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pi4t

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Posts posted by pi4t

  1. 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.

            ill17.png        

    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...

  2. 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?

  3.  

    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...

  4.  

    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?

  5. Well, necromancy apparently worked! Sorry for the extended pause. Real life/burnout got in the way severely. Let's see if we can keep going this time!

     

    We walk off down Flute Street.

     

     

    147

    The street is narrow and crowded with all manner of fighting men: mercenaries from the south who have come to Varetta in search of employment. They fill the tiny alleyways that branch off from the main street, and the air is full with their noisy banter. The smell of food mingles with the odour of sweat and leather, and flickering lanterns swing in the chill night breeze. Nobody pays attention to you, and you follow the winding cobblestones without any hindrance until you reach a magnificent half-timbered building. Large bow windows display an eye-catching assortment of creatures of all shapes and sizes, stuffed or mounted on wooden plaques. A sign by the door reads:

    CHANDA—TAXIDERMIST

    If you wish to dismount and enter this fascinating shop, turn to 121.

    If you wish to continue along the winding street, turn to 279.

     

    Don't see any flutes yet, but do we enter the taxidermist?

  6. 123

    A handful of Alether Berries costs 3 Gold Crowns. If you swallow them before a fight, they will increase your COMBAT SKILL

    by 2 points for the duration of the fight. You may purchase up to 3

    handfuls of Alether Berries. Each handful counts as one Backpack Item,

    but you cannot swallow more than one handful during any one combat.

    When you have concluded your purchases, you remount your horse and leave the village.

    Turn to 100.

     

    We have room for as many as we want, up to the maximum of 3, so how many do we buy?

     

    100

    It is late afternoon when you catch your first breath-taking glimpse

    of Varetta. Built on a massive plateau, this city has stood since time

    immemorial. The walls and buildings are immense, constructed from

    blood-red rock and crowded together in complicated splendour. Great

    stone dragons writhe along the battlements, their coiled tails

    entangling the gatehouses and portals of the outer wall, and spirals of

    smoke rise from the mouths of angry-faced gargoyles, crouching like

    spies on top of the roofs and towers that fill the sky.

            ill7.png        

    The sun has set by the time you reach the east gate. The red-coated

    guards offer no challenge, and you pass into the wide streets of this

    magnificent city, to arrive eventually at a quadrangle. A pillar of red

    stone indicates the names of the streets that lead away from the square.

    If you wish to go north into Helin Way, turn to 79.

    If you wish to go west into Coachcourse, turn to 135.

    If you wish to go south into Flute Street, turn to 147.

    If you decide to go east, along the street down which you have just ridden, turn to 238.

     

    No sign of Brass Street, so where do we go?

  7. 342

     

    The women smile as you dismount and approach the shrine.

    ‘Welcome, brave sir. Welcome to the Shrine of the Warrior. You come

    in search of our sacred crop, do you not?’ says a rosy-cheeked matron as

    she dusts the leafy shrubs with a square of silk.

    ‘The fruit of our alether plant will give you strength in battle,’

    says another and offers you a handful of the small orange berries.

    If you wish to purchase some Alether Berries, turn to 123.

    If you wish to decline her offer, remount your horse and leave the village, turn to 100.

     

     

     

    Well, do we buy?

  8. I averaged the two votes giving amounts of money to bet, so we're betting ten gc.

     

    62

    You are correct: the boy has blond hair and the girl has black hair.
    Your logical thinking revealed they could not both have been speaking
    the truth, for the conjurer had said that at least one of them was
    lying—and if one was lying then the other could not have been speaking
    the truth. Therefore, there was only one conclusion to be drawn: both
    lied.


    The conjurer pays you the number of Gold Crowns equal to that which
    you wagered. Remember to add this sum to your current total of Gold
    Crowns before approaching the bar and enquiring about a room for the
    night.


    Turn to 253.

     

    We gain 10GC = 47/50GC

     

    We were right.

     

    253

    ‘Looks as like y’made it here jus’ in time,’ says the cheerful
    innkeeper, pointing to a rain-streaked window pane. ‘It’s going t’be a
    rough night t’night, no mistakin’.’


    You discover that a room for the night costs 2 Gold Crowns, plus 1
    Gold Crown for your horse’s keep. A meal of black bread and hard-boiled
    eggs will cost you another Gold Crown, unless you choose to eat a Meal
    from your Backpack: you must in any case eat a Meal now or lose 3 ENDURANCE points.


    If you wish to pay the innkeeper for a night’s lodging, turn to 35.


    If you do not have enough Gold Crowns to pay for a room, turn to 54.

     

    We spend 3GC=44/50GC

     

    I'm assuming we buy food, as we don't have any of our own.

     

    35

    You collect your key and climb the stairs to your room at the top of
    the tavern. You sleep deeply and at dawn rise from your narrow bed to
    shiver in the fresh breeze whistling through a cracked window pane. As
    the harsh light of morning floods the tiny garret, you see to your
    dismay that your Backpack lies half-open on the floor. A gaping hole has
    been gnawed from the flap: the unmistakable handiwork of rats. Any
    Meals you had in your Backpack have been eaten or ruined. Erase them
    from your Action Chart before leaving the tavern and collecting your horse.


    Turn to 272.

     

    Not that it would have made any difference if we had...

