pi4t 6 Author Share Posted May 22, 2013 376 Forty paces along the street is a barracks, a long whitewashed building with ugly square windows. A soldier sits dozing in the evening sun with his spear resting across his lap. Some children are tossing hollowed-out larnuma fruits at him, trying to catch them upon the tip of his spear. Opposite the barracks is a tavern with a line of saddled douggas tied to a rail near the main door. The braying of these sand-horses rivals the sound of revelry drifting from the tavern door. If you wish to enter the tavern, turn to 351. If you wish to continue along the street towards the Dougga Market, turn to 202. To market, to market, to buy a fat dougga? Link to post Share on other sites More sharing options...
hammer01 29 Share Posted May 22, 2013 to the market.. Link to post Share on other sites More sharing options...
Richi 0 Share Posted June 6, 2013 I will join on this adventure, and I choose to go to the market! Link to post Share on other sites More sharing options...
CowsGoMoo 267 Share Posted June 6, 2013 Fat douggas.So then we can eat it if we were to ever run out of food. Link to post Share on other sites More sharing options...
pi4t 6 Author Share Posted June 8, 2013 Hi Richi! Good to see a new face! Also, you stole my avatar :) 202You pass under an arch where two brass-gilded, conical towers gleam like gold and enter a marketplace crowded with squabbling merchants. Exotic carpets, brightly coloured material, and all manner of foods are being bought, sold, and haggled over. The north side of the marketplace is devoted to the auction of douggas. The sleek but noisy desert beasts are being paraded, for the benefit of the bidders, around a paddock adjoining their stables. Just past the stables, a street vanishes into the Carpet-weavers’ Quarter of Ikaresh. If you wish to investigate the stables, turn to 309. If you wish to ask one of the merchants if they know where Tipasa lives, turn to 248. If you wish to leave the marketplace, continue along the adjoining street and turn to 386. Tipasa? Where are you? Our directions from the evil assassin friendly householder have run out... Link to post Share on other sites More sharing options...
hammer01 29 Share Posted June 8, 2013 Ask for tipasa! Link to post Share on other sites More sharing options...
CowsGoMoo 267 Share Posted June 8, 2013 Asky asky ask! Link to post Share on other sites More sharing options...
Richi 0 Share Posted June 11, 2013 Ask away! Link to post Share on other sites More sharing options...
pi4t 6 Author Share Posted June 12, 2013 248 A small, heavy-set merchant is hawking his wares from a stall set close to the archway. His small, beady eyes twinkle from beneath a ridiculously outsized turban. As you approach, he launches himself at you, desperately trying, with a flood of wild claims, to persuade you to buy his obviously inferior goods. He looks surprised when you interrupt him with your question. ‘Tipasa?’ he answers. ‘Yes, I know where he lives.’ He holds up a gaudy waistcoat of pink and orange sackcloth and offers it to you. ‘It would make a worthy gift for your esteemed friend,’ he suggests, his eyes continually glancing at your Belt Pouch. ‘Only 5 Gold Crowns, master.’ You realize you will first have to purchase this ridiculous garment before the merchant will tell you where Tipasa lives. If you wish to buy the waistcoat, pay the man 5 Gold Crowns and turn to 328. If you do not want to buy the waistcoat or cannot afford to pay him 5 Gold Crowns, turn to 274.Well, we can afford it, but can we live with the embarrassment? On the plus side, if we wore it, then no one would think we were Lone Wolf trying to keep a low profile! Link to post Share on other sites More sharing options...
CowsGoMoo 267 Share Posted June 12, 2013 Screw him.I ain't givin' NO ONE 5 gold crowns. Especially a jerk of a person who wants us to PAY him for directions.NOPE. NOPE. NOPE.Slap his face, and decline the offer. THE GREAT LONE WOLF does what he WANTS. Link to post Share on other sites More sharing options...
