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Post by linflas on Jun 6, 2021 19:23:44 GMT
963 You enter clearing no. 53. If you have been there before, turn to 993. As you leave the path, a sudden downpour welcomes you into the clearing. You take a look around you: in the middle of the muddy, pebbled and mossy expanse of land stands a large tree, more imposing than most you have encountered in the swamp. It is almost completely leafless, except for a few scattered leaves. Its trunk is greenish, its branches spread out in all directions and its twisted shape evokes a tormented spirit, which is not incredible when you know where it has grown. As you scramble under the poor shelter of the tree's bare branches, you notice that a spear is deeply stuck in the bark. You don't know what has led its owner to do such a thing, but you are aware that it has at least cost him his hand. Indeed, an iron glove, held in place by rust, clutches the weapon, a piece of radius covered with with mould protruding from its tip. This damaged and twisted spear is useless, so you turn your attention to the top of the tree. There you see a backpack held by the strap to one of the branches closest to the top, that is, more than five metres above the ground. If you want to grab the bag, you'll have to climb. Thinking about the dizzy who leaves his things, weapon and hand anywhere, you make a choice. Are you going to climb the tree (turn to 986), forget the bag and take a break under the cover of the tree (turn to 135), or leave this place immediately, either north (turn to 299) or east (turn to 237)?
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Post by The Count on Jun 6, 2021 19:27:44 GMT
Climb the tree
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Post by vastariner on Jun 6, 2021 23:31:37 GMT
Well, it looks to me as if the tree was a human who somehow got transformed into a tree, and may have even committed suicide to avoid spending life as an overgrown vegetable. Might be their backpack stuck up there. Let's climb the thing and hope it does not assimilate us.
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Post by linflas on Jun 7, 2021 9:48:30 GMT
986 The trunk is already dripping with water, and the climbing is very difficult. You have to try several times to reach a branch strong enough to put your feet on. From this branch you reach another one, no easier, from which you can grab the bag. Inside is a pair of leather boots, which appear to be of magical design. You drop the bag to the ground, then start to climb down. Just then you notice a GIANT SCORPION a few feet from the tree, which seems to have noticed you. Its chitin armour is wet, making it look as smooth as a polished pebble. If you have the Scorpion Amulet, turn immediately to 259. You can try to jump from the tree to face the creature, but the landing may be painful (turn to 1016). If you prefer to walk slowly down the trunk, taking the risk that the Scorpion attacks you when you are not in a defensive position, turn to 178. Or, if you want to test its patience by staying at the top of the tree and hoping that the rain will convince it to leave, turn to 994.
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Post by The Count on Jun 7, 2021 16:50:18 GMT
I like the idea of staying at the top of the tree, but I think they can climb trees...
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kieran
Baron
Posts: 2,453
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Jun 7, 2021 20:47:55 GMT
Yeah, let's stay at the top and hope for the best
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Post by linflas on Jun 7, 2021 21:46:15 GMT
996You do not take your eyes off the Scorpion. At first it seems to hesitate, then suddenly it rushes towards the tree. Its paws wade through the mud, and when it reaches the base of the tree, it starts to climb. If you didn't know this before, now you will: scorpions can climb trees, even if they are as wide as the trunk is thick! The Scorpion's legs dig into the bark of the tree without much difficulty and its pincers are free to grab your feet, which can be a problem. Suddenly, the tree begins to shake and and crack violently. The Scorpion loses his balance and falls on his back. You are also thrown off balance and fall from your perch. Your hands absorb the fall, but it still costs you 1 STAMINA point. Against all odds, the giant animal promptly turns around on its on its feet. But you don't care, because your eyes focus on another feature. Turn to 40. Current stats = SKILL : 10 / STAMINA : 10 / LUCK : 9 40Before your astonished eyes, as well as the Scorpion's, the tree starts to move. Its roots pull up with difficulty from the ground. Three small cavities begin to open on the trunk, forming the mouth and two eyes of a face frozen in a frightened expression. Four branches of the tree bend at several points and reach into two cavities on either side of the face, pulling out small blades. You are dealing with a colossal Sword Tree, one of the most warlike varieties of Tree