     

    272

    The air is sweet with the smell of wet grass. The sun rises above the
    trees to the east, and mist steams from the hills on either side of the
    highway. By noon you reach a small village, where brightly decorated
    cottages line a cobblestoned square. A shrine with an enormous
    onion-shaped dome stands in the middle of the square, and in its shadow
    sit a group of old women. They are tending to some shrubs with bright
    orange berries, which grow in the shade.


    If you possess the Magnakai Discipline of Curing, turn to 250.


    If you wish to stop and investigate the shrine, turn to 342.


    If you wish to continue on your way to Varetta, turn to 100.

     

    What could Curing be useful for, I wonder?

  9. I got back to discover that my internet provider had cut my internet due to a 'server error', and it took several days for it to come back. I then had a bunch of other things come up, so am only now able to post this.

     

    245

    First, decide how many Gold Crowns you wish to wager and note this down in the margin of your Action Chart.
    You consider the problem and decide that there can only be four possible combinations, and you repeat the conundrum under your breath before making your decision: ‘ “I’m a boy,” said the one with black hair. “I’m a girl,” said the one with blond hair.’


    If you decide that they both spoke the truth, turn to 50.


    If you decide that the first child spoke the truth and the second child lied, turn to 113.


    If you decide that the first child lied and the second child spoke the truth, turn to 223.


    If you decide that both children lied, turn to 62.

     

    Well, we need to decide how much to wager. We currently have 37GC, so there's no point in betting more than 13GC or our winnings wouldn't fit in the belt pouch.

     

    We also need to work out the answer, and I'll say that it is possible to work out from the information we were given. Remember that the showman told us that at least one of them lied.

  10. Aah! Why did none of these posts show up when I refreshed?

     

    Hello, magic user in a tavern. You remind me of the last magic user we met in a tavern, who just died a horrible death after agreeing to help us. Where are you going?

     

     199

    Having removed a bunch of flowers from the ear of a startled merchant
    and a clucking hen from the petticoat of the merchant’s wife, the
    flamboyantly dressed conjurer calls for silence from his cheering
    audience before announcing his next trick. Two children shuffle onto the
    stage, their bodies and faces completely hidden by long black gowns
    that are tied at their foreheads. Only their hair, blond and black is
    visible.


    ‘I’m a boy,’ says the one with black hair.


    ‘I’m a girl,’ says the one with blond hair, the voice identical to the first.


    The conjurer steps forward and says that they are a boy and a girl
    but at least one of them is lying. He asks which is which and invites
    the audience to bet on the answer.


    If you wish to bet on this conundrum, turn to 245.


    If you do not wish to gamble and would rather approach the bar and enquire about a room for the night, turn to 253.

     

    Well, are we feeling intelligent today?

  11. Richi, I think your vote was for 20. I hope so, anyway, as that's what we're doing!

     

    20

    Your ambush catches the enemy by surprise, making them panic and fly
    in all directions. At such close range your Arrow pierces the
    chainmailed chest of the rider holding Cyrilus’ horse and kills him
    instantly. (Remember to deduct an Arrow from your Action Chart.)
    As he tumbles to the ground, you break cover, exploding through the
    bushes and scooping the reins from the dead man’s horse. Angry shouts
    echo in your wake as you take off along the highway with the wizard and
    his horse by your side.


    Turn to 188.

     

    Ah. Erm. Yes, our arrow. Well, the book didn't specify we needed an arrow to fire at the bandits, only a bow, so...

     

    We lose an arrow = -1/0

     

    Note that to carry arrows, we need to have a quiver (which will let us carry up to 6).

     

    188

    Your immediate peril stops you dwelling too much on the reason why
    these riders should try to abduct Cyrilus. However, it does occur to you
    that he is neither wealthy nor powerful and so a poor prospect for a
    rich ransom.


            ill12.png        

    As you reach the bottom of the wooded crag, a stone church and
    graveyard loom into view at a point where the highway turns sharply to
    the west. Blocking the road, on a charger as black as midnight, sits a
    scar-faced young man. His eyes, set in a white and disfigured face, burn
    with a cold dark glow. You recognize him immediately. It is Roark, the
    lordling you defeated at the Barrel Bridge Tavern.


    If you possess a Silver Brooch, turn to 31.


    If you do not have this Special Item, turn to 14.

     

    Hello again!

     

    14

    Suddenly, the riders appear and spread out in a semicircle to
    surround you. ‘We have a debt to settle, Northlander,’ hisses Roark, his
    lips drawn back from his teeth in a contemptuous sneer. ‘I demand
    payment in full!’


    Madness flashes in his glaring eyes as he removes an amulet from around his neck and holds it high in the air.


    ‘Come, come Tagazin, I summon thee. From the pit of eternal pain, I summon thee!’


    The skin on your arms and neck prickles with dread at the sound of
    Roark’s terrible invocation, and you cast your eyes around you for an
    escape route. Only the churchyard offers a way past Roark and his men,
    but as you spur your horse through the stone gateway, you are suddenly
    frozen with terror by what you see before you.


    Turn to 270.

     

    Yeah...not sure that was a good idea.

