[FinalityCYOA]Orphanmaker Draft
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- Ancient History
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[FinalityCYOA]Orphanmaker Draft
Finality
There is an order to the universe. All worlds are linked to each other by trade and magic. Along these fairy roads and interplaner passages are situated hubs where several portals and trade routes - the great cities, fueled and fed and fought over by a million worlds, teaming metropolises where hundreds of sentient species gather to live, work, compete, love, and finally die - perhaps to be reborn some day. The greatest of these is Finality, the last station. They say if you cannot find what you seek in Finality, than it does not exist.
It is a time of chaos. The vast empires that once spanned the planes have fallen; the Infernal Wars have abated to a handful of skirmishes on outlying worlds. Now comes the struggle to rebuild and expand. Adventurers come, drawn by Finality's wealth and the many factions that play for power and influence there. A place where there is much opportunity for a sharp blade and a quick mind, as well as constant danger.
You are Nam Orphanmaker, a human of the backworld of Griswold. Kinslayer, outcast, a hero for hire, a thief of lives, and the servant of many unworthy masters. Rejected by your clan you have served as a mercenary, honing your skills and seeking your fortune. Now, with the blood of your last master still wet on your blade, you turn your feet to the portal for Finality, City of the Planes...where your destiny, be it fortune or death, awaits.
There is an order to the universe. All worlds are linked to each other by trade and magic. Along these fairy roads and interplaner passages are situated hubs where several portals and trade routes - the great cities, fueled and fed and fought over by a million worlds, teaming metropolises where hundreds of sentient species gather to live, work, compete, love, and finally die - perhaps to be reborn some day. The greatest of these is Finality, the last station. They say if you cannot find what you seek in Finality, than it does not exist.
It is a time of chaos. The vast empires that once spanned the planes have fallen; the Infernal Wars have abated to a handful of skirmishes on outlying worlds. Now comes the struggle to rebuild and expand. Adventurers come, drawn by Finality's wealth and the many factions that play for power and influence there. A place where there is much opportunity for a sharp blade and a quick mind, as well as constant danger.
You are Nam Orphanmaker, a human of the backworld of Griswold. Kinslayer, outcast, a hero for hire, a thief of lives, and the servant of many unworthy masters. Rejected by your clan you have served as a mercenary, honing your skills and seeking your fortune. Now, with the blood of your last master still wet on your blade, you turn your feet to the portal for Finality, City of the Planes...where your destiny, be it fortune or death, awaits.
- Ancient History
- Serious Badass
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- Joined: Wed Aug 18, 2010 12:57 pm
Creating Your Character
Before you begin your adventure in Finality, you must first determine your character's skills and abilities. For years have been training yourself in swordcraft and sorcery, now you must choose your class. Each class has its relative strengths and abilities, and may give access to special skills, spells, and equipment during the course of your adventure.
Assassin
You are a guildmate of the Scarlet Order, trained in the arts of death. If this is your class, you start off with the Poison Use skill. You may select three additional skills and start with two spells of your choice. You begin with a Poison Bottle with six doses of deadly puffspider venom, a black mask, a katar, and 25 silver notes.
Enchanter
You are an adept of the Hellbent Iron, skilled in the ways of magic and the shaping of metal. If this is your class, you start off with the Appraise skill. You may select two additional skills and start with six spells of your choice. You begin with a leather apron, a bottle of rum, 15 silver notes, and a Rune Hammer, which counts as a magic weapon.
Ranger
You are one of the Wardens of Bone, the silent hunters and stalkers that have mastered the Dead Forest. If this is your class, you start off with the Tracking skill. You may select three additional skills and start with two spells of your choice. You begin with a loaf of elf-bread, a green cloak, a sword, and 10 silver notes.
Skills
After you have selected your class, you must chose what other skills you have trained in.
Animal Lore
This skill covers knowledge of animals wild and domestic, making you familiar with many of the species across the planes, recognizing their habits and methods of attack and defense. Characters skilled in animal lore know how to approach animals safely, and can better train, handle, and ride domestic animals.
Appraise
This skill provides knowledge of craftsmanship and materials; the character can instantly know what value an object is likely to fetch on the open market, and their keen sight can pick out hidden features or flaws. A thorough appraisal can even reveal if an item is magic or not.
Barter
This skill makes a character a master of negotiation, able to get the best price or quality for anything they buy or sell. Masters of this skill may even convince some to sell things they never intended to give up.
Escapology
The master of this skill has learned all there is about knots, locks, and traps, and can recognize and find their way safely out of all manner of confinements. Crafty escapologists can also use these skills to break in to places that others would rather keep them out of.
Etiquette
The master of this skill is an adept at social interaction, always saying the right thing at the right time, and able to talk with a sewerjack or a duchess without giving offense.
Mental Discipline
Through special meditation and mental exercises, some characters are able to train their minds to fend off illusions and psionic attack. The extra discipline also strengthens the will against unnatural temptations and compulsions.
Poison Use
Assassins, doctors, and alchemists are skilled in the detection and application of poisons, as well as their cure and treatment.
