Post by champskees on Oct 21, 2013 12:16:06 GMT
This is a great book, on par with Creature of Havoc & one of my top five. I would recommend a Skill of 10+ for this adventure.
- Volunteer to scout to the east.
- Slip it in your pocket to read later.
- Take Sige’s Pomander.
- You have Sige’s Pomander (-1 Time).
- Leap up before they advance further.
- Seek hospitality at the Temple of Fourga (-1 Time).
- Agree to empty your backpack.
- You don’t have the Fist.
- Stick to the roads.
- Examine the ox and cart.
- Stay with your hosts in the hut (+4 Stamina, -1 Time).
- Grab the rope.
- Take Reaver’s Bottle.
- Answer to the riddle: A riddle (+2 Luck, -1 Time).
- Search the buildings to your left.
- Examine the wizard’s paraphernalia.
- Continue rummaging on the desk.
- Take the Potion marked ‘Ghulsh’.
- Add note: Turn to Para 258 when you wish to use potion (Potion of Fortune +1 Initial Luck & Restore Luck to full).
- You have finished checking the potions.
- Examine the puppets & cupboard closely.
- Open it normally.
- Take Blow Pipe.
- Leave the house with Mema.
- Do not wash it off (-1 Time).
- Try to reach the village.
- Mema is with you.
- Ride to warn Kallamehr (-1 Time).
- You have Sige’s Pomander.
- Remove the Pomander (-1 Time).
- Climb out the window.
- Let go immediately.
- Try to disarm him.
- Test Skill.
o Success:
o Learn how to throw your sword.
o Learn Spitting Fly.
o Fail:
o You have Sige’s Pomander, but you choose not to wear it (+2 Stamina).
- Take Buckler (+1 Skill, -1 Gold Piece, -1 Time).
- Wave goodbye to your old teacher and set off (-1 Time).
- If you have the Spitting Fly skill:
o Draw your sword & threaten the guardsmen.
o You are not wearing Sige’s Pomander.
o Fight Sk 7 St 8 Guard & Sk 6 St 7 Guard together.
o Go and investigate the keep (-1 Time).
o Take Coil of Rope.
o Test Skill. If Fail: Use Spitting Fly & Take Crossbow.
o Choose any wall.
o Return to your quarters.
o Creep cautiously down the passage.
o Rush to open the trapdoor.
o Use the blow pipe.
o Fight Sk 6 St 8 Quagrant (If you lose an attack round, 2 Damage every subsequent round).
o Use Spitting Fly.
o Hide in the stables & see what happens.
o Take Sealed Locket (-1 Time).
o Hold up the Sealed Locket.
o Try to open the locket.
- If you do not have the Spitting Fly skill:
o Insist you are on a vital mission.
o Take their advice and go back to the town (-1 Time).
o Mount the platform & demand the nobles hear your case.
o Fight Sk 8 St 17 Luthaur. If you take a wound, you die.
o Accuse one of the nobles of treachery.
- Ask Sige the Silent to kiss Carolina (2 Damage).
- Fight Sk 7 St 5 Sige the Silent.
- Add note: Your hand is coloured.
- You have heard of Enthymesis & wish to search for him (-1 Time).
- Test Luck. Fail = 2 Damage (-1 Time).
- Examine the tree & the plants which cover it.
- Take Foxgloves.
- Take the left path.
- Add note: ‘3’.
- Do not take the risk.
- Take the left path.
- Add note: ‘2’.
- Fight Sk 10 St 12 Ogre.
- Fight Sk 5 St 4 Goblin.
- Carry straight on.
- Add note: ‘1’.
- Remain quietly where you are.
- You have three numbers written down. ‘3,2 &1’. Go to Para 321.
- Take the trail which slopes downwards & to the left (1 Damage).
- Take the right hand path (+1 Luck, -1 Time).
- Walk under the hut.
- Say ‘Aletheia’.
- You have Sige’s Pomander.
- Add note: Paa, Maet & Teth herbs.
- You did not shoot the Troll with a crossbow bolt.
- Suggest he strips the leaves off the tree.
- Take Jheera Leaves.
- Fight Sk 7 St 9 Troll.
