The king decided that we're the reason the city is under siege, even though it was already being attacked before we arrived. But in his mind handing us over would end the threat, and they could go on with their lives.
Page 51: The ridged walls of the stone chamber narrow to a point where the mouth of a tunnel disappears steeply into the solid black rock. You enter the tunnel, taking care to control your descent as you slide towards a dim, flickering light that marks the end of the shaft. Halfway along the shaft you hear a rumble, like the sound of a distant earthquake. Then cracks appear in the roof and a deluge of dust and rubble pours down, choking and blinding you as it clogs your throat and eyes.
If you have the Magnakai Discipline of Nexus, turn to 118.
The old guy was one of the mages of Dassi from a few books back (I think).
They tried to arrest us because one senator had the bright idea that the whole reason they were being attacked was because we were in the city. He argued (successfully) that they should just turn us over to the invading army and everything would be gummy bears and lollipops after that.
Page 291: The deluge engulfs you so quickly that it is impossible to avoid inhaling the fine grit. As you do so, a terrible pain stabs at your chest: the dust contains the spores of a deadly fungus that is now poisoning your lungs. Unless you have the Magnakai Discipline of Curing, and have reached the Magnakai rank of Tutelary or higher, you must lose 8 ENDURANCE points.
Page 233: The circular walls shake violently and you slip and tumble headlong down the shaft, landing with a jolt on a slab of flat, spongy rock at the edge of a huge, subterranean lake. There is a tremendous roar as the ceiling of the tunnel collapses and tons of rock crash down to seal the shaft.
Page 218: Your spirits sink as you contemplate your fate, for the only way you know of escaping from this gigantic underground grotto has now been sealed off. However, you are not completely without hope, for your senses detect a powerful presence. It is a feeling you have known before when you have been close to discovering a Lorestone, but never has the sensation been as strong as it is here in this dark, subterranean world.
As your eyes become accustomed to the half-light, you look across the lake to see tiers of grey stone rising out of the water. They are the steps of a gigantic staircase, which ascends to an arch of rock veined with glittering minerals. You skirt the edge of the lake and arrive at the foot of these steps to discover a cave-like hollow chiselled from the stone.
You are exhausted, and must now eat a Meal or lose 3 ENDURANCE points. Rather than attempt to go on, you climb into the empty hollow and settle down to sleep.
Turn to 97.
Page 97: You are awoken by the stench of decay. A grey-skinned being, squatting on its haunches, stares down at you with grim, inhuman eyes. Drool trickles from its ragged lips and the rusty sword it holds in its twisted, man-like hand is lifted to kill.
Zaaryx Ghoul12: COMBAT SKILL 19 ENDURANCE 27
Owing to the surprise of this attack you cannot make use of a bow. Unless you possess the Magnakai Discipline of Huntmastery, deduct 3 from your COMBAT SKILL for the duration of the fight.
If you win the combat, turn to 338.
Invisible Castle is down and Orokos hates this PC, so I'll have to put the combat off till later, unless someone wants to make the rolls and finish the combat.
Combat ratio is 35 +2 (Mindblast) -19 (Ghoul's CS) = 18 for this combat for reference.
I went ahead and rolled for you and got an 11! honest! j/k (c;
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 338: Your killing blow knocks the ghoul out of the hollow, sending it tumbling into the lake. More of the corpse-like creatures can be seen creeping along the shore, and the sound of their snuffling whispers and curses makes your blood run cold. They move with unnatural speed, eager to feast on your flesh.
If you have a bow and wish to use it, turn to 22.
If you wish to evade the ghouls by leaving the hollow and climbing the steps, turn to 104.
If you wish to draw a hand weapon and prepare to fight them, turn to 254.
Page 22: You draw an arrow and let fire at the leading creature. The shaft finds its grisly heart and the creature drops to the ground, its spindly arms thrashing fitfully. The others halt in their tracks and look down at their slain companion. You see a flicker of fear pass across their black, lifeless eyes.
If you wish to seize this opportunity to evade them by climbing the stairs, turn to 104.
If you choose to draw a hand weapon in case they storm the hollow, turn to 71.
Page 71: Slowly the ghouls slink away until their forms merge with the shadows at the far side of the lake. One of their number has been crouching above the entrance to the hollow, waiting to drop on you at the first opportunity, but, on seeing its kin disperse, it decides not to remain any longer. As it jumps down from the step above, an odd-looking token falls from the pocket of its tattered jacket. It tries to retrieve it but you step forward and strike a blow that lays open its stringy grey hand, and the accursed creature scurries away hissing ghoulish obscenities.
If you wish to examine this token, turn to 43.
If you prefer to leave it and hurry away from the hollow in case the ghouls decide to return, turn to 175.
Page 43: It is hexagonal in shape and made of a thin, cream-coloured metal, which is engraved with the number '6'. (Make a note of this number in the margin of your Action Chart: it could prove to be useful later in your adventure.)
The metal begins to get hot and soon you can bend it with your fingers. Suddenly it bursts into flames, forcing you to fling it aside before it burns your hand. The flaming token hits the lake and explodes in a cloud of white, powdery smoke. The echo of the explosion reverberates across the water, and you turn to leave straight away in case it attracts more ghoulish inhabitants.
