to the hut and if it's not too late to pick a skill weaponskill
donkyhotay on
Do not be afraid to joust a giant just because some people insist on believing in windmills.
Free Moonbase Commander remake @ http://code.google.com/p/tether
Page 160: An escort of five rangers accompanies you along the twisting narrow track that leads to the hut. The rough stone walls are covered with a damp moss into which is set a curious oval door. There are no windows. You have dismounted and are approaching the door when suddenly a man's voice calls from inside the hut: 'Come in, Lone Wolf, I've been expecting you.'
If you wish to open the door and enter, turn to 84.
If you wish to draw your weapon and kick open the door, turn to 205.
If you wish to send your rangers into the hut, turn to 306.
The redshirts... err, I mean rangers are going to die before the end of the mission so meta-gaming I would send the rangers in first. However actually attempting to roleplay this I say open the door and enter
donkyhotay on
Do not be afraid to joust a giant just because some people insist on believing in windmills.
Free Moonbase Commander remake @ http://code.google.com/p/tether
The redshirts... err, I mean rangers are going to die before the end of the mission so meta-gaming I would send the rangers in first. However actually attempting to roleplay this I say open the door and enter
This was the exact thought I had when I read the choice.
Then I thought to myself shit now it is totally going to look like I read the second choice before I asked everyone how long they thought they'd live. Anyways, 3 votes for open the door.
Page 84: In the dim light of the interior you see an old man seated at a table. The flicker of a log fire is all that illuminates this foul-smelling hovel, yet it sheds enough light for you to see the clutter of charts and strange instruments that crowd the hut. The man slowly raises his gaze from a large crystal sphere and bids you sit opposite him.
'You know my name--how?' you ask warily.
'The stars foretold our meeting long ago, Lone Wolf,' he replies, slowly passing his withered old hands around the sphere. 'Be not alarmed by my knowledge for I wish only to aid you.' He produces a small scroll of parchment from within his robe, and he hands it to you. Upon the scroll is written the following verse:
When the full moon shines o'er the temple deep,
A sacrifice will stir from sleep
The legions of a long forgotten lord.
When a fair royal maid on the altar dies,
The dead of Maakengorge shall rise
To claim their long-awaited reward.
You ask the meaning of the strange verse, but the old man does not answer you. He seems to have fallen into a deep trance. You lean across the cluttered table to awaken him and are shocked to see your hand pass straight through his body. Gradually his image begins to fade. Within seconds he has disappeared completely.
You place the Scroll in your pocket. (Mark this as a Special Item on your Action Chart.) You quickly leave the hut, pausing only to wipe the cold sweat from your brow.
Turn to 273.
Crazy man's scroll added to the Special Items Chart.
Page 273: You have ridden less than five miles when you see a group of wagons on the highway ahead. They are painted in a gaudy mix of bright colours and drawn by teams of oxen. A huge tasselled banner flies above the leading wagon, which bears the following proclamation:
The Famous Asajir Players--Troubadours to the Imperial Courts of Magnamund
If you wish to stop to question these travelling minstrels, turn to 37.
If you wish to ignore them and let them pass, turn to 126.
Take in a show.
Might as well let the rangers have some entertainment before their inevitable horrible death.
In a more long term sense, have you figured out when/if we'll decide to use the Alether potion? Perhaps vote on it if the combat number end up negative?
Also, I think we could afford to leave the diamond and the blue stone triangle necklace at home. That diamond would make a good source of money for rebuilding the monastery, ya?
Page 37: You signal to the driver to stop. The wagons halt and a small, moon-faced man in a bright pink tunic throws open the rear door of the leading carriage. He shouts and curses the driver as he descends the ladder, pausing only to adjust the cummerbund that barely covers his huge stomach. Seeing your men, he lets out a strangled shriek and fumbles for a short sword hanging at his side. 'Bandits! Robbers!' he cries, and wrestles to free his sword from its ornate scabbard. A row of anxious faces appears at the wagon windows, but the expressions soon change to a smile when they recognize your Sommlending uniforms.
'Calm yourself, Yesu,' shouts an elderly woman. 'They are Sommlending rangers. They will not steal your gold.' Laughter ripples along the carriages as the little fat man suddenly unsheathes his sword with such force that he spins around and tumbles to the ground.
'You must forgive Yesu,' says the old woman. 'He means you no harm. "Raider's Road" has made him a nervous wreck.'
You question the old woman, asking her where they have come from and their destination. You learn that they are a troupe of players and have journeyed many miles from their native land of Cloeasia in the east. They last played for the people of Eshnar, but it was a disappointing show. It seems that the town was as quiet as the grave; those who did come to see them were a sad and sorry crowd. They are now bound for Holmgard, and hopefully a more appreciative audience.
'Light is fading,' remarks the old woman. 'Perhaps you and your men will camp with us tonight? We would deem it an honour, and would be happy to entertain you all with songs and dancing.' You notice a hopeful look in the eyes of your men as they await your decision.
