The passage runs straight ahead until you reach a solid wooden door. It is locked and looks much too sturdy for you to break down. But in the centre of the door is a huge metal plate with a heavy ball pivoted above it.
• Use the ball to hit the plate to attract the attention of whoever is inside?
• Return to the junction and take the passage to the north?
[LP] Fighting Fantasy: Creature of Havoc
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The heavy knocker booms loudly on the metal plate. A grunting noise comes from behind the door and you can hear feet shuffling as some sort of creature responds to your knock. The door slowly creaks open and a long snout appears. Small, pig-like eyes peer out at you from behind the single tusk which stands in the middle of the Rhino-Man's face. The door opens wider and you can see the creature's stout, heavily armed torso and legs.
It speaks to you: 'Cpmfepn othfn. Whb tabv sjn fsseh b vfey pvu hfrf. B nswfarqvjc kly.' Jfi ypvu cbnav ndrs tbn d athf ecrfb tvrfetv rnujm mfd jbtf lyet porf ffr fn cfe sjxty itwp. 'Lpds toyp vrotp ngvf efh. Th fne bfgpnf. Bfe pffow jthiy pv ubff prfe jid fc jd fetpohb vfe belj ttlfebb ttlfepr bct jcf.' He is closing the door without letting you in.
• Shove the door and step in to attack?
• Or leave, return to the junction, and take the north passage?
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The creature is somewhat taken aback when you show that you understand his words. Although you are of similar sizes, you certainly look the more powerful of the two and it is probably for this reason that the Rhino-Man invites you into his guardroom.
'Are you also one of Marr's creatures?' he growls. When you look puzzled, he snorts. 'If you don't know, then you must be looking for either the Yellowstone Mines or the Testing Grounds in Knot Oak Wood. Looking at the size of you, I'd reckon the Testing Grounds were more likely. Darrmouss will know. He knows everything that happens in these parts. He'll set you right. But don't cross him. Even one of your size cannot hope to tangle with such a foul-tempered lifeless one. And if you make it to the Testing Grounds, oblige me by finding... oh, what was his symbol? They don't have names in the Testing Grounds – except for that foul-breathed weapon-master Thugruff. Legionnaire twenty-nine, I think: a Rhino-Man like me. If he's still alive, he ought to know this: Gat H'oulie has escaped with the ring to the Forest of Spiders! But of course, you cannot speak, can you? Here, I'll write it down for you.' He hands you the message. If you come across 'Legionnaire twenty-nine' later in the adventure, you may pass on the message by adding his number to the reference you are on at the time when you identify him.
You rise to leave the guardroom. The Rhino-Man gives you directions. 'Leave through the north door here. When you arrive at the T-Junction, turn right and follow the passage.' You take his advice.
Well, we've been here before. I guess it's try some things we didn't before and see if we stumble into a way to deal with Darramouss.You decide to take the eastward passage, and you follow it to a sharp bend to the right. Almost immediately after the bend, you find yourself at the foot of a staircase and you climb the stairs carefully. Then a corridor leads straight ahead southwards until you reach a T-junction where you may turn either:
• East?
• Or west?
SKILL: 10
STAMINA: 17
LUCK: 11
marked piece of hide
secret door pendant
crystal club
message for legionnaire 29
STAMINA: 17
LUCK: 11
marked piece of hide
secret door pendant
crystal club
message for legionnaire 29
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note: I can't promise to catch all of these, but by reference number memory, the door straight ahead takes us to the room with the cursewitch box.The rocky corridor continues for some time and then turns sharply southwards. Ahead of you, at the end of the passage, is a sturdy wooden door.
• Will you try the door straight ahead?
• Or the door to your left?
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As soon as you enter the room, two Blood Orcs – warty creatures with powerful jaws and piercing front teeth – get up from a table and grab their swords. A voice is coming from behind them and you look up to see an elderly human with dirty robes and a long white beard groping the air in front of him and calling out: 'Whpojs ijt. Whb tajs i hbp pfnjng. W hbta hb sad jstvr bf devs. Plf bsfe gpdor fl fbsf ethjs iblb cka fyfec vrsf.'