Page 175: The climb to the arch at the top of the stairs is a slow and laborious one. Each step is as tall as a young tree, and the smooth, black stone offers few handholds. Several hours slip by before you reach the summit. There you stare down through the great archway at a stupendous sight.
The streets and buildings of an ancient civilization lie before you, disappearing into the gloom of a titanic chasm of immeasurable size. Ziggurats and towers, their carved walls cracked and crumbling, lean at impossible angles, having sunk into the soil over the centuries. This is Zaaryx, the legendary metropolis that was once home to a race fathered by Nyxator--the greatest of all dragons. It is the only city to have survived the Age of Chaos that followed the demise of their race.
A wide avenue leads from the archway to enter the city at a place flanked by two massive statues of dragons sitting on their haunches with their stone-fanged mouths agape. You stop to rest here and you must now eat a Meal or lose 3 ENDURANCE points.18
You are about to set off into the city when you catch a glimpse of a shadowy figure moving furtively among the ruins of an edifice to your left.
If you have completed the Lore-circle of the Spirit, turn to 281.
If you have yet to complete this Lore-circle, you can investigate the shadow; turn to 122.
Or you can ignore it and continue along the avenue; turn to 61.
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 122: Fearfully you approach the shadow until you can discern its gruesome features. It is a ghoul, similar to those you encountered in the hollow, but this creature looks even less human. Its swollen skull is set lopsided on its withered frame, and the long black tongue that hangs from its jagged mouth drips with a sticky black venom that bubbles like boiling acid as it hits the ground. It raises a wasted hand and a cone of mist whirls towards your chest.
If you possess the Magnakai Discipline of Psi-screen, turn to 203.
If you do not possess this Magnakai skill, turn to 191.
Page 191: You try to dodge aside but the mist whirls around you like a snake. An intense heat burns your body--it is as if you are surrounded by coils of white-hot metal--and your mind is filled with terrifying images of the supernatural: lose 6 ENDURANCE points.
Confident that it has ensnared another victim, the grey ghoul stalks forward. You fight to clear your mind of the swirling visions as the creature raises its hand and prepares to strike you down with a pitted iron spike.
Psi-ghoul20: COMBAT SKILL 20 ENDURANCE 30
Owing to the power of its psychic attack, you must reduce your COMBAT SKILL by 4 points for the duration of the fight.
If you win the combat, turn to 87.
Combat ratio is 35 +2 (Mindblast) -20 (Psi-ghoul's CS) -4 (Psychic attack) = 13.
First round is a four. The ghoul takes 24 points, we take two.
Second round is a three. The ghoul takes 22, we take two.
Page 87: At last the grisly creature surrenders to death and collapses at your feet. You sheathe your weapon and kneel over its torn body, drawn by the sight of a ring on a finger of its right hand. It gleams incredibly, as though only minutes old, and the deep yellow stone that is set in the silvery metal glows with an eldritch light.
If you wish to keep this Psychic Ring, mark it on your Action Chart as a Special Item that you keep in your pocket.
Page 11: For countless hours you follow the great avenue as it bisects the heart of Zaaryx. The once-grand buildings that line this ancient thoroughfare are in varying states of decay: some are almost intact while others have disintegrated into little more than piles of black rubble. You try to keep track of time but it proves difficult in the perpetual half-light of this buried world. Twice you stop to sleep and eat (erase 2 Meals from you Action Chart or lose 6 ENDURANCE points) before you near the centre of the city.4 There you discover a great hall, its arched porticoes smooth and undamaged by time.
As you pass through one of these massive arches, you notice a group of reptilian creatures huddled at the top of a staircase that descends into darkness. They are stroking a large leathery egg and speaking to each other in a low hissing language.
If you wish to approach these creatures under cover of the pillars that line the hall, turn to 56.
If you wish to call out to them, turn to 349.
If you have a bow and wish to use it, turn to 171.
The hobos are figuring out how make a bindle from the non-edible pieces of that egg, obviously. Most hobos I've met are nice enough, but there are those few who have the crazy eye. (For those curious, I worked in a soup kitchen in Detroit for a while.)
Posts
And why the hell did they arrest us? I thought we were just stating our case to open up the evil cauldron thing. We were already pardoned, no?
3DS Friend Code: 2165-6448-8348 www.Twitch.TV/cooljammer00
Battle.Net: JohnDarc#1203 Origin/UPlay: CoolJammer00
If you have the Magnakai Discipline of Nexus, turn to 118.
If you do not possess this skill, turn to 291.
We do not have Nexus.
They tried to arrest us because one senator had the bright idea that the whole reason they were being attacked was because we were in the city. He argued (successfully) that they should just turn us over to the invading army and everything would be gummy bears and lollipops after that.
If you are still alive, turn to 233.
See, now Curing, Curing never lets us down.
Unlike some other disciplines we could name.
3DS Friend Code: 2165-6448-8348 www.Twitch.TV/cooljammer00
Battle.Net: JohnDarc#1203 Origin/UPlay: CoolJammer00
Turn to 218.
