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The Untold Adventures of Alzar, Book 1: Journey to Kythore - Gamebook! Game Thread
DO NOT POST IN THIS THREAD Not only can we not have any Non-Abe posts in this thread (you'll see why shortly) but once the book is finished, I may ask a mod to lock it. All clear is given. Enjoy! |
Send any comments or questions to this thread:
The Untold Adventures of Alzar, Book 1: Journey to Kythore - Comments and Questions - Front Office Football Central (This game references Alzar near the beginning of his journey in my D&D dynasty. It is not needed to have read it first) |
And so it was that in the fifth month of his journey after the death of his master, that Alzar did come upon Stillwater Bridge that crossed the once mighty river, long since decimated not by magic or technology, but merely by the inevitable continuation of time. The great specter of time erodes all and brings the mighty low.
Alzar moved to cross the bridge, but time also had robbed it of its structure, and despite looking sturdy about halfway across it broke and collapsed. He fell through the bridge and landed far away, knocked out by the damage. Hours later he awoke. The river, such as it is managed to push him some unknown amount downstream. His hands brushed away the drops of water that had congealed on his face. He could no longer communicate with Lastion, his ghoul familiar. It is still alive, but just outside of range. Meanwhile, his homunculus, Megala, is right beside him, as always, a mere extension of himself. He has no other servants with him. A quick check showed that he had his normal staff, some gold plus his spellbook. But his backpack had been ripped off in the fall or travel. He looks around and sees little. Standing up he looks back up the river side but he cannot tell how far he traveled. His head hurts and he sprained the left knee and ankle a bit. He’ll be okay. The river has great rocks back upstream, and the cavern here is quite tall. He cannot go back upstream, nor can he get out of the canyon any time soon. He’ll have to press on forward, and continue downstream. |
Welcome to the Untold Adventures of Alzar! This is an experimental dynasty that is meant to be read like a gamebook. YOU are Alzar! You will make decisions as Alzar, you will fight, and you will try to survive. At the end of each post are links to new posts. If you have to make a decision or fight, you will get a chance to go to the right section. Just clink on that link and then do that section
DO NOT READ OUT OF ORDER. That makes you a bad person. |
Alzar is a level 3 Necromancer, with a minor creature called Megala, his homunculus. It can fly, does minor damage in combat, Alzar can see through its eyes, and bad things happen to Alzar physically should Megala die.
During this adventure, you may encounter creatures, spells, items and more. In order to keep track of those things, you need a character sheet, preferably a pencil, and at least one ten sided die. Grab those now! On a piece of paper, write the following things down: Name: Alzar the Mighty Class: Necromancer Extraordinaire Max Hit Points: Current Hit Points: Combat Ability: Weapons: 1. 2. Armor: Special Items: Backpack: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Belt, Pouches and Money: Spells: 1st Rank: 1. 2. 3. 2nd Rank: 1. 2. Later on, you may be called on to use dice of various sizes. These are d4, d6, d8, and d20 dice that have that number of sides. If you do not have dice of these size, use a random number generator of your choice. There are many free programs and web sites that can do this for you. |
Alzar may not have more than 10 Backpack items, he may not wear more than one suit of armor, and he may not wield more than two weapons at a time. Write down, in pencil, that Alzar begins with a Quarterstaff, which is a two handed weapon, and uses both weapon slots. He may carry another with him, should he find it. Extra armor and weapons can be carried in the backpack, and not used in combat, if the text allows. Write down Robes for Alzar’s armor.
Grab that ten sided die, or a d20 will work as well if you don’t have it (Roll the d20 and just use the number in the ones place). Roll it three times. Add 15 to get the max hit points that Alzar has and write that down. Add 5 to get his max combat ability and write that down. Then add 20 and write that down for the amount of gold pieces he currently has. So if you rolled 3, 7 and 6, Alzar would have 18 hit points, 12 combat ability and 26 starting gold pieces. As Alzar takes damage, note his new HP total. He may heal through various means, but he can never heal above his starting, or max HP. |
Magic
As a Necromancer, Alzar can know several spells. You may begin the adventure with knowing any of the following spells: First Order: These spells are the simplest ones. Alzar may learn up to three spells of the First Order, if you wish, you can select the same spell three times, or each spell once, or one spell twice and one spell once. Animate Undead Animals – When given the option, Alzar may create a set of undead skeletons of animals such as rats or cats or squirrels. These animated undead will fight on Alzar’s behalf but are quite fragile. Charm Person – When cast, this spell will turn one hostile humanoid person into a friend. It may only be used specifically when instructed to do so. Detect Magic – This spell may be used when given the option in the text. It can be cast to detect all signs of magic in a room, and can be used to find magic traps, magic items, and more. Friends – When casting this spell, after being instructed, anybody who interacts with Alzar for a certain amount of time will have improved reactions., as instructed by the text. Read Magic – If Alzar comes across any item, scroll, or place where the text is written in the arcane script, he will only be able to read it by casting this spell. Sleep – Casting this spell will cause a random number of humanoids to fall asleep. You may only use it when instructed by the text. Tenser’s Floating Disk –When Alzar has this spell, he may ignore any restrictions on how many items he can carry, such as armor, backpack slots, extra weapons and more. It will not be referred to in the text, and it is used automatically. You get no extra uses from using it more than once, so you can memorize just once. Second Order: These spells pack a bit more power. Therefore, Alzar can