If you wish to set up camp with the troubadours, turn to 182.
Page 182: The wagons are drawn into a circle and you set up camp inside. A ranger is posted to patrol the perimeter. The troubadours construct a small stage onto which strides Yesu. He calls for silence before announcing the title of their play, 'The Brave Warriors of Sommerlund', a choice that meets with the hearty approval of your men.
During the performance, you notice something very odd; not only is one of the actors using a real sword, but it is a type of sword only issued to officers of the Sommlending cavalry. After the play you approach the man to question him about the sword. He looks at you nervously and makes a dash for the darkness of the perimeter wagons.
If you wish to give chase and have either the Kai Discipline of Tracking or Hunting, turn to 332.
If you do not possess these skills but still wish to give chase, turn to 58.
If you decide to let him go, return to your men by turning to 165.
Page 222: In the plush candlelit interior of the caravan you find the actor, cowering beneath a blanket in the far corner. You flick the blanket aside and ask the petrified man to explain how he came to possess such a fine sword.
'I . . . I bought it in Eshnar,' he stammers, his eyes wide with fear, 'from the innkeeper of the "Pick and Shovel" tavern.' He grasps the sword by the blade and offers it to you. 'If it is your sword I have unwittingly bought, I am truly sorry. Here, please take it.'
You grip the brass hilt and examine it closely. There is no doubt: it is a Sommlending cavalry sword, but the inscription on the blade makes your heart miss a beat: 'Captain Remir D'Val--King's Guard Regiment'.
If you wish to keep this sword, mark it on your Action Chart as a Weapon.11
Turn to 165.
D'Val was a pretty rad dude so we'll hold onto his sword for him.
Page 319: The food is delicious. You eat your fill and then make preparations for a good night's sleep. At dawn, you and your company bid farewell to the travelling players and continue on your mission to Ruanon.
Page 25: After journeying through the rich wheat fields of southern Sommerlund, the view that lies before you now looks especially bleak and colourless. The landscape is flat and desolate, only relieved here and there by a ragged copse of stunted firs or mound of broken earth.2 During the afternoon, storm clouds gather above the peaks of the Durncrag Mountains to the west, and the roll of distant thunder warns of imminent rain. It is early evening when your scouts find the ruins of an old temple, less than a mile from the highway.
If you wish to set up camp for the night in the shelter of the ruins, turn to 290.
If you wish to avoid the temple and continue, turn to 141.
Now that we have entered the wildlands we can no longer use hunting to avoid eating meals.
Hmm... set up camp and let whatevers in the ruins kill the rangers, or continue on and let them get lost in the rain? I'm trying to avoid meta-gaming so... We're not in a rush and I want to stay dry. set up camp
donkyhotay on
Do not be afraid to joust a giant just because some people insist on believing in windmills.
Free Moonbase Commander remake @ http://code.google.com/p/tether
Page 290: The ruins are overgrown with weeds and roots, but you can make out the shape of the inner sanctum of the temple quite distinctly. The huge marble canopy is still intact and will serve as an excellent shelter from the storm. As you tie your horse to a withered shrub, you glance up to see two men hiding beneath the canopy, dressed in long black robes. You order them to come out and identify themselves, but they neither move nor answer your call.
If you wish to signal your men to attack the robed strangers, turn to 44.
If you wish to try to capture them alive, turn to 102.
If you decide to sheathe your weapon and approach them, your hand extended in a gesture of friendship, turn to 78.
Do not be afraid to joust a giant just because some people insist on believing in windmills.
Free Moonbase Commander remake @ http://code.google.com/p/tether
Posts
Free Moonbase Commander remake @ http://code.google.com/p/tether
Also, this LP rocks. Appreciation for it.
also chainmail, meals, potions, and Mind over Matter
AKA [PA]Ilovepandas
3DS Friend Code: 2165-6448-8348 www.Twitch.TV/cooljammer00
Battle.Net: JohnDarc#1203 Origin/UPlay: CoolJammer00
If you wish to open the door and enter, turn to 84.
If you wish to draw your weapon and kick open the door, turn to 205.
If you wish to send your rangers into the hut, turn to 306.
Free Moonbase Commander remake @ http://code.google.com/p/tether
AKA [PA]Ilovepandas
Get on the floor
This was the exact thought I had when I read the choice.
Then I thought to myself shit now it is totally going to look like I read the second choice before I asked everyone how long they thought they'd live. Anyways, 3 votes for open the door.
Page 84: In the dim light of the interior you see an old man seated at a table. The flicker of a log fire is all that illuminates this foul-smelling hovel, yet it sheds enough light for you to see the clutter of charts and strange instruments that crowd the hut. The man slowly raises his gaze from a large crystal sphere and bids you sit opposite him.
'You know my name--how?' you ask warily.
