|
Post by Peter on Oct 9, 2021 9:14:27 GMT
I don't want to stay! I think it might be an instant death!
|
|
|
Post by thealmightymudworm on Oct 9, 2021 13:59:14 GMT
Yeah I feel it's too much of a risk. New choice please.
|
|
|
Post by linflas on Oct 11, 2021 11:52:31 GMT
Indeed, you chose wisely ! Translating 23 for archiving purposes.
23 As the evening continues, the bottle of Zengis begins to be passed between the soldiers again. You know the deleterious effect of alcohol on your body, and each sip is like a poison to you, but you can't avoid it without attracting attention, so you decide to go along with it. Slowly the liquor does its work, and the atmosphere around the fire changes once again. The calm conversations give way to drunken rants, and the men begin to laugh loudly and jostle each other. Suddenly, one of them accidentally puts his hand on your shoulder, and the contact with your wet skin makes him exclaim in surprise. You immediately become the focus of everyone's attention. The warriors stop laughing, their facial expressions become hard, and they gesture to grab their weapons. They have realised that there is something wrong with your appearance, and they are trying to find out what. Through no fault of your own, the illusion that protected you disintegrates, revealing your true nature to the stunned humans, and their cries of alarm rouse the whole camp. Courageously you face up to the situation, ready to fight your last battle. You have failed in your mission.
Please read back section 16 and make another choice.
|
|
|
Post by The Count on Oct 11, 2021 16:51:59 GMT
Try the Colourful Ship next?
|
|
|
Post by thealmightymudworm on Oct 12, 2021 3:01:04 GMT
I'd probably go for the wooden buildings first, but happy enough to go to the colourful ship if no one else puts a vote in.
It seems likely that Azzur is on the big ship so maybe the best plan is to go everywhere else to pick up resources before confronting him. The colourful ship seems more of a known danger than the buildings which might need resources first too, but who knows.
|
|
|
Post by Peter on Oct 12, 2021 6:42:16 GMT
Not sure. The ship and the buildings may both need resources, but either might yield something that is needed in the other.
I'm guessing that the building might contain things like weapons or an informative note, whereas the colourful ship might hold something like a magical item that weakens our opponent or an overheard conversation including critical information.
So maybe the ship would be best, and the buildings can wait until afterwards.
|
|
|
Post by linflas on Oct 12, 2021 7:14:39 GMT
Triple draw. Anyone for the galley so that we've got a quadruple draw ?
|
|
|
Post by thealmightymudworm on Oct 12, 2021 14:51:11 GMT
|
|
|
Post by linflas on Oct 13, 2021 10:13:04 GMT
Seems that I made a joke unintentionally. Triple tie ? equality ?
|
|
|
Post by thealmightymudworm on Oct 14, 2021 1:12:10 GMT
Let's head for the ship.
|
|
|
Post by linflas on Oct 14, 2021 8:30:27 GMT
41 You begin to wonder if you have made a mistake in venturing onto this ship, for it is definitely strange. Not only have you not met any guards, but all those colourful runes glowing on the deck turn you off. You cautiously walk down the few steps that lead to the cabin. Suddenly, before you have even placed your clawed hand on the door handle, a voice comes through the door, inviting you to enter! You haven't made a sound! Witchcraft, of course. There is no point in looking for a natural explanation where there is none. Your sixth sense warns you of an imminent danger, but you are unable to identify it. Hesitantly, you finally decide to open the door... To find yourself face to face with an old man sitting at his desk. He looks up at you and gives you a sly smile. "I've been waiting for you, Hissssa de Makan." How does this human know your name? This is a question that will not be answered. Indeed, at the very moment you ask yourself this question, a stiletto placed on the desk rises into the air, as if carried by an invisible hand, then spins around three times before crossing the room in a flash. Without you having time to react, its blade sinks into your skull. Your death is instantaneous. You have failed in your mission.
