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Post by The Editor (Alex B) on Jun 19, 2013 1:45:26 GMT
Porting over all the posted material from the "Unofficial" forum - 1st thread: linkPart 1Rules for book: SKILL 9-11 STAMINA 14-24 LUCK 7-12 Equipment: Sword, Backpack, 5 Provisions (Provisions can be eaten at any time except during combat. They restore 4 STAMINA points.), 20 Gold Pieces 1 (slloyd14) You look around the patrons of this tavern. None of them look like the man you are meant to meet with. A sullen bartender puts flagons back on a shelf while two tired looking farm hands sit and drink ale in silence. A merchant and his assistants are sitting around the largest table, planning their route north. Who will you approach? The bartender (turn to 2)? The farm hands (turn to 3)? The merchant and his group (turn to 4)? 2 (masterchief) You take a seat as the burly man wipes a tankard on his apron and slaps it down hard on the oak bar in front of you. "Just ale, stranger. No liquor. It's off". You share an uncomfortable silence. "Off?" You are bemused. The sign nailed above the bar says 'All ales, 2GP. All spirits, 3GP'. "How can it be off?" you ask in bewilderment. "Just is. Now - stranger - ale or nothing?" A stranger in a strange land, surrounded by men you do not know, you let the derisive tone of the bartender slip and silently toss 2 Gold Pieces on the bar. The bartender greedily shoves it in some hidden place beneath his apron, takes your tankard and a moment later returns it to you - almost overflowing with some strange smelling brown liquid. With a wry smile, the bartender watches as you take a large gulp. In an instant you are doubled over in agony; it feels as if the very lining of your stomach is being burned away! The tankard you have drunk from is filled with Guursh - Orc Ale! A full pint can put a man down for a week; thankfully you have only had a mouthful, but it was still enough to burn away 3 STAMINA points. As you clamber back to your feet, angry, pained and ready to ask the grotesque fool just what in the Gods' name is going on, you feel a tap on your shoulder. Spinning around, hand on the hilt of your sword, you find yourself standing face-to-face with a tall, dark-haired man whom you recognise as being one of the merchants you spied sat at a table when you entered. The rest of them all appear to have vanished during your ordeal at the bar. Hurriedly, the remaining merchant whispers, "The Emperor is in dire need of your services! Please meet me outside in ten minutes." Striding away without making any further eye contact, the man leaves the tavern. Will you follow him outside (turn to 5), or - in the light of preceding events - do you find this highly suspicious, and look for another way out of the tavern? (Turn to paragraph 6). 3 (The Editor (Alex B)) You settle in on the long bench seat, across from the two unspeaking farms hands, with a pint in hand, and grin with slight amusement as they both look up from their drinks to glare at you for daring to muscle in on their pity party. "Get lost," the younger of the two challenges after downing the rest of his drink quickly. "Why should I?" you throw back with a little heat to see how they react. "Forget about the annoying do-gooder, Hex," the elder of the pair tries in a conciliatory voice. "We best be heading back to the farm for the night." The two farm hands stagger, slightly unsteadily, to their feet and head for the main door of the tavern. As they do a fierce, but whispered argument breaks out between them. By the time they reach the door they appear to have come to some sort of decision. The elder of the two leaves his younger compatriot leaning heavily against the lintel of the door and returns to the table where you are sat. He sways as he comes to a halt next to you and bends awkwardly over to look into your eyes. "Are you handy with a sword?" he asks, breath touch by the stink of ale. You nod, thinking of no reason to actually bother verbalising your answer. "Good," the drunk farmhand nods, more to himself than to you. "We think there's a Giant Spider in the haystack that needs running through. Gave poor ol' Hex a fright earlier, that's for sure." "Sounds interesting," you muse. "Come back with us and do the blighter in tonight and we'll give you a place to stay and a couple of meals. A bargain if you ask me." Will you agree that it is a bargain and accept the offer of a job and place to sleep? If so, turn to 8. If on the other hand, you would rather pass on a possible entanglement with a Giant Spider, you can turn down the farmhand. If you do so, you find that the rest of the tavern customers have departed for the night and your only option is to converse with the bartender. Turn to 7. 4 (venture19) Taking a seat across from the merchant's table, you listen to their conversation hoping to hear something usefull. Eavesdropping is made easy by the merchant leader's booming, gruff voice. Unfortunately for you, however, all the group discusses is where they will stop as they make their way back to the capital; nothing concerning your mysterious summons. When the group departs however, your curiosity is piqued when you notice that one of the assistents lingering behind. Striding up casually towards you, the tall, dark-haired man whispers, "The Emperror is in dire need of your services. Please meet me outside in ten minutes." Striding away without making any further eyecontact, the man leaves the tavern. If you do as instructed and meet the man outside, turn to 5. If you instead try to sneak out of the building, turn to 6. Otherwise, though all the other patrons have since departed, you may still speak with the bartender, turn to 7. 5 (meneldur) There is something wrong in all that, but however hard you try, you cannot exactly pinpoint it. It is only when you have stepped outside the tavern to find yourself surrounded by two ugly-looking thugs with daggers drawn, that you realize the country you're currently in - and whose soil you are now staining with your blood (lose 4 STAMINA) - is actually a Republic and not an Empire. Now, stop your idle thinking about the Constitution and defend your life! First THUG SKILL 8, STAMINA 8 Second THUG SKILL 7, STAMINA 10 You have to fight them both at the same time. If you win, turn to 10. 6 (hynreck) The merchant's assistant is leaving you uneasy. There is something about him you do not trust. What if he isn't the man you were supposed to meet? But at the same time, could there really be such a coincidence? Still, you decide to follow your instincts. Better be safe than sorry. You will try sneaking off the premises and after - who knows? - perhaps some spying is in order. Looking around, you notice a small window half-opened, near the end of the bartender's counter. Thinking there might be something you can do with that you walk over there, trying to act as casual as possible. Through the window, out in the dark alley, you spot a silhouette leaning against a door. It is beckoning you with it's hand. Unfortunately, you can't see much more as everything is drowned in shadows. On your side, you can't pass through the window, it is much too tight. But you quickly spot a door behind the counter that could lead you outside. Seeing nobody around, you reach it and grab the door knob with a mixture of apprehension and curiosity. The door is not locked. Suddenly, a hard, mean voice behind you makes you jump. "If you want to leave, you can do so through the front door. This one is the business end of my affairs." says the bartender. "Do so. Now. And I mean it." You can see that the bartender is slowly reaching for an unknown weapon behind the counter. The man is big, and probably very strong, but you have no idea if he is fast. Will you test him out by still trying for the back door? The beckoning man in the alley is intriguing, as is the opportunity of either spying on the merchant's assistant or skipping him altogether. If you dare to try, turn to 9. If on the other end, you prefer to risk you health in small doses only, turn to 5.
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Post by The Editor (Alex B) on Jun 19, 2013 1:54:12 GMT
7 (slloyd14) You and the bartender are alone in the tavern. The burley bartender collects up the flagons left by the merchant's group, dumps them in a large sink and then looks out of a window near the end of his counter. For a moment, you think that the grim harsh face shows a flash of panic. He turns to you. "You still here?" he growls. "If you want a room, it's five gold. Otherwise, you can clear off." If you pay him for a room, turn to 11. If you leave through the front door, turn to 12. If you refuse to move, turn to 13. 8 (The Editor (Alex B)) You follow the two wobbling farmhands from the tavern and out onto the muddy street of the village, waiting for them to relieve themselves against a building before continuing on to the farmstead. The walk is a long one, the farmhands progressively sobering up as the walk continues along a dark lane lit only by the light of the moon. As you walk you spot a light bobbing in a nearby field, and it holds your attention long enough for Hex to notice your preoccupation. "Tis a Wisp," Hex slurs slightly as he walks closer to you. "Don't want to be no fool chasing after something like that. No! We got a big spider for you!" Do you wish to ignore the advice of Hex, and tramp off the road in the direction of the bobbing light? If so, turn to 14. If not, you carry on in the company of the two farmhands in the direction of a meal, a bed, and a Giant Spider. Turn to 15. 9 (slloyd14) Giving up on turning the handle, you lift your leg and give the door a strong kick as the innkeeper raises an axe he just grabbed and lumbers towards you. Roll four dice. If the result is equal to or less than your STAMINA, the door flies open. Turn to 17. If the result is greater than your STAMINA, the door shakes but stays shut. You draw your sword and face the hulking innkeeper with his axe. INNKEEPER SKILL 7, STAMINA 13 If you win, turn to 18. 10 (venture19) Though the thugs managed to take you by surprise, they are merely mediocre fighters and you are able to quickly defeat them. Striking a final blow, you fell one of the seedy pair. The other, badly wounded, takes off down a dark alley leaving a trail of spattered blood in his wake. Surveying the deserted square, you realize that the merchant who first lured you out here is no where to be seen. Not wanting to stick around for a second assault, you could either follow the fleeing assassin's trail (turn to 16). Otherwise, you could flee the town entirely and take cover in the surrounding farmlands (turn to 14). 11 (slloyd14) You slam the coins on the counter (deduct 5 Gold Pieces from your equipment list). The innkeeper shoves a key into your hand. "Room 4," he grunts. You climb the stairs and find room 4. You unlock the door to find a room with three bunk beds and a chest. The room is deserted. You take off your pack and lie on the bed with your sword by your side. You can't get to sleep as your mind is racing, frantically thinking of ideas to find your contact. It is then the door opens slowly. Two men creep in, wielding daggers. They see you, but do not notice that you are awake. They try to creep towards you, but one of them drops his dagger. It clatters to the ground. "Idiot!" says his companion, giving the first man a slap, "at least we haven't woken the troublemaker. Let's get this over with." You wait for them to come a little closer before you leap out of bed, sword lunging for the first thug. You deal him a severe wound and he stumbles back, yelping. He soon revovers and he and his companion close in on you. Since space is limited, you can fight them one at a time. First THUG SKILL 7, STAMINA 6 Second THUG SKILL 8, STAMINA 8 If you win, you may search the bodies (turn to 19), or quit this place in haste (turn to 20). 12 (masterchief) The chilly evening air bites hard outside, and you spy a fog rolling in from the distant hills, their peaks already bathed in the blue-grey glow of moonlight. For a moment you are taken in by the majesty of the sight; soon, the look of awe on your face is one replaced by a look of puzzlement. Who were those men in the inn? And why was the bartender so short with you? You ponder... (Turn to 5).