You must resolve your fight with the Blood Orcs, who are now upon you. They both attack together.
First BLOOD ORC: SKILL 7, STAMINA 7
Second BLOOD ORC: SKILL 8, STAMINA 7
Creaure 13, Orc1 11, 2Orc 12; 1Orc at 5
Creature 17, 1Orc 16, 2Orc 15; 2Orc at 3
Creature rolls double 2s, 2Orc suffers instant death!
Creature rolls double 5s, 1Orc suffers instant death!
Creature 17, 1Orc 16, 2Orc 15; 2Orc at 3
Creature rolls double 2s, 2Orc suffers instant death!
Creature rolls double 5s, 1Orc suffers instant death!
With the lifeless Blood Orcs lying at your feet, your attentions now turn to the human in the dirty robes. He is staggering about in fear for his life, his eyes tilted slightly towards the ceiling. 'Hbvfem fr cy epn obabjndim bn a whpf vfre ypvubrf. Jfiypvub rfefr jf nde thfnel fbda mf efr pmothjsi plbcf. Jf iypv ubr fe fpfethf ne lfbvfe mfebf. Ypvu brf estrb ng f lyesjl fnt. Whpobr f eypv. Dpo ypvuvnd fr s tbnd amf. My eg pdo jn trvdfr. J fiy pvrupl bna jsit pod pob wbyaw jth jmf e thefne dpoj ti qvjc kly. Pt hfrwj sf ebfe pf fow jthi ypv.' Jf iypv uc bnav ndfr stb ndath fehv mbnatvr nut por fffrf n cfetw po hvn drfd. 'Spo whbtajs ij ti tpobf. Jsinpto myomj sfrye fnp vgh. Shpw och br jty. Gj vfem feg pld o bnda f ffde mf. Prol fb vfem febf.'
What do you wish to do with this creature?
• Ignore him and feast on the meat of the Blood Orcs?
• Slay him quickly to stop his noise?
• Simply leave?
Last edited by angelfromanotherpin on Thu Jan 30, 2014 4:11 pm, edited 1 time in total.
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Things we have learned:The old man offers to help if you will lead him out of the dungeon. 'My name, if you wish to know it, is Hannicus. I know much of what goes on here,' he starts, 'for I was the keeper of these dungeons here before Zharradan Marr decided that an undead would be more ruthless than an ageing wizard and gave that damned Darramouss – curse his soul – my position. The only reward for thirty-six years service was my black-eye curse and a future as a plaything to be held captive at Darramouss' pleasure.' All this is interesting to you and you allow him to continue.
'I can lead you straight to the undead keeper if you will lead me – if you see what I mean. We must travel east until we reach the lair of the Chattermatter. But ignore his prattle, for he seeks only to feed on your flesh. North then we must travel to reach Darramouss. I can help you slay him, with this!' From inside his robes he pulls a silver ring which has a large bulbous stone set in it. He walks over to you and gropes for your hand, finding it eventually.
'Look, this ring will fit any finger – even yours. There! When you meet Darramouss, smash the stone into the wall. It will break and release a deadly gas – deadly, that is, to the undead Half-Elf. It will not harm humans and will no doubt have no effect on you.' Add 2 LUCK points for this information. You look at the ring on your finger admiringly. The human is asking for it back.
• Give it to him?
• Not?
1) Darramouss is clearly some kind of munchkin build.
2) Zharradan Marr offers terrible retirement packages.
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Wait, he tells us how to use it and then asks for it back?
This is a UK Steve book, so this is either some test of our trustworthiness to the wizard or Hannicus is going to get ganked by surprise bears as soon as we give it back and the ring breaks while he has it.
Or he's actually an untrustworthy douche who's going to run off with the ring as soon as we give it back, presumably to either gank Darramouss with it on his own or offer it to Darramouss in exchange for freedom.
I'm leaning towards one of the latter two, since UK Steve gets hardons from not being able to help or trust almost anyone you come across and win, so we should keep the ring.
This is a UK Steve book, so this is either some test of our trustworthiness to the wizard or Hannicus is going to get ganked by surprise bears as soon as we give it back and the ring breaks while he has it.