Tracking
This skill covers tracking and hunter in both cities and the wild; masters of tracking rarely go hungry, and possess keen senses that alerts them to many dangers.
Spells
After you have selected your skills, you must chose what spells you have available, and come in many shapes and sizes - potions, rune stones, scrolls, combinations of alchemical powders, etc. - and are consumed when they are used. You will normally be told when you may use a spell during the course of an adventure, although certain spells may be used at any time. You will also have the opportunity to gain new spells as your adventure progresses.
BOOM
This spell causes a sudden explosion to occur where-ever you throw it; the deadly blast can destroy enemies and structures. It may also be set to go off within ten heartbeats, to allow you time to escape if you are too close.
Charm
This spell instantly sways another to your side; it is much like an effective use of the Etiquette skill. The effects are potent, but often temporary.
Dread Curse
This spell is a dire invocation calling doom upon your enemies; bad luck can seriously cripple or inconvenience your foe, especially during combat.
Enchant Weapon
This spell provides a temporary enchantment to your blade, making your weapon a Magic Weapon until the next time you rest. This spell may be cast at any time.
Heal
This spell soothes your injuries, causing flesh to regenerate as quickly as troll-hide. Every time you use this spell, you recover 4 hit points. This spell may be cast at any time.
Invisibility
This spell hides you from the senses of men and beasts; it is not so much that they cannot see you, but you become a roving blind spot for their senses - guards will never look in your direction, dogs will never recognize your scent, and no ears will hear your voice while under the effects of this spell.
Strength
This spell causes your muscles to ripple with unnatural strength and power; add 1 to your combat bids until the next time you rest, when your unnatural strength will fade. This spell may be cast at any time.
Summon Elemental Badger
Calling on one of the four elements, you convince a minor elemental shaped like a badger to do your bidding for a short time. These are not generally much good in combat, but the more of their element is present the more powerful they are.
Telekinesis
This spell allows you to mentally direct a great force for a period of time, moving objects about with their mind - including their opponents, if they so choose. When used during combat, this spell adds force to your blows: add 2 to your combat bids for rest of the current combat. This spell may be cast in combat at any time.
Telepathy
This spell allows you to read the thoughts of your foe; with concentration, you can probe even the deepest secrets of their mind, though Mental Discipline is some protection against this spell.
Mark down your class, equipment, skills, and spells on your character sheet.
Combat
During the course of your adventures, you will probably enter into life or death struggle with any number of foes, from human thieves to the terrible Death Frogs of Chaos.
Hit Points
The amount of damage you can take in combat is measured in Hit Points. You begin play at full health with 30 Hit Points (HP). When you take damage or bid HP during combat, deduct that amount from your current HP.
At certain points in the book you will be allowed to rest or use a Heal spell, and then you would restore Hit Points to your total. However, you can never go above your maximum of 30 HP, unless your maximum number of HP is raised.
The Bid System
In each combat encounter, you are literally gambling with your life and will be asked to bid a number of Hit Points against that of your opponents, deduct the HP from your total, then turn to another section to see how much they have bid and what the result is. If the amount of HP you have bid is higher than that of your opponents then you win, and if it is less then you lose. For example, a typical entry might read:
Example:
You are fighting a pair of Orcs.
If you wish to attack them straight on, Bid 1 to 10 HP on each orc and turn to page XXX.
If you wish to cast a Dread Curse, turn to page YYY.
If have decided to chicken out, turn back to page 001 and choose again.
Spells & Items in Combat
If you have Heal, Strength, Telekinesis, Boom, or Summon Elemental Badger spells, they may be used in combat whenever you want.
BOOM spells may be used in place of a bid, and counts as a bid of 6. If used in a confined space, there is a chance of blow-back - you will be made aware when this is an issue in the text.
Summon Elemental Badger conjures an elemental to fight for you from the available elements; this counts as a bid of 4 toward your bid total but you do not lose any HP if the badger loses the fight. Concentrations of local elements may provide a bonus to the use of this spell in certain circumstances.
Certain artifacts and equipment you gain during your quest will modify the bid system. For instance, a magic sword might give you a free +1 to your bid total - that is, if you bid 3 HP, it is treated as if you bid 4 when comparing it against the die roll, but if you lose or succeed you only subtract 3 HP.
Other Options
Even "winning" a prolonged combat can critically wound and weaken you, and in many cases combat in Orphanmaker is to the death. Many times you will be given the opportunity to escape, surrender, feign injury, or deliberately lose a combat - in most cases, whether this succeeds depends on your skills and magic. What happens after will be discussed in the text.
Now turn the page to begin your adventure.
Before you begin your adventure in Finality, you must first determine your character's skills and abilities. For years have been training yourself in swordcraft and sorcery, now you must choose your class. Each class has its relative strengths and abilities, and may give access to special skills, spells, and equipment during the course of your adventure.
Assassin
You are a guildmate of the Scarlet Order, trained in the arts of death. If this is your class, you start off with the Poison Use skill. You may select three additional skills and start with two spells of your choice. You begin with a Poison Bottle with six doses of deadly puffspider venom, a black mask, a katar, and 25 silver notes.