     

    270

    Above the church, a whirlpool of darkness is taking form, casting a
    tomb-like chill on everything beneath. Frost crystallizes on the grass
    and flowers, and a terrible sound fills the air as the earth begins to
    shake. Cracks appear in the ground beneath you and suddenly a score of
    fleshless hands burst through the frozen soil to grab your horse.
    Shrieking with terror, it rears up and you are thrown into the waiting
    arms of the waking dead.


            ill16.png        

    Undead Summonation: COMBAT SKILL 18   ENDURANCE 35


    Due to the surprise of the attack, deduct 2 points from your COMBAT SKILL
    for the first two rounds of combat, unless you have the Magnakai
    Discipline of Huntmastery. The undead are immune to Psi-surge and
    Mindblast. Also, unless you possess the Magnakai Discipline of Nexus,
    you must deduct 2 ENDURANCE points for
    every round of combat you fight, due to the intense cold. If you wield
    the Sommerswerd in this combat, you may double all ENDURANCE point losses inflicted upon your enemy.


    If you win the combat, turn to 326.

     

    Combat Ratio = 24-18 = 6

    Our E total = 25/25

    Undead Summonation's E total = 35/35

     

    Round 1

    Random number =

    We take 2 damage = 23/25

    Undead Summonation takes 9*2 damage = 17/35

     

    Round 2

    Random number = 7

    We take 0 damage = 23/25

    Undead Summonation takes 12*2 damage = Dead!

     

    Our E total = 23/25

     

    326

    As you destroy the last of the fleshless skeletons, you see that the
    struggle has spread beyond the walls of the churchyard. From the depths
    of an open crypt, a shambling mass of zombies are hurling themselves at
    the riders, tearing the terrified warriors from their saddles. Roark’s
    summonation has gone horribly out of control; no living creature is safe
    from the terror he has unleashed.


    The lordling turns and gallops away in blind panic, leaving his
    followers to their grisly deaths. As he disappears, the swirling funnel
    of darkness slowly fades, and the undead stagger and fall, crumbling
    into dust, which is carried away on the evening breeze.


    You rush to the aid of the old magician, who lies, mortally wounded,
    pinned beneath the body of his dead horse. As you cradle his head in
    your hands, his eyes flicker and open and he forces a whisper from his
    blood-flecked lips:


    ‘Brass … Street … ’


    If you have the Magnakai Discipline of Curing, turn to 216.


    If you do not possess this skill, turn to 46.

     

    We don't. Let's heal some of our scratches with Healing instead!

     

    H+1 24/25

     

    46

    A trickle of blood seeps from the corner of the old man’s mouth as
    his eyes flicker and close. He is dead. You bury him in the graveyard of
    the church where he fell and say a silent prayer to the spirits of the
    Kai to watch over him on his final journey. A sadness fills your heart,
    and you take one last look at the oaken staff that marks his grave
    before setting off on the highway to Varetta.


    Turn to 168.

     

    Sigh. Another valiant death.

     

    H+1 25/25

     

    168

    It is nearly dark when you catch sight of a tavern on the road ahead.
    Two guttering torches set into rusty brackets illuminate the sign
    nailed above the door:


    THE HALFWAY INN

    You recognize the name of the tavern that Cyrilus spoke of this
    morning, and it grieves you that he is not here to accompany you.
    Distant thunder rumbles through the hills as you stable your horse and
    enter the welcoming warmth of the taproom. The tavern is alive with the
    chatter of merchants, the clink of glasses, and the crackle of a blazing
    fire. The centre of the room is dominated by a small stage on which a
    conjurer is performing his tricks to the delight of the customers.


    If you wish to stand and watch the conjurer, turn to 199.


    If you wish to enquire about a room for the night, turn to 253.

     

    No ice cream in this tavern, sadly, but maybe the magician has some? Or there's some in the rooms?

  12. Thanks for the info, Lucas, that'll be useful for me! I just had the first page bookmarked.

     

    52

    A hail of arrows engulfs you; pain explodes through your chest, neck,

    and shoulder. You are mortally wounded and although you fight with grim
    determination to hang on to life, it is a struggle you cannot win. Weak
    from shock and loss of blood, you fall from the saddle and die on the
    highway to Varetta.


    Your life and your quest end here.

     

    ...What? What just happened?

     

    I guess we should have guessed from it having the same reference as the failure to dodge the arrows when we stole the horse.

     

    Anyway, Death Count + 1 = 6

    Initial E -1 = 25

     

    There goes our no death run of this book...


     

     351
     
    You mysteriously find yourself back at the juntion, waking from a terrible nightmare regarding hugs which turned into arrows when you entered the village. The experience has permanently scarred you: deduct 1 from your maximum Endurance. Terrified of entering the village, you decide instead to hide outside and wait for the riders to appear.
     
    Turn to 74
     
    Isn't it amazing how that passage seemed to almost be written specially for our game?
     

     74

    You do not have to wait very long for the riders to appear. As soon
    as they think you have gone, they emerge in single file from the back of
    a derelict cottage and draw themselves into a circle in the middle of
    the village. Although they are out of earshot, you can tell by their
    frantic movements and gestures that they are having a heated argument.
    Suddenly, they break the circle and ride towards you. Cyrilus, still
    lying unconscious across his horse, is in tow behind the last rider.


    If you have a Bow and want to ambush them as they ride past your hiding place, turn to 20.


    If you wish to attack the last rider and try to recapture Cyrilus, turn to 203.


    If you wish to let them pass and then follow them, turn to 227.

