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We drop a Holy Water

We get a Pickaxe

I'm sure that was a worthwhile exchange...

54

As you gradually descend into the tunnel, you feel a draught of cold, dank air on your face. The walls of the tunnel are composed of a glittering ore that catches the light of your torch and reflects it in a dazzling display of colour. As your eyes follow the dancing lights you suddenly notice that the floor is covered with pink fungi.

If you have the Kai Discipline of Healing and you have reached the Kai rank of Warmarn, turn to 4.

If you do not have this skill, or if you have yet to reach the rank of Kai Warmarn, you can risk walking through the fungi by turning to 65.

Alternatively, if you wish, you may eat some of the fungi by turning to 201.

We do!

H+1 25/26

4

You recognize the fungi to be Calacena. The spores of these pink mushrooms are much sought after by illusionists and magicians, although it is said that they can cause terrible hallucinations and even madness. As you step gingerly along the corridor, you take great care not to tread or brush against the spore-laden fungi.

The tunnel continues uninterrupted for several miles before eventually reaching a long, deserted gallery.

Turn to 40.

Whew! Lucky we had Healing!

Wait, who in their right mind wouldn't pick Healing in Book 1?

Wait...

H+1 26/26

Interestingly, we're on full hp on quite an appropriate paragraph. Now we're back to full strength, and can defeat anything!

40

A line of empty ore wagons lie parked along a stretch of track that disappears into the west wall of this gallery. Above the arched tunnel, a flight of wooden stairs leads to a smaller passage lit by a sputtering torch.

You stay hidden in the shadows, watching the gallery for half an hour before you are satisfied that it is safe to enter.

If you have the Kai Discipline of Tracking, and if you have reached the Kai rank of Aspirant or higher, turn to 349.

If you wish to follow the wagon track into the west tunnel, turn to 55.

If you wish to climb the stairs to the balcony and explore the passage, turn to 291.

...except a Tracking challenge. Ok, follow the wagon track or explore the balcony?

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To the balcony!

Wagon trails usually means PEOPLE, and 99.99% of the time, the people aren't FRIENDLY, and are trying to gut us like a fish.

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291

The passage leads to an iron-studded door. Placing your ear to the rough wood, you detect the sound of voices.

If you have the Kai Discipline of Camouflage, turn to 172.

If you do not possess this skill, you can draw your weapon, open the door, and turn to 93.

Alternatively you can retrace your steps back to the gallery and take the other exit by turning to 55.

Er, game? We're behind a door. What possible benefit could Camouflage give us?

We have it, anyway.

172

You recognize the eastern accent in their voices. They are Vassagonian bandit warriors. There are at least four of them in the room beyond, and they are discussing what to do about an intruder in the mines. You decide that discretion is by far the better part of valour and return to the gallery. You make sure that you are not being followed and enter the wagon tunnel in the west wall.

Turn to 55.

Aah, it was the skill with languages. We made the wrong choice guys! Back we go!

55

As you make your way along the torchlit tunnel, you pass several ore wagons bearing the same design branded upon their wooden sides: a cross moline above the initials ‘O.V.’. You recognize the seal of Oren Vanalund, the Baron of Ruanon, and it confirms the fact that you are heading in the right direction. Suddenly, the sound of approaching footsteps begins to echo along the tunnel ahead. They become louder, accompanied now by shouting and the crack of a whip.

small7.png

If you wish to dive into one of the empty ore wagons, turn to 161.

If you wish to hide in the shadows of the rough tunnel wall, turn to 286.

So, out of the balcony into the wagon? Or perhaps the shadow?

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I tried to post this yesterday, and the forum refused to behave.

286

You wait with bated breath as a line of haggard men file past your barely concealed hiding place. An escort of bandit warriors urge them forward, beating any who falter or step out of the line. Then each man is forced to take hold of a wagon and push it back along the tunnel. Soon they have all disappeared from view.

You wait, and when you are sure that the coast is clear you step back into the tunnel and press on, taking care to keep well in the shadows. You finally reach a point where the tunnel emerges into daylight. To your left, a dense copse has been cut back from the entrance, and wagon tracks lead to a timber gantry above a mound of ore. The men and the guards who passed you are now at the gantry, but they fail to see you sprint from the entrance and dive into the trees. A brief pause for breath is all you allow yourself before setting off through the trees towards Ruanon.

Turn to 200.

That went as well as could reasonably be expected.