Richi 0 Share Posted June 14, 2013 Deny him with the power of Judgement! Lone Wolf can find Tipasa himself! Not a challenge! Link to post Share on other sites More sharing options...
pi4t 6 Author Share Posted June 19, 2013 274Banedon holds a gleaming ring of silver beneath the merchant’s nose and says, ‘This is yours, my friend, if you tell us were Tipasa can be found.’ The merchant snatches the ring from the wizard’s hand and stammers, ‘The first alley on the left past the stables. He lives at the house with the blue door.’ You hurry across the crowded marketplace towards the stables and enter the street beyond. As you turn into the alley, you hear the merchant’s shriek of dismay above the noise of the crowd; the ring has just dissolved on his finger. At the end of the alley you find the house with the blue door. Turn to 206. Have 5 dissolved crowns from us, too! 206There is no reply to your first knock. You are about to knock again when the door opens a few inches and the red-rimmed eyes of an old woman stare out from the darkness. ‘Banedon!’ she exclaims, her voice hoarse and shaky. ‘Thank the gods it is you.’ She ushers you both inside and locks the door. The house is sparsely furnished, and what little is there is either damaged or broken. ‘They have taken him, Banedon, they have taken my husband—the men with the faces of the dead. Ten days ago. They came like shadows in the night.’ She breaks down, her frail body wracked by sobs. Banedon comforts her as best he can, but you sense he shares her bitter loss. The Drakkarim have taken Tipasa, of that there is little doubt. By now they will have made him tell everything he knows about the Tomb of the Majhan. ‘We will find him, I promise,’ says Banedon, wiping the tears from the old woman’s face, ‘but you must try to help us if you can. Tipasa always kept a diary of his travels—do you have it still?’ A flicker of hope shines in the old woman’s eyes. ‘Yes, it is here. He told me to hide it when the evil men came for him.’ She kneels at an empty fireplace and prises a loose brick from the chimney; a leather-bound book drops from its hiding place into her hand. She gives it to Banedon who studies the yellowed pages, his face lined in thought. You notice that the book is full of cryptic symbols, numbers, and pictograms. ‘They are drawn by the night stars,’ says Banedon, tracing his finger along the astronomical drawings. ‘They hold the secret, I know, but without my star charts we cannot hope to find the tomb. We must return to the Skyrider at first light. There I shall be able to make some sense of this book.’ Turn to 331. Well, we've got the book, but we should probably find Tipasa. I hope he's not dead. 331You have little sleep that night as you lie thinking about the quest that lies before you, haunted by the fear that the Darklords may already have found the Book of the Magnakai. You rise before dawn and breakfast on a meal of sheep’s butter and dried milk cake, before bidding farewell to Tipasa’s wife. The trek back to the Skyrider passes uneventfully, and by noon you have reached the rocky crag where the craft is moored. Nolrim is the first to greet you, but he cannot hide his disappointment that you have returned unaccompanied. ‘Do not worry—the answer lies here,’ says Banedon, holding up Tipasa’s diary. ‘Prepare to set sail.’ As the Skyrider rises into the clear blue sky, Banedon hands over the helm to Nolrim and bids you follow him to his quarters at the prow. For three hours he pores over his charts, making calculations, checking instrument readings, and racking his brain for the solution that will pinpoint the Tomb of the Majhan. ‘It’s no use,’ he says, tired and exasperated. ‘I cannot fathom these numbers.’ As you peer at the pages of Tipasa’s diary, suddenly you realize that they are written in code. What Banedon had assumed to be positions of stars is a code to three numbers that give the precise location of the Tomb. Consult the map to help you discover the location of the Tomb of the Majhan. The first of the three numbers is equal to the number of oases on the trail between Ikaresh and Bir Rabalou. The second number is equal to the number of cities in Vassagonia. The third number is equal to the number of islands off the coast of Cape Kabar. When you have broken the code, write the numbers in order and turn to the entry number that they indicate. A puzzle! The first one in the series, really. And...I should probably add that the illustrator forgot to put a flag on a city, probably Kuchek. Here's the map. On which section is the tomb located? Link to post Share on other sites More sharing options...