     

    Well, we have a bow.

  13.  271

    You have barely covered a hundred yards when you hear a frantic cry: ‘Horse thief, horse thief! Don’t let him get away!’

    You tighten your grip and urge the horse along the highway as it dips

    and bends, following the low hedgerow that borders the tournament

    field. The cry alerts some men from the archery competition, and they

    soon appear in a line at the edge of the field. As they see you

    approach, they draw their bows to fire.

    Pick a number from the Random Number Table. If you have the Magnakai Discipline of Animal Control or Huntmastery, add 3 to the number you have picked.

    If your total is now 5 or below, turn to 52.

    If your total is now 6 or higher, turn to 81.

     

    Oh dear... Here goes:

     

    Random number = 6. We just made it.

     

    81

    Arrows scream past on all sides. One shaft gouges a furrow of skin

    from the horse’s rump, causing him to twist and buck; you shorten the

    reins and urge him forward. Your quick thinking helps you regain control

    of the frightened animal, and soon you are well out of range of the

    deadly arrows.

    Turn to 39.

     

    Whew.

     

    39

    The chase takes you deep into the heart of the Varettian Hills. Soon

    the highway dips and twists, plunging into the valleys and hollows

    carved by fast-flowing streams, and climbing through the dense woodland

    that clings precariously to every precipice and crag. You often lose

    sight of the riders, but your basic Kai skills of tracking and hunting

    enable you to follow their trail with ease. It is not until you reach a

    tiny village perched on the edge of a tree-lined crag that their trail

    becomes indistinct. However, you notice that at the far side of the

    village, a stony hill track branches from the main highway and ascends

    into the trees.

    If you have the Magnakai Discipline of Pathsmanship, turn to 117.

    If you wish to continue along the highway, turn to 143.

    If you wish to follow the hill track, turn to 241.

     

    Well, a discipline we have for a change!

     

    117

    Using your Magnakai Discipline, you examine both the hill path and

    the highway for recent tracks. To your surprise you discover that

    neither route has been used by horsemen in the last three hours. It can

    mean only one thing—the riders are hiding somewhere in the village.

    If you wish to ride back into the village, turn to 52.

    If you wish to hide in the trees and wait for the riders to show themselves, turn to 74.

     

    Can't fool us! Well, do we go and say hello, or arrange a nice surprise for them?

  14. CR = 24-28 = -4 (Using Weaponskill would be taking things a bit too
    far, but there's no rule against Mindblasting your opponent!)

    Our TP = 50/50

    Altan's TP = 50/50

     

    Round 1

    Random number = 5

    We lose 4 TP = 46/50

    Altan loses 5 TP = 45/50

     

    Round 2

    Random number = 6

    We lose 3 TP = 43/50

    Altan loses 6 TP = 39/50

     

    Round 3

    Random number = 8

    We lose 1 TP = 42/50

    Altan loses 8 TP = 31/50

     

    Round 4

    Random number = 0

    We lose 0 TP = 42/50

    Altan loses 10 TP = 21/50

     

    Round 5

    Random number = 8

    We lose 1 TP = 41/50

    Altan loses 8 TP = 13/50

     

    Round 6

    Random number = 0

    We lose 0 TP = 41/50

    Altan loses 10 TP = 3/50

     

    Round 7

    Random number = 7

    We lose 2 TP = 39/50

    Altan loses 10 TP = Out!

     

    Huh. I carried on rolling to see how the competition would have ended had we not used the Sommerswerd. We'd have won with 4TP remaining!

     

    252

    A loud cheer shatters the silence as your arrow strikes home—you have
    won. The villagers are thrilled to have witnessed such an exciting
    tournament and crowd around you to offer their praise and
    congratulations. The little man in the braided jerkin presents you with
    your prize—a magnificent Bow made from the wood of a silver oak tree.
    This weapon will add 3 points to your total whenever you are using a Bow
    and are instructed to pick a number from the Random Number Table. Enter the Silver Bow of Duadon on your Action Chart as a Special Item and make a note of its particular property.


    After making a short speech to thank the villagers for their
    generosity, you shoulder your prize and head back to Cyrilus with the
    good news.


    Turn to 33.

     

    We won! Now we need to drop a special item, because the ancient and powerful Kai magics which have existed since book 5 prevent us from carrying more than 12. Which do we drop?

     

    Special Items:

    1)Map
    2)Crystal Star Pendant
    3)Vordak Gem
    4)Scroll
    5)Shield (+2CS)
    6)Chainmail Waistcoat (+4E)
    7)Gaoler's Keys
    8)Magic Spear
    9)Sommerswerd (+8CS)

    10)Padded Leather Waistcoat (+2E)
    11)Kalte Firesphere
    12)Dagger of Vashna

     

    33

     

    A shock awaits you on your return to Cyrilus: both he and your horse
    have vanished. At first you curse him, thinking that he has wandered off
    to a nearby ale tent for a drink, but when you discover his oaken staff
    lying beside the road, you sense that something is seriously wrong.


    You climb to the top of a parked wagon and strain your eyes in all
    directions for some clue to his whereabouts. Suddenly you see him,
    surrounded by a group of cavalrymen galloping away to the west. You
    count six of them plus a riderless horse—your horse. Then you notice
    that conveniently hitched to the back of the parked wagon is a saddled
    horse.