memorize two of these each day. Blastbones – This spell is used in combat to deal extra damage. When used in combat, it deals 6 damage to all foes, but none to Alzar or any of his allies or minions. When a spell or item is used in combat it replaces Alzar’s normal attack for that round. ESP – Alzar may use this to read the thoughts of a humanoid target for a small amount of time, Unless Alzar prompts the person with questions, he will only read their surface thoughts. Forget – This spell will force a person to forget everything they saw in the last few minutes. Locate Object – This divination will locate any object that Alzar desires, and he will know where it is and how to get there. Ray of Ondovir – When cast in combat, this spell forces the target to miss their attack the subsequent turn and to be automatically hit by any attackers, including Alzar. Speak with Dead – If encountering a dead, or undead, person, Alzar can cast this to communicate with the dead person and learn what they saw and knew. Most spells have options to be used in the text, but the Ray and Blastbones are combat spells and can be used in combat without being prompted unless being precluded from use. Once a spell is used it is gone. If Alzar rests and has time, he can study and relearn those spells he memorized the previous day. |
Combat –
Alzar may encounter various forces that he must face in battle. As a Necromancer, he is not a great combatant, so he will half to rely on spells, minions, or allies to assist. At the beginning of each round, Alzar’s side attacks, and then the foes respond. That concludes each round. Alzar may use an item or a spell during that round instead of attacking. Attacking works thusly. Subtract the target’s combat ability from the attacker’s combat ability. Roll a d20 for the attacker and add the difference in the targets to get the attack roll. Then roll 1d20 for the defender. If the roll of the attacker is equal to or higher than the defender's roll, then the attack is a hit. For example, suppose Alzar has a combat ability of 13, and he is facing the Green Warrior, with a CA of 19. The difference is -6 as he attacks the GW. He rolls a d20 and gets a 14. Adding the difference results in an 8 as his roll. Now the Green Warrior rolls the d20 and gets a 12. Since Alzar did not equal or better the 12, he misses. Had the defender rolled an 8 or less, Alzar would have hit and rolls 1d6 damage from his quarterstaff to determine how much damage the target too.k No matter the difference between CA, a roll of a 20 by the attacker always hits and a roll of a 1 on the attack always misses. When battling multiple foes or with allies, the player chooses who his side targets. So if Alzar is fighting along with a Dark Horse against the Green Warrior and the GW’s pet dog, Alzar can choose if the Horse attacks the dog or the GW. When attacked by a foe, Alzar can determine who jumps in front of the attack, and that character’s combat ability is used as the target. If a character has more than one attack, then they must put all of their attacks into the same target. No character may use a special ability and attack in the same turn. All stats of opposing foes are given in the combat section. A character dies when its HP reaches zero. If Alzar reaches 0 HP the game is over, and he has died. |
Items –
As Alzar begins, he looks around and spies two items that have been swept down the river. Perhaps they were his or perhaps they came from another place. You may select any two of these items for Alzar to have. (if you wish to make this more challenging, you may roll a d10 and take the two items randomly rolled) 1 – Buckler – Alzar has a small shield he can wield. He may not use it and the Quarterstaff at the same time. It increases his CA by two when used, takes up a weapon spot. Place in the special items spot for now, and then move it to weapon later if Alzar gets a one handed weapon to slide to. 2 – Tinderbox – This waterproof box has a small amount of tinder, plus a flint and steel, helping to start fires. It has two straps and can be placed on the Belt. 3 – Steel Mirror – This is a strong, metal mirror that he can strap to his Belt. 4 – Vial of Holy Water – This water is an allergen to various undead or unholy things. 5 - Pouch of 13 gold coins - Just add to your total. 6 - Compass - worn on belt 7 - Jeweled Scabbard - worn on belt 8 - Dagger - Backup weapon, takes up the other weapon slot but cannot be used with Quarterstaff. Deals 1d4 damage in combat. Can be placed in backpack later if acquired. 9 - Scroll Case - This waterproof case can be rolled up and placed in the backpack - all scrolls can be kept as one item. Until you acquire an item, it takes up the other weapon slot only. 0 - Small Vial of Acid - You may keep this on your Belt When directed by the post,. you may use a spell or item. Unless a description says it has a certain use outside of the posts, such as in combat or something like Tenser's Floating Disk, it may not be used. |
Undead -
As a low level Necromancer, Alzar has a small chance to control very weak undead. This includes weak skeletons and zombies. Should Alzar encounter any of these enemies, he may attempt to control them, and you will be given options in the text. Megala – Alzar begins the game with Megala already on his side. Here are Megala’s stats: Combat Ability – 10; Max Hit Points – 5; Damage in attack: 1d3 Should Megala be killed in combat, Alzar will immediately lose two maximum hit points permanently. Due to its flying ability, Alzar may choose to keep Megala out of combat altogether in order to keep it safe. Should he choose to do so, he may not bring it into combat later, it must be made prior to starting the battle. ![]() Any other allies or minions gained will have similar descriptions as Megala. |
Please do NOT post in this thread anything, including rules questions, since a rules question may lead to giving away spoilers. At the end of your adventure, you may post in this thread: The Untold Adventures of Alzar, Book 1: Journey to Kythore - Comments and Questions - Front Office Football Central. That thread contains spoilers, so beware. The first page of it has some regularly asked questions in FAQ form if you want to hit it up without any spoilers. If you need to ask a question but you fear any spoilers, just PM them to me and i will pm you a response along with a post of your question and answer there for others.
