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Well... I'm going to head down the path.

 

The portal sounds scary! Even if it isn't a NETHER PORTAL OF DOOOM. Perhaps I would've chose it if it was called "DOOR" instead. But nope! The harm is done! It's a portal, and I want nothing to do with it! 

 

Down the rather dark, scary, and possibly filled with cannibals path!

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391

 

As you follow the track deeper into the arboretum, high-pitch shrieks

echo above the ceiling of creepers and low branches. The air is humid

as a jungle. You press on but the going is difficult; the soft, sticky,

rotting humus clings to your boots like river clay.

A sudden movement on the path ahead makes you dive for cover; a

handful of Drakkarim are coming this way, led by a figure dressed in

red.

If you have reached the Kai rank of Warmarn or higher, turn to 242.

If you not yet reached this level of Kai training, turn to 222.

 

We have reached that rank!

 

242

 

You recognize the creature dressed in red: it is a Vordak, a servant

of the Darklords, one of the powerful undead. Vordaks possess great

psychic power, and you feel it scanning for you with its Mindforce. You

know that if you are to avoid these evil troops, you will not only have

to hide, but also shield your mind.

Pick a number from the Random Number Table.

If you have the Kai Discipline of Camouflage, add 2 to the number you

have picked. If you have the Kai Discipline of Mindshield, add 3.

If your total score is now 0–6, turn to 262.

If it is 7 or over, turn to 378.

 

Yep, we have both of those. Random number =7+5=12.

 

378

Pressing yourself against the damp soil, you hold your breath and

pray you will not be seen as the Vordak glides into view. Its bony arm

is outstretched, and a skeletal finger sweeps the lush undergrowth on

either side of the path. You sense the Vordak is using its Mindforce to

try to locate your hiding place—as the finger points in your direction, a

wave of pain washes over your body. You are near to crying out, when

the pain ceases; you have not been detected. The finger sweeps away and

the enemy continues its search along the path.

Turn to 228.

 

That solves that problem fairly easily.

 

228

Eager to put distance between yourself and your merciless enemy, you

race headlong through a tangle of trees and roots until you stumble upon

a small domed hut of latticed wood, half hidden by a curtain of vines.

Peering through the dense foliage, you see that the vines reach up to a

wrought-iron walkway, which ends at an open stone door.

If you wish to climb up a vine to the walkway and escape through the open stone door, turn to 352.

If you wish to search for an exit from the arboretum at ground level, turn to 332.

 

Up again?

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I-I'm not afraid of heights!

 

No-Nope! I'm only scared of the GROUND! Especially when I'm FALLING towards it.

 

So... uhm... let's just continue on ground level. It's less scary that way.

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We continue!

 

332

Leaving the arbour, you press on towards the outer wall of the
arboretum. Through the dense foliage you can make out a narrow, arched
doorway that leads to an open chamber. A stairway ascends to a parapeted
walkway, at the end of which is a stone door. You are halfway up the
stairs when the sound of a crossbow being cocked freezes your blood. To
turn back now would be suicide; you grit your teeth and bound up the
stairs as a hail of crossbow fire slams into the steps on either side of
you.


Turn to 372.

 

Oh dear. This doesn't seem good.

 

372

A crossbow bolt grazes your shoulder as you reach the walkway, making
you dive for cover behind its low parapet wall. You lose 1 ENDURANCE point. Two more bolts ricochet from the stone lip barely inches from your head.


The stone door is shut, secured by an iron bolt on this side. To pull
open the bolt, you will have to expose yourself to crossbow fire, for
the bolt is clearly in view above the lip of the wall.


If you possess the Kai Discipline of Mind Over Matter, turn to 269.


If you do not have this skill, pick a number for the Random Number Table. If you have reached the Kai rank of Aspirant or higher, add 2 to the number you have picked.


If your total is now is 0–3, turn to 366.


If it is 4 or more, turn to 277.

 

Disciplines to the rescue!

