Posted: Thu Nov 21, 2019 2:52 pm
Try the amulet.
Welcome to the Gaming Den.
http://www.tgdmb.com/phpBB3/
This looks familiar to you guys? All that that life-force spent wasted to save the spirit in exchange for important information that somehow none of you remembered!The hand holds on to you for 3 rounds, so you must deduct 6 points from your STAMINA. If you are still alive, the hand suddenly loosens its grip with a sigh of pleasure at the release. The spirit form of an Elf floats up gently. From the mass of twisted steel and ice and blesses you for releasing it from its torment. It explains that it had crafted a great magical sword for one of the mightiest Ice Elf warriors; so, when Zeverin struck at the Ice Elves, he imprisoned this Elf here in punishment. The spirit does not know why it should have incurred such wrath, but perhaps Zeverin fears the sword in some way. The sword is in the Ice Cathedral, and the spirit is about to tell you more when it begins to fade. Bowing its head, it blesses you for releasing it. Gain 1 HONOUR point and 1 LUCK point. Now, will you:
Leave and search the armourer's workshop?
Leave and search the jeweler's workshop, if you haven't done this already?
Leave and search some other part of the Ice Palace?
Yes, we do need to lose HONOUR to pick up a necessary item to finish the book. Note that the book DID warn the players in the instruction text that the PC may occasionally have to "behave selfishly in order to gain some important item or clue", and this is such an occasion.You open the tomb and take the Ice Sword from the hands of the Elf. It isn't magical, but you have a strong intuition that it has great latent power. Add it to your Possessions (and note that it isn't magical). You must lose 1 HONOUR point for tomb-robbing, however. Now you can choose to open another tomb or perform some other action.
We don't have the potion, but we've got the salt, which seems to take priority here anyway.Using the Ice Keys, you open the gates to the Ice Crypts and set off underground. However, the entranceway is a ramp, covered in a thin layer of absolutely sheer ice. If you have a bag of salt, turn to 261. If you have a Potion of Fire Breath and wish to use it here, tum to 315. If you have neither, turn to 395.
Fortunately, we're no longer keeping track of Time by this stage of the game, so there's no risk of the flying tower having passed overhead while we're still busy slowly navigating our way down the ramp.Sprinkling the salt as you go melts some of the ice for a minute or two and exposes the stone below, so that you can walk safely - if very slowly - down the slope. Cross the bag of salt of your Possessions.
A short-sighted Elf? Considering how good their vision is supposed to be in their peak, it must a hell lot of neglect and abuse by him for it to have gone this bad that he can't tell a human from an Elf. I think old age usually leads to long-sightedness instead. Of course, it could be an inherited condition, in which case he must be one of the most cursed elves from birth.You have reached the bottom of the ramp and are walking slowly along a tunnel coated with ice, heading gently downwards. Small alcoves, chiseled in to the ice and stone at regular intervals, are occupied by small sculptures and arabesques in the ice showing Elves, polar-dwelling creatures, stylized birds, and similar creatures. There is a faint, blue-green, magical light coming from the ice itself, and the silence - save for the crunching of your boots on the ice - is absolute. Then, as you turn a comer, you see a crossroads looming in the distance, quite some way ahead. Also in the tunnel, not far ahead of you, is an Elven spirit, an old man holding a rod or wand of some kind which is pointing directly at you. "Elves only may pass, are you friend or foe?" he asks uncertainly in a quavering voice. You claim to be a friend. "Elves only," he repeats. "Come closer, I cannot see you, friend." He squints shortsightedly, trying to get a good look at you. What will you do now? Will you:
Drink a potion?
Run past the Elf (there is enough space to do this)?
Attack the Elf?
Try to pretend that you are an Elf?
...I'm going to suggest that we try the Blue Potion.You find only one item of real use, a Blue Potion in a translucent ice flask. The liquid is very oily and hasn't frozen; oddly, the flask has a pair of pointed ears etched on it.
We have a literal blue option!If you have a Blue Potion and wish to drink it, tum to 46. If you drink any other potion it will have its usual effect (restoring lost STAMINA, etc.), but it will not directly help you here so return to 370 to choose mother course of action.