- You have Jheera Leaves and wish to prepare them now (-1 Time).
- Light the Jheera torch.
- You have a Jheera torch prepared.
- You have lit the Jheera torch.
- Make for the cave entrance you passed.
- Fight Sk 7 St 7 Caveman. If fight takes 6+ rounds, you die.
- Show the Reaver’s bottle.
- If you have the Spitting Fly skill:
o Use Spitting Fly.
- If you do not have the Spitting Fly Skill:
o Attack him with your sword.
o Fight Sk 10 St 15 Slave Master.
- Investigate the tunnel.
- Dive through the flames.
- Wait for them to react.
- Run to the door.
- Check the Time Boxes on your adventure sheet. You have 13-15 crossed off.
- Take Small Silver Whistle.
- Wait to face the horror.
- Fight Sk 10 St 10 Maijem-Nosoth.
- You have Sige’s Pomander & know what to do with it.
- Add note: You have eaten the herbs.
- Make your way through the mist.
- Test Luck.
o If Success:
o Don’t use the crossbow (if you have it).
o If Fail:
o You have fewer than four (1 Damage).
- Head for the creaking.
- Test Skill. If fail:
o Fight Sk 6 St 5 Tentacles. If fight takes 5+ rounds, you die.
- Fight Sk 5 St 10 Anemorus.
- See if anything happens.
- Stay hidden.
- Creep around to surprise him as he leaves.
- Leap out and strike at him with your sword.
- Wrap yourself in the gatherer’s robe & approach.
- Drink some of the broth.
- You have not drunk or added either potion.
- You did not smash the goblet.
- You have eaten the herbs from Sige’s Pomander.
- Paa: 0+1+1=2. Maet: 3+1+1+2=7. Teth: 2+1+2+0=5. Go to Para 275.
- You have drunk Bythos’ broth.
- Leave the chamber through the door you came in by.
- Grab the chain before it floats away.
- Blow on him.
- Divide the liquid amongst the citizens of Kallamehr.
- You have the wound which changes colour.
- Your power grows ever greater. You unravel the mystery of travel between the planes, and embark on an adventure that spans the cosmos and concerns the gods themselves. So yeah, you’re kind of a big deal.
- Volunteer to scout to the east.
- Slip it in your pocket to read later.
- Take Sige’s Pomander.
- You have Sige’s Pomander (-1 Time).
- Leap up before they advance further.
- Seek hospitality at the Temple of Fourga (-1 Time).
- Agree to empty your backpack.
- You don’t have the Fist.
- Stick to the roads.
- Examine the ox and cart.
- Stay with your hosts in the hut (+4 Stamina, -1 Time).
- Grab the rope.
- Take Reaver’s Bottle.
- Answer to the riddle: A riddle (+2 Luck, -1 Time).
- Search the buildings to your left.
- Examine the wizard’s paraphernalia.
- Continue rummaging on the desk.
- Take the Potion marked ‘Ghulsh’.
- Add note: Turn to Para 258 when you wish to use potion (Potion of Fortune +1 Initial Luck & Restore Luck to full).
- You have finished checking the potions.
- Examine the puppets & cupboard closely.
- Open it normally.
- Take Blow Pipe.
- Leave the house with Mema.
- Do not wash it off (-1 Time).
- Try to reach the village.
- Mema is with you.
- Ride to warn Kallamehr (-1 Time).
- You have Sige’s Pomander.
- Remove the Pomander (-1 Time).
- Climb out the window.
- Let go immediately.
- Try to disarm him.
- Test Skill.
o Success:
o Learn how to throw your sword.
o Learn Spitting Fly.
o Fail:
o You have Sige’s Pomander, but you choose not to wear it (+2 Stamina).
- Take Buckler (+1 Skill, -1 Gold Piece, -1 Time).
- Wave goodbye to your old teacher and set off (-1 Time).