200

The trees are alive with bandit patrols, but your quick wits and Kai skills prevent you from being seen by them. Eventually you reach the edge of the copse. You find yourself staring out across an expanse of open plain towards Ruanon. The sight that lies before you is very disquieting.

Much of the mining town has been burnt to the ground. The blackened ruins of what were once shops, cottages, and taverns are now little more than smouldering mounds of charcoal. You are beginning to fear the worst, that Ruanon has been totally destroyed, when a gentle breeze clears the haze of wood smoke hanging like a grey curtain over the ruins. Inside the perimeter of ruined buildings, a barricade has been thrown up around a tower of stone. Above the tower, a tattered flag still flies bringing renewed hope; it is the sun-flag of Sommerlund edged with a band of white braid—the cavalry standard of the King’s Guard Regiment.

small19.png

The sudden crack of a twig makes you freeze. You glance behind to see three bandits creeping through the trees towards you. The wide steel tips of their spears glint. They seem to be coated with a clear, sticky fluid.

If you possess the Kai Discipline of Hunting or if you have ever visited Gorn Cove, turn to 45.

If you wish to fight the bandits, turn to 133.

If you wish to evade them, you must run across the open plain towards Ruanon—eight hundred yards away. Turn to 307.

Wait, Gorn Cove? Wasn't that where we were nearly poisoned? This seems bad...

45

You recognize gnadurn sap dripping from their spears. It is a deadly poison. You dare not risk engaging in combat with these bandits, for the merest graze from one of their tainted weapons could be fatal. Leaping to your feet, you race away from the trees and run towards Ruanon.

Turn to 307.

I said so!

307

From all along the forest edge, groups of bandits emerge from the trees, whipped and scolded by their bullying sergeants for allowing you to escape. This spurs you to quicken your pace, and you cover the first hundred yards with ease. Then arrows begin to fall around you. You duck and weave, making yourself a difficult target for the archers, and gradually the falling shafts dwindle in number. You smile at their futile attempts to stop you, but your confidence is soon shaken by a pack of snarling Warhounds breaking out of the woods to your right; they are off the leash and hungry for blood. You are less than five hundred yards from Ruanon, but the Warhounds are closing in.

If you wish to quicken your pace and try to outrun them, turn to 225.

If you wish to stop and fight them, turn to 36.

Fight or (continue with) Flight?

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*scraches his head*

Flight, we have more bandits on our rear, and I am fairly certain that we will have to win this fight fairly fast if we are able to survive. That is an option I am not willing to take.

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Cover our butts and run.

We can only hope for the best.

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Run away!

225

You try to ignore your aching legs and the fear that knots your stomach by forcing your concentration on the sun-flag, a fluttering symbol of hope in the distance. Your face is streaked with sweat, and your lungs feel as though they will burst, but you dare not slacken your pace; the thought of Warhound fangs closing and tugging on your skin is all you need to drive you forward.

At four hundred yards, you can see that the barricade and watchtower are inhabited, but at this distance the faces you can see are only a line of small, pink dots on the walls. At three hundred yards, you run into some gruesome remains, where the corpses of bandits lie twisted on the ground, most killed by arrows. Many have lain in the open for weeks; a flock of startled carrion crows rise shrieking from their feast as you race through the bodies. You turn away in disgust.

Suddenly a new sound drifts across the plain: the sound of cheering. The beleaguered defenders have spotted you and recognized your green Kai cloak. Two hundred yards to go. You have just passed the ruins of a burnt-out cottage when you feel an agonizing pain tear through your left thigh. An arrow has pierced your leg, and you pitch forward into the mud and ash.

Crouched in the ruined cottage, a bandit sniper raises his bow and takes careful aim at your head.

Pick a number from the Random Number Table.

If the number you have picked is 1–5, turn to 20.

If it is 6–9, turn to 300.

If it is 0, turn to 181.

Oh no. That 0 possibility looks suspiciously like a falling mast.

We got a 9. That was close!