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Post by The Editor (Alex B) on Jun 19, 2013 2:02:15 GMT
13 (The Editor (Alex B)) You fix the innkeeper with a steely look and state that you refuse to move, your hand crawling over the hilt of your sword as you size him up as a possible opponent. The innkeeper walks slowly down the length of the bar, pausing to pick something up from underneath it, all the while telling you quite plainly that this is his tavern and when he tells patrons to get lost, they get lost. "Or I help them get lost, forever," he snarls for a finish with a glance at a particular patch of the floor. You draw your sword and face the hulking innkeeper with his axe. INNKEEPER SKILL 7, STAMINA 13 If you manage to defeat the innkeeper, you check his pockets for anything useful. If you bought some ale previously you recover your 2GP along with another 5 Pieces covered in grease. During your search you are drawn to the floor the innkeeper glanced at by the sound of faint crying. With a little work you discover a trapdoor under a rather ratty rug. It isn't locked so it would be no effort to open it. You are now faced with several choices. You can choose to leave the tavern via the front door (turn to 12), exit through the back door (turn to 17), take the time to investigate the trapdoor (turn to 28), or you could ignore it and search the room instead (turn to 29). 14 (The Editor (Alex B)) Away from the beaten paths walked by tradesmen and farmers every day, the ground beneath your feet begins to become sodden with water. The town has been built close to some kind of marsh, hence the thickening fog that threatens to swallow the area whole in a blanket of invisibility. It is after some walking that you realise that you are lost in the fog with no points of reference to guide you. You walk a little longer, the ground now uneven as well as wet. Ahead, a bobbing light seems to point towards civilization. Will you follow the bobbing light (turn to 21), or try some other path? If you decide to randomly try another path, roll 1 die. If you roll a 1 or a 2, turn to 20. If you roll a 3 or a 4, turn to 22. If you roll a 5 or a 6, turn to 23. 15 (slloyd14) The farm hands lead you to a barn where several hay stacks are piled up. "It's around here somewhere," says the elder one. Then you notice one of the haystacks rising. Eight large hairy legs stick out from the bottom. "There she is!" shouts the younger one. You have no time to think about why the younger farmhand thinks that the spider is a 'she'. The hay falls away to reveal the giant spider. They were not joking about the giant part. Half a pig drops out of its mouth. "'Oooh, that's where old biggles went," says the elder one. The two farm hands back away as you draw your sword and face the giant spider. GIANT SPIDER SKILL 7, STAMINA 8 Fortunately for you, the spider has used most of its poison on the pig, but the first time the spider hits you, it will do 6 STAMINA points of damage as it injects the rest of the poison into your body. If you win, turn to 24. 16 (venture19) Chasing down the wounded thug in the pale moonlight, you soon find him huddled against a cold stone wall slowly bleeding out. Even if you were skilled in the arts of medicine, and you are not, you doubt there's much you could do for the injured man. On the verge of death and barely conscious, the would-be assassin has at most only a few more breaths left. If you try to interrogate the man, turn to 27. If you'd rather quit town immediately and leave the wretch to his fate, turn to 20. 17 (slloyd14) As you force the back door open, the man outside spins around and raises a crossbow in one hand. He points it at you. If the inkeeper is still alive, turn to 34. If he is dead, turn to 35. 18 (hynreck) You stand out of breath over the innkeeper's corpse, weapon at the ready in case the commotion has drawn the attention of other unsavory characters, but all is silent. You relax a little, allowing yourself to sheath your sword. You bend over and search the innkeeper's pockets. If you bought some ale previously, you regain your 2 Gold Pieces, plus 5 more. They are slightly greasy, but worth it. Suddenly there is a noise, and a muffled scream for help is heard. It seemed to come from below your feet. Sure enough, after looking around, you find that there is a trap hidden under a dirty rug not far from where the innkeeper was standing earlier. It doesn't seem lock or anything. You could go down there. There might be someone down there in bad need of rescue, even someone with a few answers to your questions, who knows? If you are tempted to do so, turn to 28. If you'd rather ignore the plea for help and search the place to the best of your abilities looking for anything worth to grab, turn to 29. If, on the other hand, you'd rather be gone from this place as soon as possible, you could either leave by the front door, (turn to 12), or leave through the back door (turn to 17).
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Post by The Editor (Alex B) on Jun 19, 2013 2:08:31 GMT
19 (khaxzan) You search the bodies and find nothing of interest besides their daggers. Feeling exhausted now, lose 2 STAMINA, you leave this inn and continue on your journey (turn to 20). 20 (The Editor (Alex B)) Stumbling through the fog you happen across a path and follow in the direction of away from town. This brings you to the edge of a farmstead where in the distance you can see a light in the window of the main building. If you wish to head to the farmstead for shelter, turn to 25. If you instead wish to head back down the path in the other direction to look for another road away from town, turn to 26. If you would rather just head off back into the fog and try your luck, turn to 22. 21 (slloyd14) As you follow the bobbing light, you notice the ground starting to become firmer underfoot. This goes against the folklore you were told that wisps lead travellers to their deaths in treacherous foggy marshes. Eventually, the wisp stops before a small cottage. You can see a dim light in the window. If you enter the cottage, turn to 50. Otherwise, if you decide to randomly try another path, roll 1 die. If you roll a 1 or a 2, turn to 20. If you roll a 3 or a 4, turn to 22. If you roll a 5 or a 6, turn to 23. 22 (The Editor (Alex B)) You wander the wilderness for some time, before coming across a recognisable track and decide to follow it in the direction leading away from town. Turn to 54. 23 (venture19) As the locals have long known, it is never wise to wander the moors alone, especially on a night like this. The fog is so thick you can hardly see the ground beneath your feet as you meander. Soon, almost predictably, you make a treacherous misstep, falling into a deep, icy sinkhole. The weight of your gear holds you down under the chill, murky water and your breath soon runs out. Your adventure has ended in this sad pit before it even had a chance to begin. 24 (hynreck) Out of breath, you wipe off some of the spider's fluids off your blade on a piece of cloth near a ball of hay. Hex comes along and clap you on the back, obviously relieved and happy and still drunk. The actual words coming out of his mouth are barely audible and you feel like it's not going to be long before he actually hit the hay. The elder, whose name you don't even know yet, looks at you with a smile. "That was a good job you did there, a right blow to the noggin. Wish I coud wield a sword just like that!" You stay there mute, awaiting whatever is coming next. "Bet you are feeling pretty hungry and tired now, dontcha? Want to go in the main house? I'll get you some grub."You look around to confirm that Hex did hit the proverbial hay. "Leave him there." says the elder. "Those spider remains will scare the living daylights out of him in the morning. This will be fun!" You follow the elder, who's clever name is apparently Dex, inside the main house. It's cozier than it looks from the outside. No rich folks, but plenty to eat at the table next to the kitchen, which you do (regain 4 points of STAMINA). Dex talks a lot, but he really says nothing, at least nothing remotely interesting or concerning the why you where in the tavern to begin with. At the very least he claims to know nothing about that, and you are inclined to believe him. As you ponder your options, wondering if you should try to get back to town, maybe in the morning, to solve this unfinished business, Dex offers you a room with a soft bed and the chance for a nice night of sleep. You are too tired to refuse. Turn to 39.
