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Post by CharlesX on Apr 16, 2022 9:55:02 GMT
Explore around the giant tree? Why not?
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Post by linflas on Apr 17, 2022 14:31:06 GMT
916
You inspect the perimeter of the giant tree trunk and find the skeleton of some unlucky and incompetent adventurer behind. You notice that he is still wearing a Talisman with Runic Signs around his neck, which you can take if you wish. But in doing so, you may disturb one or more of the tree's regular inhabitants. Test your Luck. If you are Lucky, you will not get anything more serious than a few leaves in your hair and some green stains on your clothes. You wonder whether your coquetry should be offended or your practicality should be pleased with the good camouflage these stains and leaves might provide. In any case, turn back to 163 to make another choice. If you are Unlucky, roll a die. If you get: 1: You are bitten by a CARNIVOROUS SQUIRREL and lose 1 LUCK point. 2: You are stung by a GIANT WASP and lose 1 STAMINA point. 3: You are bitten by a SWAMP PUSTULAR RAT and lose 1 SKILL point. 4: Your weapon is captured by a THIEVING VINE hanging from this tree. Only by using a Wither Gem can you recover it. Otherwise, don't forget to apply the Combat without weapon penalties if you don't have a spare weapon. 5: You are bitten by a SWAMP MOSQUITO and lose 1 HEALTH point. 6: You have disturbed a colony of RED ANTS and suffer multiple bites. You lose 4 STAMINA points and 2 HEALTH points.
Rolled 7. Lucky.
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Post by CharlesX on Apr 17, 2022 15:38:58 GMT
Take the Talisman with Runic Signs, that's helpful against the weird unicorn and apparently helpful with the Gargantis (Team Goldeagle spolier, sorry), although it probably just tells us to run like the wind, or else makes us immune to its psychic attack but we still have to face a Skill 12 Stamina 24 beast which can't be worth it. Our Avatar wouldn't be strong enough even if we wanted to risk it. Go East.
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Post by Peter on Apr 18, 2022 8:25:36 GMT
Yes. East.
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Post by vastariner on Apr 18, 2022 8:44:44 GMT
Red antles? Ants or a new beast?
And I assume pustule, rather than pustle.
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Post by CharlesX on Apr 18, 2022 10:08:37 GMT
Red antles? Ants or a new beast? And I assume pustule, rather than pustle. Very good. I wonder whether withering gem might read better as wither gem, as well.
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Post by linflas on Apr 19, 2022 7:32:51 GMT
Post edited with corrections
748 You enter clearing 33. If you have been there before, turn to 413, if not, read on. You are struggling to cross a narrow gap between two large trees that are sinking their roots into the muddy, soggy ground. At the same time, you hear voices, and you reflexively flatten yourself behind a providential fern. You push aside two of its leaves to peer into the clearing, and the sight that comes into view is startling: a man and a woman are sitting on a tree trunk. Although their backs are turned to you, you hear them talking in a low voice. If you don't want to disturb them, you can walk back :
If you come from the south, turn to 15. If you come from the north, turn to 304. If you come from the west, turn to 163. If you come from the east, turn to 483. Otherwise, stand up and walk straight into the clearing, turn to 711.
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Post by CharlesX on Apr 19, 2022 9:17:59 GMT
Could be dangerous, could be beneficial, but we're adventurers and there isn't any sign of danger (fe our ring, which admittedly doesn't seem to work 100%, isn't hot). I say walk straight into the clearing, instead of going somewhere equally dangerous.
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Post by Peter on Apr 20, 2022 4:43:14 GMT
I'm interested in who these people are. Let's say hello.
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Post by linflas on Apr 20, 2022 7:45:41 GMT
711You walk slowly into the clearing. Before introducing yourself to its occupants, you study it with your eyes. It is bordered by a curtain of strong trees, of the same species as those you snuck in between. The ground is damp, but firm, and you could almost believe you were in a peaceful wood, such as the one your father used to take you to as a child. You smile as you think back to those sweet moments, but are brought back to reality when you realise that the man and woman are now standing a few feet away from you. The woman approaches you, and you can see her unattractive face: a prominent chin, a long nose and a squinting eye, topped by long, greasy hair. She is a little shorter than you, and clearly a few years older. Stopping in front of you, she says wearily, "Hi, baby girl." The man accompanying her, noble in bearing but also of respectable age, judging by his wrinkles and white legs, approaches you and exclaims: "Come on, Larka, cheer up! This young person can surely help us." Then, addressing you: "Good day, miss. Let me introduce myself: Andomir, Son of Agualpa of the House of Aldemor, errant knight. And my companion is the maiden Larka of Anghelm. We are currently engaged in a quest of the utmost importance. The plague, that scourge which ravages Fenmarge, will soon be vanquished, for we are bringing back with us antheric flowers, the panacea which all wizards are eagerly seeking!" And with these words, he shows large blue flowers before you. If you serve Goldeagle, turn to 606. If you serve Ophidiane, turn to 580. If your employer is Morgalux, turn to 561.
