31 All eight stone coffins have been masterfully crafted and were built for eternity. Despite the use they have in common, you can clearly see distinct differences in their composition. Moreover, you can clearly determine the chronology in the death dates of the hierarchs buried here. Only the newest sarcophagus has neither signs nor numbers chiseled on it.
The oldest one is remarkable, however. It's the only one made from the same basalt as the floor slab leading to the crypt. Fascinated, you stroke the cool ancient rock.If you want to open the black coffin, turn to 44.
If you want to do nothing and stay in the crypt until the next night falls, turn to 38.
If you want to climb the stone stairs up to the temple, turn to 80.
If you want to climb up the air shaft and enter the park, turn to 98.
[Let's Play] Rider of the Black Sun
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Last edited by angelfromanotherpin on Wed Dec 09, 2020 1:05 am, edited 3 times in total.
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Desecrate a forever crypt out of curiosity. What could possibly go wrong?
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.
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44 The heavy stone lid appears to have been covering the coffin for an eternity. Only after exerting all your strength do you manage, for the first time in centuries, to break the encrusted dirt sealing the coffin's seams. Another heave, and with a loud thud the lid slides down between the side of the coffin and the wall of the alcove. The smell of death fills your nose.
Lying in the coffin are the remains of a priest emperor; a rusty crown dangles from the gaping jaws of his empty skull; his clasped bony hands hold the butt of a rusty sword resting upon his body. You imagine how the hierarch must have used the sword when he was alive.
If you want to examine the body of the hierarch more closely, turn to 87.
If you want to take a closer look at the coffins, turn to 6.
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87 Fearlessly, you search the decayed body of the old priest emperor. Yet in the dust of centuries you find nothing of use. You are just about to heave the lid back onto the coffin when a sparkle catches your eye.Turn to B1.
Remarkable, you've discovered the first bonus section! Turn to the end of the book and find the bonus chapter in order to read it.
The book is broken up into multiple divisions, each with an identifying letter or number. We're currently in P (for prologue) and there are seven further numbered chapters. At the end, there are several lettered divisions in the unfortunate order of X, F, C, B, T, E, G, and H. Division B is formally an Appendix, and the B stands for Bonus Sections.
B1 Beneath the crumbled remains of the ribs you see the dull surface of a small figurine. A quick pull is enough to get the piece of art out from between the bones and desiccated flesh. To your amazement, the statue shimmers as if it was made only yesterday. The figure consists of black marble and shows the voluptuous forms of a humanoid being with two genders. In the belly of the statuette there is a round opening, likely the setting for a jewel or pearl.
If you want to take the figurine, write down Figurine of the Ancients (Special Item) on your adventure sheet. Also note this entry in the square provided, using a clearly recognizable cross [X].
You can also write down FATE POINT #1!Turn back to the prologue at section 6.
Our visit to appendix B was short and sweet. As usual, I assume we take the thing unless otherwise instructed.
6 Lifting the leaden coffin lid back into its original position requires considerable effort.If you want to follow the stone stairs up to the temple, turn to 80.
If you want to climb through an air shaft out into the temple district's park, turn to 98.
If you want to stay in the crypt until the next night falls, turn to 38.
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Staying until nightfall seems like a reasonable idea, so I'd vote for that, but we are in a crypt, so only half a vote.
(It's remarkable that we found the bonus? Also, why is this a bonus and not just another section? And if it's only half of something, I'd not be surprised if we didn't find the gem that goes with it.)
(It's remarkable that we found the bonus? Also, why is this a bonus and not just another section? And if it's only half of something, I'd not be surprised if we didn't find the gem that goes with it.)
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Air shaft.
Seconding query re: the significance of bonuses VS beneficial sections.
Seconding query re: the significance of bonuses VS beneficial sections.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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I don't know what signifies a bonus section. At a guess it has to do with the Fate Point system, to create positive anticipation when you're directed to a B-reference.
98 With a measured hop you climb the wall's edge towards the narrow air shaft, and with slight movements of your rms you force yourself forward. Finally, a ray of sunlight falls through the thorny vines of the roses. You feel a stabbing pain and remain motionless for a moment in the shaft. Primal fear causes you to tremble.If you want to return to the protective darkness of the crypt, turn to 53.