Back to 16. Another choice, please
|
|
|
Post by The Count on Oct 14, 2021 9:22:04 GMT
Check the buildings
|
|
|
Post by linflas on Oct 14, 2021 11:53:04 GMT
35 The buildings you are walking towards are clearly temporary constructions, and are made up of several individual blocks. One of them particularly catches your attention: leaning against the palisade, it is located away from the busy part of the camp. You decide to explore it. Arriving at the wooden door, you effortlessly break the heavy padlock and enter what looks like a small shed. The interior is very dim, but your vision is sharp in the dark; you can make out a multitude of crates of all sizes, as well as huge vats stored against a wall. Most of them are closed, except for a few from which a powerful aromatic smell reminiscent of medicinal herbs emanates. Suddenly there is a sound of footsteps behind you. Someone is coming! What will you do? Turn around and face the newcomer? Turn to 19. Hide inside a barrel? Turn to 5. Or hide in the shadows? Turn to 12.
|
|
|
Post by Peter on Oct 15, 2021 7:33:36 GMT
They might be coming to get the barrels, to relocate them by rolling them, possibly into the water.
Are we allowed to be here? Is there any harm in just facing the newcomer? Or should we hide in the shadows?
|
|
|
Post by thealmightymudworm on Oct 16, 2021 2:50:01 GMT
All these options seem risky in light of the fact we've just broken the padlock. We'll be accused if they see us and they might search for us if they don't.
I agree that jumping in a barrel seems like the worst option. It's not clear that any of them are empty, and we know that our skin can be corroded by mere seawater. Jumping into a barrel of unknown stuff that smells like medicine? What could possibly go wrong?
It is tempting to turn round, strike a defiant pose and go the full Bart Simpson.
...however, we know that if they so much as touch us, our cover is blown. Any guard might want to arrest us, or at least pat us down for swag.
So I think skulking in the shadows is probably the least bad option. Perhaps even if they do look for us our superior vision will allow us to get the first hit in.
(Incidentally: translation suggestion of 'your vision is sharp in the dark' or even 'you have excellent night vision' for 'your view is sharp in the dark')
|
|
|
Post by Peter on Oct 19, 2021 7:29:08 GMT
Good reasoning. I agree.
|
|
|
Post by linflas on Oct 19, 2021 8:42:16 GMT
12 Hidden behind a box, you witness the entrance of a curious character dressed in an eccentric outfit. Clearly, this human is not a soldier. Suddenly, the haughty expression on his face turns angry as his gaze falls on the broken padlock lying on the floor. The man immediately turns around and runs out of the shed. You guess that the alarm will be raised soon, and you think it wise to get out of there as quickly as possible. Time is running out. On one hand, it is now obvious to you that the wooden buildings around you were built only to store supplies. On the other hand, the tents that occupy most of the inner courtyard are clearly too outdated to house anything other than infantry. You conclude that the leader of your enemies is probably on board one of the two boats moored at the pier. Which one will you investigate? The galley? Turn to number 29. Or the ship with the strange colours? Turn to 14.
29 The pier is almost deserted, as most of the soldiers are gathered near their tents, and the few idle humans hanging around pay you no attention. To give them the impression that you are a regular visitor, you walk past the small, brightly coloured nave without looking at it, despite its oddity, and arrive at the pontoon that leads to the galley. You immediately step onto it. No sooner have you set foot on it than a slender figure emerges from the night and stands in your way, blocking your access to the boat. After a brief hesitation due to surprise, you decide to keep moving, as you are aware that anything else would immediately turn you into a suspect. A shiver runs down your spine as you finally discern the aristocratic features of the being facing you: a Stellar! A Stellar standing guard over a human galley! Inwardly, you exult. So this is what the former masters of Allansia have been reduced to... What a pity! What a downfall! Oh, how it must hurt them to have fallen under the thumb of that coarse race which they themselves created to war against the natives! At this thought you feel a rush of pride come over you. You and your brothers and sisters would rather die fighting than suffer such humiliation! Did you take on the appearance of a man called Niall Byrne? If so, turn to 49, otherwise turn to 10.
10 You know that you have no chance of convincing the Stellar to let you pass, so you decide to take the initiative in a fight that you know is inevitable. Without warning, you throw yourself at your enemy and strike a tremendous blow with your claws that sends him tumbling to the deck. Unfortunately for you, he immediately gets up, leaping to his feet like a cat. Despite his profusely bleeding wound, the expression on his face betrays less suffering than determination. Now he draws his sword in an elegant gesture. Prepare to defend your life against this tough opponent:
STELLAR SKILL: 5 STAMINA: 3
If you win, turn to 33.