Men. With a series of crackling sounds, the Sword Tree stretches out, even as a flash of lightning in the distance draws its silhouette, which seems almost twice as large as the tree that was wisely rooted a few minutes before. You hear a dull roar, and you don't know whether it is the Sword Tree or thunder. You are about to react, but the Scorpion is ahead of you and rushes towards the Tree to attack it: apparently you are only a secondary opponent. It throws one of its pincers at the trunk of the tree, but the tree deflects the blow with one of its blades, then strikes back with one of its other three free 'arms'. The two monsters don't seem to be interested in you, which leaves you some leeway in the ensuing confrontation. Here's how it works: Each of the two monsters will fight the other first, but if you interfere, they will try to strike back, a two-clawed Scorpion and a four-armed Sword Tree! At each turn, you will have to decide which action you take: 1 - Stay away from the fight and safely perform one of the following actions: a - Run away, without fearing for your back (you will not lose any STAMINA points). In this case you leave the clearing by the north (turn to 299), by the east (turn to 237). b - Use an object on you, such as a potion or a Magic Gem. c - Use an item on one of the two monsters. If you use a Magic Gem, turn to 1029. d - Do nothing Even in these previous cases, you must play the fight between the two monsters. 2 - You can attack and in this case, you get 2 extra points to your Attack Strength to reflect the monsters' relative lack of interest in you. Choose your target, then the attack method between the 3 described below. Roll dice for the 3 Attack Strengths (don't forget your bonus). The winner inflicts 2 STAMINA to its/her target and 1 STAMINA to the other one (if you are wounded, you can Test your Luck to cancel damage if you're Lucky, but you double damage points if you're Unlucky). Attack methods : a - Concentrate your attack on one of the Scorpion's claws (you can attempt this attack as many times as you want), but you can only succeed twice, once per claw. In this case, you have a 4 points penalty to your Attack Strength (always take into account the 2 point bonus!). If you succeed in making the hit, then you will cause the Scorpion to lose 1 SKILL point, instead of the usual 2 STAMINA points. You cannot Test your Luck on this move. b - Same as 'a', but you target one of the 4 branches of the Sword Tree. Same 4 points penalty on your Attack Strength. c - Try a special attack against the Giant Scorpion by jumping on its back. You have a 3 point penalty to your Attack Strength (always take into account the 2 points bonus!), but if you succeed, turn to 1008. d - Try to grab the spear that is still stuck in the Sword Tree's trunk. You have a 3 point penalty to your Attack Strength (always take into account the 2 points bonus!), but if you succeed, turn to 126. e - Try to climb the Sword Tree (be careful, you can't do this if the Tree has caught fire, it would be suicidal). You have a 3 points penalty to your Attack Strength (always take the 2 point bonus into account!), but if you succeed, turn to 1001. GIANT SCORPION SKILL: 9 STAMINA: 12 GREAT SWORD TREE SKILL: 10 STAMINA: 11 If you were already fighting the Scorpion when the Sword Tree woke up, don't forget to take into account any losses you may have inflicted. If the Giant Scorpion dies, note the STAMINA of its opponent and turn to 967. If the Sword Tree dies first, note the STAMINA of its opponent and turn to 1020. Finally, if both creatures survive you, continue to fight until one of them dies. If it is the Scorpion, turn to 554. If it is the Sword Tree, turn to 356. I won't play that special fight, too many possibilities. But anyone can do it and report here, then we'll continue
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Post by vastariner on Jun 7, 2021 23:13:08 GMT
The tree wasn't bothered about us climbing up, so I suggest helping it by taking the spear out.
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Post by Peter on Jun 8, 2021 10:57:56 GMT
Translation suggestion: "sensibly" instead of "wisely"? One of the many nuances of the English language that may not exist in others.
Maybe have a go at getting the spear. We have the boots safely stashed away, right?
Should we use one of the healing herbs after this? Alternatively, how many stamina gems do we have?
I vote for the spear, but don't make too many attempts. It's probably beneficial, but let's not risk death for it.
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Post by linflas on Jun 8, 2021 12:19:24 GMT
Automatic translation has some disavantages and "sagement" has many meanings in french. For the current situation, "calmly" seems appropriate.
That fight being very special, I suggest people to play it themselves.
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Post by linflas on Jun 9, 2021 8:18:58 GMT
"Sword Tree" isn't correct has well : according to Titannica, it is called "Blade Tree". Post edited.