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You will need all of your luck and power to succeed as Alzar and live. The right choices will make the journey easier, but anyone can win.
Good luck, and may your vile powers grant you success, long life, and enrichment both material and mental. |
13
You look down at your items you grabbed and order Megala to fly up and do a little scouting. The river bed has turned in a southerly direction. The water is moving more quickly here, but this canyon is still the ghost of what once was. The day is early. Were you knocked out all night long? It’s roughly two or three hours before noon. You begin moving, one foot in front of the other. At first you wince at the pain in your wounded leg, but soon the regular rhythm of sharp pain becomes familiar, and the cacophony of pain eases. After a few minutes, you pause as Megala has spotted something interesting. A few hundred more feet you spy the opening to a small cave, about four feet high. You move for a closer look and it was made by an unknown force. The hole is in rough dirt, not in rock or anything. You could move aside the exterior roots and rocks and just squeeze through, or you could continue along the way. Do you squeeze into the cave? Go to 101 Or if you’d rather just continue, go to 92 |
14
You have managed to clear out the back, but the situation looks grim. Better to run and retreat back the way you came than continue this battle! You move away from the Rockman in front of you. As you get to the bridge, it swipes and smashes you hard and you fall into the river. Take 4 hit points from the fall and smash. If you are still alive, you gather yourself in the water and swim past the remaining Rockman. Then you escape the water, return to the path and continue down it. Go to 128 |
15
You have controlled the skeleton! Skeleton: Combat Ability 10, Hit Points: 6, Damage 1d8-1 from rusty sword You may replace its weapon with one you have. When it attacks it can do 0 damage if it rolls a 1. There is nothing else here, so head back to the room at 34 and choose again. |
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17
You approach the east wall and the movement has been revealed as two brownish colored humanoids, who lean over the wall and chuck spears at you! You cannot get to them easily. What do you want to do? If you know Sleep and want to use it, turn to 85 If you know Blastbones and have a Power Crystal and want to use both, turn to 108. Otherwise, you’ll just have to run back away from the wall and move to the gate. Head to 29. |
18
You decide to look around and find anything that can be used to cut the large tentacle. After a few moments, you find a large piece of sharp obsidian. You use it to cut the tentacle, and it pulls back in pain, but you cut yourself and take 1 Hit Point. However, you have secured the freedom of the man! Turn to 110. |
19
Forget this! Bandits are stupid! Your weapon is up and ready. Your foes roar and head toward you. Battle has begun. Here are your foes: Bandit #1 – Combat Ability: 12, Hit Points: 7, damage 1d6 from dagger Bandit #2 – Combat Ability: 10, Hit Points: 10, damage 1d6 from mace Bandit #3 – Combat Ability 7, Hit Points 8, damage 1d4 from dagger Bandit #4 – Combat Ability 6, Hit Points 12, damage 1d8 from sword Due to the constrained nature of the path, you may not retreat from this battle. If you win, turn to 126. |
20
You head into the general store. An older couple move to greet you and welcome you. There are hundreds of goods crammed into the shelves here, and in the back is a seller’s post. Before trying to decide what you want to buy, you head back there. They will offer to buy anything you have, but a place like this will never have great prices. You may sell anything that you have, except for robes, backpack, and you must keep at least one weapon: Quarterstaff – 1 gold Dagger – 1 gold Mace - 3 gold Buckler – 1 gold Ore – 1 gold per 100 pounds of rock Metal flask with wax seal – 2 gold Heart of Rockman – 1 gold Jeweled Scabbard -8 gold Starting item (such as compass, mirror, scroll case, etc) not listed above – 1 gold Suit of Leather Armor – 4 gold Fishing Kit – 1 gold Each of these is per item. After making any sales you deem appropriate you, check out the goods they have. Backpack – 2 gold – You may only buy this is you don’t already have one Bedroll – 2 gold – Takes up two items in backpack. Tinderbox – 2 gold Rope – 1 gold – counts as a backpack item You may only buy backpack items if you have a backpack. If this was the first place you visited, head back to 73 and select one more place. If this was the second place you visited, head to 84 instead |
21
It’s a magic dagger. Yay! You don’t know the enchantment that is on it, though. Return to the section you just left |
22
This door opens into a medium sized library. You’ve seen a lot bigger and better at many places. It appears like this library was more for show than true intellectual pursuits. Your suspicious are confirmed as you begin to glance at titles on tables and shelves. These are lighthearted fantasies passed off as reality, with little substance or depth to any book here. It looks like this room got little attention recently. Dust is piled and no footprints are seen on the floor. You can tell the door has been opened a few times, because there is a semicircular streak around the hinges as you opened it, and it continues past where you stopped the door. But that is the extent of prior entry here. You step further into the chamber. There is a well built desk here, with several papers and a ledger on it. You sit on the leather chair and inspect it. The ledger records the financial records of the Keep, including payment for goods and payroll for staff. It goes back three years. You set it back down and move to the papers. They are a decent quality vellum. One is a letter to the Vicomte’s daughter from a prospective suitor who is captain of an army some distance away. The only other paper with writing looks to be a return letter penned by the Vicomte Kylar, but barely started when interrupted. You set aside these minor items and turn to the drawers of the desk. Two open to reveal minor items such as various wax seals from people who sent letters and a identifying record of who they came from, extra quills, and other assorted sundries. However, one of the drawers in this deck is locked. Even with some force you are unable to open them, and the application of a letter opener just breaks it off. If you have a vial of acid and would like to use it, turn to 86 Otherwise, there is nothing else of interest in this room. Head back to the large entry hall at 133 and select another exit |