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Post by The Editor (Alex B) on Jun 19, 2013 2:20:13 GMT
25 (The Editor (Alex B)) You arrive at the farmstead and knock on the door to ask for directions or a place to sleep for the night, and are astounded to find one of the two farmhands from the tavern looking back at you. "You here for the job?" he asks in a slightly slurred manner. Rather than end up in an extended conversation about why you are banging on the door at this time of night, you simply nod in agreement with his guess. This brings a pleased grin to the man's face, whom you learn is Hex from his babbling, and he excitedly grabs you by the arm. A slightly older man joins you as Hex leads you out to the barn and points inside past the doors to the dark interior. "She's in there!" Bracing yourself, you swallow your fear and step into the darkened barn with your sword drawn. It is only moments later you learn who 'she' is when a Giant Spider drops from the ceiling on a rope of silk to try and devour you. You must fight the Giant Spider. GIANT SPIDER SKILL 7, STAMINA 8 For every Attack Round you lose, you must roll one die. If you roll a 1 or a 2, the Spider's poison has done extra damage and you must lose 4 STAMINA points instead of the usual 2. If you win, turn to 24. 26 (The Editor (Alex B)) You make your way out of town and eventually find a spot to spend the night free from disturbance. In the morning you rise and continue to follow the same path out of town, the dirt lane leading you to a crossroads where the lane meets a major lane. A gibbet hangs over the crossroads, a weathered skeleton caged inside. There is also a set of signposts that can give you some direction. The familiar looking road north leads to the town of Fendyke, which is where you originally travelled from the previous day in order to make last nights aborted meeting, and the lane South would take you back to the village of Dormouth from which you have just escaped. The East trail takes you out into the hills of the Fellen Downs, while West has no path with endless stretches of green farmlands instead blocking the way. You are certain that you want to get to the bottom of things, so returning to Fendyke is out of the question, yet while things are so volatile returning to the village isn't an option either. That leaves you with heading East. Turn to 66. 27 (jonf) You demand to know why the men attacked you. Was this a simple robbery or, as you are beginning to suspect, something more sinister? The man murmurs incoherently and shakes his head, probably more from delerium than a refusal to answer. You slap his face in an attempt to revive him and try to think of what tactic the renowned interrogator and demon-finder-general Jacob Baurus would use to get his enemies to confess... You grab his throat but the man just coughs a stream of blood and then, very weakly, raises his hand. You grab his wrist and notice an unusual scar; in fact, a branding mark, burnt into his palm. The brand's design is an unusual three pointed insignia. The would-be killer raises his head slowly, splutters his last gasping breath and then falls limp. You rifle through the man's pockets but turn out only two gold coins. The street is deserted and you take a deep breath of night air as you consider your next move. If you have had enough of this town and wish to leave, risking having to spend the night in the open, then turn to 14. Your other choice to head back to the tavern and see about getting a room for the night. To do this turn to 11. 28 (hynreck) Discarding the rug, you slowly lift the trapdoor, half expecting something mad to jump out at you. But nothing of the sort happens. It is dark down there, but you can see what seems to be the flickering glow of an oil lamp somewhere just out of sight. You slowly go down the creaking wood steps, sword in one hand, the other stretched out in front of you, ready to grab or repel. You quickly reach the earthen floor of the basement. It is thick with soot and as a consequence the air is dusty and hard to breath. The oil lamp is at the corner of the basement, illuminating enough to show plenty of wood and charcoal piles. The voice is heard again. It sounds human and is coming from the right side of the basement, past the oil lamp, out of view. You turn the corner, still on your guard. There is another source of light down that way, from a big old furnace. Next to it lies a small iron cage, and in it, in a most uncomfortable position, lies a sweaty but otherwise well-dressed man who looks like he's seen better days. You approach him. "Please good sir, if you could but free me..." You can see him trying hard to look you in the eye from his position, but without much success. "...just don't hurt me anymore, please." Following your instincts, you grab a nearby hammer and starts hitting the lock on the cage until it breaks (you can keep the hammer in your possession if you want to). The man tumbles out of it. A bit stunned, he looks at you first and starts crying. "Thank you, I don't know what I would have done without you!" And then, strangely, he recognizes you. "It's you! I'm so glad I've finally found you! Not the way that it was meant to be, of course..." "And who do you think I am?" you ask, puzzled. "The adventurer I was supposed to meet. I had a drawing of you, but they stole it from me." "You had a drawing of me?" You don't understand. How could 'they' have a drawing of you? Did 'they' know you? All you had was that cryptic note given to you and the promises of gold at the end of it. Highly dubious, but since you are at a low point in your finance with no job on the horizon, you had to act. "All I know is that I was supposed to meet someone here for a job, a job well paid." Excited, the man tries to stand up and you help him out. "That's me! Do not trust anyone else! I was supposed to take you the manor on Crimson Hill to a meeting. But they stopped me." You grow impatient. "Who? Speak sense!" The man you where apparently supposed to meet all along looks scared. "The villagers. They're... here!" You spin around but it's too late. Two men are standing there, one with a crossbow. A bolt flies past your neck and lodges itself in the man you had barely started to knew. Quick as a snake, you draw your sword and decapitate the man responsable for this. His limp body falls on the floor, never to get up again on his own. The other runs cowardly toward the stairs leading up. You follow, determined to catch him and extract some precious informations. But reaching the trapdoor, a surprise awaits you. Several other villagers are standing around it, blocking the way. They are too many for you alone. You close the trapdoor in desperation and discover that there is a bolt on this side. You slide it, locking the trapdoor. This will hold the mob, but not forever. Indeed, after only a few moments, you hear the sound of broken glass on the other side. Soon some noxious fumes are being pushed through the cracks in the wood, though you do not know how. You run back to the man to see if there is anything you can do. He is dying. With his last breath, he tells you: "Run away from this village... Flee... flee through the charcoal chute in the corner... try for your life... Go to the Crimson Hill... Avoid the villages... Be wary of the puppeteer..." The man is dead. And you will very soon be if you stay here without a plan of action. What will you do? Try to locate the charcoal chute and flee through it (turn to 30)? Stay and search the place and the body of the villager thorougly, hoping to discover something that will help (turn to 31), or go for brokes and charge through the trapdoor and the mob beyond (turn to 32)? 29 (The Editor (Alex B)) You make a quick scan of the main room in search of anything worthwhile taking. Behind the bar you find a potion with the label Mix 37 written in a spidery script upon the label. You also find a hunk of cheese, a small knife, and a two-headed coin presumably taken as currency by accident. You many take any or all of these. Will you now investigate the trapdoor (turn to 28), or leave by the front door (turn to 12), or back door (turn to 17)? 30 (hynreck) Offering the dying man a silent prayer, you get up and look around, trying to locate the charcoal chute. The light is dim in here, and the chute is pitch black, but you manage to find it alright. But to get out, you will have to climb some rather unstable coal and force open the small metal door, which could prove difficult. Steadying your will, you run at the pile and hope for the best. Test your Skill. If the result is equal or lower to your SKILL, turn to 60. If it is higher, turn to 61.
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Post by The Editor (Alex B) on Jun 19, 2013 2:26:47 GMT
31 (The Editor (Alex B)) You turn out the unfortunate man's pockets to find 3 Gold Pieces, a small glass bottle filled with some sort of swirling mixture, and a tiny palm-sized book with the title On the Nature of Creeping Evil. On his body you find a lapel pin with a head in the shape of a reddish Dragon. You make take what you wish and put it in your backpack, or in the case of the pin wear it. The fumes are thicker now and you are beginning to have difficulty breathing (lose 1 STAMINA point). You can now attempt to do as was suggested and use the coal chute to escape (turn to 82), burst out of the trapdoor to attack the mob (turn to 84), or find a spot to hide underneath the dead body and hope that neither the fumes or the mob, when they finally break in, find you (turn to 86). 32 (venture19) Giving a mighty shove, you throw open the trapdoor, charging up and into the massed villagers with such fury that they are, for a moment at least, stunned beyond reaction. Too outnumbered to face down the mob, you sprint for the front door even as your enemies begin tearing at you with their daggers. Roll 2 dice and subtract the total from your STAMINA. If you manage to survive the dreadful gauntlet, you burst through the crowd and lay a bloodied hand on the wrought iron doorknob. Just as you are about to find freedom, however, a heavy wooden barstool crashes into the back of your head, knocking you unconsious. Turn to 33. 33 (venture19) When you finally regain consciousness, you find yourself in near darkness, facing a grim stone wall with your arms and legs bound. As you stir, testing the sturdy ropes, a gruff voice behind you growls, "The prisoner's awake." A more nasally response echoes as if from down a long hallway, "Bring him up!" A burlap sack is roughly thrown over your head and you feel yourself being carried like a sack of potatoes up a flight of stairs. After a long climb, your captor dumps you onto a wooden stool and removes the sack. As your vision adjusts to the dim lighting, you find yourself facing a middle aged, stern looking man dressed in flowing purple robes. Giving a wide smile he speaks, "So you're the one who has been causing all this trouble." "I guess you're the puppeteer?" you answer brusquely. Almost instantly, you feel a sharp pain hit the front of your face, as if someone slapped you. The strange man before you, however, hasn't moved a muscle. Not giving you any further chance to ponder, your robed interrogator says with a hint of concealed anger, "I am the Emperor, and you will address me as such. If you try my patience again, you will regret it." Shifting his posture, the self-proclaimed emperor continues, "Now, on to business. If you want to live, you're going to do as I say." Reaching out for your still bound wrists, the imperious man grasps your right hand tightly. Slowly, you feel a strange, unnatural heat grow on your palm. Soon, the heat is a searing agony and it is all you can muster not to scream out. Once your hand is released, you look down to see an ornate rune burnt into your skin. "That is the mark of death," the emperor/puppeteer explains, "Unless I remove it, your life will shortly end." Clutching your wounded hand close to your chest, you ask, "So what is it you want?" Smiling even wider, your mysterious captor answers, "I want you to travel to the manor on Crimson Hill and burn it to the ground. You have three days." With that chilling command, a bag is tossed back over your face and you are hurried off. After a nauseating blind journey, you find yourself in the middle of a damp road, your bindings cut. Tear off the burlap sack, you turn just in time to watch a dark carriage racing off down the road. Pursuing it would be futile. Struggling groggily to your feet, you try to regain your bearings. Note the codeword marionette, then turn to 54. 34 (slloyd14) The bolt flies past your head. You hear a stangled cry from behind you and you turn around to see the inkeeper with a bolt sticking out of his head. The brute falls to the ground with a crash. The man raises another crossbow that he is holding in his other hand. Turn to 35. 35 (slloyd14) The man keeps the crossbow pointed at you, but looks at you in surprise. "It's you!" gasps the man. "Where's Theros?" "Who?" You are puzzled by all of this. "No matter. He's probably dead. We need to get you to the manor on Crimson Hill before..." The man's sentence is cut off as a crossbow bolt strikes him in the head. You see a band of villagers brandishing clubs, pitchforks and torchs, baying for your blood. You grab the man's crossbow (Add it to your equipment list) and train it on the villagers, but they are too overcome with the bloodlust of the mob to stop. Will you flee from the villagers (turn to 36), fight them (turn to 37), or fire the crossbow at the lead villager (turn to 38). 36 (The Editor (Alex B)) Fleeing the mob you run blindly through the countryside, trying to put as much space as you can between yourself and the angry villagers. Eventually you run out of puff and pause for a breather. Your run has taken out from the village and through various pockets of farmlands and woods, the later being where you are now. You notice during your short rest that there is a path winding its way from the village towards the hills and decide that this is the best direction to take for now. Turn to 54.