I followed your suggestion : we've got 2 Stamina Gems. I'll use one when I leave the clearing. So I rolled dice with 1 penalty Attack Strength point (i.e. -3+2) against the Tree to grab the spear. Managed to do it after 4 rolls, but also lost 3 STAMINA points. I can go to section 126, but with only ST7. Okay for this ?
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Post by vastariner on Jun 9, 2021 8:52:23 GMT
"Sword Tree" isn't correct has well : according to Titannica, it is called "Blade Tree". Post edited. I followed your suggestion : we've got 2 Stamina Gems. I'll use one when I leave the clearing. So I rolled dice with 1 penalty Attack Strength point (i.e. -3+2) against the Tree to grab the spear. Managed to do it after 4 rolls, but also lost 3 STAMINA points. I can go to section 126, but with only ST7. Okay for this ? OK.
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Post by The Count on Jun 9, 2021 8:55:13 GMT
The original monsters in Scorpion Swamp were called SWORD TREES so unless this is a different creature, Sword was right.
I say keep going, save the spell for later
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Post by linflas on Jun 9, 2021 9:22:59 GMT
Ah ! you are so right The Count ! Rollbacked my post.
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Post by linflas on Jun 9, 2021 11:32:23 GMT
126 You manage to grab the shaft of the spear and pull with all your might. You finally manage to dislodge it, and with the force of your pull, you fall backwards, which allows you to avoid a blow that the Sword Tree was about to strike you. You stand up, the proud owner of a rusty spear, with the hand of its previous owner embedded in it. Of course, it's not as good as your current weapon, but you still keep it within reach. Return to 40 to continue the fight.
lol.
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Post by The Count on Jun 9, 2021 13:32:57 GMT
Watch them fight each other for now
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Post by Peter on Jun 10, 2021 8:34:29 GMT
The tree seems to be benevolent towards us (or at least not hostile), but it was aggressive towards the scorpion.
Let's stand back and watch for now, but maybe step in if the tree is in danger of losing the battle.
Will you roll dice for this Linflas, or do you want one of us to do it? If we are just watching, it is a simple one-on-one battle, isn't it?
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Post by linflas on Jun 10, 2021 10:14:33 GMT
I won't paste tables with rolls/stats anymore.
Giant Scorpion wins and has 8 STAMINA points remaining !
As we only had 7 STAMINA, I use first Stamina Gem. So we have now 7 + 17/2 = 15.
I forgot to mention a special rule: there is an additional value that determines your HEALTH status.
Roll a die. Add 7 to the result and record the total in the HEALTH box on your Adventure Sheet. This score determines your health at the start of the adventure. In a place as filthy as the Swamp, it is possible to catch all sorts of diseases that will weaken you. If your HEALTH score gets : - Less than half your original score (rounded up) : you lose 1 SKILL point and 1 STAMINA point - Less than a quarter of your original score (rounded up) : you lose 2 SKILL points and 2 STAMINA points - Equals 1 : you lose 3 SKILL points and 3 STAMINA points - Equal 0 : you are just dead. These penalties cancel as soon as your HEALTH score recovers above the critical thresholds.
Current stats = SKILL: 10 / STAMINA: 15 / LUCK: 9 / HEALTH: 13 (yeah, rolled 6 !)
1020 In the fall after the fatal blow, the Sword Tree desperately throws one of its sword-holding branches skywards, as if to catch itself on something, which has the effect of attracting a bolt of lightning. The explosion caused by the incoming lightning rips off almost all the branches. All that remains of the Sword Tree is a long, crackling log. The Scorpion is still there, however, and it wants to fight once and for all. Each round you will have to roll a die to see how the Scorpion attacks you. If you roll an even number, it attacks you with its claws. In this case the attack proceeds normally. If you roll an odd number, it attacks you with its sting. If the Scorpion has a higher Attack Strength than you, you lose 3 stamina points instead of the usual 2, 2 instead of 1 if you are Lucky, 4 instead of 3 if you are Unlucky. In addition, the Scorpion inflicts) a dose of poison: you subtract 1 point from your HEALTH total, unless you try your Luck to reduce your wounds and you are Lucky). Of course, if the Scorpion no longer has a stinger, ignore this rule: it will attack you normally with its claws. If it has already suffered injuries, don't forget to take them into account.