    If you wish to take the horse and give chase, turn to 271.


    If you wish to try to find the horse’s owner and offer to buy it, turn to 325.

     

    Oh dear. Do we have time to find the owner, or will we - regretfully - have to gallop after him without - sadly - having time to arrange things more legally? It wouldn't be the first time we've stolen a horse...

  15. 60

    The quality of the weapons made by Durenese armourers has justly made

    them famous throughout the Lastlands. The bow you have chosen is very

    old, but unlike the other two bows it is still in excellent working

    order.

    To begin the tournament, turn to 340.

    Well, we chose the right bow. The Jakan (used for hunting fish in the coasts, Richi) might have broken, and the bone bow would have given severe penalties.

    340

    A small, flat-faced man dressed in a silver-braided jerkin enters the

    tent and calls for everyone’s attention. Quickly, he explains the rules

    that govern the tournament and then ushers you onto the range. At the

    far end of the field is a line of targets, each with ten coloured rings

    marked 0–9. Each archer is given 3 arrows with which he must get a

    minimum score of 8 in order to qualify for the next round of the

    tournament.

    Pick three numbers from the Random Number Table and add them together. If you have the Magnakai Discipline of Weaponmastery with Bow, add 3 to your total.

    If your total score is now 7 or less, turn to 103.

    If your total score is now 8 or higher, turn to 26.

    Random Number 1 = 5

    Random Number 2 = 6

    Random Number 3 = 7

    Total = 18

    26

    Your score qualifies you for a place in the final, for only one other

    archer has scored more than eight points. His name is Altan, a tall man

    with rugged features, a ranger from the mountains to the north. He

    wields a longbow of orange toa wood, and his skill with this weapon is

    formidable; it will be a difficult contest.

    ill2.png

    Altan: COMBAT SKILL 28 ENDURANCE (TARGET points) 50

    The tournament final is played out using the normal rules for combat.3 The only difference is that you begin with 50 ENDURANCE or TARGET points. Any ENDURANCE points that you may lose are deducted from these TARGET points (your normal ENDURANCE score remaining unchanged throughout the contest). The first one to lose all 50 of his TARGET points loses the tournament. (You need not erase any Arrows from your Action Chart during this tournament.)

    If you are the first to lose all 50 TARGET points, turn to 183.

    If Altan is the first to lose all 50 TARGET points, turn to 252.

    3

    For this combat, you may not gain bonuses from a Shield or any weapon

    other than a Bow. In this case, Weaponmastery with Bow grants you the 3 COMBAT SKILL

    bonus points that Weaponmastery with mêlée weapons normally grants,

    rather than adding 3 to each Random Number pick (which would not work

    for the Combat Results Table). Other restrictions may apply, depending

    on your interpretation of the rules.

    Personally, I've always interpreted the Sommerswerd's bonus as being due to enhancing your abilities mentally, given the mental onslaught we got when we claimed it back in book 2, and so when I played I thought it was perfectly reasonable to use its bonus (especially given Altan's combat skill: you'd need CS 19 and weaponskill in a bow to have a better than 1/2 chance of beating him, and then not by much). Should we do this and (arguably) cheat, or run it with our normal CS of 16?

  16. 141

    Cyrilus offers to stay and look after the horses while you take part

    in the contest. He says that archery holds no interest for him, but you

    suspect this is just an excuse to take an afternoon nap. You hand him

    the reins of your horse and hurry to join a line of men waiting to enter

    the tournament field.

    The event reminds you of a Sommlending village pageant and the

    jugglers, the dancers, and the numerous sideshows all add to the festive

    spirit. Eventually, you reach the gate where a cheerful old lady is

    collecting the 2 Gold Crowns entrance fee. You hand over your Crowns

    (remember to mark these off on your Action Chart) and enter a large tent where the other competitors are stringing their bows.

    If you have a Bow, turn to 340.

    If you do not have a Bow, turn to 18.

     

    We lose 2GC = 35/50

     

    Guess what we don't have?

     

    18

     

    On a table in the centre of the tent lies a stack of bows that have

    been provided by the villagers. Most of them are in very poor condition

    but you manage to find three that are not warped, split, or unstrung.

    One is a Vassagonian bow called a Jakan; another is a bone bow from

    Kalte; and the third is a Durenese hunting bow.

    If you have the Magnakai Discipline of Huntmastery, turn to 205.

    If you decide to take the Jakan, turn to 298.

    If you decide to take the bone bow, turn to 214.

    If you decide to take the Durenese hunting bow, turn to 60.

     

    Well, we don't have Huntmastery either. Which bow should we take?

     

    To remind anyone who's forgotten/wasn't there for that part, Vassagonia (Jakan) is the desert country we were in last book, Kalte (bone) is the icy wasteland to the North, and Durenor is Sommerlund's ally and where we recovered the Sommerswerd from.

  17. You know, Αμφίονας, had you made different decisions you could have revealed your identity to the mercenaries back there, and would have pretty much got that response (after which they'd have given the info they gave us the way we went).

     

    Also, yes, I have all those characters on my keyboard. I don't really.

     

    119

    Cyrilus’ eyes open with such surprise that you can see the startled
    whites around his mousy-brown pupils. ‘Lone Wolf,’ he whispers,
    incredulously, ‘I should have known. Humble apologies, my lord. I
    thought that you sought the Lorestone for less than honourable reasons.’