Enchanter
You are an adept of the Hellbent Iron, skilled in the ways of magic and the shaping of metal. If this is your class, you start off with the Appraise skill. You may select two additional skills and start with six spells of your choice. You begin with a leather apron, a bottle of rum, 15 silver notes, and a Rune Hammer, which counts as a magic weapon.
Ranger
You are one of the Wardens of Bone, the silent hunters and stalkers that have mastered the Dead Forest. If this is your class, you start off with the Tracking skill. You may select three additional skills and start with two spells of your choice. You begin with a loaf of elf-bread, a green cloak, a sword, and 10 silver notes.
Skills
After you have selected your class, you must chose what other skills you have trained in.
Animal Lore
This skill covers knowledge of animals wild and domestic, making you familiar with many of the species across the planes, recognizing their habits and methods of attack and defense. Characters skilled in animal lore know how to approach animals safely, and can better train, handle, and ride domestic animals.
Appraise
This skill provides knowledge of craftsmanship and materials; the character can instantly know what value an object is likely to fetch on the open market, and their keen sight can pick out hidden features or flaws. A thorough appraisal can even reveal if an item is magic or not.
Barter
This skill makes a character a master of negotiation, able to get the best price or quality for anything they buy or sell. Masters of this skill may even convince some to sell things they never intended to give up.
Escapology
The master of this skill has learned all there is about knots, locks, and traps, and can recognize and find their way safely out of all manner of confinements. Crafty escapologists can also use these skills to break in to places that others would rather keep them out of.
Etiquette
The master of this skill is an adept at social interaction, always saying the right thing at the right time, and able to talk with a sewerjack or a duchess without giving offense.
Mental Discipline
Through special meditation and mental exercises, some characters are able to train their minds to fend off illusions and psionic attack. The extra discipline also strengthens the will against unnatural temptations and compulsions.
Poison Use
Assassins, doctors, and alchemists are skilled in the detection and application of poisons, as well as their cure and treatment.
Tracking
This skill covers tracking and hunter in both cities and the wild; masters of tracking rarely go hungry, and possess keen senses that alerts them to many dangers.
Spells
After you have selected your skills, you must chose what spells you have available, and come in many shapes and sizes - potions, rune stones, scrolls, combinations of alchemical powders, etc. - and are consumed when they are used. You will normally be told when you may use a spell during the course of an adventure, although certain spells may be used at any time. You will also have the opportunity to gain new spells as your adventure progresses.
BOOM
This spell causes a sudden explosion to occur where-ever you throw it; the deadly blast can destroy enemies and structures. It may also be set to go off within ten heartbeats, to allow you time to escape if you are too close.
Charm
This spell instantly sways another to your side; it is much like an effective use of the Etiquette skill. The effects are potent, but often temporary.
Dread Curse
This spell is a dire invocation calling doom upon your enemies; bad luck can seriously cripple or inconvenience your foe, especially during combat.
Enchant Weapon
This spell provides a temporary enchantment to your blade, making your weapon a Magic Weapon until the next time you rest. This spell may be cast at any time.
Heal
This spell soothes your injuries, causing flesh to regenerate as quickly as troll-hide. Every time you use this spell, you recover 4 hit points. This spell may be cast at any time.
Invisibility
This spell hides you from the senses of men and beasts; it is not so much that they cannot see you, but you become a roving blind spot for their senses - guards will never look in your direction, dogs will never recognize your scent, and no ears will hear your voice while under the effects of this spell.
Strength
This spell causes your muscles to ripple with unnatural strength and power; add 1 to your combat bids until the next time you rest, when your unnatural strength will fade. This spell may be cast at any time.
Summon Elemental Badger
Calling on one of the four elements, you convince a minor elemental shaped like a badger to do your bidding for a short time. These are not generally much good in combat, but the more of their element is present the more powerful they are.
Telekinesis
This spell allows you to mentally direct a great force for a period of time, moving objects about with their mind - including their opponents, if they so choose. When used during combat, this spell adds force to your blows: add 2 to your combat bids for rest of the current combat. This spell may be cast in combat at any time.
Telepathy
This spell allows you to read the thoughts of your foe; with concentration, you can probe even the deepest secrets of their mind, though Mental Discipline is some protection against this spell.
Mark down your class, equipment, skills, and spells on your character sheet.
Combat
During the course of your adventures, you will probably enter into life or death struggle with any number of foes, from human thieves to the terrible Death Frogs of Chaos.
Hit Points
The amount of damage you can take in combat is measured in Hit Points. You begin play at full health with 30 Hit Points (HP). When you take damage or bid HP during combat, deduct that amount from your current HP.
At certain points in the book you will be allowed to rest or use a Heal spell, and then you would restore Hit Points to your total. However, you can never go above your maximum of 30 HP, unless your maximum number of HP is raised.
The Bid System
In each combat encounter, you are literally gambling with your life and will be asked to bid a number of Hit Points against that of your opponents, deduct the HP from your total, then turn to another section to see how much they have bid and what the result is. If the amount of HP you have bid is higher than that of your opponents then you win, and if it is less then you lose. For example, a typical entry might read:
Example:
You are fighting a pair of Orcs.