GIANT SCORPION SKILL:9 STAMINA: 8
If you win turn to 967, but if the Scorpion wins, turn to 356. You can't run away, the Scorpion is far too fast and determined.
It's a win but we lost 2 STAMINA because the Scorpion won one round when attacking with its sting. I Tested my Luck to reduce wounds and got Lucky.
Current stats = SKILL: 10 / STAMINA: 13 / LUCK: 8 / HEALTH: 13
967 The final blow you deal to the Giant Scorpion causes it to curl up on itself. Black blood flows from its wounds, which the driving rain immediately washes away. If the Sword Tree is still alive, turn to 1012, otherwise turn to 989.
989 You have defeated your two opponents! The rain starts to ease off, but you don't pay much attention to it, as you are busy catching your breath. You notice that the backpack hanging from the top of the tree (whether you untied it or not) has come out of the fight intact. You pick it up and open it to find a beautiful pair of leather boots. You try them on happily: they're called Dodge Boots, and they'll help you to avoid being hit more quickly. So, in future fights, you can try your luck to reduce the impact of a wound without losing any LUCK points. Beware, if you fail your attempt, you will still lose extra points: these boots make it easier to move quickly, but they don't prevent you from doing anything! However, this is an excellent find and you gain 3 LUCK points. The storm is almost over and you are about to leave the clearing. Will you go north (turn to 299), or east (turn to 237)?
North, of course. LUCK back to 9.
299 If you have already visited clearing 29, turn to 426. Otherwise, read on. ===
It had been two days since Aryoth had entered the Scorpion Swamp, a place with a sordid reputation. He had fought valiantly against all the creatures that stood in his way: Orcs, Goblins, Swamp Trolls... Two of his wolves had even died in these terrible confrontations. He had finally discovered this imposing abandoned building, but unfortunately it was not the one he was looking for. He inspected it anyway, and as he suspected, it belonged to one of the Masters of the Swamp: the Master of Worms. A quick search revealed some interesting finds, in particular a huge book that reported on Necromancy experiments, during which he sought to invoke certain spirits of the Underworld. A bad Master, indeed. Aryoth rested here for a few hours before setting out again to fulfil his destiny. He could count on his precious allies, the Wolves, to protect him. They had become his only family since a cowardly villain had murdered his father. Aryoth still remembered the day he had heard his father, hidden under his sheets, order a stranger to leave... Then the fight that followed... His cries of pain... The howling of the wolves... He was five years old. Ging, who had been watching over him, had been standing in front of the door, ready to fight the murderer. But your father had taken care to lock it with a spell so that it could not be opened from the outside. After a few hours, he and Ging ventured out, and were joined by other wolves. His mother having died when he was born, there was no need to think about help from that side: he had to learn to live like a beast... A wolf among others. All of them left the Swamp, towards northern Khul and other more welcoming forests. Until Aryoth had this revelation. One night he dreamt of his father, who asked him to succeed him as Master of Wolves. A sign from the gods, surely. For a long time, a nagging resentment had clouded his eyes, but he had learned to control his instincts and turn to the obvious: only Libra knows where the wretched assassin is now. No, his only goal now is to get his hands on the amulet his father once held. It may still be in the clearing where he spent his first five years, here in the Swamp. He has no memory of his father's corpse, which he had not looked at for fear of confirming the unbearable truth. So it's impossible to know whether he was wearing it or not. In any case, wherever it was, he had vowed to find it, at the risk of his life and that of his Wolves. Aryoth is then pulled out of his dreams by good old Ging, who starts licking his cheek as usual. It's time to leave. The young man gets up, dusts off his belongings, and peeks in one of the windows of the Master's house to see if there is an enemy outside. Rather than a foul creature, he sees a lovely young woman, who has just entered the clearing. She is pretty, but looks exhausted and a bit lost. The poor girl has probably had to face a thousand dangers to get here. Perhaps she has found what he is looking for? Aryoth calls his wolves with a whistle, and they all head for the front door of the Master's house. ===
Turn to 939.