 

We lose 1E

 

H+1 26/26

 

269

You stare at the bolt, willing it to move. The sound of running
footsteps behind you sends a cold shiver down your spine as you realize
that the Drakkarim are storming the stairs. Then, slowly, the bolt
begins to move. As soon as it clears the bolt-hole, you pull open the
stone portal and race through, unaware of what lies beyond.


Turn to 352.

 

Because that never seemed like a bad idea.

 

352

Beyond the portal lies a vaulted corridor leading to a grand
stairway. You narrowly avoid confrontation with a dozen Drakkarim, saved
by your lightning reactions. As the enemy rush from an archway on the
second floor landing, you dive behind a statue of the recently deceased
Zakhan Moudalla. They are so intent on their chase that they fail to
notice your hiding place and hurry down the stairs, grunting in their
heavy armour as they run. Silently, you give thanks that Zakhan Moudalla
was a very stout man and that his statue casts a very large shadow in
which to hide.


At the top of the stairway you discover a hatch, which gives access
to the roof. You climb through it and follow a path of sun-bleached
tiles that wind in and out of the domes and turrets, eventually leading
to a bell-tower.


You are exhausted and need to rest, your mind still full of the shock
of your encounter with Darklord Haakon. The sound of his terrible voice
repeating the words ‘Book of the Magnakai’ echoes again and again in your mind.


With desperation sapping your will, you peer out through a grille in
the bell-tower. The sight before you renews your flagging hope, for it
inspires a daring escape plan.


Turn to 313.

 

Not, I assume, to walk out of the front door? That would be too easy.

 

Incidentally, the old Zakhan has saved our life!

 

313

Below the bell-tower you see a line of Itikar pens, each with its own
circular landing platform. Itikar are a breed of huge black birds that
nest in eyries high in the peaks of the Dahir and Vakar Mountains. The
Vassagonians have long since tamed these giants of the skies, using them
as winged mounts for their army leaders, their scouts, couriers, and
envoys.


An Itikar and rider swoop down out of the reddening sky and alight
upon the platform nearest to the bell-tower. Slaves hurl a rope to the
rider, who in turn fixes it to a saddle ring before he jumps to the
ground. The Itikar caws and beats its huge wings as it is slowly winched
into the pen by a hidden capstan.


The rider and the slaves leave the platform; there is now only one
sentry on guard at the pen. If you can overpower him, you can make your
escape on the back of the giant bird.


If you possess a Blowpipe and Sleep Dart, turn to 325.


If you do not have these items, turn to 282.

 

We have neither of those items.

 


282

You leave the bell-tower and make your way down towards the sentry.
At first, dodging from one turret to the next, it is easy to remain
unseen. However, for the final thirty yards to the landing platform you
will have no cover, for the platform and the palace roof are linked by
an exposed gangplank. If you are to overpower the sentry, you must cross
the gangplank undetected.


If you have the Kai Discipline of Mind Over Matter, turn to 295.


If you do not possess the skill, pick a number from the Random Number Table.
If you have the Kai Disciplines of either Hunting or Camouflage, add 2
to the number you have picked. If you have reached the Kai rank of
Warmarn or higher, add 3.


If your total score is now 0–4, turn to 357.


If your total is 5–9, turn to 389.


If your total is 10 or more, turn to 236.

 

We have Mind over Matter. It's been proving itself surprisingly useful lately.

 

295

Focusing your skill on a money pouch that hangs from the sentry’s
belt, you concentrate on untying the leather thong that secures it.
Seconds later, the pouch drops to the ground and spills its contents.
The guard yelps in horror as he sees his gold rolling over the edge of
the platform and drops to his knees to gather what little remains. As he
turns his back, you break cover and run across the gangplank. Your
speed and stealth carry you across the gangplank undetected. When you
strike, the guard is still on his knees, picking up his scattered gold.
Your attack is silent and deadly.


If you wish to search the guard’s body, turn to 207.


If you decide to ignore the body, hurry into the Itikar’s pen and turn to 224.