Or he's actually an untrustworthy douche who's going to run off with the ring as soon as we give it back, presumably to either gank Darramouss with it on his own or offer it to Darramouss in exchange for freedom.
I'm leaning towards one of the latter two, since UK Steve gets hardons from not being able to help or trust almost anyone you come across and win, so we should keep the ring.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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It's actually weirder than that. If you give the ring back, the assumption is that you have lost interest in the whole thing and just move along with your life.
We know more or less what's ahead at this point. If you believe that the anti-Darramouss ring is genuine and not some sort of fuck-you trap, I can skip ahead to where we try to use it. That will, of course, preclude searching around for more hidden goodies in this underground hellscape of indistinguishable routes.
You have no wish to give the ring back to the blind wizard. It may prove very useful to you in the future. And, apart from that, you think it looks splendid on your finger. The old wizard wants you to lead him away, but your attitude is mixed. He may slow you down, and you have learned all his useful information. You stand up, brush him aside, and leave. If you come across Darramouss, you may use the ring as follows. When you are given the option to grab him and do battle, add 50 to the reference you are on at the time and turn to this new reference.
You turn south outside the door and head down to the next door. There is no other way onwards. You open the door.
All is silent as you enter. The room is large, with a high ceiling, and a musty smell permeates the air. There are four doors leading from the room, one in each wall. A long table stands in the middle of the room and on it is a short stick with a metal head lying next to some small spikes. A couple of planks of wood are resting against the table. This is evidently a workroom of some sort. In one corner of the room you find the products of the work carried on here. Two tall and thin wooden boxes, almost as tall as you are, are leaning against the wall. They are standing next to a hole in the wall, just above floor-level, which is wide enough to fit one of the boxes through. You puzzle over this for some time.
• Have a look inside the boxes?
• Investigate the hole in the wall?
• Ignore what you see?
SKILL: 10
STAMINA: 17
LUCK: 11
marked piece of hide
secret door pendant
crystal club
message for legionnaire 29
anti-Darramouss ring
STAMINA: 17
LUCK: 11
marked piece of hide
secret door pendant
crystal club
message for legionnaire 29
anti-Darramouss ring
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Even assuming we're an evil monster and so being a dick to Hannicus by abandoning him in the middle of the dungeon once he ceases being useful, how do we know that's the only useful information to be gained from him? Dude said he worked for Zharradan Marr for years. The Vapors of Reason are slow to work on us I suppose. I guess we can use the blind old wizard to run the gold mine again after we kill Darramouss and his boss. And their friends. Assuming he doesn't get killed by something before we get back.
I'm thinking that the hole is another fuck-you and we shouldn't go in it, and other than the Elven Dust I can't recall anything nice we came across, and assuming we still take the dust I think we should skip to the literal boss of this dungeon. I'm pretty sure that with the numbered section reference the ring is legit, and we've cracked the code of talking to people so I don't think the language thingy isn't needed for us.
I'm thinking that the hole is another fuck-you and we shouldn't go in it, and other than the Elven Dust I can't recall anything nice we came across, and assuming we still take the dust I think we should skip to the literal boss of this dungeon. I'm pretty sure that with the numbered section reference the ring is legit, and we've cracked the code of talking to people so I don't think the language thingy isn't needed for us.
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We have consensus on skipping, but I'll look in the hole because it's actually harmless.
Secret option: Deploy anti-Darramouss ring!
Fast-forwarding past previously covered content:You poke your head through the hole in the wall and take a deep breath. The foul air makes you cough deeply. You can hear far below the sounds of running water and the smell coming from the filthy river is overpowering. You pull yourself back into the room.
• Investigate the boxes?
• Push the boxes into the hole in the wall?
• Leave the room? √
You have four doors to choose from.
• East? √
• West?
• North?
• South?
(7 is lucky.)The passage leads east. A short distance ahead, you arrive at a rocky bridge across a deep chasm. Far below you can hear the sloshing of a slow-moving river and you step up to the edge of the bridge to get a better look. A disgusting smell is coming up from the river, and as this hits your nostrils, you stagger a few paces backwards. But this is the only way on. The bridge is narrow and wet from the moisture in the air: no doubt it is slippery too. Nevertheless, you have no choice. You hold your breath and step on to the bridge. But halfway across, you lose your footing on the slippery bridge. Test your Luck.
