddenly detect the aroma of cooked meat. It is coming from a chamber just a few yards ahead to your right. You are very hungry and must soon eat. If you wish to investigate the chamber, turn to 5. If you wish to ignore the chamber and continue, turn to 132. So, an interesting chamber which may or may not contain incredible loot, and quite probably contains some form of food. Investigate? Incidentally, if we'd failed the check, we wouldn't have been instantly killed, but we would have had a 3/10 chance of dying on the section we were sent to. Link to post Share on other sites More sharing options...
Lupus 14 Share Posted March 27, 2012 I'm going to follow my belly and say follow the sweet sent of food into the chamber. Link to post Share on other sites More sharing options...
Hiebe 2493 Share Posted March 28, 2012 FOOOOOO! Link to post Share on other sites More sharing options...
CowsGoMoo 267 Share Posted March 28, 2012 ITS A TRAP! I swear to god, these chambers are supposed to be ANCIENT. WHO THE HELL PUTS FRESHLY COOKED FOOD, IN AN ANCIENT TUNNEL. My brain tells me that it's probably a HORRIBLE TRAP, that will either lead to DEATH or HORRIBLE INJURIES. Screw the savory taste of.. watery... peppered meat... A nice glass of... luxurious aged wine... Creamy... soup... having been... oh god... Buttery noodles... with tender... chicken... A fountain... with chocolate... stre- AHHH, NO! AVOID THE FOOD At ALL COSTS. Link to post Share on other sites More sharing options...
James Undercroft 129 Share Posted March 29, 2012 It is most definately a trap, but I am curious. Let us see what this food may be... (Check out da fewd) Link to post Share on other sites More sharing options...
pi4t 6 Author Share Posted March 29, 2012 5 You can see two men in ragged clothes, huddled together beside a fire that seems to be burning inside a small metal bowl. Over the flames, the skinned carcass of a small animal is roasting on a spit. The men are old and toothless, and they have a strange glint of madness in their slanted eyes. If you wish to approach them and ask for some of their food, turn to 295. If you wish to attack them, turn to 14. If you wish to ignore them and continue on your way, turn to 132. ... Yeah. It wasn't a trap, just that these tunnels are inhabited. Shall we 'say hello'? Link to post Share on other sites More sharing options...
Lupus 14 Share Posted March 29, 2012 *waters at mouth* so hungry......need food. Let's say hi to the two guys. Maby their party people Link to post Share on other sites More sharing options...
CowsGoMoo 267 Share Posted March 29, 2012 Saying how, "they have a strange glint of madness in their slanted eyes." I would say they are mad. And also, DIDN'T THE BARBARIANS ALREADY TRY TO MURDER YOU?! Why would these old toothless barbarians NOT murder you? I'm sticking with my wimpy guts, and it's telling me to get outa there. .m. Link to post Share on other sites More sharing options...
Hiebe 2493 Share Posted March 29, 2012 Lets say hi! Link to post Share on other sites More sharing options...
James Undercroft 129 Share Posted March 31, 2012 Let's greet these old timers ^_^ Link to post Share on other sites More sharing options...
pi4t 6 Author Share Posted March 31, 2012 Sorry, Cows, looks like you've been outvoted. Let's greet them! 295 On seeing you enter, the two old men jump to their feet and flee from the chamber along a smaller passageway. Their screams of panic echo loudly throughout the caverns. You are very hungry and quickly consume the cooked animal, pausing only to spit out the bones. You then notice that the fire is burning in a strange, half-spherical metal bowl. The other half of the sphere lies on the icy floor nearby and you find that both halves fit together perfectly. When you open it, you discover that the fire still burns inside. If you wish to keep this Firesphere, place it inside your jacket and mark it on your Action Chart as a Special Item. Return to the tunnel by turning to 132. ... Well, that was easy. We get a Kalte Firesphere. 132 Unless you have just eaten, you lose 3 ENDURANCE points from hunger. You continue along the tunnel for over a mile, but you soon become tired and stop to sleep. You awake feeling refreshed, but have no idea just how long you have been sleeping—the light of these caverns never changes, be it day or night. You continue onwards, mile after mile, passing through a series of huge ice halls containing towering pillars of crystal. In one vast chamber, you are mesmerized by the beautiful sight of a shimmering crystal ceiling. But beyond this chamber lies an even greater spectacle. A narrow passage leads on to a ledge running around the brink of a huge chasm, over half a mile wide. As you edge your way around this awesome void, you try not to look down into its windswept depths, many miles below. You have been on the ledge for only a few minutes when a noise behind you makes you glance back. To your horror, you see you are being followed by a monstrous, two-headed serpent. If you have the Kai Discipline of either Tracking or Animal Kinship, turn to 229. If you do not have these skills, turn to 88. We do not. 88 As the two-headed serpent slithers along the ledge, you can clearly see the open jaw of its second head and the yellow, curved fangs, dripping with venom. Peeling off your thick jacket, you wind it around your left forearm. You can now use your padded arm to shield yourself from one deadly head as you strike at the other. This creature is immune to Mindblast. Javek: COMBAT SKILL 15 ENDURANCE 15 If you lose any ENDURANCE points during this combat, do not subtract them from your ENDURANCE point total. Instead, pick a number from the Random Number Table. If the number you pick is 0–8, the Javek has sunk its fangs harmlessly into your padded arm, and you may continue the combat without losing any ENDURANCE points. However, if you pick a 9, the fangs have punctured your arm. The venom of a Javek is the most powerful natural poison in all of Magnamund. In a few seconds your heart stops, and your paralysed body falls into the abyss. Your mission ends here. If you win the combat, turn to 269. Ok. So, a falling mast combined with a battle. Original, at least. Let's not take any damage. Combat Ratio = 26 - 15 = 11 Chance of us taking no damage = 4/10 Javek's E total = 15 Round 1 Random number = 7 We are not hit Javek takes 18 damage = DEAD! That was lucky. 269 You reach a tunnel on the far side of the chasm and follow it for many miles. You eventually arrive at an enormous chamber, the ceiling of which towers five hundred feet above you. An icy wind, blowing through the many fissures that crack the ceiling, whips around the hall. If you wish to search for a way of climbing up and out through the fissures, turn to 335. If you decide to press on and look for an exit on the far side of the hall, turn to 182. Hmm. Look for a way to climb up, or are we happy down here? Link to post Share on other sites More sharing options...
Lupus 14 Share Posted March 31, 2012 I'm a happy camper down her onwards. Besides we could slip and fall and die. Link to post Share on other sites More sharing options...
James Undercroft 129 Share Posted April 1, 2012 335, I don't trust these caves :/ Then again... there could be worse up above... I would like to try and climb out though :D Link to post Share on other sites More sharing options...
chaotikal 2392 Share Posted April 1, 2012 GET OUT! Link to post Share on other sites More sharing options...
CowsGoMoo 267 Share Posted April 1, 2012 Let's stay. We have all the time in the world. Link to post Share on other sites More sharing options...
Recommended Posts