23
Your foes are bandits, and they are without their armor, just weapons. Your enemy: Bandit 1: Combat Ability 8, Hit Points 10, deals 1d4 from dagger Bandit 2: Combat Ability 7, Hit Points 9, deals 1d4 damage from dagger Bandit 3: Combat Ability 8, Hit Points 8, deals 1d6 damage from mace Bandit 4: Combat Ability 7, Hit Points 7, deals 1d6 damage from quarterstaff Bandit 5: Combat Ability 10, Hit Points 8, deals 1d6 damage from quarterstaff Bandit 6: Combat Ability 8, Hit Points 6, deals 1d6+1 damage from Warhammer They surrounded you and yours as they move out, and you may not retreat. Once you have killed four, immediately end battle and turn to 68 |
24
Perhaps the 3rd choice will bring you luck! You begin to move down and it begins to ascend. That’s good! As you continue down the path, suddenly, a wall opens and out rolls a giant boulder. It begins to roll down what you now realize is a death ramp. You begin to scurry back. Roll a d10 Did you get 0-4? Turn to 32 Did you get 5-9 Turn to 88 |
25
You cast Read Magic and now the eldritch runes are able to be read. They inform the traveler that this is the road to Kythore. It also gives warnings about dangers along the way, namely some angry rock people on the road shortly ahead, that are difficult to kill. Forewarned by this, instead of continuing down this path immediately, you leap into the river and swim downstream. After a few minutes, you notice two large rock-men in the trail that is now on the left side of the river, and you swim until you are safely past them, and then return to the path, wet, but safe. Turn to 128 |
26
After passing the indentation in the ground, you arrive at a dead end. Your hands seek out the walls and you feel the rough earth. This cave was not very deep. You hear nothing special, and your hands seek out and find nothing unusual. Then you notice something…odd. What was that on your head? It’s the disquieting sensation of…breath? Turn to 76 |
27
Two more hours pass. This way is pretty safe as the path leads onward. The ridge is getting closer and closer to the riverbed. There are bits of civilization here. The trees have grown thicker, and there are the occasional house or person in the trail. You have passed at least ten people already. As you continue, an older man and a younger one are cutting trees for firewood. They have a wheelbarrow with wood and several piles being cut with axes. Suddenly, the older man’s axe slips from his hand and tumbles far below into the deep river, can be heard bouncing off some rocks, and then a large splash and silence. You peer over the edge and it is lost. It could be anywhere. Plus the water runs deeply here. The father and son cry out and move to see it, but they cannot make out where it is. You are almost to them, and overhear them talk about it. That was the older man’s father’s axe and it was in his family for two generations. If you know Locate Object, and would like to use it to find the old man’s axe, turn to 102. Otherwise, continue down the path by heading to 74 |
28
You cast Friends. For both of your visits, people will like you more. Your total purchases at each place will drop by 10%, (rounding down) and your total sales will increase by 10% (rounding down as well). So if you sell 7 gold worth of stuff, you make 8, and f you purchase 13, it only costs you 11. Return to 73 to make your selections. |
29
You approach the gate and run in, and leap up a ladder to the wooden palisade yourself. The enemies are approaching you, with spears. You move to melee range and begin battle. ![]() Humanoid #1 – Combat Ability 12, Hit Points 12, deals 1d4+1 damage with spear Humanoid #2 – Combat Ability 11, Hit Points 11, deals 1d4+1 damage with spear You must kill both to win., You cannot flee for fear of more spears being thrown your way as your do. If you kill them both turn to 67. |
30
You begin to search the kitchen, and you ransack a few drawers of minor tools and food when suddenly you hear a gentle bark and you turn around! There is a large hell hound in front of you. It came from the pantry. Its russet body and coal black eyes belie the strength it has. It is merely curious, having eaten recently. Of course, the heat that come from it pierces you and you take 3 hit points of damage before it returns to the pantry, now bored of you. Head over to 116 to finish the search |
31
You grab the scroll and cast Read Magic. As you do, the runes become legible and the page yields its mysteries. This is a Scroll of Lice Summoning. When used in combat, instead of your turn, large angry lice will appear and swarm around your targets. These lice are relatively harmless, but your foes will be unable to attack for three turns and get -3 to all of their Combat Abilities for that time. After securing the Scroll, you head back to the beginning of this hallway and choose a new direction at 52. |
32
You barely mange to make it down in time but it clipped you and you take 2 damage. Whew! It can’t roll into this room via the doorway. So head to 34 and make another selection. |
33