 

Shall we drop to our knees, picking up the guard's scattered gold?

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As soon as it clears the bolt-hole, you pull open the

stone portal and race through

 

I-Is it bad... that I read that as... "As soon as it clears the BUTT-hole"? I nearly fell out of my chair laughing when I realized my mistake.

 

Anyways, I think we should just go for the bird. What could that dumb guard even have? The only thing that's more scarier than the GROUND, is a sword through my EYEBALL, and something like that happening seems likely if we dilly-dally with some dead guy when we have everything we need.

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224

The great black bird beats its massive wings, cawing hoarsely through

the domed pen. Two black eyes, fierce and cold, fix you with a deadly

stare as you edge nearer to its perch.

Grabbing the saddle pommel, you haul yourself up, but suddenly there

is a flash of razor-sharp talons. Instinctively, you shield your face as

a glint of orange sunlight is caught on the Itikar’s curved beak, for

it slashes the air barely inches above your head.

If you have the Kai Discipline of Animal Kinship, turn to 308.

If you possess an Onyx Medallion, turn to 319.

If you possess neither the Kai Discipline nor the Special Item, pick a number from the Random Number Table. If you have reached the Kai Rank of Aspirant or higher, add 2 to the number you have picked.

If your total is now 8–11, turn to 287.

If your total is 4–7, turn to 240.

If your total is 1–3, turn to 370.

If your total is 0, turn to 257.

 

We have Animal Kinship!

 

308

It can take many years for a rider to tame an Itikar, for by nature

they are wild and malicious creatures. You use your Kai skill to

communicate with the giant bird, to assure it that you mean no harm. It

fixes you with a cold, black stare, but you sense that it is no longer

hostile.

As you settle in its wide saddle, you catch sight of the Drakkarim as

they stream across the gangplank. Quickly you lean forward, unhook the

anchor rope from the saddle ring and grab the thick leather reins.

Turn to 343.

 

Disciplines do make things so much easier. With any luck, we'll be getting some upgrades soon, too.

 

343

You are jerked backwards in the saddle as the Itikar leaves its

perch. It shrieks and caws, its wings beating as loud as thunder. A

handful of Drakkarim are scattered as if they were rag dolls as the

great black bird emerges from the pen and takes to the sky. You catch a

glimpse of a Drakkar, his death-mask slashed in two by the bird’s

razor-sharp talons, as he pitches from the landing platform and tumbles

to his death in the palace gardens far below.

 

ill20.png

 

The golden domes of the Grand Palace grow smaller as the Itikar

gathers speed. Soon, you have passed over the city wall and are heading

out towards the shimmering salt-flats of Lake Inrahim. The land below is

bathed in beautiful orange twilight, as the sun slowly sinks behind the

Dahir Mountains to the west. Elated by your escape, you throw back your

head and give voice to a triumphant yell that is carried away on the

chill evening wind.

As if in answer to your cry, an echoing chorus of shrieks pierce the

sky. Fear returns to your heart as you catch sight of a flock of Kraan,

hideous leathery-winged fliers. Each carries a Drakkarim warrior on its

back. They are over a mile behind you, but they are quickly closing the

gap. Less than an hour of light remains; if you can evade them a little

longer, you may be able to lose them when night falls.

You must decide in which direction to fly, for you are now above the centre of Lake Inrahim—consult the map before making your decision.

If you wish to steer the Itikar south towards the Dahir Pass, turn to 264.

If you wish to head east towards the town of Chula, turn to 244.

 

I've left the link to the map intact, in case you can't be bothered to hunt through the 72 previous pages of the thread to find it. Go to the nearby town, or the wilderness across the mountains?

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Damn, if only we could fly West. We would be able to escape into the sunset then! 

 

But nope. No flying off into the sunset. I guess the writer isn't THAT corny...

 

Fine. Let's fly over treacherous mountains and into a dense dark forest, because that's ALWAYS a smart thing to do.

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'Dense dark forest?' Did you even look at the map? It's quite clearly a desert!