If you wish to attack them straight on, Bid 1 to 10 HP on each orc and turn to page XXX.
If you wish to cast a Dread Curse, turn to page YYY.
If have decided to chicken out, turn back to page 001 and choose again.
Spells & Items in Combat
If you have Heal, Strength, Telekinesis, Boom, or Summon Elemental Badger spells, they may be used in combat whenever you want.
BOOM spells may be used in place of a bid, and counts as a bid of 6. If used in a confined space, there is a chance of blow-back - you will be made aware when this is an issue in the text.
Summon Elemental Badger conjures an elemental to fight for you from the available elements; this counts as a bid of 4 toward your bid total but you do not lose any HP if the badger loses the fight. Concentrations of local elements may provide a bonus to the use of this spell in certain circumstances.
Certain artifacts and equipment you gain during your quest will modify the bid system. For instance, a magic sword might give you a free +1 to your bid total - that is, if you bid 3 HP, it is treated as if you bid 4 when comparing it against the die roll, but if you lose or succeed you only subtract 3 HP.
Other Options
Even "winning" a prolonged combat can critically wound and weaken you, and in many cases combat in Orphanmaker is to the death. Many times you will be given the opportunity to escape, surrender, feign injury, or deliberately lose a combat - in most cases, whether this succeeds depends on your skills and magic. What happens after will be discussed in the text.
Now turn the page to begin your adventure.
Last edited by Ancient History on Mon Sep 16, 2013 10:35 am, edited 3 times in total.
- Ancient History
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- Joined: Wed Aug 18, 2010 12:57 pm
001
For all the blood and sweat you've shed for your ticket to Finality, the actual trip is nothing more or less than a long, slow line through an arch of black stone hung with a curtain of light. When your turn comes, a single step brings you to the famed Portal Nexus, a vast plaza teeming with the traffic of a thousand worlds - humans and humankin in every shade and hue, a small family of well-to-do hill giants in finery that could sail a battleship, lizardmen scale-brothers and -sisters of every tribe, dragonkin, elfkin, a convocation of braineaters...and that's only what you can see around you. You move smartly as the line shuffles along, refusing to gawk like some backworld yokel on their first trip to the big city.
Avalas, the distant blue sun, is hidden by the grey smoke of the city's million cookfires and factories; but you can sense its movement as the heat of the day comes on, and a greasy pall settles on the assembled as you come up to the customs gate. The officers before you are a pair of female half-orcs, all bulging biceps and curves an elf-girl would sell her ears for. Good work if they can get it; most orc-women their age end up as breeders in the warrens. Each of them holds a wicked-looking spiked truncheon; the one on the left is picking bits of hair, skull, and dried brains off of hers. The one on your right grunts and asks your name and business.
If you have the Etiquette skill, turn to 002.
If you want to use a Charm spell, turn to 003.
If you want to tell the truth, turn to 004.
If you want to lie, turn to 005.
If you want to bribe the orc-women, select a number of silver pieces between 2 and 20 and turn to page 006.
If you want to fight your way through the checkpoint, select a number of HP between 2 and 10 and turn to 007.
For all the blood and sweat you've shed for your ticket to Finality, the actual trip is nothing more or less than a long, slow line through an arch of black stone hung with a curtain of light. When your turn comes, a single step brings you to the famed Portal Nexus, a vast plaza teeming with the traffic of a thousand worlds - humans and humankin in every shade and hue, a small family of well-to-do hill giants in finery that could sail a battleship, lizardmen scale-brothers and -sisters of every tribe, dragonkin, elfkin, a convocation of braineaters...and that's only what you can see around you. You move smartly as the line shuffles along, refusing to gawk like some backworld yokel on their first trip to the big city.
Avalas, the distant blue sun, is hidden by the grey smoke of the city's million cookfires and factories; but you can sense its movement as the heat of the day comes on, and a greasy pall settles on the assembled as you come up to the customs gate. The officers before you are a pair of female half-orcs, all bulging biceps and curves an elf-girl would sell her ears for. Good work if they can get it; most orc-women their age end up as breeders in the warrens. Each of them holds a wicked-looking spiked truncheon; the one on the left is picking bits of hair, skull, and dried brains off of hers. The one on your right grunts and asks your name and business.
If you have the Etiquette skill, turn to 002.
If you want to use a Charm spell, turn to 003.
If you want to tell the truth, turn to 004.
If you want to lie, turn to 005.
If you want to bribe the orc-women, select a number of silver pieces between 2 and 20 and turn to page 006.
If you want to fight your way through the checkpoint, select a number of HP between 2 and 10 and turn to 007.
Last edited by Ancient History on Tue Sep 24, 2013 10:44 am, edited 4 times in total.
- Ancient History
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002
With a wink that could plausibly be directed to either of the officers, you begin recounting tales of your exploits in a manner that makes you look probably stronger than you actually are while subtly hinting that you don't intend to start any trouble. The Half Orc women hang on your words and even giggle at some of your jokes. Their names are apparently Urog and Borba.