You head up the stairs and reach the top after a short jaunt. It ends at a large, flat door that opens upward. You would have to push it. The doors are quite heavy, and you can manage it, but they may make a lot of noise. If you have the Invisible, Inaudible Rock and would like to crush it now, swing by 119 Or you can just smash the door open and head on out! 50 is your friend |
34
You awaken and it seems like just a few moments passed. You rise and you are at the base of a shoot that entered from above. The chamber is roughly ten feet by ten feet. You landed on soft, moist earth and were not badly injured. Two other shoots enter the room from above and the room has eight exits, around the bottom. Nothing else is in the room – just the dirt on the ground and the octet of exits. There was supposed to be nothing under the keep. No dungeon, no second floor, nothing. You double check the map. Nothing. This was unexpected. You were turned around in the fall. You are confident that the exit from this rabbit hole is not southward of where you started because you have been there already and found nothing. So it’s likely northward. You were turned around in the fall and have no idea of direction. Do you have a compass? Head to 117 Otherwise, you will need to guess. There are eight paths out. Choose them starting from forward, and moving clockwise around the dark basalt chamber. Forward – 58 2nd Exit – 87 3rd Exit – 24 4th Exit – 118 5th Exit – 80 6th Exit – 42 7th Exit – 132 8th Exit – 97 |
35
You move right down the hallway. As you pass by carpets and art on the wall, you notice that a noise can be heard from the servant’s quarters. There are two doors here at the end of the hallway. Gentle rustling and moving can be heard behind both. A quick map check shows each opens into a chamber, which are themselves linked by a door in the back of them, and they open onto four small bedchambers. It’s time. You prepare yourself and push open a door. As you do, the sound increases. You hear the clatter of people and someone shouts. Suddenly six bandits see you, grab whatever they have handy, and charge! Their features show they would likely be immune to charm magic due to trow blood, but they are half human at least. If you know Sleep and have not yet used it today and would like to, turn to 57 Otherwise go to 23 and prepare for the battle! |
36
The liquid in the flask is reacting, with a minor bubble. This is common for potions, so you suspect there is a magical potion of some sort in here. Return to the section you just left |
37
You begin to inspect the bodies of the dead bandits. On them you find one mace, two daggers, 5 gold coins, and several suits of leather armor. You cannot take the armor, you don’t have space for it (unless you have Tenser’s Floating Disc, and then you can take one set for every bandit you slew). You may take any or both daggers if you have a backpack. They do 1d4 damage in combat. Mark them as Dagger #1 and Dagger #2 on your sheet. You may place them in your backpack, if you have one, and they take up one spot each. You may take the mace as your second weapon. Or you can fight with the mace and shield instead of the quarterstaff if you have the shield. The Mace cannot be placed in your backpack – it’s too big and heavy. But it can be your backup weapon or primary one. It deals 1d6 damage in combat. If you know Detect Magic, and would like to cast it now, turn to 83 Or you can hold off and wait until later tonight to do it. It’s time to move out. Turn to 47 |
38
That was a rough battle, but you manage to crush both rock men and end the battle. Afterward, you look around the battlescape. Inside these two creatures is their heart, a small, crystalline amber colored rock that glistens. You have heard that these have special battle enhancing powers. They are brittle. Before battle, you may crush one, and your CA is raised by +3 for that battle. You may only use one rock per battle, and only Alzar may be affected by the combat boosting power of the rock. Once used it is gone, and you have two, that you keep on a leather thong attach to a sash list them as special items. Do you know Tenser’s Floating Disc? If so, turn to 82 Otherwise, you continue on down the path. Turn to 128. |
39
As the body of the spider is finished, your weapon crashes into it and it turns up, back laying on the ground, feet it the air. It never made a noise at all. Behind it on the ceiling trickles light, and your eyes have adjusted enough to see in the cave. The three foot corpse is very interesting indeed. It has an odd green-silver coloration. It’s not like anything you can recall, but that’s not too unusual. A complete bestiary of all creatures in an area would be out of date in a month as new creatures are made magically, spawn, teleport in or travel from other planes. As you push aside the corpse, you look up and see some webs where it was. Reaching up your staff you break them and open them up. Inside are many baby spiders, about twenty in all of various sizes. You also manage to destroy the web-case covering an object and pull it down. It is too heavy to take with you. You have several options here: You may kill the baby spiders and animate their corpses as spider zombies. They would not be very powerful, but if you know Animate Dead Animals and would like to use it, Head to 112. Alternatively, you can open up the case to see what it inside. Check out 48. Or, you may just leave. You head out of the cave, and press through the tight opening again. The light spears your eyes for a few moments until they adjust ,and then you move on. Turn to 92 |
40
Bandit #3 becomes your friend! He drops he weapon and sits down and stops fighting. He is out of the battle. If you have more Charm Persons, you may cast them once each round as battle begins. For each round, you will Charm, in this order, Bandit #4, Bandit #3, and Bandit #1. Return to 105 and bring out the fight |
41