300

A scream of pain and terror fills the air. The sniper crashes to the ground as the jaws of a Warhound clamp tightly around his neck. Other hounds are drawn by his ghastly screams, and he is soon ripped to pieces. You look up to see a man running towards you from the barricade. He has a shield in one hand and a longbow in the other; it is Captain D’Val.

small4.png

He reaches you, breathless from his run, and draws an arrow from his quiver. The Warhounds, tired of their victim, are in search of fresh sport and are turning their attentions on you. D’Val aims and fires, drawing another arrow as soon as his bow is empty. Warhounds tumble and crash to the ground around you, felled by D’Val’s deadly shafts. The captain grabs you by the arm and swings you over his shoulder in one swift movement, before carrying you back to the barricade. Others run forward to help him, but the bandit archers are now in range and the men are forced back by a hail of arrows. The red shafts whistle past on all sides. Finally you reach the barricade; a wagon is pulled aside and you are carried through the open gap. Captain D’Val is close to exhaustion; he staggers and his men rush to catch him before he drops you to the ground.

Turn to 341.

Hey, no Endurance loss! Also, we reached Ruanon, and it's under siege by bandits.

341

A circle of unshaven faces are staring down at you. A soldier cradles your leg as another snaps the shaft buried deeply in your thigh. But before you can even cry out in pain, he has drawn the arrow from your leg with one swift tug. ‘You are very lucky, Kai Lord,’ he says, as he bandages a handful of Laumspur to your aching limb. ‘The wound is clean, and the bleeding is but slight.’

You lose 4 ENDURANCE points, but the soldier’s quick thinking and skill has saved your leg from infection. With great care the soldiers carry both you and Captain D’Val into the stone watchtower.

Turn to 116.

...Oh. I didn't expect us to lose Endurance now. Maybe we didn't notice before due to adrenaline?

Also, imagine how embarrassing it would have been if we'd died in that section!

We lose 4E = 22/26

H+1 23/26

116

‘I was hoping the King would send a large search party,’ says Captain D’Val wryly, now having fully recovered from his exhaustion. ‘I was beginning to tire of this town.’

You rise from your straw bed and offer your thanks to the captain. His brave and timely action saved you from certain death. ‘’Tis nothing to compare with you, Lone Wolf. Your bravery is legend. Your presence here is worth a hundred men.’

He asks you about your mission, and you recount the events that have led you to this meeting; the ride south, the loss of your company, your passage through the Maaken Mines and the bandits.

‘Yes, the bandits—Barraka’s men,’ retorts D’Val, his gruff voice conveying his contempt for them and their leader. ‘It seems we have both suffered at his hand. A month ago, he and his Vassagonian renegades ambushed my troop on the Ruanon Pike. We were sorely outnumbered and the fight was indeed bitter. But we broke free from them and escaped here to Ruanon. We have been beleaguered ever since and praying for help to arrive. We have enough weapons to resist them, but we have barely enough food and water to survive.’

You ask what has become of the people of Ruanon. ‘Most are now slaves. Barraka has taken the mines and he uses the Ruanese as forced labour. Other than yourself, only one man has escaped from the mines and survived the Warhounds and the bandit snipers. That man is Baron Oren Vanalund. Come, I shall take you to him.’

D’Val leads you to the topmost chamber of the watchtower and pushes open an iron-shod door. The sight that greets you fills your heart with sorrow and pity.

Turn to 318.

Well, er, we'd love to stay and help, but the king did want our report as soon as possible, and erm well we've been invited to a grand banquet in a few days and we couldn't miss that so you see much as we'd like to help, no really, we really can't, so if you could arrange a distraction so we can escape leave the town?

No?

What a pity.

H+1 24/26

318

Oren Vanalund is the fifteenth baron of Ruanon, a noble warrior of royal lineage, and fifth in succession to the throne of Sommerlund. This once proud and chivalrous warlord now lies upon the cold stone floor of the chamber, red-eyed and whimpering like a frightened dog. ‘He has lost everything,’ says D’Val quietly. ‘Barraka has destroyed his castle, his land, his town, and his family. His sons are dead, and his only daughter has been taken captive by Barraka himself. I fear the ordeal has turned his mind.’

ill19.png

The pathetic man raises his tear-stained face, and with feeble voice mutters a curious rhyme, over and over again.

When a fair royal maid on the altar dies,

The dead of Maakengorge shall rise.

If you possess a Scroll, turn to 279.

If you do not possess a Scroll, turn to 57.

We do indeed. It has that poem on it, if you've forgotten.

279

As you unfurl the Scroll and begin to read its ominous contents, the Baron struggles to his feet. Word for word he echoes the prophetic verse.

When the full moon shines o’er the temple deep,

A sacrifice will stir from sleep

The legions of a long forgotten lord.

When a fair royal maid on the altar dies,

The dead of Maakengorge shall rise

To claim their long-awaited reward.