561 "A plague?" you ask. "What plague? Everything in Fenmarge is as normal as can be!" The man who introduced himself to you as Andomir son of Agualpa seems at first not to understand what you have just said. His benign expression slowly gives way to intense anger: "Larka, this jerk has played us for a fool! What are we going to do, poor souls, lost in the middle of this sinister quagmire and with no reason to get out? Oh, cruel fate, which has come upon poor Andomir! We should never have left the beautiful city of Anghelm!" There follows a litany of lamentations that are difficult to bear. Larka looks at him contemptuously and then says: "He is always like that. But he was right: maybe you can help us. We've been in this swamp for a week and our supplies are almost gone. Do you know where Fenmarge is? We will certainly not receive the heroic welcome Andomir expected, but a hot meal and a clean bed will be enough for me. will be enough for my happiness." "Oh, actually, you're not very far", you say. "Just head south for a few minutes and you'll reach the town." To your surprise, the woman laughs: "Come on, kid, don't you know that no compass works in this swamp? How do you expect me to know where the south is?" You blush, confused, then point in a direction with your arm. Larka takes it with a wave, Andomir following her. His rucksack, poorly fastened, lets a small object fall to the ground with a thud. If you are honest enough to tell Andomir that he has lost something, turn to to 929. But you can also let him go and take the object for yourself by going to 472.
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Post by CharlesX on Apr 20, 2022 8:06:57 GMT
It might be something valuable to us, but alternatively it might be something of sentimental value (to them) or even something cursed. Our ring is still cold and they seem good enough. So, I say tell them they dropped something.
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Post by linflas on Apr 20, 2022 8:18:29 GMT
929 "Hey, my lord, wait! You dropped something!" Andomir does not even stop and cries out, "Fate has willed it so, young lady! Let this be your reward for helping us!" He soon disappears between the trees. Amused, you pick up the object, which turns out to be a Stamina Gem, which you take with you. The clearing now contains nothing of interest, and you can leave it by heading north (turn to 304), west (turn to 163), east (turn to 483), or south (turn to 15).
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Post by CharlesX on Apr 20, 2022 11:32:54 GMT
If we're taking the most direct route to the Pulush, we go East and then South after that.
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Post by linflas on Apr 25, 2022 6:38:57 GMT
483 Here you are in a desolate clearing, covered with dead leaves, in the centre of which stands a gigantic dead oak tree... This is clearing 20. If you have been to this clearing before, turn to 471, otherwise read on. The tree in question bears macabre fruit: three hanged men swing eerily with the creaking of worn-out rope. As you cautiously approach, you realise that the three hangers-on are little more than bare skeletons, except that they each carry a musical instrument in as poor a condition as themselves. You can identify a kind of harp, a bagpipe and a violin... who knows what tragedy may have led these unfortunate musicians to this fatal fate? With this in mind, your gaze falls on a stump to the right of the tree on which rests... a pipe! You take a few steps to the stump to find out for sure. The abandoned instrument is indeed a pipe, you recognise it without needing to touch it. It is then that a sudden cracking sound behind you makes you shudder. You immediately turn around to contemplate a very strange sight: the three hanged men have come to life and their emaciated limbs, which have remained motionless for too long, are shaking with force, cracking, creaking and clanking from beyond the hanging. Their fingers are shaken by incoherent spasms which give their hands the shape of claws or amputated spiders. Suddenly, the empty skulls tilt back, the black mouths open wide while the hands of the skeletons clutch the ropes as high as possible and start pulling... The hanged men are pulling themselves up! Their shoulders are now at the height of the knot of their rope, the skulls creak down and start to bite into it! Their movements are extremely fast, so that before you can make a move, the ropes are gnawed and sliced, and then the skeletons drop with surprising agility... They are now facing you, and you stare into the empty sockets as if looking for a trace of their intentions towards you... But with their noose still around their necks, they simply hold their instruments... Their eternal smiles give you the creeps, especially when the one carrying the lyre leans a little towards you and points to the untouched pipe on its stump. You stammer a few words to express your confusion, but they remain hopelessly motionless... What will you do? Attack them, turn to 773? Take the pipe, turn to 265? Or run like hell? If you go north, turn to 813. If you go south, turn to 863. If you are going west, turn to 748.