The hallway widens as you move down it and five minutes pass before you arrive at a set of steps that lead upwards. Is this the exit out of this complex? You peer up it. It twists at least twice as it goes up, and you can count at least three or four dozen steps. Is Megala still alive? 89 for you. If not, 33 will satisfy |
42
You think the 6th path will bring better luck. You begin to meander down the hallway and it begins to get tighter, closing in. Suddenly, acid tumbles from the wall and sprays you. You take 2 damage before you order a retreat. Well that was unpleasant! Return to 34 and try again. |
43
You light the torch and soon its warm glow illuminates the area around you. Moving towards the pantry, you hear that thumping noise for a third time. As you turn, you see a large hell hound, thumping its tail on the rock ground. Its body is russet, and its eyes pitch black, and a gentle glow of heat comes from its mouth as it yawns. Scorched bones on the ground reveal that it has recently eaten and not aggressive. Luckily, you are far enough away to avoid being singed by its heat or bite. As you consider what to do, it yawns, stands up, and comes near you. It’s walking quite calmly, so you make no crazy movements. It attracted to the fire in your torch, and you lower it. It growls softly and enjoys being against the torch. You move the torch back a few feet and it follows you. You search the kitchen for some meat. If you have two spots in your backpack for two large steaks, then you may take the hell hound with you, and it will follow you around, with you feeding it occasionally. Hell Hound – Combat Ability – 14, Hit Points 9, Bite – 1d4 plus 2 points of fire damage to target even if the Hell Hound misses When the Hell Hound is reduced to 3 HP or less, then it flees. ![]() There is nothing in the pantry Turn to 116 to search the kitchen. |
44
As you pull out the lucky coin, it glows magical! But then the glow increases more and more and more, and the blinding flash destroys your eyes, you body and your soul! You have died. Because you are a cheater. THERE IS NO LUCKY COIN. CHEATER! |
45
You attach your mirror to a long pole, quarterstaff or beam and slowly position it so you can see behind the wall by reflection. Behind the wall you see a tall trow, immune to sleep or charm magic and one very powerful guard. He is holding a large spear and at least seven feet tall, with green skin and cagey blue eye constantly looking around. He missed the mirror because it was low to the ground, a bit below his sight line. You take a quick summary of what you have that might get you past him. Do you know Forget? Turn to 123 Otherwise, nothing else will work, so draw your weapon, charge in and head to 77 |
46
You retire to your room for the evening. As you do, you look over your spells and items for the day. Do you have any major uncast magic to cast? If you have not used Animate Dead Animals, or you have a scroll and you want to use it, turn to 61 If you have not yet used Detect Magic, or you have a scroll, and you want to use it, turn to 115 Otherwise, you drift off to sleep. Head to 72. |
47
The place of the bandit ambush rolls behind as you continue to chew up landscape. Trees and people become increasingly common as the minutes roll by. After roughly forty minutes, you turn a corner and see a town ahead. This must by Kythore! It’s about four hours past noon as you arrive at the town. The town looms ahead flanked by some flowering trees that have been cultivated. Some look like fruit trees ,that will have fruit in a few months time. You can make out breadfruit trees among them. The sun is past its zenith and day is slowly ending. People are finishing up chores and either heading to town for the night or back home from it for the night, and travel is up. Turn to 135 |
48
You smash the clasp with the butt of your staff and open it up. Luckily it wasn’t locked. Fearing a trap you star far back and pull the hood of the case up with your staff but there is nothing here. The wooden case reveals: A metal bottle with a wax seal and an unknown liquid inside. You may secure this bottle to your belt for now, but it will need to be sent to your backpack when/if you get one. Return to your previous section after marking this on your sheet, and choose a different option. You may not come here again. |
49
It’s always better to be safe than sorry! The man desperately cries for aid and as you walk on by, he curses you, but who cares. You make your way past him and keep moving on. Turn to 27 |
50
The door clangs open and you have started the people in here! There are a large group of eight foes in the meeting hall that you fell from a short period of time ago. They are drinking and partying after your supposed death. You sense this is all of them. Two people are ready for battle and they throw weapons before grabbing more and heading in. One of the people on your side takes 2 damage your choice. Head to 105 to fight this thing out. |
|
52
You check the map before you press through the doors. On the other side is a large hallway that runs parallel along the length of the keep and off it is a meeting hall and various servants’ quarters plus some storage. You open the doors and move into the hallway. All of the doors into here are closed. You hear some noises from deeper into the Keep, but cannot make out what they are or what they are from. All rooms open in front of you, since this hallway runs directly behind and adjacent to all of the rooms in the first section of the keep you just left. You can open the double doors to the meeting hall in front of you at 107. You can head down the hall to the right and open the doors to the servants’ quarters. Over at 35 Or you can head to the left and open up some storage areas. That’s at 78. Or if you prefer your can head back to 133 and choose either left or right if you have not headed in either direction yet. |
53
The mace does not glow. It’s not magical. Sorry. ![]() Return to the section you just left |