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Post by The Editor (Alex B) on Jun 19, 2013 2:36:24 GMT
37 (slloyd14) You draw your sword and charge at the leader of the mob, dressed in rags and carrying a shortsword. He holds up his hand to signal that he wants you all to himself. You are keen to show him what a foolish move that is. MOB LEADER SKILL 8, STAMINA 7 If you win, you may press your attack on the mob (turn to 55), or flee (turn to 36). 38 (slloyd14) You fire the crossbow at the leader. The bolt sends him flying backwards and he crashes into the peasants behind him. The peasants stop momentarily, stunned by the reality that they could die. However, they soon start to recover their wits. Note that the crossbow is now unloaded. Will you press your attack with your sword (turn to 55), or flee (turn to 36)? 39 (hynreck) You are woken at what seems to be the small hours of the morning by lots of shouting, and lots of noises. Annoyed (you were sleeping so well, too, unfortunately, you only had time to recover 1 point of STAMINA), you rush to the window overlooking the back of the house. There's a mob outside, peasants and villagers by the looks of them, carrying torches, pitchforks, clubs, the random short sword and who knows what else. One seems to be calling out from the front of the house, and you catch the gist of it: "Dex! Hex! We know you are hiding him!! Deliver the stranger to us now, you dummies! Or there will be hell to pay!!" You can't make out Dex's reply, or if he replied at all. As for Hex, you are pretty sure that he is still busy sleeping in the barn. Not too long after the call, you hear the front door crash and the sound of boots. People are coming in!! This doesn't look good. Gathering your belongings in a hurry, you wonder what to do. Will you stay quietly in your room, awaiting the mob, hoping you can talk your way out of this (turn to 40)? Or will you try to sneak out the window and break through the gauntlet, somehow (turn to 41)? But perhaps, you would prefer a more brutal solution, leaving your room sword in hand, to meet the mob headlong inside the house (turn to 42)? 40 (hynreck) You try to keep still as you wait for the mob to show up at your door. It does not take long. Soon it is crowded in your room and you face what you assume is the mob leader. "I do not know what you think I've done, but you are wrong. I haven't done anything," you try out, unconvinced by the potency of your words. The leader barks a laugh in your face; flying spittles and all. "Of course you haven't done anything! We know that! But you will, boy! You soon will! The puppeteer will see to that. Let's take him for a ride!" Your heart sinks. There will be no reasoning with this bunch. As you are manhandled toward the door, you are contemplating a run for it when something comes in contact with the back of your head. Everything fades to black. Turn to 65. 41 (hynreck) Looking around the room quickly, you spot a piece of cloth of a dark blue material that could prove useful as some kind of improvised cloak. Wrapping it around you, you slide the window open and slip outside, on the small roof. There are people everywhere around the house, but not very well organised: they are scattered left and right, and if lucky, you could pass them by. Just beyond the mob lies a field of high plants of whatever they were cultivating at this farm. They would be an ideal cover. You try to time your descent from the roof at a point when no-one is looking. Test your Luck. If you are Lucky, turn to 43. If you are Unlucky, turn to 44. 42 (jonf) You are heavily outnumbered but if the mob wants to fight inside the house then you may be able to engage them one at a time. The crowd's shouting is deafening and you have no idea what has happened to Dex and Hex. The first villager charges towards you with a sickle raised high. You casually step forwards, grab his weapon arm with your left hand and strike him square in the chest. The man drops to the floor and nearly topples the villager directly behind him. The next attacker has the thick leather apron and soot-blackened face of a smithy and you expect him to attack you with the heavy hammer attached to his belt. Instead the blacksmith produces a vicious looking shortsword which is ideal for close-quarters combat. The crowd piling into the hallway behind him are baying for blood. BLACKSMITH SKILL 8, STAMINA 10 After three attack rounds (or if you defeat the blacksmith before then) Test Your Luck. If you are Unlucky a missile thrown by one of the villagers hits you square on the side of your head and you collapse into an unconscious heap, turn to 65. If you were Lucky turn to 70.
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Post by The Editor (Alex B) on Jun 19, 2013 2:46:31 GMT
43 (hynreck) Managing to land noiselessly on the ground, you hide for a minute behind what looks like a trough of some kind. Patient, you wait for the right opportunity to slip unnoticed between two torch bearer. Having cleared the mob, zig zagging under the cover of corn-like plants, you are starting to relax when a hand reaches out and grabs your sleeve, pulling you back. Immediately you draw your sword, but fortunately, you only cut off some corn wannabe. "It's alright, friend, I'm with you in all this madness," says in a whisper the man you've just come across. He is well dressed for long travel, with a dark cloak that hides him from sight. "And who are you?" you ask in the same manner. The man bows quickly. "I am Bannon. We were supposed to meet at the tavern back in town, remember? But we never did meet. Probably better that way, seeing as all the village's gone crazy and that we've already lost Theros to them. I am to escort you to Siver Manor on Crimson Hill, and we must hurry." Will you trust this stranger? If you agree to follow him, turn to 45. On the other hand, if you'd rather be going your own way, turn to 46. 44 (The Editor (Alex B)) As you descend you are spotted by one of the villagers and so you are pinned to the side of the house by a swarm of angry people who are yelling and waving all manner of sharp object. With people waiting for you below and now others poking their heads out from the window you used to make your escape, your options are limited. Quickly frustrated by the fact that you are not moving in either direction so as to put yourself at their tender mercies, one of the raging mob snaps and throws his pitchfork at you like you were a target in a carnival side show. Unfortunately for you, the man in question turns out to be an excellent throw. The pitchfork effortlessly spears you and your body falls lifelessly away from the wall to the ground and the waiting mob. 45 (hynreck) Bannon sets out a good pace. "We must hurry, there'll be looking for you." "Who are they?" you ask. "What can you tell me?" Still running, Bannon tries his best to answer you. "Of the villagers? Not much, but they seem to be under the charm of one known as the puppeteer. I heard he uses silver strings to catch them all! Weird stuff." "And what of the job? Crimson Hill?" you ask, panting. "That you will know when you get there. I'm but a messenger, or in this case, a fetcher, right? There are some people that want to meet you up there. They will know the details. All I know is that I have to keep you alive." Soon you are being bog down in the moor, surrounded by the remnants of a thick fog. Bannon stops for a second. "This is a tricky spot. The sun will soon rise and we will see much better, but for now, you need to walk in my exact steps." Turn to 47. 46 (hynreck) Not trusting this strange man, you set out to find your own way away from all this madness. Bannon tries to grab you again but you give him a look that means business. He respectfully backs off but you can tell he is reluctant to do so. After moving ahead a few paces, you hear Bannon giving you one last piece of advice: "At least don't go that way! It's very dangerous! Go toward the rising sun! Toward the Crimson Hill! It's safe that way!" What will you do? Keep on going 'that' way? Turn to 78. Or will you heed the warning and veer off toward the rising sun? Turn to 79. 47 (hynreck) You are well along, doing your best to follow Bannon's footsteps to the letter, when the water starts to boil in front of you, before rising in a huge mound. Then there is a loud banshee scream and you realize that the mound is in fact some grotesque creature that seems to be made out of mud, water, roots, reeds and dead animal carcasses. It takes all your courage not to scream yourself. "This is a Darkmoor Demon!" Bannon informs you. "A nasty bit of work, we are very unlucky. I will do my best to hold it off while you flee. You must reach Crimson Hill! Head toward the rising sun! You can't miss it!" But you hesitate in leaving Bannon alone to fight the monstrosity. "Don't worry about me!" Bannon insists. "I've got this special stone... I hope it's enough. Now go!!" Will you do as he says (turn to 48)? Or will you stay and fight (turn to 49)? 48 (The Editor (Alex B)) Following Bannon's shouted instructions, you abandon him to fight the Demon alone (add the codeword abandoned to your Adventure Sheet) and begin running down the path the two of you were on, carrying on in the same direction you had been prior to the Demon attack. The hills slowly grow closer as you run and eventually you pause to catch your breath after all that running. When you are suitably rested, you carry on. Turn to 77.
