[FinalityCYOA]Orphanmaker Draft

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Ancient History
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Post by Ancient History »

074

The sand and wind make approaching the Araton dangerous. If you have a green cloak, a black mask, or a leather apron, you can block the sand blasts well enough. If you don't, lose an additional hit point.
The Baatorian beast is well armed and very dangerous, but it is thoroughly distracted and you have no trouble getting the first strike in on its back. Your blow would have severed the spine of a normal man, but this is no normal man, and the battle is on. If you bid less than 5 hit points, the Araton has defeated you, turn to 061. Otherwise, after a short and nasty battle, you manage to bring your weapon under its guard, causing it to collapse. The scathing winds vanish with the light in its eyes.

If you have Poison Use and at least one dose of puffspider venom, turn to 042.

If do not, while you are examining the flaming brazier, the Araton returns to life and slices your legs with its scimitar! You lose 2 hit points and then bring your weapon down to puncture the fiend's skull. Realizing its regenerating nature, you lean over the apparent corpse and efficiently pierce its heart and smother its skeletal visage. A trick you learned on the Trolls of the Dark Woods, it is no less effective now.

You may take the brazier if you wish. It burns continuously and can be used to start fires. You may also take the scimitar, which is an ordinary weapon. Someone shouts that the guards are on their way.

If you have the Appraise skill and wish to examine the brazier, turn to 066 and then return to this section.

If you wish to return to the Wine and Drum, turn to 059.
If you wish to wait for the police where you are, turn to 083.
If you wish to flee the scene, turn to 020.
Last edited by Ancient History on Wed Oct 16, 2013 4:42 pm, edited 4 times in total.
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Post by Ancient History »

075
Placeholder, orphan.
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Post by Ancient History »

076
Setting your belongings against the wall, you nod to the Grinning Man and assume your own stance. The nearby denizens of The Shades unceremoniously vacate the immediate area- perhaps this is not the first time this bout has occurred.

Your opponent allows you the first move, and dodges it, responding with a flurry of open-handed blows. If you bid less than 4, the Grinning Man’s leaping feints are too much for someone used to armed combat. Suddenly flat on your back, you see his grin fade, and he disappears into the now-cheering crowd. You take a moment to recover before slinking to 071.

If you bid 4 or greater, then the fight is much more interesting. Turn to 078.
Last edited by Ancient History on Thu Apr 03, 2014 8:58 pm, edited 2 times in total.
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Post by Ancient History »

077
Placeholder, orphan.
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Post by Ancient History »

078
Your brawl continues.The Grinning Man’s acrobatic style is like nothing you have ever seen, and perhaps on another day you might have been defeated… but you are Nam Orphanmaker, and do not have time for this shit. Dodging a low kick, you hammer your opponent with a two-fisted punch, dropping him.

Standing back, breathing heavy, you watch as the Grinning Man jumps to his feet with a quick kippup, seemingly unfazed. His smile broadens again. “A bout for the ages! I am well pleased.” He hands you your belongings. “Truly, we are brothers of the fist. Now how may I steer you?”

The crowd gives a half-hearted cheer before dispersing, and you state your intention to find Derrenya. The Grinning Man nods, and directs you to 082. As he turns to go, he points boldly in your direction. “I’m sure it is our destiny to meet again, friend. Look for me.” If you find the Grinning Man again, you may turn to 111 to speak with him if you are not otherwise incapacitated.
Last edited by Ancient History on Tue Feb 11, 2014 9:30 pm, edited 1 time in total.
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Post by Ancient History »

079
Placeholder, orphan.
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Post by Ancient History »

080
Placeholder, orphan.
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081
Placeholder, orphan.
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082
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Post by Ancient History »

083
You wait patiently for the police to arrive, debating your options. As they loom into view, you realize that they have called out the brute squad - shaven-headed ogres, their massive frames barely constrained by their uniforms, their badges tattooed into their foreheads because otherwise they'd lose or eat them. Difficult foes, but not the brightest.

If you have the Etiquette skill or wish to use a Charm spell, you can play innocent and the dim-witted officers will accept your innocence. Return to the Wine & Drum by turning to 059.

If you wish to fight the brute squad, big 6-10 and turn to 077.

If you surrender, blackness takes you as one of the ogres bops you on the head. Turn to 033.
Last edited by Ancient History on Wed Oct 16, 2013 4:38 pm, edited 1 time in total.
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084
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085
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086
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087
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088
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089
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090
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091
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092
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Post by Ancient History »

093
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Post by Ancient History »

094
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