 

:P

 

We also couldn't fly west because there were mountains in the way. And we couldn't fly over the mountains apart from through the pass because...err...it was above the itikar's safe flight limit? Also, we do want to find the Tomb of the Majhan, and the desert sounds like a likely location. Wish it wasn't so big, though...

 

264

 

A terrible shriek rings out above the rush of the wind, filling your
head with pain. You are being attacked by a powerful Mindblast. Unless
you possess the Kai Discipline of Mindshield, deduct 2 ENDURANCE points from your current total.


The Itikar shudders and frantically twists its head from side to side
as the shriek rings out again. You sense that the great bird is in
agony, racked by the Mindblast. As you glance over your shoulder, your
stomach becomes knotted with fear—a Kraan is swooping down to attack. On
its back is your adversary: a Vordak, one of the undead and a hideous
lieutenant of the Darklords. As the Kraan streaks towards you, the
Vordak spreads its red-robed arms and leaps from the saddle. It lands
behind you, astride the Itikar’s back, its skeletal fingers sunk deep
into your mount’s feathered flesh. The shock of the impact throws you
forward, and the reins slip from your hands.


The giant bird screeches in horror and pain as the Vordak’s grip
paralyses its spine. You must act quickly, for the Itikar is now
plummeting towards the salt-plain of Lake Inrahim.



        ill16.png        

If you possess the Sommerswerd, turn to 315.


If you do not possess this Special Item, turn to 299.

 

Great. We're several kilometres up, our mount is about to drop to our doom, and - oh, yes - we have a vordak with us. Could things get any worse?

 

315

As you unsheathe the Sommerswerd, a vivid golden flame shoots along
the blade. The Vordak shrieks in terror, its blood-drenched bony fingers
clawing at a black iron mace that hangs from its belt. It raises the
mace to parry your blow, but the sun-sword shears through the iron, a
splash of blue flame erupting in its wake. You strike again, curving the
golden blade in a great arc. It bites into the Vordak’s neck, tearing
through its unnatural body, and severing it diagonally from collarbone
to hip. A sickening acidic smell chokes your throat as a fountain of
green slime erupts from beneath the red robe. The Vordak crumples and
topples from view, its dissolving corpse hissing as its spirals towards
Lake Inrahim.


Sheathing your sword, you grab the reins and fight to control your
injured mount. You have slain the Vordak but the battle is not yet won.
The Itikar is losing a lot of blood; it could become unconscious at any
moment and drop like a stone.


Suddenly you spot something in the distance. It is a sight that renews your faith in miracles.


Turn to 221.

 

Oh. Apparently they couldn't get worse.

 

221

Emerging from a bank of cloud on the skyline is a flying ship. It is a
small craft, no bigger than an Unoram river barge, with two triangular
sails swept back either side of its curving prow. In the fading twilight
you can make out a long pennant that flutters from its mast. A faint
humming reaches your ears. Your first reaction is disbelief; what you
are seeing must be a trick of the light or some fiendish illusion
created by the Darklords. However, as the ship floats nearer, your
senses tell you that it is indeed quite real.


If you have ever been given a Crystal Star Pendant, turn to 336.


If you do not have this Special Item, turn to 275.

 

336

Standing at a fortified platform in the centre of the strange craft
is a blond-haired young man with deep, brooding eyes. Instantly you
recognize him: it is Banedon, the young Sommlending magician who gave
you the Crystal Star Pendant at the ruins of Raumas, after you saved his
life in a Giak ambush.


You are so stunned by his unexpected appearance that you fail to
notice the blood seeping from the Itikar’s mouth; the creature is near
to death. Suddenly, the great bird lets out a pitiful and agonized caw,
its wings stiffen, and its head falls limp as the last flicker of life
escapes from its torn body. It pitches you forward, and your stomach
heaves as you plummet towards Lake Inrahim.


Pick a number from the Random Number Table.


If the number you have picked is 0–4, turn to 374.