‘You must save her, Lone Wolf. You must prevent the sacrifice.’ The Baron’s voice is choked with emotion.

‘Save who? Who must he save?’ questions Captain D’Val, as he tries to calm the distressed Baron.

‘My daughter, Madelon. Barraka has found the Dagger of Vashna. He plans to sacrifice my daughter upon the altar of Maaken to release the undead of Maakengorge.’

The Baron explains that during the Age of the Black Moon, King Ulnar of Sommerlund killed the mightiest of all the Darklords, Vashna, with the Sommerswerd, the sword of the sun. His body and the bodies of all his soldiers were hurled into the bottomless abyss of Maakengorge. ‘He plans to lead the dead to victory first to conquer Sommerlund and then all of the Lastlands,’ he says in despair.

You stare at the Baron in stunned silence. If Barraka completes the sacrifice, all is lost. What mortal army can stand against a legion of the dead?

Captain D’Val ushers you from the chamber and closes the door. ‘I feared he was insane, but your Scroll confirms my worst nightmare. He speaks the truth!’

As the dreadful significance of the verse begins to sink in, your thoughts are broken by the shrill blast of a war-horn. Captain D’Val strides over to an arrow slit and peers out across the plain. As he turns to speak, you notice that his face is ashen grey. ‘The bandits … they’re launching an attack!’

If you possess Captain D’Val’s sword, turn to 327.

If you do not possess it, turn to 289.

Get rid of flashk. Holy waters only good for banishing the devil and Deamons and such not like were going to find any. Take the pickaxe.

Why do we even have a Flask of Holy Water? Seriously. I don't think we'll be fighting any zombies or vampires anytime soon. Drop that Flask!

Good work, guys, good work.

Also, I guess we probably should give D'Val his sword back.

H+1 25/26

327

You draw the sword and offer it to the captain. A look of surprise and delight crosses his face as he examines the blade. ‘I never expected to see my trusty steel again. It is a good omen for the battle ahead.’

Thanking you, the captain sheathes his sword in its scabbard, that until now, has hung empty from his belt. (Remember to erase this Sword from your Action Chart.)

Turn to 289.

We lose Captain D'Val's Sword

H+1 26/26

289

You follow Captain D’Val as he hurries down the broad watchtower steps and out to the barricade. A rolling sound like distant thunder fills the air. Cavalry are pouring onto the plain from all sides, grouping up into battalions in preparation for the advance. Columns of foot soldiers in bright scarlet armour march through their ranks, herding a frightened wall of people before them.

‘They’re Ruanese!’ cries D’Val, his hand shielding the light from his eyes. ‘That cur Barraka; he’s using them as a shield!’

All around you, the captain’s men have drawn their bowstrings, awaiting his signal to fire. But it is an order he dare not give. Suddenly a hidden catapult hurls a massive black rock through the air, straight towards the barricade. You stare in horror as it bursts into flame and disintegrates, showering a rain of blazing oil on everyone beneath. The soldiers cannot evade the deluge, and many are badly burnt before the flames are smothered. A battle-cry resounds from the enemy ranks: the signal to attack. The Ruanese are pushed aside and trampled by the onrush of scarlet warriors who now race towards the barricade.

ill17.png

The blazing oil has scattered D’Val’s men, and the barricade is poorly defended. You hear D’Val shout your name. His cloak and tunic are ablaze, and he is screaming for your help.

If you have reached the Kai rank of Warmarn (you possess 8 Kai Disciplines), turn to 255.

If you wish to help the captain, turn to 5.

If you wish to rally the defenders before the enemy reach the barricade, turn to 86.

This is turning into quite the wall of text! We do have 8 Disciplines.

255

You must rally the defenders or all is lost. You order two soldiers to help the captain and then leap onto an overturned wagon in order to see clearly the enemy advance. They have already reached the ruined perimeter of Ruanon and are now creeping forward under cover of the broken cottage walls. You shout orders to D’Val’s men to defend the barricade, but the enemy are less than one hundred yards from the wall; you are afraid it might be too late to repel their attack.

Turn to 186.

Ok, we rally the defenders, then!

186

The Vassagonian bandits break cover and charge, and you give the order to fire. A cloud of arrows sweeps down upon the armour-clad men, the hardened tips penetrating their scarlet plate. The first wave of assailants tumbles and falls; the second wave falters. Another volley forces them back, and they retreat to the ruins to reorganize themselves.