939 You have been walking along this muddy path to the west for some time now. The vegetation here is very thick and spills over onto the track you are following. The air is still nauseating, but you are used to it by now. Eventually you come to a small clearing at the bottom of which is an imposing stone building. It seems to have been abandoned for some time, as vines have invaded the façade. Your ring remains cold, so you think that no hostile creatures are there. The ground here is very loose. Hundreds of earthworms are swarming around it, which fills you with an intense feeling of disgust such as no sight in this rather unappetising swamp had caused you before. You leave the worms behind to study the building: it is built of grey stone, and must belong to a merchant or a Master... You walk towards it, taking care to avoid the worms. Your legs sink into the mud up to your knees, which makes you particularly anxious: you are at the mercy of some underground creature. You arrive at the building without any trouble, however, when, to your surprise, the door slowly opens. An old wolf with grey fur comes out, accompanied by a young man who must not be far from your age, perhaps a little older. He has very long blond hair and his face, which expresses a sort of weariness, looks at you kindly. Your eyes linger on the beautiful golden highlights of his hair, which fall over his broad shoulders. He wears a tattered leather tunic with holes in many places and a sturdy sword hangs from his belt. An adventurer, no doubt. A dozen wolves follow him, and stand calmly beside him. They seem to obey him, although these animals are not known to be very docile. The situation is clearly not to your advantage, but your ring remains cold, which is highly comforting. The young man smiles at you and says: "I am Aryoth, son of the Master of Wolves. Do not fear me. I mean you no harm. I am looking for my father's house. Have you seen it on your journey? It is a wooden log hut. " If you have seen this house and wish to say so, turn to 499. If you have not seen it but wish to lie, turn to 948. If you have seen it but wish to lie, turn to 130. If you prefer to say that you did not see her, turn to 701. If you want to attack this man immediately, turn to 353.
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Post by The Count on Jun 10, 2021 13:01:39 GMT
I think we should tell him
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Post by linflas on Jun 10, 2021 13:53:36 GMT
499 Your memories come flooding back, and you remember that log house you came across some time ago: "I saw it. It's south-east of this clearing, over here", you say, pointing in the direction. Aryoth gives you a big smile, then says, "Thank you very much Miss. This information will be of great help to me. This is the clearing of an ancient Master, the Master of the Worms from what I understand from visiting the interior. You can go there, there is no danger. But I doubt you can find any help there." Aryoth then whistles, and the pack of wolves starts to move following the young man. They head in the direction you have indicated, and quickly leave the clearing. Aryoth gives you a final bow, which you turn to him with your hand. He was quite nice, this young man... Then a slight chill runs down your spine: what if it was your father who killed this man's father? You decide to put this idea out of your mind: you have always considered him a hero, and it is to make him proud of you that you have undertaken this adventure. Your eyes finally fall back on the building in front of you. Aryoth told you that there was nothing interesting there. But who knows? Perhaps something will be of great help to you in your quest... If you visit the Master of Worms' house, turn to 834. If not, you can follow the path to east (turn to 475) or south (turn to 963).
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Post by The Count on Jun 10, 2021 16:33:41 GMT
Visit the house, there might be a useless item that we need later in it
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Post by vastariner on Jun 10, 2021 17:51:50 GMT
Darwin's last book was about worms, we can go in as homage.
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Post by Peter on Jun 11, 2021 9:07:43 GMT
Yes. We won't find an amulet in here, but there might be something. Just watch out for worms...
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Post by linflas on Jun 14, 2021 9:20:22 GMT
834 You enter the Master of Worms' building, and the first impression is not very appealing: the interior is very dirty. Remains of food eaten by Aryoth and his wolves litter the floor of the first room, which is a sort of living room, if you consider the table and chairs there. He must have spent a few hours, or even days, there. There is also a bookcase with some books with inscriptions in a language unknown to you. You open a door to a room with a bed. But you quickly jump back to find that the room is overrun with long white worms, and other glowing insects. These are the pets of someone who must have deserted the place some time ago, as most are motionless and lifeless. This swarming show makes you gag and is enough to make you leave. But as soon as you step outside the door, your ring suddenly starts to heat up... What enemy will you have to face again? Your doubts quickly fade when you see two SWAMP ORCS coming out of the bushes on either side of you. An ambush! They have an impressive build, and look very grim (covered in pustules, like any self-respecting Orc). Drawing short swords, they exchange a knowing look before attacking you. You step back into the doorway to gain an advantage. Defeat them one by one:
First SWAMP ORC SKILL: 7 STAMINA: 8 Second SWAMP ORC SKILL: 8 STAMINA: 6
If you win, you inspect the corpses of the two humanoids with the tip of your sword, and you discover that the sword of the second Orc is very light... No doubt a magic sword gleaned from the corpse of an adventurer who was less lucky than you. This sword will allow you to add 1 extra point to your Attack Strength, unless your Skill is already 12. You can now leave the clearing by the east (turn to 475) or south (turn to 963).
