(SAGE) The power of Levitation is perhaps the most difficult of all your psionic disciplines.
It requires you to realise the unreality of mass and weight, which is no easy thing when one is surrounded by the physical world. You clear your mind, reaching towards the perfect understanding of Enlightenment.
If you desire your foe's death above all else, turn to 534. If you feel that victory and defeat are in fact equivalent, turn to 173.
(SAGE) You have passed into the proper transcendent state. Reality flows around you, but you are able to reach beyond it into Nirvana. You feel the sensation of gravity's tug fade away and, weightless, you drift into the air. In your serene state you are disinterestedly aware that your foe, having lunged just as you rose up into mid-air, has fallen from the bridge into the gorge. You feel this thought pulling you back to reality, and you slowly settle down onto the bridge once more. You glance down into the gorge, but your opponent's body has been swept away by the crashing river. With a sigh, you continue over the bridge.
Turn to 88.
And now for the Trickster...
(TRICKSTER) You have to decide which of the two bridges to use. They appear identical, but in order to reach the further of the two you must first pass through the waterfall issuing from the gargoyle's mouth.
If you cross via the nearer bridge, turn to 267. If you go through the waterfall to the other bridge, turn to 464.
(TRICKSTER) You saunter out onto the bridge. It is a long drop to either side, but this doesn't prevent you from dancing a precarious jig to excite the ghoulish Hags. They expect to see you fall, and you give a mock-terrified whirl of your arms that has them clustering eagerly at the edge of the gorge. But then you recover your balance and stroll effortlessly on, laughing when you see them spit with disappointment.
Suddenly, a rumbling voice lowers your high spirits. 'Come from death,' commands the gargoyle head. In answer to its summons, a shadowy figure materialises on the bridge ahead of you. It steps forwards, and the ruddy light of the volcanic jets shows you a man in a brocade gown. He has a jewelled patch over one eye, and the other is milky and sightless. It is Hurondus the Blind, a mad sorcerer whom you killed in a duel several years ago. You know that his lack of sight is deceptive - his other senses more than compensate for this disability.
'Hurondus,' booms the gargoyle head. 'Your dearest foe wishes to cross the bridge. Prevent this, and you shall be restored to life.'
'My dearest foe,' says Hurondus venomously. 'This is where we conclude our vendetta at last ...'
If you want to fight him, turn to 171. If you would prefer to rely on your wits, turn to 222.
Last Edit: Oct 31, 2015 22:12:36 GMT by champskees
(TRICKSTER) '"Dearest foe?"' you reply, feigning astonishment. 'This may be your understanding of our relationship, Hurondus, but it is not mine. Candidly, I slew you only by accident and have no recollection of our ever having met before that time ... Certainly, Wenneba the Prophetess was a far deadlier enemy of mine than you were. Also Guthar Redbeard, and Laktan of Crescentium. And then there was -'
Hurondus has heard enough. He gives a furious bellow and charges down the bridge towards you, thrusting his sword forwards like a lance.
You must time your next action perfectly. Roll two Dice, trying to score less than or equal to your Awareness. If you succeed, turn to 337. If you fail, turn to 449.
Haha, love that response. In fact the Trickster has all of the best lines, too good.
(TRICKSTER) You twist to one side at the last moment, deftly evading the point of Hurondus's sword. Even before he has time to realise what you are doing, you've put your hand on his shoulder and vaulted over his head. He gives a wail of despair as you race to the end of the bridge and, staggering blindly, he topples over into the gorge.
'So much for Hurondus,' you say to one of the goggling Hags.
Turn to 88.
You reach the other side of the bridge and step onto the terrace. The Hags glare at you but keep their distance. If any other players are still on the other side of the gorge, they must decide who will cross next and turn to the appropriate entry.
If no one remains on the other side, turn to 98. If you have been travelling with Imragarn and he is now alone on the other side, turn to 519.
Now that the show is over, the disgusting Hags lope back to their cauldrons. You move across the terrace, feeling their rheumy eyes on you. Their repulsive familiars rush about under your feet - rotting crows with eyes dangling from sockets, yellow-fanged rats, warty malformed toads with human faces, scuttling objects that suggest entrails on legs ... They clutch at your heels as you walk past, and you feel you would prefer to be back on the bridge fighting than endure this horror. The Hags themselves crouch on the temple steps, gabbling to one another and shrieking with insane laughter.
If you want to talk to the Hags, turn to 212. If you want to go up the steps into the temple, turn to 298. If you want to take the path around to the right of the temple, turn to 56. If you want to walk around it to the left, turn to 357.
Wow, you all made it over without a scratch! Side note - no enchanter spells memorised?
Hah, actually Ed I forgot about the Nemesis 2 Damage altogether, so if you see something incorrect, do not hesitate to point it out!
'Well now, weird sisters, what are you doing?' you ask, almost retching at the sight of their snaggle-toothed gums when they grin up at you.
'Just our cooking,' says one, clattering the stone lid of her pot aside. A bilious aroma wafts up, stinging your eyes. The Hags all cackle madly at this.
Another of them scuttles over to accost you. 'Want a little taste?' She proffers a ladle dripping with steaming gruel.
'Wait a minute, the flavour's not quite right,' screeches another, dropping a decomposing hand into her bubbling cauldron.
If there is an Enchanter in the party, he or she could try to Enthral one of them in order to find out what they know about the dangers ahead. If so, turn to 283. If not, you could agree to sample their potions (turn to 103) or you could enter the temple (turn to 298), walk around it to the left (turn to 357), or to the right (turn to 56).