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Post by The Editor (Alex B) on Jun 19, 2013 2:52:40 GMT
49 (hynreck) Bannon wants you to go, but you just can't leave him alone to his fate at the hand of this horror. You lift your sword, ready to deal a blow to the demon, but Bannon shoves you behind him while holding the stone in one hand and muttering some strange words of power. The stone glows briefly but does nothing!! While Bannon is still wondering what went wrong, the Darkmoor Demon, moving quickly as if melting through the ground, swallows the top half of Bannon through a root-filled mouth, munching as the poor man's legs are thrashing and kicking on the outside. Roaring in horror and outrage, you rush demon and stab it deep into what you hope is it's black heart, while Bannon, apparently still alive, is doing something, the gods knows what, to the creature's insides, slowing it down. Determined to finish it off, you pull your blade out of the viscosity, while the demon compose itself for a final showdown. DARKMOOR DEMON (Wounded) SKILL 8, STAMINA 12 If you win, turn to 64. 50 (slloyd14) Cautiously, you open the door as the wisp hovers silently over the house. Something very strange is going on here. Before you stands a beutiful young woman who is standing before a table with lots of herbs, a pestle and mortar, a pot and other cooking implements. She smiles as she sees you. "I'm glad your courage overcame all the sensible warnings you were told as a child my friend, for a wisp was the only way I could get your attention without putting my own life at risk. Take a seat, and I'll make you some herbal tea." If you sit with her and have some tea, turn to 51. If you attack her, turn to 52. 51 (slloyd14) You sit at the table and drink your refreshing minty tea (restore 1 STAMINA point). The witch tells you her story. "I moved here several years ago to practice my craft and help the people here with my talents. However, the villagers here are an untrustworthy, rude bunch who almost lynched me for curing a man of a fatal disease. Indeed it seems they will all too readily take up arms and form a mob to enforce some kind of justice. So I set up my cottage here where I can practice my magic in peace. I'm quite good at it if I say so myself. I'm fifty, don't you know." She gives you a cheeky wink. "This is all very nice," you say. "But why do you want me here?" "A week ago, I saw your face in a vision. You are in terrible danger. I saw a huge monster with silver threads emerging its disgusting hands with puppets dangling from them. He stalked the land, causing terror, but when he came to a crimson coloured hill, he would not go near it. There is a place called Crimson Hill around here. A manor house rests on its top. You should go there." "And what about this monster?" "I don't know what it is. The vision is a metaphor and I don't know what it means. I only give the message. The ansers are for you to find out." "Thanks very much. I'm stuck in a swamp, but at least I have a cryptic message." "You adventurers are all so practical aren't you?" "Weird visions kill no orcs." "True, true. I can also provide practical help." The witch gives you two vials and a small stone on a cord. She explains that one potion cures poison, one potion is a sleeping draught and the stone is a lucky charm. Add the antipoison, sleeping draught and lucky charm to your Adventure Sheet. You may use the lucky charm once to restore 2 LUCK points. It will then crumble. The witch then offers you a bed for the night. If you decide to stay here, turn to 53. If you do not, the witch will order the wisp to guide you to a place where you can sleep. Turn to 25. 52 (slloyd14) Before you can reach for your sword, the witch flings some dust over you. You suddenly feel drowsy and everything goes black. You awake in the cold, damp swamp, wet and shivering (lose 1 STAMINA point). You groggily get to your feet and survey your surroundings. You can see a light in the distance so you head in that direction. Turn to 20. 53 (The Editor (Alex B)) You awaken the next morning to find yourself lying on a bank of moss, any sign that there had been a cottage there the night before gone. Blinking you sit up and stretch in the early morning light and consume a meal (deduct 1 set of Provisions) as you decide what to do next. Feeling that returning to the village may not be the best course of action, you get your gear together and set out in the opposite direction towards the hills. Turn to 57. 54 (The Editor (Alex B)) Having put the village and your experiences there behind you, the realisation of just how late it is dawns on you. With a little effort you find a suitable spot off the path you have been following to make a rudimentary camp site and settle in for the night. However, your night is disturbed by a wandering creature. Roll one die and fight the creature listed. 1 TREE MAN SKILL 8, STAMINA 8 2 PIXIE SKILL 5, STAMINA 5 3 BHORKET SKILL 8, STAMINA 11 4 WEREWOLF SKILL 8, STAMINA 9 5 OGRE SKILL 8, STAMINA 10 6 SHAPECHANGER SKILL 10, STAMINA 10 If you win your fight you return to your sleep. In the morning you pack up and set off along the path once more in the direction of the hills. Turn to 57.
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Post by The Editor (Alex B) on Jun 19, 2013 3:03:19 GMT
55 (slloyd14) You are brave to attack so many opponents, even if they are unskilled peasants. However, you have the advantage of being between two buildings so the whole mob cannot surround you and attack you all at once. Instead, half a dozen pesants advance first, all eager to sink their improvised weapons into you while the rest of the mob stands back, jeering and shouting. Fight the gang as one creature. PEASANT GANG SKILL 9, STAMINA 12 You may Escape by turning to 36. If the gang deals two consecutive hits against you in combat, you stumble back, stunned and the mob forces you down on the ground. You see a peasant raise a club and all goes black... lose 2 STAMINA points and turn to 33. If you beat the peasant gang, turn to 56. 56 (slloyd14) The rest of the peasants are stunned by the furious assault which you have dealt to their fellow villagers, now dead. "Who else wants a piece of me?" you roar with bloodlust. The fight leaves the mob and they slowly back away. Eventually, they leave. Add the codeword reputation to your notes. You inspect the bodies of your enemies and your short lived ally to find a strange three pointed symbol seemingly burnt onto the palm of each of the peasants. Apart from two Gold Pieces between them, they have nothing else besides their low quality weapons. Your informant has a quiver containing 4 crossbow bolts and a piece of parchment with a picture of your face on it. Below the picture, you read the following message. Find this adventurer. They are needed to overcome the puppet master. Get them to Silver Manor on Crimson Hill at all costs. You wonder why you are so important to this situation, but you do not have long as you are worried that the peasants will return with reinforcement, so you take your loot (add the 2 Gold Pieces and 4 crossbow bolts to your Adventure Sheet). You see that the mob has returned with reinforcements and fresh torches. They see you and, with renewed courage, they charge. You won't survive the larger assault, so you make a break for it. Turn to 36. 57 (venture19) As the orange ball of the sun rises in the sky it struggles to burn through the thick fog which enshrouds the eerie marshland around you. For a few prescious minutes, you can even catch a glimps of blue sky, though the clouds always return to block your view. As morning stretches on, the dark spine of hills in the distance slowly grows. By mid-day, when you sit down for a short rest, you are nearing their base. If you have the word marionette noted on your sheet, turn to 58. Otherwise, turn to 59. 58 (venture19) Glancing down at your still sore palm, you are horrified to see that the accursed mark has sunk itself deeper into your skin. Dark threads have even begun to migrate out from the original brand, like the first fine roots off a young sprout. Wrapping your injured hand in a piece of torn cloth, you move on into the hills, turn to 59. 59 (The Editor (Alex B)) You head out into the hills, the ground rising steadily as you go, winding deeper into the Fellen Downs. The path you are taking has seen moderate use and proves to be an easy walk as it heads deeper into the growing hills. It is now late morning. If you have not eaten since waking up, consume 1 set of Provisions. If you have eaten since waking up, you are still full and not in need of sustenance. Either way, you soon find yourself coming to the end of the path, the bushes and shrubs parting to reveal you to be at the edge of a large property, one dominated by a three storey manor house. You are at what appears to be the servants and tradesman's entrance, the path you have been following one used by both parties obviously when moving between the manor and the village of Dormouth. You are now faced with a choice. You can either try and enter the manor via the servant's entrance (turn to 1 in "Part 2"), or you can cross the property to the main entrance and try that (turn to 2 in "Part 2"). 60 (hynreck) You latch onto the metal door, for a moment unsure of your footing, but manage to stay up there, momentarily safe. Then, with one foot against the wall and another firmly planted in the coals (you hope), you pull as hard as possible and the metal door gives way inward, without letting you drop on the floor. Twisting and pushing, you manage to squeeze through the small opening, though not without some pain and some scratches worth the loss of one STAMINA point. Out in the open, you don't waste time cleaning yourself up, as hearing voices shouting from the front of the establishment you can only guess that they are meant for you. You decide that it is a good time to leave town. Turn to 62.