Current stats = SKILL: 10 / STAMINA: 15 / LUCK: 9 / HEALTH: 13
Won fight, but lost 6 STAMINA with the second Orc...
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Post by The Count on Jun 14, 2021 11:36:22 GMT
I think East
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Post by Peter on Jun 16, 2021 8:48:47 GMT
Haven't we just come from the south? East for me.
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Post by linflas on Jun 16, 2021 11:48:44 GMT
Current stats = SKILL: 10 / STAMINA: 9 / LUCK: 9 / HEALTH: 13 / +1 Attack Strength
You walk along the path for a few minutes and soon reach a new clearing. This is clearing 39. If you have been here before, turn to 709. If not, read on. This clearing is medium-sized and very similar to the one you walked through before: muddy ground, a few reeds and pools here and there. However, to your surprise, the place is not empty: indeed, a few metres away from you, you can vaguely make out a human figure. The man (or woman) is staggering in the middle of the clearing and does not seem to have seen you yet. You are unsure of what to do: how do you know if this being is friendly or not? If you serve Goldeagle, turn to 513. If you serve Ophidiane, turn to 601. Finally, if your employer is Morgalux, turn to 641.
513The man steps forward and you are amazed to see that he is one of Goldeagle's patrolmen. But he seems to have lived in better times: his green cloak is all torn and his face is covered in mud and blood. You're dying to question him about why he's missing and you sheathe your sword. As you step forward to support him, his legs suddenly give way and he collapses into a puddle of mud. You bend down to help him when he whispers: "W.. watch... out.. Be... hind... you..." You turn around sharply but you see nothing special. As you wonder what the Patrolman meant, something suddenly stabs you in the back. You let out a howl of pain and feel blood start to drip down your tunic. You lose 3 STAMINA points. You turn around, drawing your weapon, your ring now burning your finger. And you stand unmoved by the horror before you: the dying Patrolman has disappeared completely. Instead, there stands a reptilian creature, about your size, no longer human. Its green eyes stare fiercely at you and it opens its mouth wide, revealing dangerously sharp teeth. The SHAPECHANGER, for it is one, is advancing towards you. You can no longer escape this fight.
SHAPECHANGER SKILL: 8 STAMINA: 12
If you are victorious in this perilous battle, turn to 152.
Current stats = SKILL: 10 / STAMINA: 6 / LUCK: 9 / HEALTH: 13 / +1 Attack Strength
Won, thanks to the special sword.
152 When you strike the fatal blow, the Shapechanger lets out a high-pitched groan and its body disintegrates, returning to the darkness from which it came. In a few seconds, nothing remains of the creature, except for a few ashes that are quickly scattered by the wind. You take a few minutes to breathe, to recover from this perilous encounter, then you decide to leave. How can you be sure that other Shapechangers will not come along? Turn to 727.
727 No less than four paths lead to the clearing. Choose the direction you want to go: If south, turn to 237. If north, turn to 175. If west, turn to 299. If you prefer to go east, turn to 163.
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Post by Peter on Jun 17, 2021 8:45:09 GMT
Stamina is low! Panic! I suggest we use a gem now.
West or east for me. I am one of the ones who feels that charging northwards results in missing important items or encounters.
Perhaps west.
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kieran
Baron
Posts: 2,453
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Jun 17, 2021 10:50:13 GMT
Wouldn't west be back the way we came? I would say North to explore more of the western side of the swamp before venturing further east but happy to go east if people prefer.
And I second using a Stamina gem
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Post by vastariner on Jun 17, 2021 13:12:03 GMT
Stamina gem, yes. And for ease of working out direction, I vote we carry on the way we were going before. Go west as far as we can before turning north.
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