    Cyrilus talks at great length about the legend of the Lorestone. You
    learn that it remained in Varetta after Sun Eagle’s quest, where it was
    set into the throne of Lyris in the Tower of the King. Hundreds of years
    ago, during the War of the Lorestone, it was stolen by a Salonese
    prince called Kaskor. He set the stone upon a gold sceptre and used it
    in battle to inspire his fanatical followers and crush his foes. He
    believed it made him invulnerable, but this was not so—he was killed on
    his royal barge during a battle at Rhem, and the Lorestone was lost when
    the gold sceptre fell from his hand into the depths of the River Storn.
    There were many accounts of the sceptre having been found, but they had
    always proved to be untrue or simply fanciful. It was said that whoever
    wielded the Lorestone was the rightful ruler of all the Stornlands. For
    this reason alone it was often sought by evil or unscrupulous warlords,
    and many had pursued the quest, all without success.


            small13.png        

    Cyrilus does not know where the Lorestone is, but he does know a man
    in Varetta who claims to know its exact whereabouts. ‘Let me ride with
    you to Varetta; in return for the privilege I shall take you to this
    man.’ Your basic Kai instincts tell you his offer is genuine. You nod
    your agreement and arrange to meet him in the tavern courtyard at dawn.


    Turn to 5.

     

    5

    A shrill cockcrow heralds the break of day. By the time you have
    dressed and gathered together your equipment, Cyrilus is waiting for you
    in the courtyard below.


    ‘A glorious day,’ he says cheerfully, pointing up at the cloudless
    sky with his slender oaken staff. ‘We’ll have no difficulty reaching the
    Halfway Inn by nightfall.’


    You bid farewell to the innkeeper and his son and urge your horses
    out onto the narrow street that leads to the west gatehouse. By
    mid-morning you are riding across gentle hills crested with
    yellow-leaved trees. The hilltops are shrouded with mist, but occasional
    rays of sunshine break through to lighten the lush green fields below.
    Time passes swiftly as Cyrilus recounts the histories and legends of the
    area. You learn that the rich and fertile kingdoms bordering the River
    Storn have a wild and turbulent past, swept by wars, divided by empires,
    split by national rivalries and the ambitions of petty princes who prey
    upon one another and the rest of the populace. Lyris is embroiled in
    war with Magador, Delden with Salony, and Salony with Slovia. Battles
    are fought, lives are lost and the land is pillaged with grim
    regularity—only the mercenaries and the crows seem to prosper from the
    continual conflicts.

            small3.png        

    It is mid-afternoon when you catch sight of a small village on the
    road ahead. There are many wagons parked at the side of the highway, and
    a crowd has gathered in a field nearby. As you ride past, you notice a
    large placard nailed to one of the wagons:


    ARCHERY TOURNAMENT
    ENTRANCE FEE: 2 GOLD CROWNS
    FIRST PRIZE: THE SILVER BOW OF DUADON

    If you wish to enter the tournament, turn to 141.


    If you do not wish to or cannot afford to enter, continue on your way and turn to 210.

     

    So, a chance to show off our skills! Do we take it?

  18. 83

    The old man narrows his mousy eyes and looks at you with a cautious

    stare. ‘It is but a legend. Some say it contained great power; others

    say its power existed only in the minds of those who craved to own it.

    Whatever the truth is, the Lorestone has been lost for hundreds of

    years.’

    You sense that the old magician is not telling you all he knows about the Lorestone.

    If you wish to identify yourself and tell him the nature of your quest, turn to 119.

    If you choose not to reveal your identity, bid him goodnight and turn to 239.

     

    Well, we didn't get any useful information for saving his life, should we reveal our identity as well?

  19. 172

    You choose a seat near the corner: one that is laid for dinner and

    offers a clear view of the hall. A serving girl soon appears carrying a

    platter laden with roasted meat bowlful of icecream, and she proceeds to stack a generous

    helping on your plate.

    ‘Two Gold Crowns, if you please, sir,’ she says, presenting an open hand bloodied frozen by the food.

    You pay (remember to deduct the Crowns from your Action Chart)

    and settle down to your feast. While you are eating, you are approached

    by the innkeeper. He is a fat, oily individual with small, piggish

    eyes.

    ‘My lad tells me that he’s tended to your mare—she’s in good ’ands

    ’ere—the best stables in all o’ Quarlen.’ The man shifts nervously from

    one foot to the other, as if he is uncomfortable in your presence.

    ‘You’ll be wantin’ a room, I take it?’

    You finish a mouthful of food before nodding your reply. ‘You’re in

    luck, my friend,’ he answers, obviously relieved that you have turned

    out to be a paying guest. ‘We ’ave one room left—Room 17.’

    He produces a plain iron key from his apron pocket and sets it down

    beside your plate. ‘That’ll be 3 Gold Crowns, sir—in advance.’ You pay

    the innkeeper and slip the key into your pocket.

    Turn to 219.

     

     

    We lose 2+3GC = 37/50

     

    219

     

    Suddenly, there is a mighty crash as the hall door is slammed shut. Into the tavern strides a black-browed young lordling, wearing a

    flamboyant costume of ebony and gold. He makes a ceremonious display of

    removing his velvet cloak and pompously demands food and wine, and it

    takes three serving girls and the innkeeper to see to his wishes. His

    manner is so insulting that you are not surprised to see the many scars

    that disfigure his young face. He must be continually provoking fights

    and duels.