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Post by The Editor (Alex B) on Jun 19, 2013 3:09:12 GMT
61 (hynreck) You try to latch onto the metal door, sliding your fingers on one side, but you lose your footing on some coals and starts sliding, twisting your wrist in the process (lose 1 point of STAMINA). You fall on the earth floor only to discover that amongst the toxic fumes that chokes you there is also a man standing, with mask on, wielding a nasty looking club. Soon the club descends upon your brow and you are knocked unconscious. Turn to 33. 62 (hynreck) Avoiding the roads, you take to the farmlands that surrounds the town, farmlands that are themselves surrounded by what looks like threatening moors best left alone. Passing a big farmhouse in the distance, you see that you are dangerously close to moor country. Just as you are about to steer clear of it, you witness a bobbing light floating above the water, seeming to invite you to follow it. A Wisp perhaps? You don't know much about those except old folks tales. Will you follow it (turn to 21)? Or will you stay on dry land and keep on walking through what looks like a corn field (turn to 72)? 63 (hynreck) You are walking away from the marshes at a brisk pace when someone grabs your sleeve. Startled, you draw your sword immediately, but fortunately, you only cut off some corn wannabe. "It's alright, friend, I'm with you in all this madness," says in a whisper the man you've just come across. He is well dressed for long travel, with a dark cloak that hides him from sight. "And who are you?" you ask in the same manner. The man bows quickly. "I am Bannon. We were supposed to meet at the tavern back in town, remember? But we never did meet. Probably better that way, seeing as all the village's gone crazy and that we've already lost Theros to them." You nod silently, pondering. "Was he the man in the cage?" " I can't tell you for sure, but I would bet he was. I am to escort you to the Silver Manor on Crimson Hill, and we must hurry." Will you trust this stranger? If you agree to follow him, turn to 45. If, on the other hand, you'd rather be going your own way, turn to 46. 64 (venture19) As it's unnatural life drains away, the darkmoor demon falls into shambles. Digging through the now inanimate pile of fetid debris, you recover the remains of poor Bannon. In one bruised hand he clutches a short dagger with which he likely tried to free himself from the creature's vile maw. His other fist is wrapped around the "special stone", which to you appears as nothing more than an ordinary river stone. Though it didn't much help your ill-fated friend, you may still take the special stone along with Bannon's dagger, if you wish. Casting his body into a sinkhole so that he will be spared from passing beasts, you are ashamed that you cannot give Bannon a proper burial. Knowing now what evil lurks out in the moors, however, you are loath to stay any longer. Leaving the sad scene behind, you move on in the direction of the distant hills, turn to 77. 65 (The Editor (Alex B)) When you finally come to, you are bound hand and foot in a windowless room and you are not alone. "The prisoner's awake." A second voice responds, "Bring him up!" A burlap sack is roughly thrown over your head and you feel yourself being carried like a sack of potatoes up a flight of stairs. After a long climb, your captor dumps you onto a wooden stool and removes the sack. As your vision adjusts to the bright early morning daylight streaming into the room, you fins yourself facing a middle aged, stern looking man dressed in flowing purple robes. Giving a wide smile he speaks, "So you're the one who has been causing all this trouble." "I guess you're the puppeteer?" you answer brusquely. Almost instantly, you feel a sharp pain hit the front of your face, as if someone slapped you. The strange man before you, however, hasn't moved a muscle. Not giving you any further chance to ponder, your robed interrogator says with a hint of concealed anger, "I am the Emperor, and you will address me as such. If you try my patience again, you will regret it." Shifting his posture, the self-proclaimed emperor continues, "Now, on to business. If you want to live, you're going to do as I say." Reaching out for your still bound wrists, the imperious man grasps your right hand tightly. Slowly, you feel a strange, unnatural heat grow on your palm. Soon, the heat is a searing agony and it is all you can muster not to scream out. Once your hand is released, you look down to see an ornate rune burnt into your skin. "That is the mark of death," the emperor/puppeteer explains, "Unless I remove it, your life will shortly end." Clutching your wounded hand close to your chest, you ask, "So what is it you want?" Smiling even wider, your mysterious captor answers, "I want you to travel to the manor on Crimson Hill and burn it to the ground. You have three days." With that chilling command, a bag is tossed back over your face and you are harried off. After a nauseating blind journey, you find yourself in the middle of a damp road, your bindings cut. Tear off the burlap sack, you turn just in time to watch a dark carriage racing off down the road. Pursuing it would be futile. Struggling groggily to your feet, you try to regain your bearings. Note the codeword marionette, then turn to 57 as you set off in the direction of the hills. 66 (The Editor (Alex B)) The path you follow towards the hills passes by farmland interspersed with patches of woodland or small bogs. One field you pass has a crooked looking scarecrow propped up on a plank of wood and failing miserably to scare away the crows, one of which is pecking at the face of the scarecrow itself. If you wish, you can step off the path and investigate the scarecrow (turn to 67), or you can continue along the path (turn to 75).
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Post by The Editor (Alex B) on Jun 19, 2013 3:16:37 GMT
67 (hynreck) Something about the scarecrow is hypnotizing you. Something's wrong with it, out of place, though you don't know what. As you approach, and as the crow flies away uttering an annoyed caw, you realize that the head is still moving, jerking lightly, as if nodding in approval at your approach. Coming close now, you hold your breath as you reach out to touch it. Nothing happens. You then toy around with it a little more and the head squeals. You jump away, a bit shaken. Field mices seems to be nestling inside, or perhaps eating at the scarecrow, bit by bit. Relieved, you release your grip and start turning around toward the path when you hear it speaks to you softly, like wind going through the hollow of a dead tree: I - See - You. Or so it sounds. You turn around with your sword drawn. The scarecrow's arms are now dangling on it's side, free. They suddenly shoot toward you and from their sleeves flies off some silvery threads that wraps around your head but also, and most worryingly, seems to reach inside your head. They feel like cold fingers molesting your mind; a most disgusting sensation. Roll 4 dice. If the total is higher than your STAMINA, turn to 68. If it is equal or lower, turn to 69. 68 (hynreck) You try your best to get rid of the silver threads, but they cling to you, stickier than a spider's web. You just can't get them out of your mind. Soon, your strenght falters and you start hearing the same voice you heard earlier, except clearer, more human. "You shall go on to the Silver Manor on Crimson Hill. There you will mingle. There you will burn it to the ground. Find a way. Do not fail me." The voice goes away as quickly as it came. You fall limp on the ground, a burning sensation inside your palm. When you open it, you see that a scorched runic mark is searing your skin. You get back up on your feet, brushing the threads away, but it is useless, as they are already dispersing around you like wisp of smoke. The scarecrow seems like a scarecrow again, pretty much lifeless. You turn around, going back to the path, toward the hills, head down. Take note of the codeword marionette and turn to 75. 69 (hynreck) The threads reach inside your mind, seemingly probing you, but you tense yourself, and using all the willpower you can muster, you resist the infiltration. Soon the threads starts falling on the ground, lifeless, before turning into smoke. You back away from the scarecrow in a hurry. But the hollow voice still manage to reach you. "Playing hard - to get - are we? I got - a little friend - I can summon. He will want - to - PLAY - with you." The earth shakes in front of you. Soon the scarecrow is lifted off in the air as the ground underneath it forms a mound of dirt fouler than you can remember it being. A repulsive creature is forming, one comprised of earth, water, the surrounding plants and dead animals - you can even spot the field mices in there - topped by the scarecrow who seems to have become it's official head... somehow. It jiggles disgustingly for a moment, before toppling over you with a gurgling scream, perhaps trying to flatten you. You do NOT want to find out what kind of play it has in store for you, so you start running. Test your Skill. If the result is higher than your SKILL, turn to 83. If it is equal or lower, turn to 85. 70 (jonf) You instinctively duck out of the way of the missile which thuds harmlessly into the wall. The blacksmith is disadvantaged by the tumult pushing him forwards; he loses his footing and you take the opportunity to strike him on the head with the hilt of your sword. The next villager steps forwards to take his place. Two vicious scars across the man's face and the expert way he holds a curved dagger suggest this is no mere yokel or bumpkin. As you parry the first few thrusts of the dagger the crowd's shouting turns from frenzied anger into hysterical fear. There is a faint smell of burning and a whisp of dark grey smoke appears at the far end of the hall. The house has been set alight, probably by accident, and the mob are starting to panic. In the confusion your opponent hesitates. Test your Skill. If you are successful you deliver a surgically precise thrust between the fourth and fifth ribs; an instant kill. If you were not successful you must finish the fight the old-fashioned way: MURDEROUS VILLAGER SKILL 9, STAMINA 9 From the third attack round onwards you must deduct an extra 1 STAMINA point per round due to smoke inhalation. This is not all bad; your opponent must suffer the same penalty. Most of the mob have already fled in panic but the few who remain are rapidly losing their enthusiasm. In the coming days the survivors will argue about which was the more dangerous; the fire or you. Make a note of the codeword reputation. With the fire now raging downstairs and the mounting pile of the bodies on the floor the villagers change tactics - they drop their weapons and run. Add 2 LUCK points for taking on the crowd and winning. Now you just have to escape before the house burns down... You are on the first floor of the house so getting out through a nearby window is an option, indeed many of the villagers have already fled that way. The fire has now engulfed the staircase so that exit is blocked but the real problem is the thick blanket of black smoke pouring into the hallway. If you want to jump out of the window now then turn to 71. If you want to find another exit (or see if you can save your erstwhile hosts) you must advance to the doors at the other end of the hallway (turn to 73). 71 (jonf) You force the window open and glance down. Flames are already bursting through many of the ground floor windows. There is nobody outside so you clamber through the window and drop down to the ground. Roll 1 die. If the result was 5 or 6 you land heavily, twisting your right leg, and must reduce your SKILL by one point. You can restore this point after your next battle. Turn to 76. 72 (The Editor (Alex B)) With the night drawing on, you realise you need to find shelter and a place to rest. You find a spot in the cornfield that is relatively comfortable and bed down for the night. By the next morning you are rested and grateful that your sleep was undisturbed. Getting your gear together you begin walking out of the cornfield, noticing that it is obviously a part of a cultivated farm. As the ground begins to rise slightly this thought is confirmed by the farmstead. in the distance you can see when you look behind you. Leaving the corn field you trek through some more slightly boggy land. Turn to 63.
