Page 153: Before you are the tall grey-white walls and glimmering spires of Holmgard, the city's banners fluttering from the battlements in the fresh morning breeze. Stretching out towards the west, the River Eledil traces its course from the mountains of the Durncrag range to the Holmgulf. But below the mountain peaks you can see a vast black army marching relentlessly on towards the capital.
To your right you can see the highway heading off over the rolling plain towards Holmgard. At a gallop you could make the outer fieldworks of the city's defences in less than an hour, but you would be in the open for most of the time and vulnerable to attack by Kraan. Directly ahead of you, a wide river drifts sluggishly towards the Eledil. If you abandoned your horse, you could swim towards the outer defences under cover of the river banks. Or there is a final alternative. To your left lies the Graveyard of the Ancients. These tombs and crumbling monuments to a forgotten age would conceal your approach but it is a forbidden area. Many are the unnamed horrors that lie there in restless sleep, waiting to consume the unwary trespasser.
If you will try your luck by the highway, turn to 202.
If you feel that you stand a better chance of reaching the capital via the river then turn to 135.
Or if you are brave enough to risk the unknown perils of the Graveyard of the Ancients, turn to 329.
Page 329: As you descend the ridge towards the Graveyard of the Ancients, you are aware of a strange mist and cloud that swirls all around this grey and forbidding place, blocking the sun and keeping the Graveyard in perpetual gloom.
A creeping chill seems to penetrate your very bones. Your horse becomes startled and no matter how you urge him on, he refuses to go any nearer to this dreadful place. So you must leave your horse and press on by foot.
Page 284: Your passage through the Graveyard will not be easy, for the ground is broken and covered with a thorny graveweed. This wicked briar tears your cloak and cuts your legs. The air hangs heavy and still. Foul gases seep from open crypts and the haunting murmur of distant whispering fills your ears.
Carefully, you approach a gap between two ancient pillars, and part the graveweed with your cloaked hand. Suddenly, the ground collapses beneath you and you fall in a tumble of earth and stone.
Page 71: You are winded but not hurt. You have fallen fifteen feet or so through the roof of an underground tomb. The walls are sheer and you cannot climb them. An arched tunnel leads out of the tomb towards the east, in front of which lies the sarcophagus of some ancient noble.
If you wish to use the Kai Discipline of Sixth Sense, turn to 65.
If you wish to open the sarcophagus to see if it contains any treasure, turn to 242.
Page 104: The walls are dank and slimy. The stale air chokes you and cobwebs brush across your face. You can feel panic grip your stomach, as the tunnel gets darker and darker.
You reach a junction where the tunnel meets a corridor leading from north to south.
Page 100: The cold corridor suddenly makes an abrupt turning towards the east. You notice a greenish glow that lights the tunnel in the far distance. As you creep nearer you can see that the corridor opens out into a larger chamber.
The strange light seems to emanate from a large bowl resting upon the top of a granite throne. On a plinth in front of the throne stands a statue. It looks like a winged serpent curved in the shape of an 'S'.
If you wish to sit on the throne, turn to 161.
If you wish to examine the statue, turn to 133.
If you wish to search for an exit to this chamber, turn to 257.
Choices in yellow please guys to make scanning through replies faster. And you are all terrible people for going to the graveyard while bleeding to death.
Page 133: As you approach the statue, several cracks appear in its stone surface. It suddenly explodes before you as a real Winged Serpent breaks free of its stone mantle and attacks you.
Page 1: You must make haste for you sense it is not safe to linger by the smoking remains of the ruined monastery. The black-winged beasts could return at any moment. You must set out for the Sommlending capital of Holmgard and tell the King the terrible news of the massacre: that the whole élite of Kai warriors, save yourself, have been slaughtered. Without the Kai Lords to lead her armies, Sommerlund will be at the mercy of their ancient enemy, the Darklords.
Fighting back tears, you bid farewell to your dead kinsmen. Silently, you promise that their deaths will be avenged. You turn away from the ruins and carefully descend the steep track.
At the foot of the hill, the path splits into two directions, both leading into a large wood.
If you wish to use your Kai Discipline of Sixth Sense, turn to 141.
If you wish to take the right path into the wood, turn to 85.
If you wish to follow the left track, turn to 275.
I'm just kidding. When you manage to get us killed, the character will start either on the same page again or far back enough you can't get him instantly killed again, with 2/3 of his total hit points rounded up.
As a cost for this, he will suffer a -3 Combat Skill bonus until he consumes either a Healing Potion, (which will restore only the penalty) the book gives an opportunity to recover full health or when you reach the end of that particular book.
Page 266: As the beast writhes in its final death agony on the black stone floor, the portal in the east wall clicks open to reveal a corridor beyond. You quickly dash through the secret door just as it crashes shut.
Page 209: You see ahead a corridor sloping upwards, and as you reach the top of this slope, a stone portal slides across to reveal another passage ahead.
You step through the opening which then quickly closes with a crunch.