If you want to fight the pain and crawl farther, turn to 17.
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53 Barely managing to escape the glaring rays of sunlight, you drop to the cold damp floor of the crypt. Your arms hurt as if you had dipped them in boiling water. But to your surprise, the skin isn't reddened, but grey and rough like stone. Only gradually, rustling faintly, does it begin to regenerate.If you want to leave the crypt behind and climb the stone stairs to the temple, turn to 80.
If you want to do nothing and stay in the crypt until the next night falls, turn to 38.
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80 Placing your foot on the lowest step, you activate a mechanism. With a low scraping sound the black stone panel swings to the side and reveals the entrance to the temple. Cautiously, you run up the steps. Even during the day the temple at the heart of the ruler's court is a peaceful place.
>Why don't the inhabitants seek out its calm?<If you want to wait for the night here, turn to 90.
If you want to leave the temple and go outside, turn to 49.
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90 Time passes only slowly. Your thoughts revolve constantly around the same questions.
>Who am I? Why am I here? What have I done?<
There are no answers. You are slowly losing your mind.
You don't know how many hours have passed, but at a certain point you're startled by the creaking of the temple door. From your hiding place you watch a lovely young woman clad in a white habit of Kar enter the sanctuary. Her sad golden eyes are downcast as she walks between the prayer benches and kneels down in the first row. Your heart is hammering in your chest.
You're so fascinated by her exotic beauty that you can't turn away your gaze. Her long hair shimmers, bathed in golden light. Sobbing, she invokes a short prayer: "How could all this have happened? Oh hear my plea, merciful Kar, receive his soul!"If your body is wrapped in an Organ Shroud, turn to 34.
If not, turn to 82.
82 After praying briefly, she walks to the organ, laying the protective sheet carefully to one side and sitting down on a small leather stool next to the instrument. Mesmerized, you follow each of her gentle movements.Turn to 74.
74 Pulling and pushing on some white knobs, she starts playing timidly. At first, only disjointed sounds can be heard softly, but after briefly warming up, the woman begins to play a dirge.
No sooner has the heavy melody filled the temple then it pierces your skull. A violent headache overwhelms you. The ground begins to sway, the world spins. A fit of dizziness evokes a groan.
The music falls silent, and the young woman asks hesitantly: "Is there anybody here?"If you want to escape through the entrance, turn to 99.
If you want to sneak up behind her and knock her unconscious, turn to 2.
If you want to address her and seek her help, turn to 23.
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Hm, I'm not sure that 'a good person' is optimal to reach out to when we're coded as 'harmed by sunlight and hymns.' Nevertheless...
• Your character has Strength and Dexterity scores to overcome physical challenges. These start at 6 each, but if you are a gamebook veteran you can increase the challenge by having them start at 5 each.
• In combat, you attack with Str and defend with Dex.
• You have six Vitality states, but the sixth is Dead, so it's like having five HP. They are Fit/Normal/Battered/Hurt/Critical/Dead. Again, gamebook veterans can up their challenge by implementing wound penalties: -1 to Str and Dex if they are Hurt, -2 if they are Critical.
• Tests are the Stat+2d6 vs a TN.
• You can carry three weapons, but only use one at a time. Each weapon has an attack bonus that's added to your Str for combat purposes. You have six clothing slots for armor pieces and benefit from all of them at once.
• Combat is handled in rounds. You always go first, testing your attack against the enemy's defense score as TN, then you test your defense against the enemy's attack to avoid their counterstroke. Successful attacks deal the equivalent of 1 damage against either your Vitality or the enemy's Resistance.
• For some reason, your attack and defense tests in a single combat round share a die, so that die is particularly influential on how good a round you have.
• There are special boss fights called showdowns which are more elaborate.
I'll put up the start of Chapter 1 after breakfast.
23 You step from your hiding place and walk slowly towards the young woman. Sadness shimmers in her golden eyes.
"Who are you?" she asks with faltering voice.
Around her slender neck she wears the amulet of a priest of Kar. Belief in the sun goddess is widespread in Rhenus, especially of course among the inhabitants of the Step Pyramid of the metropolis of Kyphi. The priestess takes a few steps backwards, bumping against the organ's keyboard. A weird chord is sounded, causing you both to start in surprise.If you wear a Linen Shirt, turn to 57.