But the line is mounting up, and they don't have time to flirt with you. At least, not at the moment. The officers wave you on, but Borba extends an invitation to meet her after shift at the Wine and Drum, which is apparently a cabaret in “The Box.” You don't actually know where that is, but it seems like as good a place to start as anything.
If you accept the officer's invitation, turn to 012.
If you politely decline and move on your way, turn to 009
With a wink that could plausibly be directed to either of the officers, you begin recounting tales of your exploits in a manner that makes you look probably stronger than you actually are while subtly hinting that you don't intend to start any trouble. The Half Orc women hang on your words and even giggle at some of your jokes. Their names are apparently Urog and Borba.
But the line is mounting up, and they don't have time to flirt with you. At least, not at the moment. The officers wave you on, but Borba extends an invitation to meet her after shift at the Wine and Drum, which is apparently a cabaret in “The Box.” You don't actually know where that is, but it seems like as good a place to start as anything.
If you accept the officer's invitation, turn to 012.
If you politely decline and move on your way, turn to 009
Last edited by Ancient History on Tue Oct 01, 2013 10:38 am, edited 3 times in total.
- Ancient History
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003
You drink down your potion of charm and immediately feel a rush of confidence radiating from your belly. You stroll up to the officers and begin rattling off whatever comes into your head. The Half Orc women hang on your words and even giggle at some of your jokes. Their names are apparently Urog and Borba.
But the line is mounting up, and they don't have time to flirt with you. At least, not at the moment. The officers wave you on, but Borba extends an invitation to meet her after shift at the Wine and Drum, which is apparently a cabaret in “The Box.” You don't actually know where that is, but it seems like as good a place to start as anything.
Whether you accept the officer's invitation or not, turn to 023.
You drink down your potion of charm and immediately feel a rush of confidence radiating from your belly. You stroll up to the officers and begin rattling off whatever comes into your head. The Half Orc women hang on your words and even giggle at some of your jokes. Their names are apparently Urog and Borba.
But the line is mounting up, and they don't have time to flirt with you. At least, not at the moment. The officers wave you on, but Borba extends an invitation to meet her after shift at the Wine and Drum, which is apparently a cabaret in “The Box.” You don't actually know where that is, but it seems like as good a place to start as anything.
Whether you accept the officer's invitation or not, turn to 023.
Last edited by Ancient History on Wed Oct 16, 2013 4:37 pm, edited 2 times in total.
- Ancient History
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004
You explain that you're Nam Orphanmaker, a sellsword from a distant world here to make his way in the big city. The guards nod as if they've heard all this before and give you a bit of a lecture about theacceptable behavior in Finality for those who stab people in the face and take their money for a living. You grudgingly agree to abide by the law while in Finality, and they request a processing fee of 1 silver note each.
It occurs to you that you've already paid for the travel to this world, so this is just a base shakedown.
If you wish to pay, lose 2 silver notes and turn to 009
If you want to fight your way through the checkpoint, select a number of HP between 2 and 10 and turn to 007.
You explain that you're Nam Orphanmaker, a sellsword from a distant world here to make his way in the big city. The guards nod as if they've heard all this before and give you a bit of a lecture about theacceptable behavior in Finality for those who stab people in the face and take their money for a living. You grudgingly agree to abide by the law while in Finality, and they request a processing fee of 1 silver note each.
It occurs to you that you've already paid for the travel to this world, so this is just a base shakedown.
If you wish to pay, lose 2 silver notes and turn to 009
If you want to fight your way through the checkpoint, select a number of HP between 2 and 10 and turn to 007.
Last edited by Ancient History on Tue Sep 24, 2013 10:39 am, edited 1 time in total.
- Ancient History
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- Posts: 12708
- Joined: Wed Aug 18, 2010 12:57 pm
005
Knowing that tales of your misdeeds may have reached the ears of the city guard, you reach for a name and description that would be difficult to contradict. “I am Elothar, Warrior of Bladereach, here as a courier to deliver a message and return with its reply.” The lie slips easily past your seasoned lips. You know of at least four cities called Bladereach and you've been to two of them. What are the chances that any of the guards can ask a question you cannot answer?
And yet, one of the women seems to light in recognition. “Elothar? Of Bladereach? Yes... I think that Der'renya will be glad of your arrival. Would you like directions to The Shades, or do you already know the way?”
Well, that was unexpected. You unfortunately have no idea who Der'renya is, leaving the question of what you will do...
If you accept the officer's directions, turn to 015.
If you claim to know where you are going, turn to 009.
If you believe you are caught and wish to fight your way out, turn to 007.
Knowing that tales of your misdeeds may have reached the ears of the city guard, you reach for a name and description that would be difficult to contradict. “I am Elothar, Warrior of Bladereach, here as a courier to deliver a message and return with its reply.” The lie slips easily past your seasoned lips. You know of at least four cities called Bladereach and you've been to two of them. What are the chances that any of the guards can ask a question you cannot answer?
And yet, one of the women seems to light in recognition. “Elothar? Of Bladereach? Yes... I think that Der'renya will be glad of your arrival. Would you like directions to The Shades, or do you already know the way?”