(ENCHANTER) You call the Enthralment spell to mind. Several of the Hags watch you suspiciously. When you cast the spell, check to see if the Hag you're trying to enchant manages to resist - she has a Psychic Ability of seven. If you successfully Enthral her, turn to 374. If you fail, the Hag realises what you're up to and flings a pot of acid over you, causing the loss of one Endurance point. You can keep trying, losing one Endurance each time you fail, if you wish.
If you give up (or die, and other players are still alive), turn to 67.
I'm rollin for the hag. She rolled 3, then 7, then 11.
So yeah, you lost 2 Damage
(ENCHANTER) The Hag is enslaved by your magic. 'Speak,' she says. 'Demand. I'll answer.'
You feel her natural stubbornness fighting your spell. You have time for only one question. What will you ask?
'What other adventurers have passed this way?' (turn to 49). 'What lies within the temple?' (turn to 536). 'Which of these potions are beneficial?' (turn to 268). 'What is the worst danger that awaits?' (turn to 466).
(ENCHANTER) 'The green brew prepared by Gronga, is thought to be a restorative to human folk, although it is a poison to us Hags. The black concoction you will find in Buldea's pot is an extremely virulent poison - chimera's spittle - but it has a delayed effect and does not kill at once. Wynda's fizzing potion is an antidote to chimera spittle. Lift the lid of fat Jeela's cauldron and you will see the purulent green slime that has spelled the death of many a poor dupe. My own tasty tipple is called the elixir of chaos, for the simple reason that it has random effects on those who drink. Now, if you will excuse me, I think I feel your spell wearing off and I am now ready to mete out revenge.'
She grabs a ladle from a nearby pot and lobs an acrid venom into your face. You lose one Endurance as the acid burns you. Seeing you ready to retaliate with magic, the Hag scurries off behind the temple.
Turn to 67.
Pretty sure the Enchanters face is scarred permanently by now...
You can now investigate the temple (turn to 298), take the left-hand path around it (turn to 357), take the right-hand path (turn to 56), or try a potion (turn to 103).
If there is a Sage present who would like to examine the potions, turn to 9. If not, which potion will you try? A bubbling green soup (turn to 62), a tarry black substance (turn to 299), an effervescent liquid (turn to 358), a slimy green concoction (turn to 44) or a colourless brew (turn to 409)?
(In a multi-player party, don't forget that someone must specify that he or she is the one sampling the potion.) For each potion you try you must part with two gold pieces. If you cannot pay, turn to 481.
[The green potion is a healing draught. The black potion is chimera spittle, a delayed-action poison. The effervescent liquid is an antidote to chimera spittle. The slimy green potion is deadly. You cannot identify the colourless liquid.]
Now turn back to 103.
Remember, only the Sage can read the hidden text. The Sage is here in body but his mind has wandered to a far off land. As a result, I will act for the Sage in these situations (unless someone else would like to join in!).
After scrutinising the inputs and equipment used to produce each of the potions, the Sage turns to both the Trickster and the Enchanter and nods in approval. 'I concur with the Hag. The only potion I cannot identify is the one which possesses no distinct colour, but I suspect that she is indeed correct in her assessment.'
So, what do you wish to drink? Bear in mind that you need to be specific (para no.) as there are two green potions.
The following applies to whoever was drinking the liquid.
You feel a wave of energy coursing through your body. Increase your Endurance score to one point above its current maximum and, if you are wounded, restore your Endurance to this new maximum. (For example, if you are a second-rank Enchanter you now have Endurance of eleven.)
You are about to take a second draught, but the Hag squatting by the cauldron snatches the ladle from your hand. 'Only one draught per person,' she cackles. 'Otherwise it's poisonous, you see ...'
You cannot drink the same potion again. If there are any other players who would like to drink it and gain the same benefit, they can do so. Otherwise turn back to 103 and try a potion you have not yet sampled. If you don't want to try any more potions, turn to 481.
So, would anyone else like to drink this potion?
And Almighty Mudworm, definitely take over the Sage! The rules aren't too tricky, but as you are the Sage you need to read over the healing part. I let you make one attempt at healing per paragraph. In a combat the Sage can shoot arrows if you are not engaged with an enemy, otherwise you fight with your quarterstaff.
I believe the items you are carrying are as follows:
Ok, so you wimps all drink the apple cider, good job. Mudworm, you are correct in your Endurance now being 11, but as you are about to leave, the Hag taps the Enchanter on the back, her other hand outstretched.
'Pay up, ugly. Two gold pieces!'
The Enchanter turns out his robe pockets, but... no money. Cap in hand, he turns to his fellow comrades with a sad puppy look in his eyes.
Those bloody bankrupt Enchanters... so who's paying?
You can now enter the temple (turn to 298), walk around the temple along the left-hand path (turn to 357) or go around to the right (turn to 56).
'By the picking of my nose,' says one of the Hags in a stage-whisper as you walk past them, 'someone gallant that way goes ...' To your disgust, they all break into peals of high-pitched laughter.
You climb the soot-smeared steps and enter the colonnade. The geyser-light does not penetrate in here, and for a few moments you are in stygian darkness. You are startled by blundering into a marble altar and, sweeping your hands along it, you find first a sharp knife (which you make take if you wish) and then a large stone urn. There is something warm and sticky filling the urn almost to the brim. With a shock you recognise it as blood.
As your eyes adjust to the gloom, a pale luminescent face appears before you. It is the face of a woman - not unhandsome, except for the greenish cast to her skin and the hissing serpents that are her hair. You need no Sage to tell you that this is Echidna, the Ophidian Lady, Mistress of Inescapable Coils, Lamia of the Veneficial Kiss, Mother of Hydrae. She is without doubt one of the most deadly of all demonkind.
If you wish to speak to her, turn to 408. If you attack without hesitation, turn to 129.