Yeah, we have to step over him anyway to get into the passage. If he's gonna try to gnaw on our ankle we might as well pick a fight in the first place. Investigate the body.
Page 146: The first thing that you notice is the warrior's lack of wounds: no sword cuts or arrow shafts pierce his armour. If it were not for the unmistakable smell of death, you could be forgiven for thinking that he was asleep. You turn the body over to take a look at his face and recoil in shock at the sight before you. The eyes are missing, leaving two ghastly black holes; the tongue hangs out, dark and swollen, and from the corners of the twisted mouth oozes a thick, greenish fluid. Filled with revulsion, you leave the body and step into the secret passage.
Turn to 11.
Page 11: Descending the narrow staircase, you arrive at a tunnel-like corridor, sandwiched between two walls of mouldering masonry. Foul, oily water gurgles along a channel in the slippery floor towards a distant archway, which is blocked by a black iron portcullis. Bolted to the criss-crossed bars is a plaque which bears a curious design.
On the wall to your left is a large, rusty dial with a brass pointer. Set around it, like the numerals of a clock, are the numbers 1 to 40, and below the dial is a lever. Your basic Kai instincts tell you that by selecting the correct number, or numbers, and pulling the lever, you will open the portcullis.
If you have the Magnakai Discipline of Divination, turn to 167.
If you have the Magnakai Discipline of Pathsmanship, turn to 306.
Page 167: You sense that a trap guards this portal; should you choose the wrong number, or numbers, before pulling the lever, the consequences could be fatal.
Page 329: You ponder the problem for several minutes, using your natural Kai instincts to the full as you try to discover which of the numbers on the dial will open the portcullis. The image of four numbers--three, nine, thirteen, and thirty-three--fill your mind, but try as you might, you cannot determine which of them is correct.
If you wish to turn the pointer to number three before pulling the lever, turn to 3.
If you wish to turn the pointer to number nine, turn to 9.
If you wish to turn the pointer to number thirteen, turn to 13.
If you wish to turn the pointer to number thirty-three, turn to 33.
I'm not good at this sort of thing. I'm assuming the triangle diagram has the answer. There are 9 individual triangle pieces in the design, but you can find 13 triangles if you also count 3-piece patterns and the design as a whole. Or, I think so, at least.
I'll leave this one to the more visually-inclined members of the Wolf Pack.
MEMBER OF THE PARANOIA GM GUILD
XBL Michael Spencer || Wii 6007 6812 1605 7315 || PSN MichaelSpencerJr || Steam Michael_Spencer || Ham NOØK QRZ || My last known GPS coordinates: FindU or APRS.fi (Car antenna feed line busted -- no ham radio for me X__X )
Ultimanecat is correct, there are 13 triangles total. To find those there are the 9 small, 3 medium triangles (4 smalls per medium), and 1 large (all 9 small comprise the large). It would take 18 toothpicks (or smaller, similarly sized pieces of iron) to make that image. Given that no one else seems to have any differing opinion (and 18 isn't even an option), I'd say that we should renumber the dial so it goes up to 11, since that would be the same thing. "But this one goes up to 11". Then make it black.
I assume they mean the total number of triangles as well which is 13
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 formatting for color changes is:
[coloryellow]this text would be yellow[/color]
except with an = sign between the word color and the word yellow like this:
color=yellow
I can't show it correctly because if I did you would just see yellow text and not the example. If you do want to see a correct example try quoting someones post that has yellow text in it (it's how I figured it out).
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
MEMBER OF THE PARANOIA GM GUILD
XBL Michael Spencer || Wii 6007 6812 1605 7315 || PSN MichaelSpencerJr || Steam Michael_Spencer || Ham NOØK QRZ || My last known GPS coordinates: FindU or APRS.fi (Car antenna feed line busted -- no ham radio for me X__X )
Page 13: The shriek of metal on metal reverberates along the tunnel as great iron cogs grind into action.2 Slowly, the portcullis rises into the roof. Wasting no time, you duck beneath the pointed bars and hurry into the passage beyond.
Rats flee, squeaking, as you stalk along the slippery flagstones. You wince as their claws rasp on the wet rock and their hairless tails furrow the stinking green slime that covers the surface of the tunnel floor. The passage widens as it approaches a staircase that leads down. Halfway down the stairs you disturb a colony of bats nesting in the ceiling. They squeal angrily and whirl around your head, battering you with their wings and nipping at your face with their sharp, needle-like teeth.