You regain your footing and hurry across the bridge to the other side. Shaken by your near accident, you continue until you arrive at a side passage on the right. You do not like the look of this side passage, so you continue eastwards.
You follow the passage eastwards, peering ahead as the glowstones flick on to light your way. Eventually you arrive at two doors and you listen for any clues as to what may be beyond. No noise comes from behind the door in the north wall. But there are definite sounds coming from behinf the door in the east wall. A heavy breathing is unmistakable and is interrupted by loud snorts. This sounds ominous.
• Try the door in the north wall?
• Charge the door in the east wall? √
The door shudders under your charge but does not open. Lose 1 STAMINA point. You try again and this time the bolt is torn from the frame. The door flies open and you step inside the room, ready for the creature inside. The room itself has a door in each wall. Scattered around one corner is an untidy pile of bones. In another corner is a half-eaten human carcass. Standing over the carcass – and evidently annoyed that its meal has been disturbed – is a bulky creature with a hairy face, razor-sharp teeth, and wild eyes. As you enter, it turns to attack you and you must resolve your battle with the Manic Beast:
MANIC BEAST: SKILL 7, STAMINA 8
(The book takes far too many words to say that if the MB is wounded in a round of combat, it fights at SKILL 9 the following round.)
Creature 16, Beast 14; Beast at 6
Creature 11, Beast 15; Creature at 16
Creature 12, Beast 12; no result
Creature 18, Beast 15; Beast at 4
Creature 16, Beast 15; Beast at 2
Creature 16, Beast 19; Creature at 15
Creature 18, Beast 13; Beast defeated.
You may, if you wish, regain your strength by waiting for a few moments in the room before continuing. You can pass the time by feasting on either of the dead creatures. Which looks the tastiest:
• The Manic Beast?
• The human carcass? √
• Neither, ignore the food, leave the room?
You tuck into your meal. The meat is rather tough, as it is no doubt several days old. But while you are eating, something catches your attention. Tied around the human's waist you find a small leather pouch which contains 2 gold pieces. You may take these with you; and you gain 4 STAMINA points from the meal. Your attention is also captured by two glass flasks lying by the side of the unfortunate human. Though they have been battered in the struggle, they are not broken and each contains a coloured liquid.
• Drink the green liquid? √
• Drink the blue liquid?
• Neither?
You put the bottle to your mouth and gulp down the liquid. Almost immediately, you begin to feel strength flowing through your body. You have discovered and drunk a Potion of Strength, and it takes effect quickly. You may restore your STAMINA to its Initial level.
You leave the room through a door in the east wall. the door opens into a dingy corridor, which is quite short and ends at a wooden door. When you listen at the door, you can hear conversation rising and falling in pitch as if two or three creatures (or humans) were locked in a long discussion. This is your only way onwards.
• Will you try the door and attempt to creep slowly into the room? √
• Or attempt to surprise whatever is inside by charging into the room with claws drawn?
You carefully open the door. It creaks on its hinges but opens easily, allowing you into the room. You are ready for the creatures inside and hope to surprise them. But when you enter, it is you who are surprised at what you see.
The room is roughly circular, with doors in the north, south, and west walls. Around the walls, in between the doors, are dark arches – a total of six – which are large enough for you to enter. But from your position it is impossible to know how deep they are. The voices which you heard earlier have stopped, as if your entrance has surprised whoever – or whatever – was talking. There is no sign of any living creature in the room. You step into the centre and you are startled when the door slams shut behind you!
• Leave the room through one of the doors?
• Investigate the room further? √
You glance from arch to arch, trying to decide whether to investigate them. The stillness is unnerving. Whatever happened to the voices you heard? As if in answer to your question, a sound drifts out from one of the alcoves: 'Pvf Rehfrf. Cpm fep vfrehfr fe jfiypvu wb nta tpolf brnapfog rf bta rj chfs ejn ithfs fe prbts. Dpoy pvu nptov ndf rstb nd ath fehvm bnatpn gvf? Pf rhb psa thfneypvus pf bkat hfetrpl lolbn g vbgf. C'rgga gvonusoog mg pa'sthwag ig thaang. Va n'oigg? What about this? Is that better? Ah, yes. I can tell you understand me. Look, I can help you. Maybe you would like me to direct you to a tasty morsel? Two fat Hobbits? Or shall I tell you about he who knows all your secrets? I speak, of course, of Zharradan Marr. Come, talk to me.'