Won fight. Stats after: SKILL: 5 STAMINA: 4 HUMANITY: 4
33 The lifeless body of your enemy lies before you. As the saying goes, the dead only have what the living want to leave them. On his belt, you discover a pouch containing a small vial protected by a wooden case. An elixir of Kaabar! You know by reputation this powerful restorative, much prized by Stellar Warriors. Are you going to risk drinking it? If so, turn to 2. If not, you can take the sword of your defeated opponent, a magnificent weapon with a shiny blade. Turn to 15. But perhaps you prefer not to waste time, and continue your exploration of the vessel, starting with the hold? Turn to 47. Or through the stern? Turn to 28.
|
|
|
Post by thealmightymudworm on Oct 22, 2021 21:35:00 GMT
I wonder if Niall Byrne was the guy we could have confronted at the buildings...
My feeling is that we need some help to have a chance of completing this mission and should take one of these, but it seems likely that one is bad news.
The same logic as with the barrels probably applies here: what's good for elves may not be good for us. It seems less likely that the sword is damaging – would an elf have a booby-trapped sword? It seems unlikely, unless it's a dark elf which isn't specified. I say go for that.
We don't seem to be being offered the opportunity to impersonate the stellar – pity!
|
|
|
Post by Peter on Oct 25, 2021 4:57:15 GMT
Yes, take the sword. Then investigate the hold, so we can see what this ship is carrying.
|
|
|
Post by linflas on Oct 25, 2021 7:41:39 GMT
15 This stellar sword is a true marvel. Its steel is supple and resistant, only the decoration of the guard and the pommel featuring leaves and flowers leaves you a little doubtful. You would have preferred skulls and snakes, or something like that... A matter of taste. Despite this, the use of such a weapon is a great advantage, even for you who are used to fighting with your claws and fangs. If you decide to take it with you, you will be able to add 1 point to your Attack Strength in battle. And now what? Will you risk drinking the elixir of Kaabar? Turn to 2. Or would you rather leave it there and head for the hold? Turn to 47. Or to the stern? Turn to 28.
47 As you approach the hold, your sense of smell detects a familiar scent that reminds you of the citadel of Xarxoxun... Growlers here? Fearful of your suspicions, you rush to one of the three huge grates that open onto the bowels of the ship. The sight before your eyes confirms your intuition: the unfortunate creatures are there, slumped on the rowers' benches, bathed in an unbearable filth and overcrowding. Slaves... Now you understand why you did not see any workers in the camp. Is this what humans do to the servants of natives? You feel an icy anger come over you. The time will come to make them pay for their affronts! You lose 1 HUMANITY point. Furious, you turn away from the cargo hold and head for the stern. Turn to 28.
28 The large double door of the stern opens onto a small, richly decorated hallway. Luckily, the place is empty. You notice several side doors, but it is the magnificent staircase at the back of the room that catches your eye. You may be mistaken, but you are willing to bet that the quarters of the man you are looking for are on the upper level. With all your senses alert, you begin your ascent along the carved wooden ramp. Your bare feet make no sound on the red velvet-covered steps. Finally, you reach the first floor. The place is even more luxurious than the ground floor, if that is possible. You notice especially that there are many paintings on the walls. Will you take the time to examine them? Turn to 20. Or continue your exploration of the place? Turn to 7.
Stats: SKILL: 5 (+1 AS) STAMINA: 4 HUMANITY: 3
|
|
|
Post by Peter on Oct 26, 2021 7:31:35 GMT
Translation notes: "fearful of understanding" could be phrased better. Do you mean "you think it is something unpleasant, and you are worried that you are correct"? If so, "fearful of your suspicions" would work better.
Also "promiscuity" isn't the appropriate word; perhaps "unbearable filth and degradation".
Decisions: I don't know. Maybe we will learn something important from the paintings. What could go wrong? We could be discovered, caught by surprise maybe. I doubt they will make us shudder with fear and lose a skill point, even if we throw a piece of cheese at one of them.