If you have the Magnakai Discipline of Animal Control or Psi-surge, turn to 180.
Page 285: The bats are ravenously hungry and have been stirred to a frenzy by the unexpected smell of their favourite food--warm human blood. It is too late to avoid combat; you must fight for your life if you are not to become their feast.
Unless you have the Magnakai Discipline of Curing, you must double all ENDURANCE point losses you sustain during the fight, due to the bats' poisonous saliva.
Vampire Bats: COMBAT SKILL 19 ENDURANCE 32
If you win the combat, turn to 161.
We have Curing so we only take normal damage.
Combat ratio is 33 +2 (Mindblast) -19 (Bat's CS) = 16.
First round is a one. The bats take 9 points, we take three.
Second round is a two. The Vampire Bats take 10, we take two.
Third round is a six. The Vampire Bats take 16, we take one.
Page 161: As the few remaining survivors whirl away into the darkness, you sheathe your weapon and kick aside the torn bodies of those who fell to your deadly blows. A stone room awaits you at the bottom of the stairs, featureless and bare except for a weapons' rack hanging on the wall in the far corner. It holds a Spear and a Broadsword, both in remarkably fine condition. The torchlit tunnels offer an exit from this chamber: one descends to the north, the other to the east.
If you have the Magnakai Discipline of Pathsmanship, turn to 139.
If you wish to enter the north tunnel, turn to 187.
If you wish to enter the east tunnel, turn to 101.
Page 139: Covering the floor of the north tunnel are myriad tiny animal tracks. Rats, mice, worms, and snakes--denizens common to every subterranean lair--have all left their mark upon the grime-encrusted flagstones. But the east tunnel bears no such markings. There the ground is smooth and undisturbed: not even a film of dust discolours the grey stone floor. Your senses warn you that this tunnel is more than it seems.
If you now wish to enter the east tunnel, turn to 101.
If you decide to take the north tunnel, turn to 187.
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
Screw Robert Frost and screw the road not taken. North for me as well.
mspencer on
MEMBER OF THE PARANOIA GM GUILD
XBL Michael Spencer || Wii 6007 6812 1605 7315 || PSN MichaelSpencerJr || Steam Michael_Spencer || Ham NOØK QRZ || My last known GPS coordinates: FindU or APRS.fi (Car antenna feed line busted -- no ham radio for me X__X )
That poem is about how one can never really know if the other road was better or worse and how the speaker rationalizes them by making them seem different when they really were just the same. East.
Page 187: The tunnel descends to a vast, cavernous hall. Spirals of yellow smoke rise up on either side of a narrow stone walkway that leads to its centre. There it meets another path running from east to west. Cautiously you advance along the walkway, your stomach unsettled by the stench of the sulphurous smoke and the sight of the dark, yawning void on either side.
At the junction, you hear the sound of running feet echoing from an archway to your right. The footfalls grow louder and, suddenly, a man in leather armour bursts out of the darkness, his studded boots striking sparks on the stone pathway as he skids to a halt. Sweat pours down his lean and leathery face, and his eyes flash with fear. He casts an anxious glance over shoulder before unsheathing his sword and advancing towards you.
If you have the Magnakai Discipline of Divination, turn to 205.
If you have a Bow and wish to fire at the warrior, turn to 79.
If you wish to draw your weapon and prepare to defend yourself, turn to 95.
Page 205: You sense that the man is petrified with fear. An aura of evil grows stronger by the second, radiating from the darkened archway like a terrible black heat. The evil is so strong that it blocks your Discipline, and you cannot be sure if the warrior is a friend or a foe.
If you wish to draw a weapon and prepare to defend yourself, turn to 95.
If you wish to avoid a confrontation by running into the archway opposite, turn to 47.
If you have a Bow and wish to fire at the warrior, turn to 79.
Posts
Investigate the body.
Turn to 11.
On the wall to your left is a large, rusty dial with a brass pointer. Set around it, like the numerals of a clock, are the numbers 1 to 40, and below the dial is a lever. Your basic Kai instincts tell you that by selecting the correct number, or numbers, and pulling the lever, you will open the portcullis.
If you have the Magnakai Discipline of Divination, turn to 167.
If you have the Magnakai Discipline of Pathsmanship, turn to 306.
If you have neither of these skills, turn to 329.
We have Divination!
Turn to 329.
If you wish to turn the pointer to number three before pulling the lever, turn to 3.
If you wish to turn the pointer to number nine, turn to 9.
If you wish to turn the pointer to number thirteen, turn to 13.