If it is 5–8, turn to 254.


If it is 9, turn to 261.

 

Banedon? We saw him on page 3, about a year and a half ago. Well, I say 'we'. Actually...none of you were around at the time.

 

2. I have a feeling 9 would have been...bad.

 

Yes. Yes, things could get worse.

 

374

As you tumble earthwards, a blur of colour flashes before your eyes
as the Kraan-riders, the skyship, and the distant horizon all melt into a
kaleidoscope of shapes and images, which you fear will be the last
things you will ever see.


You have prepared yourself for death and are calm and relaxed, when
suddenly you feel your body entwined by a mass of sticky fibres. There
is a terrific jolt, which leaves you breathless and stunned. The
impossible is happening; you are no longer falling, but rising!


A net of clinging strands has caught you like a fly in a web. You
rise up into the sky towards the flying ship as quickly as you fell.
Three bearded dwarves clad in bright, padded battle-jerkins pull you
aboard an outrigger that runs the length of the hull. However, there is
no time to express your gratitude, for the small skyship is under attack
from the Kraan-riders.


At the end of the outrigger, a dwarf is engaged in hand-to-hand
combat with a snarling Drakkar. He is obviously losing. As you rush to
his aid, another of the evil warriors lands in the centre of the craft,
on top of the fortified platform.


If you wish to help the dwarf, turn to 280.


If you wish to leap from the outrigger onto the platform, turn to 361.

 

You know, this gives a new meaning to the term 'airship'.

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Come on, people, post! :(

 

280

The Drakkar is strangling the dwarf. As he catches sight of you, he
releases his grip and smashes his mailed fist into the dwarf’s face,
sending him tumbling into space. You are inflamed by this cold-blooded
murder. You draw your weapon and attack.


Drakkar: COMBAT SKILL 18   ENDURANCE 25


Due to the speed of your attack, do not deduct any of your own ENDURANCE points in the first round of combat.


If you win the combat, turn to 213.

 

Noooo!!!

 

Combat ratio = 26-18 = 8

Our E total = 26/26

Drakkar's E total = 25/25

 

Round 1

Random number  = 6

We have the element of surprise = 26/26

Drakkar takes 12 damage = 13/25

 

Round 2

Random number  = 0

We take 0 damage = 26/26

Drakkar is instakilled = dead!

 

213

The Drakkar falls to his knees and makes a horrible rasping noise as
he tries in vain to prise open his shattered death-mask. Your blows have
staved in his helm, and the buckled metal has fractured his skull. You
lash out with your foot and kick him from the outrigger, sending him
spiralling down to Lake Inrahim to join the dwarf he murdered. But the
dwarf is neither dead nor hundreds of feet below. He hangs by his foot,
unconscious, snagged in the netting below the outrigger boards. You grab
the dwarf’s leg and haul him to safety before continuing the fight.


The platform looks empty—no heads are showing above its armoured
parapet, but you sense something is wrong. Instinctively, you leap from
the outrigger onto the main hull, your weapon poised to strike.


Turn to 361.

 

Maybe we should have hung the drakkar in the netting, then?

 

 

361

Ducking beneath the boom-sail, you clamber onto the platform in time
to witness a desperate struggle. The blond-haired magician is pinned to
the deck, his left arm skewered by a spear. With a staff in his right
hand, he is trying to fend off the dismounted Kraan-rider. The Drakkar
senses your presence; he whirls round and draws a twisted black scimitar
from its scabbard.


Drakkar: COMBAT SKILL 18   ENDURANCE 25


If you win and the fight lasts 3 rounds of combat or less, turn to 288.


If the fight continues to a fourth round of combat, do not resolve it. Instead, turn immediately to 382.

 

I swear that whenever we meet Banedon we end up defending him against Darklord troops...

 

Combat ratio = 26-18 = 8

Our E total = 26/26

Drakkar's E total = 25/25

 

Round 1

Random number  = 8

We take 0 damage = 26/26

Drakkar takes 16 damage = 9/25

 

Round 2

Random number  = 6

We have take 1 damage = 25/26

Drakkar takes 12 damage = dead!