I think I will vote for examining the paintings, but I'm not sure.
|
|
|
Post by The Count on Oct 26, 2021 20:47:55 GMT
Examine the paintings
|
|
|
Post by thealmightymudworm on Oct 27, 2021 4:09:34 GMT
Yes I agree. It's easy to imagine how examining the paintings could go wrong, but we might learn something or even be able impersonate one of them. Possibly it will increase our Humanity score (anyone confident whether that's a good or a bad thing yet?)
|
|
|
Post by linflas on Oct 27, 2021 7:17:27 GMT
peter: thanks for the translation notes. I checked the possible translations for "promiscuité", and for the Orks slaves situation, I think "overcrowding" is the right word.
|
|
|
Post by linflas on Oct 27, 2021 7:34:26 GMT
20 Most of the paintings on display around you are surprisingly beautiful. One in particular catches your eye. It shows a human woman standing on the threshold of her modest home, holding a baby - the word men use for their offspring. You are fascinated by the way these two people look at each other; you feel that an invisible but incredibly strong bond unites them. For you, born from a magically created egg, such a thing is hardly conceivable, but the artist who painted this canvas was probably a bit of a sorcerer, for you cannot help but feel a sense of regret at the idea of never having felt such an attachment. Is this what love is all about? These new considerations give you 1 HUMANITY point. If your HUMANITY score equals 6, turn to 36. Otherwise, turn to 7.
Stats: SKILL: 5 (+1 AS) STAMINA: 4 HUMANITY: 4
Section 36 is a possible ending. I translate it here even if we turn to 7.
36 You begin to wonder what the point of being here is. You think of all the things you have learned from men since you have been with them... Friendship, love, pity... These are notions that were totally foreign to you, but you have assimilated little by little, and they have profoundly transformed you... a Shapechanger! How ironic!
But you also know that it is not enough to make you human. As for the other Children of Xarxoxun - your brothers and sisters - they now seem repulsive to you. Let them sort out their problems amongst themselves!
You turn away from the paintings, giving up your mission. You will find a rowing boat on this ship. Despite the danger of the salt water, you are determined to attempt the ocean crossing. You have to, because you no longer feel at home on Makan. You are convinced that a new life awaits you elsewhere. You will gain your freedom... Or you will die trying.
7 You leave the paintings room through a small corridor with floor covered by a thick black carpet with silver borders. After a few metres you come to a dark wooden door through which you hear the echoes of a lively dialogue. Will you try to listen to the conversation? Turn to 13. Or continue along the corridor until a second door opens at the end? Turn to 42.
|
|
|
Post by thealmightymudworm on Oct 28, 2021 0:57:02 GMT
Listen in. Again, could go wrong but we've no special reason to think it will, or that we need to hurry, and we still seem a bit underprepared for a showdown.
|
|
|
Post by The Count on Oct 28, 2021 11:51:04 GMT
Listening in worked last time, so might as well try again
|
|
|
Post by linflas on Nov 9, 2021 7:48:01 GMT
13 There are two voices in the play. The first, deep and loud, authoritative, is clearly a man's. The second is much softer - though angry - and you deduce that it belongs to a woman. You don't need to know what they are arguing about to guess that the two characters have a strong animosity towards each other. This is what you hear in their exchange: (man) - I really don't see what you're complaining about, my darling. Are you not at all comfortable here? I know that this ship does not have all the conveniences you could wish for, but you must understand that your presence by my side is necessary, given the situation. It would hardly have been safe for you to remain in Fang. You know as well as I do the ambitions of Lord Carnuss, your cousin. I promise you, however, that when this island becomes mine, we will return to Black Sand, my capital, and that we will celebrate our wedding there with all the pomp and circumstance befitting a lady of your rank. (woman) - You know very well that I have no use for your luxury, Azzur, and that I have no desire to go to your so-called capital, which is nothing but a vulgar pirate den. As for marrying you, that is out of the question. I was very unwise to ask for your help when my father died, but I have decided to take back my freedom. Give me a ship of any size, with or without a crew, I don't care - I'd rather brave the ocean alone than stay here with you. (man) - You are wrong to