- If you have the Spitting Fly skill:
o Draw your sword & threaten the guardsmen.
o You are not wearing Sige’s Pomander.
o Fight Sk 7 St 8 Guard & Sk 6 St 7 Guard together.
o Go and investigate the keep (-1 Time).
o Take Coil of Rope.
o Test Skill. If Fail: Use Spitting Fly & Take Crossbow.
o Choose any wall.
o Return to your quarters.
o Creep cautiously down the passage.
o Rush to open the trapdoor.
o Use the blow pipe.
o Fight Sk 6 St 8 Quagrant (If you lose an attack round, 2 Damage every subsequent round).
o Use Spitting Fly.
o Hide in the stables & see what happens.
o Take Sealed Locket (-1 Time).
o Hold up the Sealed Locket.
o Try to open the locket.
- If you do not have the Spitting Fly skill:
o Insist you are on a vital mission.
o Take their advice and go back to the town (-1 Time).
o Mount the platform & demand the nobles hear your case.
o Fight Sk 8 St 17 Luthaur. If you take a wound, you die.
o Accuse one of the nobles of treachery.
- Ask Sige the Silent to kiss Carolina (2 Damage).
- Fight Sk 7 St 5 Sige the Silent.
- Add note: Your hand is coloured.
- You have heard of Enthymesis & wish to search for him (-1 Time).
- Test Luck. Fail = 2 Damage (-1 Time).
- Examine the tree & the plants which cover it.
- Take Foxgloves.
- Take the left path.
- Add note: ‘3’.
- Do not take the risk.
- Take the left path.
- Add note: ‘2’.
- Fight Sk 10 St 12 Ogre.
- Fight Sk 5 St 4 Goblin.
- Carry straight on.
- Add note: ‘1’.
- Remain quietly where you are.
- You have three numbers written down. ‘3,2 &1’. Go to Para 321.
- Take the trail which slopes downwards & to the left (1 Damage).
- Take the right hand path (+1 Luck, -1 Time).
- Walk under the hut.
- Say ‘Aletheia’.
- You have Sige’s Pomander.
- Add note: Paa, Maet & Teth herbs.
- You did not shoot the Troll with a crossbow bolt.
- Suggest he strips the leaves off the tree.
- Take Jheera Leaves.
- Fight Sk 7 St 9 Troll.
- You have Jheera Leaves and wish to prepare them now (-1 Time).
- Light the Jheera torch.
- You have a Jheera torch prepared.
- You have lit the Jheera torch.
- Make for the cave entrance you passed.
- Fight Sk 7 St 7 Caveman. If fight takes 6+ rounds, you die.
- Show the Reaver’s bottle.
- If you have the Spitting Fly skill:
o Use Spitting Fly.
- If you do not have the Spitting Fly Skill:
o Attack him with your sword.
o Fight Sk 10 St 15 Slave Master.
- Investigate the tunnel.
- Dive through the flames.
- Wait for them to react.
- Run to the door.
- Check the Time Boxes on your adventure sheet. You have 13-15 crossed off.
- Take Small Silver Whistle.
- Wait to face the horror.
- Fight Sk 10 St 10 Maijem-Nosoth.
- You have Sige’s Pomander & know what to do with it.
- Add note: You have eaten the herbs.
- Make your way through the mist.
- Test Luck.
o If Success:
o Don’t use the crossbow (if you have it).
o If Fail:
o You have fewer than four (1 Damage).
- Head for the creaking.
- Test Skill. If fail:
o Fight Sk 6 St 5 Tentacles. If fight takes 5+ rounds, you die.
- Fight Sk 5 St 10 Anemorus.
- See if anything happens.
- Stay hidden.
- Creep around to surprise him as he leaves.
- Leap out and strike at him with your sword.
- Wrap yourself in the gatherer’s robe & approach.
- Drink some of the broth.
- You have not drunk or added either potion.
- You did not smash the goblet.
- You have eaten the herbs from Sige’s Pomander.
- Paa: 0+1+1=2. Maet: 3+1+1+2=7. Teth: 2+1+2+0=5. Go to Para 275.
- You have drunk Bythos’ broth.
- Leave the chamber through the door you came in by.
- Grab the chain before it floats away.
- Blow on him.
- Divide the liquid amongst the citizens of Kallamehr.
- You have the wound which changes colour.
- Your power grows ever greater. You unravel the mystery of travel between the planes, and embark on an adventure that spans the cosmos and concerns the gods themselves. So yeah, you’re kind of a big deal.