You are stunned to silence by the voice speaking to you in your own tongue. It is inviting you towards one of the arches.
• Enter the arch and speak to the being within? √
• Leave?
You are intrigued by the voice and find yourself strangely attracted to it. It guides you towards one of the central arches in the east wall. 'Come closer, so I may speak to you in private. No, not that arch, this on. That's right. Have no fear. I will tell you of the all-knowing one and tell you where you will find some juicy Hobbits. Just a little firther. It is so long since I have enjoyed company and I do so love to find out what happens in the outside world...'
You pass through the arch and look around. When your eyes have adjusted to the light, you can see that you are standing in a short tunnel which ends several paces ahead in a dead end. There are no glowstones, but a glistening sheen covers the ceiling. At the end of the short passage is a shape which you can just make out. It appears to be a human, sitting on the floor and leaning against the wall, a tattered cowl over its head. A leather flagon stands at its feet. 'Come closer,' says the voice. 'My hearing is not good. Can I offer you drink?'
• Approach the figure?
• Try another arch? √
You are suspicious of this mysterious figure. You back out of the arch and poke your head into the one next to it. This one is also dark. But from somewhere in the darkness you can see a faint glittering, as if tiny raindrops are sparkling as they fall. You cautiously step in to investigate. You reach a pile of rubble lying on the ground. Stones are scattered about as if from a wall which has recently collapsed. You could easily cross the rubble and make for the twinkling lights. While you are considering whether or not to do so, a crash is followed by a shower of dust as a rock falls from the ceiling!
• Climb through regardless, to investigate the glittering lights? √
• Leave this alcove and try another?
You climb through the hole in the wall and hold your breath as you step through the cloud of settling dust. The area is not much deeper and when you reach its end, you discover what the glittering is. From high in the ceiling, a powdery trickle of Elven Dust is falling through the air. It drops gracefully down from the ceiling, glittering as it falls, but by the time it reaches the ground it has disappeared! The magical dust is showering you as you stand looking up at it, though you can feel nothing. Elven Dust is a magical powder which is an essential ingredient in white Elven magic. Though its effects may remain a mystery to you in the immediate future, you may well wonder about the significance of your find. Someone has been trying to wall the Elven Dust in. Why? Eventually you decide to leave the recess and the chamber.
You may leave by one of the three doors leading from the room. Which will you choose?
• The door in the north wall? √
• The door in the west wall?
• The door in the south wall?
The door opens into a narrow passageway heading north, and glowstones flick on to light your way. Unlike the other passageways you have been travelling along, this one has a cobbled floor. The cobblestones feel smooth and pleasant for your great feet to walk on, but you cannot ignore a feeling of apprehension, since the stones must have been laid by an organized and intelligent creature. You follow the passage for a short while until suddenly a loud C L A N G sounds behind you and stops you dead in your tracks! You wheel round to find that a heavy portcullis has dropped behind you and sealed off the passage. You step back to test it, but the bars are much too strong for you to smash or even bend. You have no choice: you turn round and continue north up the corridor.
A little further ahead, you reach a crossroads. The glowstones light up three ways onwards, but you cannot see very far down the passages.
• Continue northwards? √
• Try the passage to the east?
• Try the passage to the west?
You follow the passage to the north until you reach a junction. To the left you can see that the passage soon reaches a dead end; but on a ledge in the end wall is a large orb of clear stone. To the right you can see that the passage disappears around a bend heading northwards.
• Left? √
• or right?