take it that way. Do you realise that thanks to this island, my fleet will soon control all trade routes with Orbus? Can you imagine the fortunes that will bring? With all this wealth, and the combined resources of Fang and Black Sand, no lord of Allansia will be able to resist me... I offer you the title of Queen, Lady Sukumvit! (woman) - Forgive me Azzur, but I don't share your megalomaniacal delusions. And let me remind you that you are not yet the master of Makan. You show little regard for the creatures that live on this island. (man) - My word! It's almost as if you're taking the side of these monsters! I must tell you that your morbid fascination for the natives and their spawn is most unhealthy. You are as mad as your father, my poor Illia. Do you remember how he died, devoured by that red dragon he was stupid enough to want to integrate into his fourth labyrinth? (woman) - I do not allow you to insult my father's memory! But you are partly right. Like him, I am fascinated by the creatures of the Ancient Order. How dull our world would be without them... Curious, isn't it? I like what you fear, and I hate you. To me, YOU are the monster, Azzur! (man) - Be careful what you say, Illia, don't think you are indispensable to my plans. Since you like nightmares so much, I could very well decide to feed you to the growlers who crowd the hold of this ship. But perhaps you would like that? Now that I know you better, I'm beginning to wonder if their appetites might not be to your liking too!
With these last words, the man bursts into a cruel laugh, and you hear him leave the room with a loud slam of the door. After he leaves, you hear only the sound of muffled sobs. At last, the leader of these accursed invaders is within your grasp. The time has come to take off your mask. You abandon your human disguise to resume your true appearance. The hour of victory is at hand! If your HUMANITY score is 4 or less, turn to 44. Otherwise, turn to 30.
44 You suddenly open the door to find a plush place, obviously a bedroom. A human woman who was lying on a large four-poster bed stands up as you enter, and stifles a scream of fright at the sight of you. Without mercy, and before she can react, you rush at her and knock her out with a tremendous backhand. Here is one that will leave you in peace for a while! Refusing to waste a second, you cross the room to its only other exit, in pursuit of your enemy. Turn to 42.
42 Deciding to let your strength out, you violently push the door open, almost tearing it open. In the centre of the room, a tall figure jumps at your entrance, looking at you with a look of astonishment and concern - but the man recovers almost immediately. Abandoning the map he has been contemplating, the leader of the human soldiers rushes to a large boarding sword hanging on a wall behind him, then turns and strides towards you, brandishing in the weapon fiercely. The moment you have been waiting for has finally arrived. You will have to triumph over this formidable fighter:
AZZUR SKILL: 4 STAMINA: 5
If you win, turn to 50.
And we do, thanks to the wonderful sword we picked up before.
50 Your opponent lies at your feet, bathed in a pool of blood. Xarxoxun was right to choose you; your mission is a complete success. You have learned enough about the humans to know that the death of their leader should disrupt their army. Azzur held his army together only through his power of retaliation; his soldiers will probably have no other wish than to return home to their families. Unless... What if you took his appearance? You could become the new master... Suddenly, an incantation sounds behind your back, snatching you from your dreams of glory. "Hazmur dolio verruias..." The magic of the natives! Before you can turn around, a generalized burning sensation causes you to cry out in pain. Stunned, you look at your hands, your torso, your legs: pinkish flames have invaded your body, consuming your flesh as if it were dry wood. You collapse to the ground, overcome by intolerable pain. One by one, your senses fade away, and then it's the turn of your consciousness to sink into darkness. Makan's survival had a price: it was to die without understanding...
Of course, that is not the best ending...
|
|
|
Post by philsadler on Nov 9, 2021 8:05:27 GMT
Not to sure about 'reeling in the weapon fiercely'. The only thing I've heard of regarding 'reeling' is a fishing reel. What about 'brandishing the weapon fiercely'?
Thanks for translating this book! It's just a pity that the boss seemed rather weak...
|
|
|
Post by linflas on Nov 9, 2021 8:22:21 GMT
Post edited. He's not weak, comparing to our stats. It is FF combat rules with one die instead of two.
|
|