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Post by The Editor (Alex B) on Jun 19, 2013 3:22:14 GMT
73 (The Editor (Alex B)) You begin trying doors along the hallway in an attempt to find another exit, only to find the bodies of Hex and Dex lying where they were cut down by the mob. Eventually you run out of doors to try and start working your way back along the corridor, the flames of the fire larger and closer now (lose 2 STAMINA from the smoke). Returning to where you began you can try escaping via the window, turn to 71. 74 (jonf) The farmstead's barn and small stable have escaped the ravages of fire. You head back into the barn but there is no sign of Hex. You think back to your struggle against the giant spider, but when you check behind the stack of bales the creature's corpse is just as you left it. Amongst the junk and debris littering the barn you find a coil of thick rope, which you can take if you wish. Return to 76. 75 (The Editor (Alex B)) The path you follow is a well travelled one given the way any weeds have been trodden to death by numerous boots over time to fashion a dirt lane free of any growth. The plants and trees too tend not to hang to close to the path your are on. So it is in the late morning sun that you walk the path towards the hills. If you have not eaten since waking up, consume 1 set of Provisions. If you have eaten since waking up, you are still full and not in need of sustenance. The path is mostly in the shade, a canopy of trees and climbing plants creating a thin roof through which the sunlight is filtered. Birds sing joyfully in the trees and bees are out and about collecting their nectar. But you can't help but feel things won't be quite so lovely by the time you come to rest for the evening. A sense of foreboding has filled your heart, even as your feet carry you ever onwards into the hills known as Fellen Downs. Fellen Downs is a small ridge of hills stretching from Weirtown in the North to Fetchborough in the South, following the sweeping curve of the River Weir as it does so. The Downs are the only thing preventing the river from wandering further to the West and flooding places like Dormouth. Thanks to hills the lands to the West are able to be used as productive farmland, making the region a rich provider of foodstuffs to Weirtown, Fendyke, and Bandur Green. This is opposed to the land on the other side of the hills and river, which is prone to flooding and spends the majority of each year as a stinking marsh known as the Blackgarry Fens. As you walk on, the ground beginning to rise now and the trees thinning out to reveal more shrubs and brush, you spy a building on the horizon, nothing more than a dark brown shape atop one of the hills. With no other place to look for information at this point, you decide to stop at the building, whatever it is, to investigate further. After another hour of walking, you draw close enough to the building to be able to make out details. It is a three storey manor house made from a grey, but hard stone known locally as Fenblast and from rich, dark timber. It faces North-West, allowing it to catch the sun for much of the day, a fact taken advantage of as the lengthly North-West side of the building is almost alive with windows. The path turns to rough shingle as the manor draws closer, as with a deep breath you square your shoulders and march up the driveway towards the main entrance. Turn to 2 in "Part 2". 76 (jonf) The house is now completely ablaze. In a few hours there will be nothing but a scorched shell. If you want to check the barn to see if Hex has slept through the whole incident then turn to 74 immediately. Deciding that it would be best to leave before the mob returns you head in the opposite direction. After some time you notice a small copse away from the main path. You unpack some of your provisions and try to regain your strength. Add 4 STAMINA points for the meal. Just as you are beginning to relax, you sense a movement and leap forwards, sword drawn. A figure in a dark cloak stops, raises his hands calmy and then throws back his hood to reveal a rather nondescript fellow wearing worn leather armour. You call on him to step forwards slowly and he does so. You demand to know what he wants. The man bows quickly. "I am Bannon. We were supposed to meet at the tavern back in town, remember? But we never did meet. Probably better that way, seeing as all the village's gone crazy. I am to escort you to Silver Manor on Crimson Hill, and we must hurry." Will you trust this stranger? If you agree to follow him, turn to 45. On the other hand, if you'd rather be going your own way, turn to 46. 77 (The Editor (Alex B)) The path that Bannon had had you following grows ever fainter as you continue to walk in the direction of the hills as the early morning sun continues to rise. If you have not eaten since waking up, consume 1 set of Provisions. If you have eaten since waking up, you are still full and not in need of sustenance. Soon you are having to fight your way through thick undergrowth even as the path rises with the land and winds its way into the hills of the Fellen Downs. Eventually you break through a thick way of brush and shrubs to find yourself standing on the edge of a vast area of green lawn, the area broken up by a variety of planted trees in copses, arrangements of flowers in bed, and a selection of stone follies. Rising up above the lawn is a three story manor house made of wood and stone. You have emerged next to a mausoleum which, judging from the footprints about the entrance that lead back through the gap in the hedge you have just come through, has seen a lot of activity recently. You can either try entering the mausoleum (turn to 3 in "Part 2"), or cross the lawn to the driveway and try the main entrance (turn to 2 in "Part 2"). 78 (hynreck) Going forward with what you think is the best course of action available to you right now, you trudge along through the nasty bog presenting itself to you. The poor light coming from the descending moon makes it all the more hazardous, but you just can't stop and rest in this kind of environnement. You will need to get through. Plus, you want to put as much distance between you and that strange Bannon character... and let's not forget the crazy villagers! Soon though, the mud gets thicker and starts sucking on your boots, dreadfully slowing you down. A stench starts to permeate the air: decay. Both vegetal and animal. Eventually, your feet gets so stuck in the muck that you have to pull them out with your hands. That's when the thing rises out of the marsh to tower above you. Rising with an unnatural scream, it seems vaguely humanoid in shape... at the very least above the waist. What's under the muddy water you don't want to know. The rest of it... is hard to explain. Made out of mud and roots and putrefying animals, it's a sickening vision that would gag the best of them. Your not even sure where's the head, or what to make of the grotesque face leering at you. Hell, you're not even sure if all the animals are indeed dead! But you have no more time to observe, as it plunges towards you! Test your Skill. If the result is equal or lower to your SKILL, turn to 80. If the result is higher than your skill, turn to 81.