Well, that was unexpected. You unfortunately have no idea who Der'renya is, leaving the question of what you will do...
If you accept the officer's directions, turn to 015.
If you claim to know where you are going, turn to 009.
If you believe you are caught and wish to fight your way out, turn to 007.
Last edited by Ancient History on Tue Oct 01, 2013 10:37 am, edited 4 times in total.
- Ancient History
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006
The Half-Orc guards would have accepted 2 silver notes, but will nonchalantly accept as many as you offer - you lose all the silver notes that you have bid! Still, you have successfully passed the checkpoint, and you head into the cosmic metropolis. Turn to 009.
The Half-Orc guards would have accepted 2 silver notes, but will nonchalantly accept as many as you offer - you lose all the silver notes that you have bid! Still, you have successfully passed the checkpoint, and you head into the cosmic metropolis. Turn to 009.
Last edited by Ancient History on Tue Sep 24, 2013 10:40 am, edited 1 time in total.
- Ancient History
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007
The half-orc women are strong and tough, but lack your speed, agility, and skill. If your bid is 3 or less you lose the combat; turn to 033. If your bid is 4 or higher, the half-orc women lie defeated before you. The fracas has caught the attention of the crowd, and there are shouts that may bring further guardsmen. What do you do?
If you want to quickly loot the body of the half-orc guards, turn to 010.
If you want to thoroughly loot the body of the half-orc guards, turn to 040.
If you want to make your escape now, turn to 009.
The half-orc women are strong and tough, but lack your speed, agility, and skill. If your bid is 3 or less you lose the combat; turn to 033. If your bid is 4 or higher, the half-orc women lie defeated before you. The fracas has caught the attention of the crowd, and there are shouts that may bring further guardsmen. What do you do?
If you want to quickly loot the body of the half-orc guards, turn to 010.
If you want to thoroughly loot the body of the half-orc guards, turn to 040.
If you want to make your escape now, turn to 009.
Last edited by Ancient History on Fri Sep 27, 2013 11:11 am, edited 2 times in total.
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008
The store has a name in Elven runes, and the wooden arches are typical of some of the Elf frame-houses you've seen back home - but if the humanoid behind the counter in a shopkeeper's apron behind the counter was ever of Elven blood, they were on the wrong end of a polymorph charm. The grocer is only four feet high and must be at least six feet around at the gut, with leathery flesh that almost seems scaled in places, ears that are almost buried in the flabs where its neck should be, and a too-wide mouth. He grunts a greeting as you come in and survey the wares.
Most of the goods are rather cheaply made and overpriced - most things in the city are, by your estimation - but you sort through the piles and pick out the items you think might be useful. If you have the Appraise skill, turn to 014. If you have the Barter skill, you may haggle with the shopkeep and reduce the price of any item by 25%.
Deduct the price of the item from your store of silver notes. When you are done making your purchases, return to 020.
The store has a name in Elven runes, and the wooden arches are typical of some of the Elf frame-houses you've seen back home - but if the humanoid behind the counter in a shopkeeper's apron behind the counter was ever of Elven blood, they were on the wrong end of a polymorph charm. The grocer is only four feet high and must be at least six feet around at the gut, with leathery flesh that almost seems scaled in places, ears that are almost buried in the flabs where its neck should be, and a too-wide mouth. He grunts a greeting as you come in and survey the wares.
Most of the goods are rather cheaply made and overpriced - most things in the city are, by your estimation - but you sort through the piles and pick out the items you think might be useful. If you have the Appraise skill, turn to 014. If you have the Barter skill, you may haggle with the shopkeep and reduce the price of any item by 25%.
Code: Select all
Buckler 20 s (free +1 to bids during combat)
Dagger 16 s
Heal Charm 12 s
Rope 4 s
Last edited by Ancient History on Thu Apr 03, 2014 1:51 am, edited 3 times in total.
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009
You take your leave of the Half-Orc guards and proceed to walk through the crowd of Portal Pentagram. Goods and people from a hundred worlds are being hauled through the pentagonal square, and the periodic flashes and sounds or portals opening and closing proves that they will continue to do so for some time to come.
Portal Pentagram is the first point of footfall for most visitors to the city, just as it is yours. For those people whose final destination is another world, this may be the only part of the city they ever see. You can see many people lining up to take the portals off to lands beneath different stars. But your fortune is to be made here, and its time to get busy.
Facing the square are several inns and cafes, places that cater to those travelers whose next portal trip is scheduled in the very near future. That seems the most probable reason why the flop houses here are offering hourly rates, and if you questioned them about it that is almost certainly the story they would stick to.
A quick glance at the posted prices here indicates that it would probably make more sense to try to get provisions and lodging elsewhere. Of course, you also need to find employment.
If you wish to find a cheaper place to purchase supplies, turn to 020.
If you wish to find lodging in Finality, turn to 011.