CowsGoMoo 267 Share Posted June 30, 2013 Aw man. Lone Wolf ain't got no time for this. Eeny, meeny, miny, moe. Catch a tiger by the toe. IF he hollers let him go... Eeny, meeny, miny, mo! RANDOM NUMBER TIME! 3 5 4 Through the use of my amazing guessing skills! Link to post Share on other sites More sharing options...
pi4t 6 Author Share Posted July 1, 2013 What was that? 373, did you say? Congratulations, your guessing skills were correct! ;) 373‘That’s it!’ exclaims Banedon, stabbing his finger at a map of the Dry Main that covers his chart table. ‘One hundred and fifteen miles due west of Bir Rabalou; one hundred and fifteen miles due south of the oasis of Bal-loftan.’ He picks up a quill pen and marks the spot. ‘The Tomb of the Majhan. You study the map and ponder the miles of desolation separating you from your goal. Banedon notices your look of dismay and quickly tries to put your mind at ease. ‘Fear not, Lone Wolf—we’ll be there before the dawn.’ You smile at his confidence, but it is not the actual journey that worries you—your concern is what you may or may not find upon your arrival. Turn to 320. Hooray, we found it! 320Dawn is breaking on the horizon of a low hill, blurred and dotted with small tufted trees. Swiftly the Skyrider has voyaged through the night to arrive at the foothills of the Koneshi Mountains, in whose folds the skyship is safely tucked away from watchful eyes. Twenty-five miles to the north, across a landscape of barren rock and dry brush, lies the Tomb of the Majhan. You and Banedon set off before the dawn, anxious not to waste either time or the protective cover of darkness. Now, as the great golden disc of the sun rises in the sky, for the first time you can see your goal. A massive excavation has exposed the heart of this scorched land, delving deep around the tombs of its forgotten ancestors. Thousands of Giaks, spiteful and malicious servants of the Darklords, labour unceasingly to remove rock and sand from this quarry, forced by Drakkarim to drag their backbreaking loads up ramps to the rim of the crater. Close to the edge of the crater, an encampment of black tents surrounds a large domed canopy. Lying in the shade of this construction is a huge flying creature—an Imperial Zlanbeast. Its presence here can only mean one thing: Darklord Haakon has arrived. The thought chills your blood, but you draw comfort from the labour of his slaves. That they continue to labour is a sign that their mission has yet to be completed: the Book of the Magnakai has yet to be found. It is impossible to approach the crater unseen; you will have to wait for darkness before you attempt to enter the Tomb. During the long wait, it is agreed that Banedon should attempt to find Tipasa. It is likely that he is being held captive inside the encampment—the Darklords would be unlikely to kill him before discovering the treasure they seek. During the day, you must eat a Meal or lose 3 ENDURANCE points. (You may not use Hunting if required to eat a Meal in the middle of this wasteland.) Make the necessary adjustments to your Action Chart. Turn to 286. We eat a meal. 286As night falls, your desperate quest begins. The Giaks pose few problems that you cannot overcome with your warrior skills, for they have been overworked to the point of exhaustion. Only the Drakkarim show any sign of vigilance, but even then, there are less than a dozen patrolling the entire crater. Not until you reach the main entrance to the Tomb do you encounter any real difficulty. A Drakkar stands on guard, his cruel eyes glinting behind his twisted iron death-mask. Occasionally, he diverts his attention from the watch to take a drink from a water flask. If you have the Kai Discipline of Mind Over Matter, turn to 214. If you do not have this skill, turn to 239. Of course we do! 214You focus your skill on a nearby spade, willing the spade handle to rattle against the wheelbarrow in which it rests. It only takes a few seconds for the vigilant Drakkarim sentry to leave his post and investigate the noise. By the time he returns, you are inside the Tomb of the Majhan. Turn to 395. And we avoid the sentry in perhaps the most stereotypically magic way possible. 