As your eyes become accustomed to the half-light, you look across the lake to see tiers of grey stone rising out of the water. They are the steps of a gigantic staircase, which ascends to an arch of rock veined with glittering minerals. You skirt the edge of the lake and arrive at the foot of these steps to discover a cave-like hollow chiselled from the stone.
You are exhausted, and must now eat a Meal or lose 3 ENDURANCE points. Rather than attempt to go on, you climb into the empty hollow and settle down to sleep.
Turn to 97.
Zaaryx Ghoul12: COMBAT SKILL 19 ENDURANCE 27
Owing to the surprise of this attack you cannot make use of a bow. Unless you possess the Magnakai Discipline of Huntmastery, deduct 3 from your COMBAT SKILL for the duration of the fight.
If you win the combat, turn to 338.
Invisible Castle is down and Orokos hates this PC, so I'll have to put the combat off till later, unless someone wants to make the rolls and finish the combat.
Combat ratio is 35 +2 (Mindblast) -19 (Ghoul's CS) = 18 for this combat for reference.
Free Moonbase Commander remake @ http://code.google.com/p/tether
Soooo Combat Ratio is 18 for this fight.
First round is a four. The Ghoul takes 14 points, doubled because it is undead and goes down.
Sommerswerd booya!
Heading to 338.
If you have a bow and wish to use it, turn to 22.
If you wish to evade the ghouls by leaving the hollow and climbing the steps, turn to 104.
If you wish to draw a hand weapon and prepare to fight them, turn to 254.
3DS Friend Code: 2165-6448-8348 www.Twitch.TV/cooljammer00
Battle.Net: JohnDarc#1203 Origin/UPlay: CoolJammer00
So shooty time!
If you wish to seize this opportunity to evade them by climbing the stairs, turn to 104.
If you choose to draw a hand weapon in case they storm the hollow, turn to 71.
I can has cheezburger, yes?
We can take some ghouls easily, and if we turn around we risk getting insta gibbed.
Steam: Drokmir
If you wish to examine this token, turn to 43.
If you prefer to leave it and hurry away from the hollow in case the ghouls decide to return, turn to 175.
The metal begins to get hot and soon you can bend it with your fingers. Suddenly it bursts into flames, forcing you to fling it aside before it burns your hand. The flaming token hits the lake and explodes in a cloud of white, powdery smoke. The echo of the explosion reverberates across the water, and you turn to leave straight away in case it attracts more ghoulish inhabitants.
Turn to 175.
The streets and buildings of an ancient civilization lie before you, disappearing into the gloom of a titanic chasm of immeasurable size. Ziggurats and towers, their carved walls cracked and crumbling, lean at impossible angles, having sunk into the soil over the centuries. This is Zaaryx, the legendary metropolis that was once home to a race fathered by Nyxator--the greatest of all dragons. It is the only city to have survived the Age of Chaos that followed the demise of their race.
A wide avenue leads from the archway to enter the city at a place flanked by two massive statues of dragons sitting on their haunches with their stone-fanged mouths agape. You stop to rest here and you must now eat a Meal or lose 3 ENDURANCE points.18
You are about to set off into the city when you catch a glimpse of a shadowy figure moving furtively among the ruins of an edifice to your left.
If you have completed the Lore-circle of the Spirit, turn to 281.
If you have yet to complete this Lore-circle, you can investigate the shadow; turn to 122.
Or you can ignore it and continue along the avenue; turn to 61.
We haven't completed that lore-circle yet.
Check the shadow.
I told you guys we should have taken Psi-Screen...
I can has cheezburger, yes?
Free Moonbase Commander remake @ http://code.google.com/p/tether
If you possess the Magnakai Discipline of Psi-screen, turn to 203.
If you do not possess this Magnakai skill, turn to 191.
We don't have Psi-Screen.
Confident that it has ensnared another victim, the grey ghoul stalks forward. You fight to clear your mind of the swirling visions as the creature raises its hand and prepares to strike you down with a pitted iron spike.
Psi-ghoul20: COMBAT SKILL 20 ENDURANCE 30
Owing to the power of its psychic attack, you must reduce your COMBAT SKILL by 4 points for the duration of the fight.
If you win the combat, turn to 87.
Combat ratio is 35 +2 (Mindblast) -20 (Psi-ghoul's CS) -4 (Psychic attack) = 13.
First round is a four. The ghoul takes 24 points, we take two.
Second round is a three. The ghoul takes 22, we take two.
To 87!
(Currently on 30 Endurance)
If you wish to keep this Psychic Ring, mark it on your Action Chart as a Special Item that you keep in your pocket.
Turn to 11.
As you pass through one of these massive arches, you notice a group of reptilian creatures huddled at the top of a staircase that descends into darkness. They are stroking a large leathery egg and speaking to each other in a low hissing language.
If you wish to approach these creatures under cover of the pillars that line the hall, turn to 56.
If you wish to call out to them, turn to 349.
If you have a bow and wish to use it, turn to 171.
But screw it, that one croc guy is giving a thumbs-up: interdimensional sign for "these are some bad news dudes". Approach with extreme caution.
Agreed, approach with caution.