You approach the orb. Its perch is only slightly above your head and you reach up to take it in your hands. But as your fingers close around it, you suddenly leap away! Although its appearance gives no warning, it feels red hot to the touch! Lose 1 STAMINA point for the burns. Then a shape begins to form in the crystal. Moments later, a shrivelled, death-like human face within the orb opens its eyes and glares at you. Its mouth begins to speak and an eerie voice booms out along the corridor: 'Fp plj shicrfb tvrf. Djdiypv uthjn k iypvucpvl duthj fvfe thfep rbop fodbrr bmp vss? Np n fem byat pvch umy us bcr fd ecr ystb la fpr oj tij simy ify fseb nd afb rs. Bn damy awf bppns obsa ypvus hbl lasff.'
• Wait and see what the face in the orb does next?
• Leave it and take the other branch of this passage? √
• Return to the crossroads and go west?
• Return to the crossroads and go east?
The passage turns to the left and you follow it for some time until you feel that perhaps this corridor has no end! Eventually you see a particularly dark area straight ahead.
• Will you investigate? √
• Or would you rather turn round and go back?
Amulet'd.You find yourself at a dead end: there is no way through. You will have to retrace your steps.
As you are about to turn to leave the dead end, the pendant around your neck suddenly starts to vibrate! Remembering what happened last time this occurred, you hold the talisman out towards the rock-face. A low humming comes from the charm and its vibrating becomes more pronounced. Eventually, the blue stone set in its centre begins to glow and a narrow beam of blue light illuminates a small catch in the rock. You release the catch and the rocky door rumbles aside to reveal a small room ahead in the rock.
In the room is a long wooden box on a sturdy table. Around the room are a variety of objects – plates, candlesticks, and many other artefacts arranged on shelves and smaller tables. Leaning against the central table are two skeletons. One looks human, but the other looks decidedly non-human, having the jaws of some sort of creature of Chaos. A musty smell comes from the room; it no doubt has not been visited for some time.
• Venture inside?
• Ignore the room and leave the area? √
You turn back towards the crossroads. On the way back, you may stop to examine the orb, if you have not done so already. Otherwise, continue on to the crossroads and you may take either passage:
• To the west? √
• To the east?
Amulet'd.You reach a dead end. The light is dim and it is difficult to see, so you grope around for a possible way onwards. There is none to be found. You turn round and return to the crossroads.
• Will you now continue north?
• Or east?
While you are groping around the end of the passageway, you suddenly notice a slight humming coming from your pendant! It is vibrating and, as you move towards one particular spot, the vibration becomes stronger. You grasp the talisman and watch as the blue stone begins to glow. Finally, a beam of blue light shoots from the pendant and lights up an area of rocky wall. You feel around the area and your hand comes to rest on a small hidden catch. When you flick the catch, the dead end before you comes to life! Smoke hisses from the crevices around the wall, forcing you to step away from it. When the smoke clears, a gap has appeared in the rock-face; an eerie green light lights up a narrow passage beyond.
• Will you step through and explore the secret passage? √
• Or would you rather return to the crossroads and take the way to the north?
• Or the way to the east?
Secret third option'd.You step into the passage and your eyes adjust to the green light. You breathe cautiously as you progress, but it seems that the smoke is not harmful, though it smells a little pungent. The passage leads after only a few paces to impenetrable blackness; not even the green light is penetrating the dark. Your eyes strain to see anything of the surroundings, but without success.
Suddenly a light flickers to your left! A small flame lights up something: it is a human face! The face is motionless and its eyes are closed. The skin is old and withered and you cannot tell whether it is alive or dead. Another light flickers! Another sombre face lights up before you. And another! Eventually there are four faces, all dimly lit, around the chamber. An instant later, their eyes and mouths flick open wide and the silence is broken by a sharp voice which cuts through the darkness. The effect is terrifying!
'Ypvruprpg rfss ehbs ab ffne wbtchf def pvlucrfbtv r fep fodf str vctj pn. Spo fbray pv uhbvfe dpn fe wfll ethp vgh uypv uk np won pt ow hyo prow hbt. Bvtay pvo hbvfi cbv sfdatw pipf ath favbp pvrse tpebf ulpst. Zhbr rbd bnam brrah jms fl f ehbsa dfc rffdey pvr udfst jny. Yp vushbl lar fmb jn ijni hjsi dvng fpsno b nd adp omy objd djng. Fp roji bma db rrbm pvs suypv rumbs tfr.' Jfiy pvuc bna vn dfrs tbn dahj mi tv mut p orff frfn cf enj nfty. 'Y pvru fjrs ti prd frejsi th js. Rf pprtofp rodvt yubta thfe yfl lpwstp nfemj nfs. Lfb vfenpw ob ndahfbdath frfejm mfdjb tfly jiwjllibf ewbt chj ng.'