If you wish to find a decent place to eat and drink, turn to 035
If you wish to find work for a sell sword such as yourself, turn to 030
You take your leave of the Half-Orc guards and proceed to walk through the crowd of Portal Pentagram. Goods and people from a hundred worlds are being hauled through the pentagonal square, and the periodic flashes and sounds or portals opening and closing proves that they will continue to do so for some time to come.
Portal Pentagram is the first point of footfall for most visitors to the city, just as it is yours. For those people whose final destination is another world, this may be the only part of the city they ever see. You can see many people lining up to take the portals off to lands beneath different stars. But your fortune is to be made here, and its time to get busy.
Facing the square are several inns and cafes, places that cater to those travelers whose next portal trip is scheduled in the very near future. That seems the most probable reason why the flop houses here are offering hourly rates, and if you questioned them about it that is almost certainly the story they would stick to.
A quick glance at the posted prices here indicates that it would probably make more sense to try to get provisions and lodging elsewhere. Of course, you also need to find employment.
If you wish to find a cheaper place to purchase supplies, turn to 020.
If you wish to find lodging in Finality, turn to 011.
If you wish to find a decent place to eat and drink, turn to 035
If you wish to find work for a sell sword such as yourself, turn to 030
Last edited by Ancient History on Tue Oct 08, 2013 10:49 am, edited 3 times in total.
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010
You crouch before your fallen foes to quickly loot their bodies. Their clubs are stout, but no match for the sword you already have. The clamor of the crowd is growing, and after grabbing a roll of 10 silver notes you make your escape into the busy square. Hopefully no one got a good enough look at you. Go to 009.
You crouch before your fallen foes to quickly loot their bodies. Their clubs are stout, but no match for the sword you already have. The clamor of the crowd is growing, and after grabbing a roll of 10 silver notes you make your escape into the busy square. Hopefully no one got a good enough look at you. Go to 009.
Last edited by Ancient History on Fri Sep 27, 2013 11:09 am, edited 2 times in total.
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011
Luckily, the commercial concerns of Finality are prepared for travelers such as yourself, and there are several likely-looking inns within a few paces of Portal Square. Trying the first such, an inn under the sign of the Confused Tailor, you realize that they were prepared in more ways than one - a simple night’s lodging and one small meal costs 10 silver notes. Grimacing, you check your purse. If you wish to pay the steep price, go to 031. If you’d like to look elsewhere for lodgings, go to 020.
Luckily, the commercial concerns of Finality are prepared for travelers such as yourself, and there are several likely-looking inns within a few paces of Portal Square. Trying the first such, an inn under the sign of the Confused Tailor, you realize that they were prepared in more ways than one - a simple night’s lodging and one small meal costs 10 silver notes. Grimacing, you check your purse. If you wish to pay the steep price, go to 031. If you’d like to look elsewhere for lodgings, go to 020.
Last edited by Ancient History on Tue Oct 08, 2013 10:50 am, edited 3 times in total.
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012
You gracefully accept Borba’s invitation, and as you leave the queue she leans over and gives you a buss on the cheek. The lady orc’s breath smells of cinnamon and red meat. She scrawls something on a piece of paper and hands it to you before turning back to her work.
As you walk into Portal Square you examine the paper, and find it is directions, probably to the Wine and Drum. When you conclude your business for the day, you may meet Borba there by turning to 034, so long as you are not in combat or otherwise incapacitated.
Now turn to 009.
You gracefully accept Borba’s invitation, and as you leave the queue she leans over and gives you a buss on the cheek. The lady orc’s breath smells of cinnamon and red meat. She scrawls something on a piece of paper and hands it to you before turning back to her work.
As you walk into Portal Square you examine the paper, and find it is directions, probably to the Wine and Drum. When you conclude your business for the day, you may meet Borba there by turning to 034, so long as you are not in combat or otherwise incapacitated.
Now turn to 009.
Last edited by Ancient History on Wed Oct 02, 2013 10:30 am, edited 3 times in total.
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015
You wend your way through the crowds that boil off the Portal Square, and onto an avenue that is almost traffic-free. You feel a sense of crowding, not so much from the street itself getting smaller, but rather the buildings on either side pushing their way out. Before long the overhanging roofs have grown together entirely, and in the torchlit darkness you realize you are in The Shades.
The neighborhood seems to spread out into the darkness as if it grew as opposed to being built. A nearby tavern looks relatively inviting despite the grim, pale patrons outside drinking red… wine. If you wish to inquire inside, go to 050.
If you wish to venture deeper into The Shades, go to 071.
Or perhaps you might flag down a passer-by for directions? If so, go to 016.
You wend your way through the crowds that boil off the Portal Square, and onto an avenue that is almost traffic-free. You feel a sense of crowding, not so much from the street itself getting smaller, but rather the buildings on either side pushing their way out. Before long the overhanging roofs have grown together entirely, and in the torchlit darkness you realize you are in The Shades.
The neighborhood seems to spread out into the darkness as if it grew as opposed to being built. A nearby tavern looks relatively inviting despite the grim, pale patrons outside drinking red… wine. If you wish to inquire inside, go to 050.
If you wish to venture deeper into The Shades, go to 071.
Or perhaps you might flag down a passer-by for directions? If so, go to 016.