If you wish to turn the pointer to number thirty-three, turn to 33.
I'm not good at this sort of thing. I'm assuming the triangle diagram has the answer. There are 9 individual triangle pieces in the design, but you can find 13 triangles if you also count 3-piece patterns and the design as a whole. Or, I think so, at least.
I'll leave this one to the more visually-inclined members of the Wolf Pack.
Let's go with the 13 triangles in all.
This.
13 is indeed our lucky number.
XBL Michael Spencer || Wii 6007 6812 1605 7315 || PSN MichaelSpencerJr || Steam Michael_Spencer || Ham NOØK
QRZ || My last known GPS coordinates: FindU or APRS.fi (Car antenna feed line busted -- no ham radio for me X__X )
Or just turn the dial to 13. That works too.
Free Moonbase Commander remake @ http://code.google.com/p/tether
I can't make it yellow though.
The formatting for color changes is:
[coloryellow]this text would be yellow[/color]
except with an = sign between the word color and the word yellow like this:
color=yellow
I can't show it correctly because if I did you would just see yellow text and not the example. If you do want to see a correct example try quoting someones post that has yellow text in it (it's how I figured it out).
Free Moonbase Commander remake @ http://code.google.com/p/tether
XBL Michael Spencer || Wii 6007 6812 1605 7315 || PSN MichaelSpencerJr || Steam Michael_Spencer || Ham NOØK
QRZ || My last known GPS coordinates: FindU or APRS.fi (Car antenna feed line busted -- no ham radio for me X__X )
Just be careful, this book has a LOT of bullshit deaths and other things to wade through.
I can has cheezburger, yes?
Rats flee, squeaking, as you stalk along the slippery flagstones. You wince as their claws rasp on the wet rock and their hairless tails furrow the stinking green slime that covers the surface of the tunnel floor. The passage widens as it approaches a staircase that leads down. Halfway down the stairs you disturb a colony of bats nesting in the ceiling. They squeal angrily and whirl around your head, battering you with their wings and nipping at your face with their sharp, needle-like teeth.
If you have the Magnakai Discipline of Animal Control or Psi-surge, turn to 180.
If you have neither of these skills, turn to 285.
We have neither.
Unless you have the Magnakai Discipline of Curing, you must double all ENDURANCE point losses you sustain during the fight, due to the bats' poisonous saliva.
Vampire Bats: COMBAT SKILL 19 ENDURANCE 32
If you win the combat, turn to 161.
We have Curing so we only take normal damage.
Combat ratio is 33 +2 (Mindblast) -19 (Bat's CS) = 16.
First round is a one. The bats take 9 points, we take three.
Second round is a two. The Vampire Bats take 10, we take two.
Third round is a six. The Vampire Bats take 16, we take one.
We cut down the swarm.
If you have the Magnakai Discipline of Pathsmanship, turn to 139.
If you wish to enter the north tunnel, turn to 187.
If you wish to enter the east tunnel, turn to 101.
We have Pathmanship.
If you now wish to enter the east tunnel, turn to 101.
If you decide to take the north tunnel, turn to 187.
Free Moonbase Commander remake @ http://code.google.com/p/tether
I can has cheezburger, yes?
XBL Michael Spencer || Wii 6007 6812 1605 7315 || PSN MichaelSpencerJr || Steam Michael_Spencer || Ham NOØK
QRZ || My last known GPS coordinates: FindU or APRS.fi (Car antenna feed line busted -- no ham radio for me X__X )
East.
3DS FC: 0817-3759-2788
A clean passage tells me that it's danger.
I don't want to meet what's keeping the animals away.
I mean, how bad could it be?
The other tunnel probably leads to some BAD END.
At the junction, you hear the sound of running feet echoing from an archway to your right. The footfalls grow louder and, suddenly, a man in leather armour bursts out of the darkness, his studded boots striking sparks on the stone pathway as he skids to a halt. Sweat pours down his lean and leathery face, and his eyes flash with fear. He casts an anxious glance over shoulder before unsheathing his sword and advancing towards you.
If you have the Magnakai Discipline of Divination, turn to 205.
If you have a Bow and wish to fire at the warrior, turn to 79.
If you wish to draw your weapon and prepare to defend yourself, turn to 95.
We have Divination.
If you wish to draw a weapon and prepare to defend yourself, turn to 95.
If you wish to avoid a confrontation by running into the archway opposite, turn to 47.
If you have a Bow and wish to fire at the warrior, turn to 79.