As the voice ceases, a rumbling sound comes from ahead of you. The same green light indicates another secret passageway, which the voice evidently wishes you to take.
• Leave through the new passage?
• Step up to one of the illuminated faces and crush it in your hand?
You growl defiantly at the voice. The four lights flicker and extinguish. Almost immediately a background luminosity begins to light up the area and you can see where you are. The room you are in is large and appears to be quite important, judging by the rich drapes and gilt-framed paintings which hang on the walls. The scenes depicted in the paintings seem to be of Hell itself. The four faces you saw are elaborate carvings in a soft clay-like material. Standing before you is a tall, gruesome creature dressed in a flowing black cape. Two red eyes shine out from the depths of its hood. Darramouss turns to speak to you:
'You are a recent arrival in these dungeons,' he says. 'You are a fine specimen and are a credit to your creator, Zharradan Marr. Yes, this is so. You have been created by Marr and created for a purpose. Zharradan Marr and his physician Quimmel Bone, are obsessed with marrangha – the re-formation of life. They continually experiment with the effects of potions and spells on creatures. Some, they merely transform from one type into another. Others they create from preserved organs. Their experiments are not always successful, but when one does succeed, it is sent to me here for observation before its future is finally decided. A future has been decided for you, though I know not what it is. This is of no concern to me. But your immediate duty is my concern. You must be put to work in the Yellowstone Mines. But I will offer you one other alternative. If you do not wish to work in the mines until Marr calls for you, you may choose another future for yourself: Death!'
His final word turns into a chilling laugh which resounds around the room. You set your teeth and glare at the creature. You will not be ordered what to do! 'I take it, then, that you choose my second alternative!' he says, opening a book on the desk. He begins to read something from it aloud.
• Step over and grab him by his neck?
• Wait to see what happens next?
• Escape down the secret passage in the west wall?
You remember the words of the blind wizard Hannicus and you hold up the silver ring before Darramouss. 'What is it? What sort of a gesture is... The Ring of Holy Blessing! Where did you get that? Give it to me! This instant! His sunken eyes narrow and his gaze becomes fierce and pierces deep into your eyes. For a moment you feel him entering your will and your hand extends the ring towards him! His hand reaches out to take it from you...
But suddenly you manage to break out of your trance. You step over to the wall and crush the ring's large bulbous stone against it. The creature behind the desk shrieks as the stone shatters and a sweet-smelling gas fills the air. Darramouss steps back against the north wall and thumps a panel in the wall with his hand. Almost immediately, the wall draws aside and reveals a secret passageway! He takes a step towards the passage, but it is too late. The perfumed aroma has entered his body. Darramouss drops to his knees, clutching his throat. He topples over backwards and sprawls lifeless before you. You have killed the foul creature! You may now choose your next direction, through one of the two secret passageways.
• Will you head to the west?
• Or the north?
SKILL: 10
STAMINA: 17
LUCK: 10/11
marked piece of hide
secret door pendant
crystal club
message for legionnaire 29
STAMINA: 17
LUCK: 10/11
marked piece of hide
secret door pendant
crystal club
message for legionnaire 29
-
Username17
- Serious Badass
- Posts: 29894
- Joined: Fri Mar 07, 2008 7:54 pm
North
Edit @Frank. He opens the North wall to escape, The west was where he wanted us to go before, this isn't blind.
Edit2 What happens if you throw the cursewitches in the river?
Edit @Frank. He opens the North wall to escape, The west was where he wanted us to go before, this isn't blind.
Edit2 What happens if you throw the cursewitches in the river?
Last edited by Mr Shine on Fri Jan 31, 2014 7:59 am, edited 2 times in total.