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Post by The Editor (Alex B) on Jun 19, 2013 3:26:12 GMT
79 (hynreck) Heeding the stranger's warning you veer toward what will be the rising sun's location in just a few short hours. But soon you find yourself trudging through some knee deep marshes and start wondering if that Bannon character is making a fool out of you, perhaps out of spite. As you finally get out of the muck, rising on some more solid ground, you realize you've been sucked upon by two giant leeches. Using your weapon, you hack them off of you, but they've already done some considerable damage (lose 4 STAMINA points). Cursing, you look back behind you, as if half expecting Bannon to be standing there laughing at you. Will you turn around to go your own way? Turn to 78. Or will you persist and keep going in your current direction? Turn to 57. 80 (hynreck) You barely manage to get unstuck in time to avoid the horrible thing, plunging off to one side. But you are still in a dire situation! With your full body now stuck in the muck, you do not believe you will live to see the sun rise again. That's when a voice is heard. "Back off you foul demon from the netherworld, leave this plane at once!" There's Bannon, holding some strange glowing stone above his head, cursing the demon, making it back away! It's seems to be working! You get back up on your feet, ready to assist this strange man who must not be so bad after all if he is saving your life, when Bannon's luck runs dry! Moving forward on the demon, the poor man's suddenly trips and drops the stone in the mud, where it is snuffed out. It doesn't take too long for the demon to take advantage of this: he plunges on his victim and comes back up, trying to swallow him up in some kind of root fanged mouth. You look for the stone, but it is gone! Screaming in outrage, you rush the demon and stab him in what you hope is it's cold black heart. The creature's scream but doesn't let go. Meanwhile, Bannon is doing something inside the demon's mouth that seems to slow it down, so, using this opportunity, and gathering your courage, you pull your sword out of the viscosity and prepare to fight the evil thing to the end! DARKMOOR DEMON (Wounded) SKILL 8, STAMINA 12 If you win, turn to 64. 81 (hynreck) You desperately try to get out of the way, but you are still firmly stuck in the muck and all you achieve is to worsen your situation by sprawling on your back. You watch in horror as the thing engulfs you. For a moment you can't breath, and then you are picked up off the ground ...only to find yourself chewed upon the face by what looks like an horribly putrid Elk! There's also the matter of a strong and fair-sized root sticking out of your chest... This pain is only the beginning, as after you've been split to pieces and chewed off by the different animals, your soul will keep on being tortured, trapped forever inside the Darkmoor Demon. 82 (The Editor (Alex B)) Offering the dying man a silent prayer, you get up and look around, trying to locate the charcoal chute through the fumes. The light is dim in here, not helped by the smoke filling the room, and the chute is pitch black, but you manage to find it alright. But to get out, you will have to climb some rather unstable coal and force open the small metal door, which could prove difficult. Steadying your will, you run at the pile and hope for the best. Test your Skill. If the result is equal or lower to your SKILL, turn to 89. If it is higher, turn to 90. 83 (hynreck) The creature quickly follows in your footsteps. You run as fast as you can toward a few boulders sticking out near the path you were on previously. You are hoping that it cannot "melt" through the hard stones. But just as you are nearing your goal, you loose your focus and sprawl face first on their surface, causing yourself a nosebleed. Then you are tackled from behind... lifted up... and you find yourself staring in the lifeless eyes of the scarecrow. You seem to hear a mocking voice - I've got you now - coming from deep within it's stuffed head, but it's hard to tell, as you can't stop yourself from screaming. The Darkmoor Demon's got you. And he's not letting you go. 84 (The Editor (Alex B)) Flying out the trapdoor you have kicked open, you flail you sword about in an attempt to get in some lucky shots at the mob and to get the majority of them to step back to give you time and space to make your escape. As you reach the door of the inn however, you are tackled by one of the mob and sent sprawling across the floor. Roll 1 die. Whatever number you roll is the number of items that fall from your backpack or person during your struggles on the floor and are lost to you (Do not use Provisions. Only if you don't have enough items to match the number rolled, then you may use some of your Provisions to make up the difference.). Just when you think you are getting the better of your assailant, someone strikes you across your head and renders you unconscious. Turn to 33.
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Post by The Editor (Alex B) on Jun 19, 2013 3:30:11 GMT
85 (hynreck) You run as hard as you can, followed closely by the atrocity with the scarecrow head. Your goal is to reach a crop of boulders sticking out near the path you were on previously. You are hoping that the thing can't melt through hard stones, unlike what it's doing right now with the earth. Soon, you jump, and get on top of the boulders. You scream victoriously when you see the abomination shatter against the hard rock, completely loosing it's shape. After a while, when all stays quiet with no weird creature in sight, you decide it is time to move on. You can't camp forever on those boulders, like a seaman stranded on an island. You have to take your chance and hope that this unknown demon has stopped playing with you... You take a few tentative steps on the ground, and as nothing happens, you push on toward the hills. Turn to 75. 86 (The Editor (Alex B)) You hunker down under the rapidly cooling body as the fumes from the floor above you continue to fill the room causing you problems with your breathing (lose 2 STAMINA points). Test your Luck. If you are Unlucky, turn to 87. If you are Lucky, turn to 88. 87 (The Editor (Alex B)) The mob has obviously decided to wait it out as they halt their attempts to break down the trapdoor and by the time you feel you should probably move to escape via the chute, you find that your limbs are heavy and you can not push the body on top of you out of the way. When the villagers finally decide to open the trapdoor they will find two bodies. 88 (The Editor (Alex B)) From your limited vantage point you make out the shape of someone in a mask entering the room and looking about. They prod the body you are under with a pitchfork of some kind and then utter an exclamation of annoyance as they retreat. You hear a loud voice telling the mob that you must have escaped via the chute. There follows the sound of what must be an exodus of people leaving the inn in search of you. You give it a few more minutes for them to leave, struggling to hold back a coughing fit because of the fumes (lose 2 STAMINA points and add the word gassed to your Adventure Sheet). Once you are sure they are gone you climb out from under the body and creep out the trapdoor and back into the inn proper. With the knowledge that it isn't safe to stay here any longer, you rush from the inn and onto a path leading away from the village. Turn to 26. 89 (The Editor (Alex B)) You latch onto the metal door, for a moment unsure of your footing, but manage to stay up there through your coughing fit, momentarily safe. Then, with one foot against the wall and another firmly planted in the coals (you hope), you pull as hard as possible and the metal door gives way inward, without letting you drop on the floor. Twisting and pushing, you manage to squeeze through the small opening, though not without some pain and some scratches worth the loss of 1 STAMINA point. Note also the word gassed on your Adventure Sheet. Out in the open, you don't waste time cleaning yourself up, as hearing voices shouting from the front of the establishment you can only guess that they are meant for you. You decide that it is a good time to leave town. Turn to 26. 90 (The Editor (Alex B)) You try to latch onto the metal door, sliding your fingers on one side, but you lose your footing on some coals and starts sliding, twisting your wrist in the process (lose 1 point of STAMINA). You fall on the earth floor amid a coughing fit. Note the word gassed on your Adventure Sheet, then roll 1 die. Whatever number you roll is the number of items that fall from your backpack or person thanks to your fall and are lost to you in the dark and the fumes (Do not use Provisions. Only if you don't have enough items to match the number rolled, then you may use some of your Provisions to make up the difference.). You look up from your prone position only to discover that amongst the toxic fumes that chokes you there is also a man standing, with mask on, wielding a nasty looking club. Soon the club descends upon your brow and you are knocked unconscious. Turn to 33.
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Post by The Editor (Alex B) on Jun 19, 2013 3:31:24 GMT
Part 2Stats update: Started with: Sword, 5 Provisions, Backpack, 20 GP Fights: 2 Thugs twice (8 8 & 7 10; 7 6 & 8 8), Innkeeper twice (7 13), Giant Spider twice (7 8), Mob Leader (8 7), Peasant Gang (9 12), Darkmoor Demon [Wounded] twice (8 12), Blacksmith (8 10), Murderous Villager (9 9) Test your Luck (x3), Test your Skill (x5) Codewords: marionette, reputation, gassed, abandoned Items obtained: Dagger (x2), Crossbow, Hammer, Potion (Mix 37), Cheese, Small Knife, Two-headed coin, Anti-poison, Sleeping Draught, Lucky charm, 4 crossbow bolts, special stone, Bannon's dagger, Bottle of swirling mixture, Book: On the Nature of Creeping Evil, Red Dragon lapel pin 2nd thread: link
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Post by The Editor (Alex B) on Jun 20, 2013 6:37:17 GMT
1 (The Editor (Alex B)) You approach the simply door of the servant's entrance and notice a bell beside it, presumably for use in summoning a servant to let you in. You try the door handle and find that the door is not secured. Will you ring the bell to send for a servant of the manor (turn to 7), or decide to let yourself into the manor (turn to 8)? 2 unwritten3 (venture19) Sealed with a large slab of carved grey stone, the mausoleum does not seem to invite intrusion. Still, the footprints nearby seem to hint that someone has been inside within the last few days. Pressing your shoulder to the stone, you give the door a heavy shove. Test Your Skill. If the result is higher than your SKILL, you cannot force the slab despite your best efforts and decide to instead head for the main entrance, turn to 2. If the result is equal to or lower than your SKILL, turn to 4. 4 (venture19) As the stone door slides open a thick cloud of choking dust rolls out from inside the dark chamber. Stepping inside you find a recently used oil lamp lying on the ground. As you take up the ornately fashioned lantern, a flame springs to life inside without any apparent source. Note that you now have an Enchanted Lamp. Not one to question the forces of magic, you survey the room by the light of the enchanted lamp. A mostly bare chamber, the walls of the mausoleum are coated in dust. At the very center of the room stands a large sarcophagus, it's lid turned sideways to reveal nothing but emptiness within. If you have the word marionette noted on your sheet, turn to 5. Otherwise, you quickly abandon the eerie tomb and head for the manor's front entrance, turn to 2. 5 (venture19) As you examine the mausoleum, the mark on your palm begins to burn anew. Gazing down at the sarcophagus, you realize that the same symbol burnt into your skin is carved the box's stone lid. As you bend over to examine the empty coffin, your brand flares up with an even more severe pain. If you'd like to press on investigating the tomb, turn to 6. If you'd rather abandon the search and head for the manor's main entrance, turn to 2. 6 (hynreck) Grunting, you push the lid off the sarcophagus until it falls with a loud noise, and not knowing why exactly you are doing it, you slowly step inside the box, standing up and still. After a moment, nausea starts gripping you and you close your eyes painfully, ready to topple. Roll 6 dice. If the result is superior to your STAMINA, turn to 16. If the result is equal or inferior to your STAMINA, turn to 17.
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