Page 23: The corridor soon widens into a large hall. At the far end, a stone staircase leads up to a huge door. Two black candles on either side of the stone steps dimly illuminate the chamber. You notice that no wax has melted, and as you get nearer you can feel that they give off no heat. Ancient engravings cover the stone surfaces of the walls.
Anxious to leave this evil tomb, you examine the door for a latch. An ornate pin appears to lock the door, but there is also a keyhole in the lockplate.
If you have a Golden Key and wish to use it, turn to 326.
If you have the Kai Discipline of Mind Over Matter, turn to 151.
Page 151: If you concentrate on the keyhole, you could move the mechanism of the lock and open it. You can then make the pin levitate and free it from the lockplate, avoiding falling prey to any traps that may be set off as the door unlocks.
If you wish to use your Kai Discipline of Mind Over Matter to open this lock and levitate the pin, turn to 87.
Page 87: Focusing your powers on the lock, you try to visualize the inner mechanism. Gradually its image appears in your mind's eye. It is old and corroded but it still functions. You are in danger of losing your concentration when a subtle click confirms that your effort has not been in vain.
The pin is an easier task. Slowly it rises out of the lock and falls to the floor. The granite door swings towards you on hidden hinges and the grey half-light of the Graveyard floods into the tomb. The exit is overgrown with graveweed and you suffer many small cuts to your face and hands as you fight your way through to the surface. You are startled by a sudden noise. You turn to see the disembodied head of a corpse laughing at you.
In blind panic, you race through the eerie necropolis towards the southern gate.
Page 61: At last you can reach the wooden fieldworks surrounding the outer city. As you race towards a sentry post, you can hear the excited shouts of the guards cheering you on. Thank the gods that they recognize you, for you must appear a ragged and suspicious figure. Your cloak is torn and hangs in tatters, your face is scratched and blood-smeared and the dust of the Graveyard covers you from head to toe.
Splashing through a shallow stream, you stagger towards the gate. The full horror of the Graveyard encounter begins to catch up with you. The last thing you recall before exhaustion robs you of consciousness, is falling into the outstretched arms of two soldiers who have run from the fieldworks to help you.
Page 268: You black out for only a few minutes before you are revived with a measure of strong spirit. Feeling weary but thankful to be alive, you lean on the shoulders of the King's men and you stagger towards the outer defences.
Page 288: As you reach the walls of the fieldworks, the large oak gates open and you are quickly hurried inside. A sergeant, bloodstained and battle-weary, calls to an officer who turns and recognizes your cloak.
'My Lord,' he says. 'Where are the other Kai Masters? We are in desperate need of their wisdom. The Darklords press us most cruelly and casualties are high.'
You inform the brave officer of the terrible fate of your kinsmen, and the urgency of your mission to seek the King's council. Without saying a word, he motions to a soldier to bring forward two horses. You both mount and gallop off towards the high city wall of Holmgard.
Page 129: You reach the main gates of the capital, and stare in awe at the height of the city's walls. Two hundred feet high, the walls of Holmgard have withstood the ravages of both time and the Darklords. You and the officer race through the tunnel of the inner gatehouse, one hundred yards in length, and finally halt outside the doorway of the main watchtower. Great crowds of soldiers and civilians are running to and fro.
If you wish to continue following the officer, turn to 3.
If you feel that you stand a better chance of making your way to the King's citadel on your own, turn to 144.
Posts
To your right you can see the highway heading off over the rolling plain towards Holmgard. At a gallop you could make the outer fieldworks of the city's defences in less than an hour, but you would be in the open for most of the time and vulnerable to attack by Kraan. Directly ahead of you, a wide river drifts sluggishly towards the Eledil. If you abandoned your horse, you could swim towards the outer defences under cover of the river banks. Or there is a final alternative. To your left lies the Graveyard of the Ancients. These tombs and crumbling monuments to a forgotten age would conceal your approach but it is a forbidden area. Many are the unnamed horrors that lie there in restless sleep, waiting to consume the unwary trespasser.
If you will try your luck by the highway, turn to 202.
If you feel that you stand a better chance of reaching the capital via the river then turn to 135.
Or if you are brave enough to risk the unknown perils of the Graveyard of the Ancients, turn to 329.
3DS Friend Code: 2165-6448-8348 www.Twitch.TV/cooljammer00
Battle.Net: JohnDarc#1203 Origin/UPlay: CoolJammer00
GRAVEYARD!!!!
The book is practically saying that if you don't go into the graveyard, you're a pussy.
They just want to give you hugs.
On a completely unrelated note, what's the plan if we should meet an unfortunate end?
Clearly you people have no regard for his survival.
3DS Friend Code: 2165-6448-8348 www.Twitch.TV/cooljammer00
Battle.Net: JohnDarc#1203 Origin/UPlay: CoolJammer00
The graveyard of course.
A creeping chill seems to penetrate your very bones. Your horse becomes startled and no matter how you urge him on, he refuses to go any nearer to this dreadful place. So you must leave your horse and press on by foot.
Turn to 284.