Here and there, groups of bandit warriors have survived the hail of death and reached the barricade. Most are slain as they try to enter, but a small and determined section of their boldest fighters have broken through close to where you stand. Suddenly, a thick-bodied warrior with oily, black hair tied in a knot at the back of his scarred head leaps onto the wagon and attacks you.

Vassagonian Warrior: COMBAT SKILL 18 ENDURANCE 25

You can evade combat at any time by jumping from the wagon. Turn to 66.

If you win the fight, turn to 243.

I'll assume we won't consider evading until we're down to at most half our maximum E, and will just do combat automatically until then (unless there's some significant reason why we might want to, like a tight time constraint).

Combat Ratio = 26-18 = 8

Our E total = 26/26

Vassagonian Warrior's E total = 25/25

Round 1

Random number = 6

We take 1 damage = 25/26

Vassagonian Warrior takes 12 damage = 13/25

Round 2

Random number = 5

We take 2 damage = 23/26

Vassagonian Warrior takes 11 damage = 2/25

Round 3

Random number = 2

We take 3 damage = 20/26

Vassagonian Warrior takes 9 damage = Dead!!

Our E total = 20/26

That was a little sloppy. Lone Wolf needs to brush up on his combat skills, apparently.

243

D’Val runs past the wagon, leading a dozen of his best swordsmen in a countercharge and driving the enemy all the way back to the barricade. None escape alive. Those who survive D’Val’s swordsmen are cut down on the plain by his archers as they run towards the ruins. The shout of victory has barely died away before you are faced by a new threat.

Turn to 124.

Ok, what now?

H+1 21/26

124

A mantlet, a large shield on wheels, is being pushed slowly across the body-strewn battleground towards the barricade. Arrow shafts soon bristle from its thick wooden planks as D’Val’s men fire their bows time and time again in an attempt to hit the shielded foe.

ill7.png

Suddenly a robed figure darts from behind the mantlet and levels a black staff at the barricade. He is cut down by an arrow, but not before he has let loose from his staff a guttering ball of flame. It cartwheels across the plain and explodes with a tremendous roar, hurling the bodies of defenders and shattered barricade high into the air. Through the cloud of dust and debris, you can see a line of enemy cavalry charging across the plain. They wear tall plumed helmets of polished steel and breastplates of deepest crimson. In the wake of the fireball they pour through the remains of the barricade and attack—they give no quarter. A horseman spurs his horse towards you, his lance levelled at your chest.

If you wish to stand and fight the horseman, turn to 333.

If you wish to run back to the watchtower, turn to 107.

A choice! I didn't see that one coming at all!

Ok, fight or run away and hide?

H+1 22/26

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We're mother fludging LONE WOLF. We don't even know what LOSING is! We are ALWAYS winners.

Pfft, running? Raise your sword and clobber that guy!

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Running will end up with a lance on our backs, cause I doubt we can outrun a horse.

Hopefully there are still men trying to hold the cavalry. Otherwise we are soooo flanked.

Time to fight.

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Fight him.

Were basically the human real life version of Neo. We can do anything.

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LotC is going to die sooner or later, but this thread will still be moving along at the speed of derp happily running its course. xD

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333

The horseman is charging at you very quickly. You will only be able to fight for one round of combat before the momentum of his attack carries him past you.

Vassagonian Horseman: COMBAT SKILL 20 ENDURANCE 28

If you lose more ENDURANCE points than your enemy in this one round of combat, turn to 209.

If your enemy loses more ENDURANCE points than you in this round of combat, turn to 220.

If you both lose exactly the same number of ENDURANCE points in this round of combat, turn to 344.

Ok.

Combat Ratio = 26-20 = 6

Our E total = 22/26

Vassagonian Horseman's E total = 28/28

Round 1/1

Random number = 3

We lose 3E = 19/22

Vassagonian Horseman loses 8E = 20/28

We won :)

220

Your blow has unhorsed the bandit. He falls to the ground heavily, shattering his lance beneath him. He staggers to his feet and, raising the hinged eye-shield of his helm, he stares at you and smiles wickedly, exposing a jagged line of blackened teeth. He spits his battle-cry and runs towards you, unsheathing a broadsword as he closes in.

If you wish to fight the warrior, turn to 90.

If you wish to evade combat, turn to 163.

So, do we want to kill him?

H+1 20/26

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