    The lordling chooses to seat himself at a table already occupied by a

    small, thin, inoffensive old man. Within seconds there is a thunderous

    outburst of foul language. The lordling grabs the old man by the throat,

    lifts him one-handedly from his seat, and hurls him to the floor. ‘You

    snivelling toad, how dare you sit with me!’ he bellows.

            ill13.png        

    Bewildered and frightened, the little man fumbles an apology, but to

    no avail. The lordling kicks back his chair and towers over the wretch,

    his hand clasped around the hilt of his sword. The tavern crowd view the

    scene with relish, like spectators at a Vassagonian arena, for the

    lordling clearly intends to kill the old man.

    If you possess a Bow, turn to 301.

    If you do not possess a Bow, turn to 78.

     

    Ah. We don't have a bow. Someone remind me why again? Oh, yes:

     

    For equipment, we could take a bow and arrows, but we're not Katniss! We're Lone Wolf!

     

    78

    You prepare yourself for combat and leap to the defence of the helpless old man just in time to turn aside the lordling’s sword.

    ‘Curse you, scum!’ he cries. ‘I am Roark, highborn of Amory. How dare you interfere with my sport.’

    He feints withdrawal but you are not taken in by his street-brawl

    tactics. As his sword cuts the air in a vicious backhanded slash, you

    are ready to parry the blow. The tavern crowd cheer in anticipation of a

    good fight.

    Roark: COMBAT SKILL 24   ENDURANCE 30

    If you reduce Roark’s ENDURANCE to 11 points or less, do not continue the combat but turn instead to 180.

     

    Combat Ratio = 26-24 = 2

    Our E total = 26/26

    Roark's E total = 30/30

     

    Round 1

    Random Number = 8

    We take no damage = 26/26

    Roark takes 11 damage = 19/30

     

    Round 2

    Random Number = 0

    We take no damage = 26/26

    Roark takes 14 damage = 5/30

     

    Ok, I admit it, we didn't need a bow there.

     

    180

    Trembling with pain and fury, the wounded lordling staggers back

    towards the door. ‘I shall have your life for this—mark my words,’ he

    cries.

    The mocking cheers of the crowd echo in his wake as he turns and disappears into the night.

    Turn to 281.

     

    Yeah, good luck with that.

     

     

    281

    ‘My humble thanks,’ says the frail old man as you help him to his feet. ‘I am forever in your debt.’

    Taking him by the arm, you escort him to his table where he gathers

    up his scattered belongings. ‘My name is Cyrilus. I am a magician,’ he

    says meekly, as if apologizing for some weakness or abnormality. ‘I

    claim no great understanding of the arcane—my talents are modest by any

    standard. I only dabble in simple tricks, earning my keep with

    amusements and sleights-of-hand to amuse the courtiers of Varetta.’

    Your eyes obviously betray you; the old man is quick to note your sudden interest in the word ‘Varetta’.

    If you wish to ask him about the Lorestone of Varetta, turn to 83.

    If you do not wish to question him, bid him goodnight and turn to 239.

     

     

    Well, we can get some more information, perhaps?

  20. Right, following on from an accidental archiving of this topic, we pay 8GC for the drinks.

     

    We have 42/50GC.

     

    230

    ‘A toast to our gallant friend,’ cries the soldier with the
    pock-marked face. ‘Honour in battle!’ shouts the red-haired man to his
    left. ‘And a rich purse for the victor,’ retorts the other. They laugh
    heartily and raise the flagons to their lips. Their smiling faces are
    completely hidden by the jugs as they drink their fill. A full minute of
    silence passes before the three jugs are slammed to the table, emptied
    of ale.


    The strong beer soon dissolves any guardedness, and they become very
    talkative about themselves. You take this opportunity to ask them what
    they know of the Lorestone of Varetta.


    ‘Legend,’ belches the red-head, ‘myth or legend.’ ‘Not so,’
    interrupts Pock-face. ‘It’s real enough, but it was lost years ago. The
    Lorestone is magical—it holds a power that can turn an ordinary man into
    a king.’


            small13.png        

    On hearing this, the other soldiers snigger, but Pock-face ignores
    them and continues. ‘The Lorestone was once set into the throne of
    Lyris, at the Tower of the King in Varetta. Hundreds of years ago,
    during the War of the Lorestone, it was stolen by a Salonese prince
    called Kaskor. He set the stone upon a gold sceptre and used it in
    battle to inspire his followers. He believed that it made him
    invulnerable, but it was not so. He was killed in a battle on board his
    royal barge at Rhem, and the Lorestone was lost when it fell from his
    hand into the depths of the River Storn. However, that is not the end of
    the story. There are many tales about the sceptre having been found,
    but on the whole they have turned out to be fake or merely fanciful. The
    legend says whoever wields the Lorestone is the rightful ruler of all
    the Stornlands. For this reason above all others, the Lorestone is
    sought by many evil or unscrupulous men to further their dreams of
    power. If you wish to know more, you should go to Varetta. There are
    many learned men who have devoted their lives to the study of the
    Lorestone—the scholars and sages of Brass Street—they are the people to
    help you!’