You gain the illusory appearance of an Elf and this completely deceives the old guardian who waves you forward with his hand. At the crossroads ahead will you take:
The path leading to some steps directly?
The path to your left?
The path to you. right?
Dice roll = 8 (Success).You stride along a narrowing passage which is intricately carved and sculpted with motifs of Elven bowmen and swordsmen: Ice Elves being drilled and marshalled. As you step out, roll two dice and add their numbers. If the total rolled is less than or equal to your SKILL, turn to 281. If the total is greater than your SKILL, turn to 161.
Do we want to brave the magically-carved army?You spot that some Elven figures are oddly carved, and you just manage to spring back before they magically animate tor an instant and strike al you. If you want to continue, turn to 385, but if you think better of it and choose lo retrace your steps, tum to 3.
Do we want to use a spell here?You enter an antechamber leading into a larger, brighter chamber beyond. You can dimly make out an ice anvil and tools in the distance but, before you are able to move in that direction, a wave of intense cold hits you. It is very, very cold indeed in here. lf you want to use a spell, tum to 332. If you don't want to or can't, use a spell here, turn to 115.
The players have already voted to use Coldwarding....If you use a Coldwarding spell here, you do not have to suffer any loss of points from your STAMINA through the cold as instructed in following paragraphs. The spell expires when you go outside, however. Any other spell will operate normally, but it won't help you against the cold here.
....and the spell saves us from 2 measly damage.As you walk forward, you feel your energy being sapped by the extreme cold. Deduct 2 points from your STAMINA. Then a slender, spectral Ice Elf with spinning knives in his hands appear before you in the archway leading to the bight chamber. "Who do you seek?" 'he asks suspiciously. "Is it Elokinan, Tuinarel, Tassaskil or Meloniel?" What will you say in reply?
Elokinan?
Tassaskil?
Tuinarel?
Meloniel?
Will you attack the Elf instead?
The Elf-spirit dispatches his whirring, flying butterfly knives at you. Deduct 2 points from your STAMINA. Now you must fight, turn to 359.
COMBAT LOG:The Elf-spirit is very dexterous, and hard to hit. He is not strong, but his blows sting and he is not the weak enemy his willowy, wispy and ghostly figure suggests!
ELF-SPIRIT SKILL 10 STAMINA 7
lf you win, you step past the fast-vanishing ghostly body of the Elf and into the chamber beyond.
Our HONOUR is at 8....Standing at the anvil is an Elf-spirit who positively radiates power. Stronger of build than most of his kin, the spirit seems to wear the exquisitely fine chainmail he wore in life. He stands straight and tall, and his ghostly eyes gaze deeply into yours. If your HONOUR score is 6 or less, turn to 217. If it is between 7 and 11 inclusive, turn to 6. If it is 12 or higher, turn to 343.
We missed it in some alternate universe, but this universe's Tallpipe did some good grave-robbing.Do you have an Ice Sword? If you have, tum to 24. If you haven't, turn to 43.
This is definitely better than our old magic sword! Our fighting SKILL is now 13, and will be 14 if we ever found a way to regain our lost SKILL point.Tassaskil takes the Ice Sword and passes his hand along the blade. Sparks of magical light crackle and fly around his fingers as he does this, and the hilt and pommel come alive with a deep, sky-blue light inside the very structure of the ice. He hands it to you: it is as hard as steel, the edge keener than any sword of metal. The ice is cool to your grip, but not chilling, and it does not melt or dip in your hand. This is a fabulous weapon, one which exceeds your wildest dreams. It adds a bonus of 2 to your SKILL when you use it, and this bonus does allow you to exceed your Initial SKILL! (for example, SKILL 13 or 14 is possible with this sword if your Initial SKILL is 11 or 12).
"There is a little magic left," Tassaskil says with a real effort. "I can put a minor enchantment into the weapon to help against a wizard, or against a Demon, if you prefer." What will you ask for?
Ask for help against a wizard?
Ask for help against a Demon?
Thank Tassaskil for his help, ask for no more, and leave?