'The stars foretold our meeting long ago, Lone Wolf,' he replies, slowly passing his withered old hands around the sphere. 'Be not alarmed by my knowledge for I wish only to aid you.' He produces a small scroll of parchment from within his robe, and he hands it to you. Upon the scroll is written the following verse:
When the full moon shines o'er the temple deep,
A sacrifice will stir from sleep
The legions of a long forgotten lord.
When a fair royal maid on the altar dies,
The dead of Maakengorge shall rise
To claim their long-awaited reward.
You ask the meaning of the strange verse, but the old man does not answer you. He seems to have fallen into a deep trance. You lean across the cluttered table to awaken him and are shocked to see your hand pass straight through his body. Gradually his image begins to fade. Within seconds he has disappeared completely.
You place the Scroll in your pocket. (Mark this as a Special Item on your Action Chart.) You quickly leave the hut, pausing only to wipe the cold sweat from your brow.
Turn to 273.
Crazy man's scroll added to the Special Items Chart.
The Famous Asajir Players--Troubadours to the Imperial Courts of Magnamund
If you wish to stop to question these travelling minstrels, turn to 37.
If you wish to ignore them and let them pass, turn to 126.
Question them.
Question them
Might as well let the rangers have some entertainment before their inevitable horrible death.
In a more long term sense, have you figured out when/if we'll decide to use the Alether potion? Perhaps vote on it if the combat number end up negative?
Also, I think we could afford to leave the diamond and the blue stone triangle necklace at home. That diamond would make a good source of money for rebuilding the monastery, ya?
I remembered that one.
Let's interrogate the clowns.
'Calm yourself, Yesu,' shouts an elderly woman. 'They are Sommlending rangers. They will not steal your gold.' Laughter ripples along the carriages as the little fat man suddenly unsheathes his sword with such force that he spins around and tumbles to the ground.
'You must forgive Yesu,' says the old woman. 'He means you no harm. "Raider's Road" has made him a nervous wreck.'
You question the old woman, asking her where they have come from and their destination. You learn that they are a troupe of players and have journeyed many miles from their native land of Cloeasia in the east. They last played for the people of Eshnar, but it was a disappointing show. It seems that the town was as quiet as the grave; those who did come to see them were a sad and sorry crowd. They are now bound for Holmgard, and hopefully a more appreciative audience.
'Light is fading,' remarks the old woman. 'Perhaps you and your men will camp with us tonight? We would deem it an honour, and would be happy to entertain you all with songs and dancing.' You notice a hopeful look in the eyes of your men as they await your decision.
If you wish to set up camp with the troubadours, turn to 182.
If you decide to press on to Ruanon, turn to 247.
During the performance, you notice something very odd; not only is one of the actors using a real sword, but it is a type of sword only issued to officers of the Sommlending cavalry. After the play you approach the man to question him about the sword. He looks at you nervously and makes a dash for the darkness of the perimeter wagons.
If you wish to give chase and have either the Kai Discipline of Tracking or Hunting, turn to 332.
If you do not possess these skills but still wish to give chase, turn to 58.
If you decide to let him go, return to your men by turning to 165.
Hunting the dude down. The men will be fine!
edit: Oh wait, you didn't ask. Oh well.
My opinion still stands :P
'I . . . I bought it in Eshnar,' he stammers, his eyes wide with fear, 'from the innkeeper of the "Pick and Shovel" tavern.' He grasps the sword by the blade and offers it to you. 'If it is your sword I have unwittingly bought, I am truly sorry. Here, please take it.'
You grip the brass hilt and examine it closely. There is no doubt: it is a Sommlending cavalry sword, but the inscription on the blade makes your heart miss a beat: 'Captain Remir D'Val--King's Guard Regiment'.
If you wish to keep this sword, mark it on your Action Chart as a Weapon.11
Turn to 165.
D'Val was a pretty rad dude so we'll hold onto his sword for him.
If you wish to accept the meal, turn to 319.
If you decline the food, you must now eat a Meal from your Backpack or lose 3 ENDURANCE points. Turn to 13.
Decline the food.
Om Nom NOm
Pick a number from the Random Number Table.
If the number you have picked is 0-4, turn to 25.
If it is 5-9, turn to 171.
I rolled 4.
If you wish to set up camp for the night in the shelter of the ruins, turn to 290.
If you wish to avoid the temple and continue, turn to 141.
Now that we have entered the wildlands we can no longer use hunting to avoid eating meals.
Free Moonbase Commander remake @ http://code.google.com/p/tether
AKA [PA]Ilovepandas
Let's grab a nap in the ruins.
I can has cheezburger, yes?
If you wish to signal your men to attack the robed strangers, turn to 44.
If you wish to try to capture them alive, turn to 102.
If you decide to sheathe your weapon and approach them, your hand extended in a gesture of friendship, turn to 78.
Free Moonbase Commander remake @ http://code.google.com/p/tether