    You thank the soldier for his help and take your leave of the company.


    If you now wish to order some food, turn to 172.


    If you decide to go to the bar and enquire about a room for the night, turn to 232.

     

    Well, we've gained information, and the name of a street. Now what? Are we hungry?

  21. 30

    The three men exchange wary glances before offering you a seat. A

    pock-marked warrior snaps his fingers and shouts across the crowded

    hall: ‘Wench! Four flagons of ale!’

    Beer is drawn into four large earthenware vessels, each of which

    holds half a gallon of ale. Staggering beneath their weight, the serving

    girl finally arrives and places the flagons on the table.

    ‘Eight Gold Crowns, sir,’ she says, breathlessly, the perspiration standing out on her freckled brow.

    If you wish to pay for the ale, turn to 230.

    If you cannot or do not want to pay for the ale, turn to 159.

     

    Well, do we pay?

  22. We lose a meal.

    We lose a meal of larnuma.

     

    125

    The soldiers are swilling ale and reminiscing about their campaigns
    with wild exaggeration. They are brash and loud, but an uneasy silence
    quickly falls when they see you approach. You notice that their hands
    are no longer grasping mugs of ale; they now rest upon the hilts of
    their heavy-bladed swords.


            small10.png        

    If you decide to offer to buy them a drink, turn to 30.


    If you wish to ask permission to join them, turn to 260.


    If you choose to ignore them and would rather take a seat elsewhere and order some food, turn to 172.

     

    So, what do we do?

     

    Oh, by the way, I'll be on holiday for the next week or so, without access to a computer, so don't expect any updates for a bit.

  23. 72

    The shouts of the town guard sergeant ring in your ears as you urge

    your horse towards the wagon. You pray that your mount has strength

    enough to clear the obstacle, for you are now committed to jumping

    it—you cannot turn back.

    Pick a number from the Random Number Table. If you have the Magnakai Discipline of Animal Control, add 2 to the number you have picked.

    If your total is now 0–1, turn to 36.

    If your total is now 2–7, turn to 166.

    If your total is now 8–11, turn to 274.

     

    Random number = 6

     

    Good, 0-1 would have been an instant death, which would have been...embarrassing.

     

    166

    Valiantly your horse attempts to clear the high-sided wagon, but the

    long day’s ride has taken its toll. Suddenly you are thrown forward in

    the saddle as its forelegs crash against the wagon’s rail. You cling

    desperately to the reins as your terrified horse scatters the cargo and

    then lands with a tremendous crash on the cobblestoned street. You

    manage to regain control and spur her along the winding street that

    leads away from the square. Only when the curses of the town guard can

    no longer be heard do you rein in your terrified and exhausted mare and

    take stock of her injuries. The forelegs are bruised, but the skin is

    not broken. With a good night’s rest she should be perfectly all right

    by morning.

    As you remount, you discover to your dismay that the flap of your

    Backpack is unbuckled. A quick check reveals that two items are missing,

    which fell from your pack during the jump. Erase any two Backpack Items

    from your Action Chart.

    Turn to 332.

     

    Ok. Our backpack items are:

     

     Backpack Items:

    1)

    2)

    3)

    4)Rope

    5)Potion of Laumspur (+4E)

    6)Meal of Larnuma (+3E)

    7)Laumspur Potion (+4E)

    8)Meal

     

    Which two items do we lose?

     

     

    I think the 3GC would have been cheaper...

     

     332

    You enter a wide street where black iron lanterns swing above the

    doors of shops and houses, their oily black smoke staining the walls and

    adding a pall of gloom to the darkening sky. The street descends

    towards the River Quarl, where flatboats lie moored at the rich merchant

    wharves. Quarlen stands at the most northerly point on the river that

    can be navigated by boat and barge, and it is here that the river meets

    the caravan routes to Casiorn and the Lastlands, so ensuring the future

    of the town.

    At the approach to a wide stone bridge, you see an impressive-looking

    hostelry, with stables and outhouses. A painted shield hangs above the

    courtyard gate proudly displaying its name:

    THE BARREL BRIDGE TAVERN

    The moment you enter the courtyard, a stableboy appears from nowhere

    and bids you welcome. He takes charge of your horse and shows you the

    door to the tavern hall. It is crowded, despite the early hour, and a

    roaring fire blazes in its great stone hearth. The smell of roasting

    beef makes your mouth water, reminding you that you have not eaten

    today.

    If you do not have any Gold Crowns, turn to 91.

    Otherwise, if you possess the Magnakai Discipline of Pathsmanship or Divination, turn to 346.

    If you wish to take a seat and order some food, turn to 172.

    If you wish to approach the bar and ask about a room for the night, turn to 232.

     

    We have Pathmanship!

     

    346

    Seated near to the fireplace are three surly-faced drinkers, their

    tunics stained with the grime of travel. Each wears a red badge upon

    their breast, embroidered with the crossed swords of Varetta. You sense

    that they are soldiers-of-fortune, probably in the pay of a captain who

    comes from the same city.

    If you wish to join the men and perhaps find out more about Varetta, turn to 125.

    If you decide not to approach them and wish to go to the bar and ask about a room for the night, turn to 232.

    If you would rather take a seat and order some food, turn to 172.

     

    What do we do? And which items do we lose?

     

    Remember it's the Lorestone of Varetta we're seeking.

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