395As far as the eye can see, a long, straight, sandstone corridor slopes away into the distance. Torches crackle and sputter on the walls, illuminating the pictograms engraved in the yellow stone. At regular intervals, rough-edged slabs protrude into the main corridor. You stop to take a close look at one of these slabs and the floor beneath it and come to a frightening conclusion. They are obviously traps, no doubt set off by the Giaks when they cleared this corridor of sand. Rather than instructing the Giaks to avoid them, the Darklords must have deliberately used their slaves to set them off. Once the traps had been sprung, the squashed bodies were cleared away and the slabs chiselled through to the next section. Pit traps in the floors seem to have been neutralized in the same way. Set off by luckless Giaks, they would have been filled in with the dead bodies and levelled off with sand. The thought of this heartless barbarity fills you with revulsion. Just over a mile along the corridor, you eventually arrive at a large stone door. The stone surround bears evidence of chisel-work, but the door itself is rock solid. You notice a faint beam of light descending from a hole in the ceiling. It creates a small circular pool of light, a little to one side of a similar hole in the floor. In the wall near to the door there is a triangular indentation, no larger than a Gold Crown. If you possess a Prism, turn to 233. If you possess a Blue Stone Triangle, turn to 245. If you have neither of these items, turn to 298. Er...you know how we got rid of that blue stone triangle...? That may have been a mistake. 298You are trying to decide whether to try prising open the door, when you hear the sound of stone grating on stone. The door slowly opens to reveal a large chamber. It is dimly lit, but in the thick dust which covers the marble floor you can see innumerable footprints. Then, as you enter, you catch sight of a rough stone throne, facing the wall on the far side of the chamber. Behind you, the stone door slides shut with unnerving speed. Turn to 289. Well, we're in, anyway. 289The throne begins to revolve. A terrible howling fills your ears, changing almost instantaneously to the growling of a harsh guttural language, the like of which you have never heard before. Words and sounds that the mouths of men could never be shaped to speak roll through the chamber like thunder. It is the dark tongue, spoken by Haakon, Lord of Aarnak, Darklord of Helgedad. He rises from the throne, the ghastly voice still echoing from his unnatural mouth. A spiked fist opens to reveal a glowing stone; blue flame smoulders around its surface, and you can feel the currents of power that radiate from its core. Suddenly, his words change and you hear a tongue you know so well—Sommlending. ‘Look on your doom, Kai Lord!’ There is a deafening crack, a surge of power, and a fireball of blue flame hurtles towards your head. If you possess the Sommerswerd, turn to 311. If you do not have this Special Item, turn to 219. Darklord, darklord, run!! On the other hand, given that it's a known power of the Sommerswerd to absorb magic attacks against us, I'm not sure where we're supposed to be looking... 311You raise your golden sword just in time to deflect the bolt of raw energy. It screams from your blade and explodes into the chamber wall, gouging a hole several feet deep in the steel-hard rock. The impact jars the Sommerswerd from your hand; the blade arcs through the dust-choked air and embeds itself, upright, in the stone floor. You roll across the floor and take cover behind a pillar. ‘Your doom, Kai Lord,’ spits Haakon, ‘is but seconds away.’ If you wish to retrieve the Sommerswerd, turn to 278. If you wish to try to move to a new hiding place, under cover of the swirling dust, turn to 350. If you wish to stay where you are, turn to 230. Not...good. Try to recover our ultimate-weapon-which-can-incidentally-absorb-Haakon's-evil-blue-fireballs by exposing ourselves to evil-blue-fireballs, or stay hidden? Also, I think I found that doom he wanted us to look at... Link to post Share on other sites More sharing options...
Richi 0 Share Posted July 6, 2013 Take the sword! We can do it! Rush in there and deflect any more fireballs! Link to post Share on other sites More sharing options...
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