Last edited by Ancient History on Wed Oct 02, 2013 10:42 am, edited 3 times in total.
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016
You decide that of all of places in all the worlds you’d like to be lost, The Shades is not one of them. Casting your gaze about the street, you quickly pass over various sinister types, and settle upon a human like yourself- a tall man with close-cropped hair, clad in an athletic-looking suit of banded leather. His wide grin deepens as he notices you approaching.
Before you can frame your query, he speaks. “You look lost, friend. But a real man doesn’t ask for directions… he takes them.” The Grinning Man assumes a fighting stance and makes a beckoning gesture with his fist.
Do you accept his seemingly friendly challenge? If so, keep your weapon holstered and bid between 3 and 6, then turn to 076.
Alternatively, if you have the Invisibility spell and wish to use it, you may bypass the strange man and go to 071.
If you wish to go back the way you came, you may return to Portal Square at 009. However, if you wish to visit The Shades again, you must return to 016 and deal somehow with the surprisingly persistent Grinning Man.
You decide that of all of places in all the worlds you’d like to be lost, The Shades is not one of them. Casting your gaze about the street, you quickly pass over various sinister types, and settle upon a human like yourself- a tall man with close-cropped hair, clad in an athletic-looking suit of banded leather. His wide grin deepens as he notices you approaching.
Before you can frame your query, he speaks. “You look lost, friend. But a real man doesn’t ask for directions… he takes them.” The Grinning Man assumes a fighting stance and makes a beckoning gesture with his fist.
Do you accept his seemingly friendly challenge? If so, keep your weapon holstered and bid between 3 and 6, then turn to 076.
Alternatively, if you have the Invisibility spell and wish to use it, you may bypass the strange man and go to 071.
If you wish to go back the way you came, you may return to Portal Square at 009. However, if you wish to visit The Shades again, you must return to 016 and deal somehow with the surprisingly persistent Grinning Man.
Last edited by Ancient History on Tue Feb 11, 2014 9:28 pm, edited 2 times in total.
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020
You wander the city, but not aimlessly. Your senses are as alive as if you were on the hunt in the wilderness, open to every detail. Seeking out the poorer commercial parts of the city, you focus on the older, dirtier buildings, the cramped spaces where the clothes are meaner and the vernacular accent thicker on the tongue, and where the better restaurants give way to household firepits. It is not the Shades, but one of the adjacent neighborhoods, perpetually poor but bustling with life and activity, and the crooked sign declares it Hydra Head Court. A dozen grimy mongrel children play a game with a rubbery ball and a stick in the street, and it is not until you get closer that you see the "ball" is a rubbery eye some three inches in diameter.
Surveying the establishments of Hydra Head Court, you see a corner general goods store, a shady-looking character lingering in the twilight of an alley, and a small inn with a sign advertising rooms with rates by the hour, the night, and the week.
If you decide to go to the general goods store, turn to 008.
If you wish to bed down at the inn, turn to 049.
To covertly inquire about the shady-looking character, go to 055.
You wander the city, but not aimlessly. Your senses are as alive as if you were on the hunt in the wilderness, open to every detail. Seeking out the poorer commercial parts of the city, you focus on the older, dirtier buildings, the cramped spaces where the clothes are meaner and the vernacular accent thicker on the tongue, and where the better restaurants give way to household firepits. It is not the Shades, but one of the adjacent neighborhoods, perpetually poor but bustling with life and activity, and the crooked sign declares it Hydra Head Court. A dozen grimy mongrel children play a game with a rubbery ball and a stick in the street, and it is not until you get closer that you see the "ball" is a rubbery eye some three inches in diameter.
Surveying the establishments of Hydra Head Court, you see a corner general goods store, a shady-looking character lingering in the twilight of an alley, and a small inn with a sign advertising rooms with rates by the hour, the night, and the week.
If you decide to go to the general goods store, turn to 008.
If you wish to bed down at the inn, turn to 049.
To covertly inquire about the shady-looking character, go to 055.
Last edited by Ancient History on Wed Jan 08, 2014 11:24 pm, edited 3 times in total.
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023
Feeling the charm's power begin to wane, you quickly beg off to use the jakes. Once clear of the half-orc guards, you have time to think. You know nothing about the layout of Finality and know no-one here. On the other hand, whatever you do end up getting in to is not likely to be legal and she could be a complication. If you wish to take up the half-orc guard Borba on her offer when you conclude your business for the day, you may meet Borba there by turning to 034, so long as you are not in combat or otherwise incapacitated.
Now turn to 009.
Feeling the charm's power begin to wane, you quickly beg off to use the jakes. Once clear of the half-orc guards, you have time to think. You know nothing about the layout of Finality and know no-one here. On the other hand, whatever you do end up getting in to is not likely to be legal and she could be a complication. If you wish to take up the half-orc guard Borba on her offer when you conclude your business for the day, you may meet Borba there by turning to 034, so long as you are not in combat or otherwise incapacitated.
Now turn to 009.
Last edited by Ancient History on Wed Oct 16, 2013 4:37 pm, edited 1 time in total.