 

Two fights, one Endurance lost. Not bad.

 

Incidentally, did anyone notice that both Drakkar had exactly the same stats?


 

288

The Drakkar curses you with his dying breath, his cry fading as he
falls from the platform. You rush to aid your wounded countryman, but
the battle is not yet over. A Kraan-rider is swooping towards you, a
crossbow levelled at your head; he fires and the bolt shoots towards
your face. Then a shrill, metallic whine rings in your ears as the bolt
miraculously ricochets away, deflected by an invisible shield.


If you have ever been given a Crystal Star Pendant, turn to 399.


If you do not have this Special Item, turn to 294.

 

Yep, we still were given it. I guess this is the 'say 'hi' to Banedon' section.

 

H+1 26/26

 

399

Banedon lowers his staff, the trace of a wry smile on his pain-racked
face. ‘Alas, I was too slow to protect myself, Lone Wolf,’ he says,
glancing at his arm. You kneel at his side and free the spear that pins
him to the floor. The wound is serious; hastily you staunch the bleeding
with strips of cloth torn from his dark blue robes. You recognize the
robes, for they are the attire of a Journeymaster. It seems that young
Banedon has achieved distinction among his brother magicians since last
you met.


‘It appears that we are fated to meet in their company,’ he says,
still watching the Kraan-riders anxiously. ‘Help me to my feet, we must
escape before they drag us from the sky.’


You support the magician as he grasps the ship’s helm—a radiant
crystal sphere with hundreds of glowing facets set on a slim silver rod.
No sooner has his hand closed around the crystal than there is a
tremendous explosion.


Turn to 323.

 

Banedon, meet our new personalities.

 

 323

The explosion is followed by a huge cloud of smoke, which engulfs a
cabin perched on the rear deck. As the noise rumbles across the desolate
salt-plain, you hear the agonizing shriek of a wounded Kraan; it
spirals past the platform, a ragged hole rent in its broken wing.


 

        ill19.png        

The smoke clears to reveal the grinning face of a dwarf at the cabin
window. A smear of soot blackens his rosy cheeks and exaggerates the
whiteness of his crooked teeth. He is holding a tube of smoking steel
that you assume to be a magic staff, until you notice that each of the
dwarf crew carry identical staves. As they point them at the swooping
Kraan, gouts of smoke and flame bellow from their tips. Suddenly you
recognize the weapons and their wielders—they are dwarves from the
mountain kingdom of Bor, armed with one of the inventions for which
these ingenious artisans are justly famous throughout Magnamund.


The Kraan are terrified by the noise; they turn their leathery tails
and fly away, their Drakkarim riders powerless to stop them. The
primitive guns have claimed only one victim, but nevertheless, they have
driven off the enemy and saved the skyship from disaster.


Banedon steers the craft about, banking steeply until the ship faces
the darkening peaks of the southern mountains and the distinct V-shaped
cleft of the Dahir Pass.


Pick a number from the Random Number Table.


If the number you have picked is 0–2, turn to 250.


If it is 3–9, turn to 312.

 

Random number = 6.

 

312

The dwarves are clearing the deck of battle debris. A dead Drakkar
lies sprawled face down across a pile of chests and sacks roped beneath
the boom-sail. As the dwarves grab his legs to cast him over the side he
suddenly springs to life, sending the dwarves tumbling in all
directions. He screams like a fiend, his black axe cutting a wide arc
around his blood-smeared body. A curse, vile and evil, echoes from his
death-mask as he draws back the axe to throw. His target is you.


If you have the Kai Discipline of Hunting or Sixth Sense, turn to 210.


If you have neither of these skills, pick a number from the Random Number Table.


If the number you of picked is 0–4, turn to 354.


If it is 5–8, turn to 371.


If it is 9, turn to 232.

 

Not a chance.