If not, turn to 86.
57 You walk slowly towards the young believer. Apparently she would like to shout or scream something, but only a pathetic rattle escapes her throat. As if spellbound, she stares at the linen sheet used to wrap the dead so as to accompany them to the hereafter. Her eyes roll back and she crumples.Turn to 29.
29 Unconscious, the young woman sinks into your arms. Her silk gown is warm and soft. A priest's amulet of the sun goddess Kar dangles from her graceful neck.
As you observe her, something strange occurs: all movement seems to slow around you. At first it's barely perceptible, but after only a few heartbeats everything becomes frozen in time. Confused, you let the woman go. Her body doesn't drop to the floor, however, but remains in the same unnatural position you left her. Looking up, you see a large human-like black shadow standing before you.Turn to 100.
I'm just going to summarize the rules text.100 Even before you can react, the shadow flits towards you and grabs you by the throat with a stony grip. Mercilessly, it pulls you to itself. Eyes without pupils, glowing like silver, penetrate your mind and spirit. You feel a deadly cold seep into your body. Your blood freezes. You're helpless, paralyzed. The last thing you are conscious of is the confident smile on the stony features of this black super being.Read on in CHAPTER 1: "THE BLACK TOWER".
?
Have you found the FATE POINT (#1) in this chapter? If not, you should perhaps try again and search a bit more during your escape...
Note: If you are playing this book for the first time, you should – before reading on in the first chapter – read the game rules on the following pages. This will help you to have real fun with this game book.
• Your character has Strength and Dexterity scores to overcome physical challenges. These start at 6 each, but if you are a gamebook veteran you can increase the challenge by having them start at 5 each.
• In combat, you attack with Str and defend with Dex.
• You have six Vitality states, but the sixth is Dead, so it's like having five HP. They are Fit/Normal/Battered/Hurt/Critical/Dead. Again, gamebook veterans can up their challenge by implementing wound penalties: -1 to Str and Dex if they are Hurt, -2 if they are Critical.
• Tests are the Stat+2d6 vs a TN.
• You can carry three weapons, but only use one at a time. Each weapon has an attack bonus that's added to your Str for combat purposes. You have six clothing slots for armor pieces and benefit from all of them at once.
• Combat is handled in rounds. You always go first, testing your attack against the enemy's defense score as TN, then you test your defense against the enemy's attack to avoid their counterstroke. Successful attacks deal the equivalent of 1 damage against either your Vitality or the enemy's Resistance.
• For some reason, your attack and defense tests in a single combat round share a die, so that die is particularly influential on how good a round you have.
• There are special boss fights called showdowns which are more elaborate.
I'll put up the start of Chapter 1 after breakfast.
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CHAPTER 1THE BLACK TOWER
Your VITALITY is normal.
"Light and Darkness. Life and Death – the opposite facets of creation. They appear to be incompatible, but without one the other would be nothing..."
– THE ORACLE OF KABETH
101 Throbbing pain awakens you rudely. Your head is droning from within, an ache you cannot silence. Putrid straw is stuck to your lips. All your muscles burn as you lift yourself up from the ground. You are in a dank stone cell, lit weakly by the torchlight dancing through the iron bars.
Slowly your memory of last night returns: the Hierarch's body, your escape to the idyllic chapel, the mysterious shadow pursuing you, that same figure dragging you here. And, of course, the lovely priestess of Kar. The memory of her almost makes you forget your current situation.
You examine your body for injuries or other clues as to your kidnapper, but you cannot find anything unusual. At least you are dressed, though your only garb is a stained cotton gown. You cannot say how many hours you were unconscious. In this desolate dungeon there are no windows, no way to know if the moon has risen or the sun is shining. Painstakingly, you feel your body and search the straw – there is no sign of your belongings.
All that you own (Utensils, Special Items, Weapons, Clothing) has been taken from you. Mark all your lost items with an "x" in Save Point if they are not already marked. Perhaps you will get them back later. The only item you are wearing at the moment is the Prisoner Gown (Clothing, Cloak).If you want to listen at the cell walls, turn to 119.
If you want to go to the bars to look around, turn to 292.
If you want to keep still, turn to 149.