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Post by Peter on Apr 25, 2022 8:49:03 GMT
I think that if we pick up the pipe, either we become one of them or we release them from their situation. Or maybe they help travellers who are musically-inclined.
I like the idea of having a jam session with the corpses.
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Post by CharlesX on Apr 25, 2022 17:19:18 GMT
Interesting our ring isn't mentioned as getting hot. Why not take the pipe? If we suddenly become corpses for not attacking at first sight, that seems rather unfair .
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Post by linflas on Apr 26, 2022 12:31:27 GMT
265 Nothing happens when you pick up the pipe. You question the skeletons with your eyes, but the one who is still leaning towards you simply gestures to you to bring the pipe to your lips. You do not know how to play, but you obey his silent injunction and simply blow into your instrument without trying to make a note. A clear sound brightens the clearing, and at once the skeletons shake their heads vigorously as if in approval. Then, in turn, each of them draws a note from their instrument which answers yours. Soon they begin to play a tune that is half happy, half sad, and it stirs up your memories without you being able to find a precise image. It is at this point that you realise that you have been accompanying the three undead musicians for several minutes now, and that your fingers are reacting on their own as if they have always known the tune despite yourself. Your little group starts to do a few dance steps that are unknown to you, but not to your legs, which are the most agile among the bony jumps and gambols of your companions. The lyre and violin players move aside a little, and suddenly start singing in a joyful and sepulchral voice:
"The rain washed us clean And the sun dried up and blackened us Magpies and crows have gouged out our eyes And plucked out our beards and eyebrows Never any time we sat: Then this, then that, as the wind varies, To its pleasure without ceasing carries us More beaked with birds than thimbles So don't be of our brotherhood But pray to the gods that we may all be absolved!"
A few more lively notes are heard, and finally the song ends. You find yourself, panting but happy, greeting the three dependants who do the same to you. The fiddler then beckons you to put the pipe back on the stump, which you do willingly. You realise that it is time to leave... Restore your LUCK to its initial score! After suffering the effects of this impossible encounter you decide to leave this clearing: If you go north, turn to 813. If you are going south, turn to 863. If you are going west, turn to 748.
Won 1 LUCK only... but feel free to make all these verses rhyme!
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Post by CharlesX on Apr 26, 2022 14:39:42 GMT
Go south, where we can befriend the Pulush.
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Post by linflas on Apr 27, 2022 6:59:47 GMT
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Post by CharlesX on Apr 27, 2022 11:27:35 GMT
Either the healing potion or the turn back time ability would be really useful, I don't remember whether talking to it or giving it a provision would do either one. Talk to it? Definitely don't just attack or leave.
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Post by linflas on Apr 27, 2022 12:41:24 GMT
talk = potion / feed = back time
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Post by CharlesX on Apr 27, 2022 13:43:38 GMT
Back time is way more useful, so my vote is that. You didn't choose to mention attacking, so I assume my first instincts were correct we'd gain nothing via that.
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Post by linflas on Apr 27, 2022 13:59:48 GMT
well, you can try
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Post by Peter on Apr 28, 2022 7:22:10 GMT
I agree.
With turning back time, not attacking.
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Post by linflas on May 2, 2022 6:35:02 GMT
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Post by CharlesX on May 2, 2022 7:19:29 GMT
We could go north where we've already been (maybe not west imo), or east to the evil and dangerous Master of Spiders. I personally suggest we be adventurous and go East, but I get it if other people don't think so.
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Post by linflas on May 4, 2022 9:18:45 GMT
Anyone else ?
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Post by Peter on May 5, 2022 10:01:56 GMT
Sorry, I've been busy.
Hang on. We're looking for 2 gems, 1 that generates life and 1 that generates death. We have just met some animated corpses - would they have something to do with the life gem?
Try east. But the dark cave to the far north might have something to do with death - maybe a gem. East for now.
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Post by linflas on May 5, 2022 12:13:19 GMT
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Post by CharlesX on May 5, 2022 12:32:27 GMT
Cast a fire spell?
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