 

210

You dive aside, your Kai skill saving you from the axe that is spinning towards the platform. Suddenly, a deafening bang
rings out and the Drakkar is flung backwards, his breastplate torn open
by dwarf shot. He gives a long, agonizing death-cry as he disappears
from sight, tumbling into the darkness that surrounds the speeding
skyship.


As if in answer to the shot, a menacing roll of thunder rumbles
across the darkening plain from Barrakeesh. It is as if the city itself
were cursing your escape.


Banedon appears at your side, his face lined with concern. As he
offers a shaky hand to help you to your feet, you notice that the
makeshift bandage which binds his wound is soaked with blood. He is pale
and weak and close to collapse.


If you have the Kai Discipline of Healing, turn to 377.


If you do not possess this skill, turn to 339.

 

We do. Whew, this is a long section.

 

377

Clasping your hands around Banedon’s injured arm, you concentrate
your Kai skill on healing the torn muscle and splintered bone. The
warmth of your healing power numbs the pain and repairs the internal
damage sufficiently to be able to remove the blood-soaked strips of
cloth. The wound is still open, but you have saved the limb.


‘We’ll help him now, Lone Wolf,’ shouts a strange voice. You are
surprised by this bold claim and turn around to discover who has made
it.


Turn to 339.

 

But...we have magic healing powers!

 

339

Two dwarves clamber onto the platform and hurry to their young
captain’s side. One flicks open a red velvet satchel strapped to his
barrel-like chest, and removes a glass vial and a clean linen bandage.
They attend to the wound, and, as his strength returns, Banedon listens
intently to your account of the terrifying events that have led up to
this meeting. As you conclude your woeful tale, Banedon speaks, his
voice full of grim determination.


‘The future of Sommerlund rests in our hands, Lone Wolf. We must stop Darklord Haakon from destroying the Book of the Magnakai.
I have heard tell of the Tomb of the Majhan from the nomads of the Dry
Main. They say it is a terrible place, a place of horror and death—for
what little there is left to die there. It lies beyond the Dahir, near
the oasis of Bal-loftan. That is all I know, for the Majhan hid their
tombs well and what few traces remained have long since disappeared
beneath the shifting sands of the Dry Main.’


Your face conveys the disappointment you feel upon hearing these words.


‘However, all is not lost,’ says Banedon, undaunted. ‘There is a man
who can guide us there. His name is Tipasa Edarouk—“Tipasa the
Wanderer”. It is he who we must seek, for he is the only man who has
ever entered the Tomb of the Majhan and lived to tell the tale.’


Turn to 302.

 

Well, I guess we're going to see him, then.

 

302

Banedon takes over the helm as his extraordinary ship, the Skyrider,
as the dwarves call it, speeds through the gathering darkness towards
the Dahir Pass. Visibility diminishes with each passing minute until,
finally, you can see no further than the outriggers. You feel uneasy; if
the Skyrider veers but a fraction off course, you will be smashed to pieces against the mountainside.


‘Do not worry, Lone Wolf,’ says Nolrim, the dwarf with the velvet satchel. ‘The captain will see us through.’


Banedon stands with his hand resting lightly on the glowing crystal,
relaxed as if in a trance. His eyes are closed and a crackle of energy,
like fine white lightning, traces an intricate pattern over his forehead
and temples.


The dwarf leads you to the cabin at the rear of the craft where the
crew are excitedly recounting their victory over the Kraan-riders. They
are seated about a table cluttered with plates of steaming food and jugs
of foaming ale. The rich smell of spiced meat and Bor-brew fills your
nostrils, reminding you of how ravenously hungry you are.


You make short work of the meat and marrow placed before you. Restore 3 ENDURANCE
points. However, you are unsure about accepting a jug of ale; Bor-brew
is so strong that in many cities of Magnamund it has been banned for
fear of the havoc it can cause.


If you wish to accept a jug of the notorious ale, turn to 392.


If you decide to decline the offer, turn to 283.

 

A choice! Do we drink the incredibly strong alcohol?

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