54
You cast ESP (mark it off your sheet) and begin to interrogate her. She is from the local town of Kythore, about 40 minutes away. They raid people traveling to it, but not locals, because they don’t want to hurt Kythore’s economy, which is their sustenance. She was the only child of a town guard who wanted a boy and treated her like his son, not his daughter. There are no more dangers along this road, and it is a safe trip to the town. The town has about 1200 permanent residents and a variety of stores and goods. It’s the largest town in the area by far. One of the local guard’s weapons, Dagger #1, is magical. It doesn’t look that way, but it is. That’s all she knows though. You leave her bound up, destroy her club, take the 6 gold coins from her, and head to search the bandits at 37. |
55
You take her backpack. Add to it any items you were told that had to be added to your backpack when you got it. Additionally, if you desire, you may take her fishing kit that has a variety of tools for fishing. It counts as one backpack item. Unfortunately, the man has been pulled into the river. You check but nothing is around his location. After a quick inspection, you see nothing else. If you know the spell Speak with Dead, you may cast it now to speak with the woman Turn to 137. Otherwise, it’s time to leave, and head over to 27. |
56
You press on blindly and soon the walls turn and open up. The damp dirt is loose and sticks to your clothes. It’s not completely dark, but mostly so. It would take a long time for your eyes to get used to how dark how quickly it got. That’s a bit odd. While thinking about that, as you move in, you step gingerly, but there is something in the floor. Roll a d10. If you get a 0-4, turn to 127. If you got a 5-9, turn to 26. |
57
Despite some trow blood, they are not full trow, and thus are susceptible to sleep magic. You cast sleep as they move in and three fall asleep. Foes 2, 4, and 5 are out and you are only engaging 1, 3, and 6. Head to 23 and begin the battle! |
58
Forward it is! You begin to head forward and in fifteen minutes, this corridor dead ends. As you check for secret doors or anything, you trigger a trap and a green gas fills the area. Any undead, such as skeletons or zombies you may have are immune, as is Megala. Anyone else, including yourself, takes 1 damage before you retreat from the caustic stuff. Head back to 34 and choose another path |
59
You swing by the ledge. It’s very narrow and the close proximity to the heat does 2 damage to every creature you have, plus you. This includes undead. The only exceptions are Megala, who can fly above it, and any animal you might have gained in the Keep’s kitchen, which is enjoying itself immensely. You arrive at the ledge on the other side, and are ready to move on. Swing by 98 |
60
That was a nasty foe! But you have dispatched it! You may take its spear. The spear does 1d6 damage and is just a one handed weapon. It has a large war club but that is too big for you to carry unless you have Tenser’s Floating Disc. It’s corpse is beginning to stink already. You step over the quickly befouling trow and head into the keep. Slide over to 133. |
61
You head to the basement of this inn and find a few rats and slay them. Then you animate them. You get four zombie rats. You cannot animate more than that, since the inn has a small number of rats. That’s odd. Usually these places are infested with them. You can only cast the spell once. Zombie Rat, Combat Ability – 7, Hit Points – 3, Damage 1d2 from weak bite ![]() If you have not used Detect Magic and would like to, hit up 115. Otherwise head to bed and get some sleep. It’s going to be a long day tomorrow! 72. |
62
You pull out the silver badge and tell the innkeeper about saving Jaster. Tears form in his eyes. Jaster is his cousin! He is saddened for the man’s fiancé who died, but gives you the full wealthy patron ticket. He orders up the second most expensive room and a full meal. The innkeeper tells you about a street of merchants that are nearby. They each have various services to offer. After a few minutes, you have secured your place, and you head outside to check it out. Turn to 73. |
63
You reach into your gold pouch and remove twelve gold coins. The female voice orders you to place them on the ground beneath you. You do. Then two of the men move forward to check the amount, and it is right. She orders you to continue down the path. Mark the twelve gold coins off your sheet and head to 47. |
64
You wrap some dry moss around a stick and ignite it after a moment of work from the flint and steel in your Tinderbox. It catches fire easily and you scan it ahead. The cave opens up a bit, turns and you can just squeeze though the tight opening. You see a large indentation in the ground with some sharp roots growing out of it but you are able to dodge around it. The cave has very little in it - just after the turn it ends after just ten feet or so. As you move your makeshift torch around a strong wind blows from above and your torch goes out! Turn to 76. |
65
You cross under the arch and over the bridge to the left side of the river and the trail bends into some trees. There is exposed rock to your left and the canyon continues for another hundred feet or so before it ends at the high cliffs. As you continue on, you begin to hear what sounds like an avalanche! Heavy rocks are moving ahead and to your left and a few begin to crash down. But soon you realize this is no avalanche. The rocks are the creatures! Two rock men are moving out! One in front of your, and the other behind ![]() They have arrived at you and each swings a feldspar fist at you! Rock Man #1 - Combat Ability: 10, Hit Points 12, deal 1d4 with a punch Rock Man #2 – Combat Ability 8, Hit Points 15, deal 1d3 with a punch Due to their rocklike nature, they are immune to Blastbones. Luckily they are slower, and thus a little easier to fight. If you win the battle, turn to 38. If you defeat Rock Man #1, in front, and want to run away to the front, turn to 111. If you defeat Rock Man #2, in back, and want to retreat that way, turn to 14 |