Carefully, you approach a gap between two ancient pillars, and part the graveweed with your cloaked hand. Suddenly, the ground collapses beneath you and you fall in a tumble of earth and stone.
Turn to 71.
If you wish to use the Kai Discipline of Sixth Sense, turn to 65.
If you wish to open the sarcophagus to see if it contains any treasure, turn to 242.
If you wish to leave via the tunnel, turn to 104.
Again, assuming we're using Sixth Sense.
Turn to 104.
You reach a junction where the tunnel meets a corridor leading from north to south.
If you wish to turn north, go to 26.
If you wish to go south, turn to 100.
Head south... to your doom...
At least hunting skill saved us alot of meals, so we'll have something to eat if we get trapped down here.
p.s. anyone remember the spoiler for
The strange light seems to emanate from a large bowl resting upon the top of a granite throne. On a plinth in front of the throne stands a statue. It looks like a winged serpent curved in the shape of an 'S'.
If you wish to sit on the throne, turn to 161.
If you wish to examine the statue, turn to 133.
If you wish to search for an exit to this chamber, turn to 257.
Choices in yellow please guys to make scanning through replies faster. And you are all terrible people for going to the graveyard while bleeding to death.
I'm getting a bad feeling about this room...
It'll be a nice position to be dead in...
3DS Friend Code: 2165-6448-8348 www.Twitch.TV/cooljammer00
Battle.Net: JohnDarc#1203 Origin/UPlay: CoolJammer00
Page 133: As you approach the statue, several cracks appear in its stone surface. It suddenly explodes before you as a real Winged Serpent breaks free of its stone mantle and attacks you.
You must fight the creature.
Winged Serpent: COMBAT SKILL 16 ENDURANCE 18
(This creature is immune to Mindblast.)
If you win the fight, turn to 266.
18 -16(Winged Serpent CS) = 2.
First round random number is a 2. Winged Serpent takes 5 points of damage, we take 4.
Second round random number is a 3. Winged Serpent takes 6, we take three.
Lone Wolf dies. You have failed your mission.
Fighting back tears, you bid farewell to your dead kinsmen. Silently, you promise that their deaths will be avenged. You turn away from the ruins and carefully descend the steep track.
At the foot of the hill, the path splits into two directions, both leading into a large wood.
If you wish to use your Kai Discipline of Sixth Sense, turn to 141.
If you wish to take the right path into the wood, turn to 85.
If you wish to follow the left track, turn to 275.
As a cost for this, he will suffer a -3 Combat Skill bonus until he consumes either a Healing Potion, (which will restore only the penalty) the book gives an opportunity to recover full health or when you reach the end of that particular book.
Endurance points are restored to 20, Combat Skills suffers a -3 penalty.
Winged Serpent: COMBAT SKILL 16 ENDURANCE 18
(This creature is immune to Mindblast.)
If you win the fight, turn to 266.
18 -3 (Died once) -16(Winged Serpent CS) = -1.
First round random number is a 5. Winged Serpent takes 6 points of damage, we take 3.
Second round's random number is 7. Winged Serpent takes 8 points of damage, we take 2.
Third round's random number is 9. Winged Serpent takes 10 points of damage, we take none.
The Winged Serpent dies.
Current Endurance Points: 15.
Turn to 209.
Wow that TotP worked out really well.
You step through the opening which then quickly closes with a crunch.
Turn to 23.
Anxious to leave this evil tomb, you examine the door for a latch. An ornate pin appears to lock the door, but there is also a keyhole in the lockplate.
If you have a Golden Key and wish to use it, turn to 326.
If you have the Kai Discipline of Mind Over Matter, turn to 151.
If you wish to remove the pin, turn to 337.
Going with Mind Over Matter.
If you wish to use your Kai Discipline of Mind Over Matter to open this lock and levitate the pin, turn to 87.
If you wish to remove the pin, turn to 337.
The pin is an easier task. Slowly it rises out of the lock and falls to the floor. The granite door swings towards you on hidden hinges and the grey half-light of the Graveyard floods into the tomb. The exit is overgrown with graveweed and you suffer many small cuts to your face and hands as you fight your way through to the surface. You are startled by a sudden noise. You turn to see the disembodied head of a corpse laughing at you.
In blind panic, you race through the eerie necropolis towards the southern gate.
Turn to 61.
Splashing through a shallow stream, you stagger towards the gate. The full horror of the Graveyard encounter begins to catch up with you. The last thing you recall before exhaustion robs you of consciousness, is falling into the outstretched arms of two soldiers who have run from the fieldworks to help you.
Turn to 268.
Turn to 288.
'My Lord,' he says. 'Where are the other Kai Masters? We are in desperate need of their wisdom. The Darklords press us most cruelly and casualties are high.'
You inform the brave officer of the terrible fate of your kinsmen, and the urgency of your mission to seek the King's council. Without saying a word, he motions to a soldier to bring forward two horses. You both mount and gallop off towards the high city wall of Holmgard.
Turn to 129.
If you wish to continue following the officer, turn to 3.
If you feel that you stand a better chance of making your way to the King's citadel on your own, turn to 144.