66
For a man like you, Scribes and Sages looks right up your alley! As you approach, the musty smell of books and paper assails your senses and you greet it warmly. You open the door and inside is the local worker, a young woman in her early 30s. She is writing something in a fancy calligraphy, and then looks up at you and smiles. She finishes her strokes and stands up to assist. She shows you round the store and then you begin discussing. She has a variety of scrolls that you might find useful. Plus, if you want, she’ll buy the Scroll Case off you for 2 gold if you have it and want to get rid of it. Each scroll takes up one backpack item slot, unless you have the scroll case, then all scrolls take up just the one slot. You can buy any First Rank Spell for 5 gold each and any Second Rank Spell for 10 gold each. These can be kept and read and used like a normal spell. So if you purchase Blastbones, then you can cast Blastbones once, and then it is used up. Similarly, you can use Read Magic once, Detect Magic Once, Locate Object once, and so forth. You may only buy one of each scroll, you may not purchase a scroll such as Ray of Ondovir more than once. You may also purchase any number of Scrolls of Identify for 4 gold each. Reading one will identify a magical item. You may only use it when you know you have a magical item, by identification by something such as a Detect Magic spell. If you have purchased an Identify scroll, and want to use it right now, and you have used Detect Magic earlier and have a magical item with you, turn to 90. Remember this section, you will return to it after you are done. If this was the first place you visited, head back to 73 and select one more place. If this was the second place you visited, head to 84 instead |
67
With their death, the two humanoids begin to fade and disappear, as if they had never existed. Nothing of their bodies remains, and the spears are gone too. You know illusions, and this was no illusion, they were real. It resembled more like a return to wherever they came from, like they winked away. Perhaps they were pulled magically from some place and returned there. That would explain why you didn’t recognize them with their brown fur and odd gait. There are no other creatures or movement on the palisades, gate or courtyard. You head back off the wooden supports and back into the courtyard. There is a large unlit bonfire built and ready to be set on fire; it has beams with oil on them. If you have a Tinderbox you can grab up to three torches ad perhaps use them exploring the deeper parts of the keep. Each torch counts as a backpack item. As you move closer to the gate to the keep, you see that there appears to be an exterior corridor beyond some walls, but you can’t see around the walls without moving there. Do you have a steel mirror? If so turn to 45 If not, head to 95 |
68
After four of their fellow folks are slain, the rest want no part of you. They immediately turn to flee and head out of the Keep, going out the way you came in. You look around and see four dead bodies. You may take the weapons of the four you slew. Only daggers can be placed in the backpack as items, the rest must be given weapon slots. Only the staff is a two handed weapon. There is nothing of value on these bodies. If you know Speak with Dead and would like to cast it on a corpse to get info, head to 96. Otherwise, head to the chambers and begin to check things out, at 129 |
69
You climb onto the walkway after first testing it with an item first to make sure it is not a trap and won’t tip over with you on it. You move to the center of the walkway, and as you do, it does not fall under you. You were half expecting it to be a trap. Whew! Your party heads up and you move down the walkway, when suddenly the magma grows a fist and punches through the metal and you all tumble in and you have died. Your life and adventure end here. |
70
If you cast sleep, then you drop Bandit #1 and #2, and Bandit Leader #2. The rest are immune to it – they are too powerful. Return to 105 and bring out the fight! |
71
As you move towards the pantry you again hear the thumping noise. You turn the corner, close it and see a dull red glow for a second. Then you hear the bark of a dog and something rustles and moves out of the pantry. Out walks a hell hound. Its body is russet, and its eyes pitch black, and a gentle glow of heat emanates from its mouth. Scorched bones on the pantry ground reveal that it has recently eaten and not aggressive, just curious. However, the heat from it tears into you and you take 2 points of damage from it. You pull back and it yawns again and returns to the pantry, its curiosity satisfied. You saw nothing else there. Turn to 116 to search the kitchen |
72
Morning rays break into the window and you awaken just as the sun lifts itself over the horizon. Less than ten minutes later you leave the room and head downstairs for an early breakfast. You eat a hearty meal, and then spend a half hour with your spellbook, meditating and relearning your spells. (You memorize the same spells as yesterday) A bit of washing and readying, and around an hour after dawn, you are rested, mediated, and ready to head out. You swing by the Royal Suite, where the Vicomte meets you. He has a seneschal greet you and hand you a map of the Keep and surrounding area. It was not built for war, so it does not have two entrances, like many others in case of invasion. It simply has the front door. It’s just on efloor with no dungeon or upper levels. After studying it, you pocket the map (mark it as a special item held in a pocket of your cloak). You head out and move to the Keep. The stores won’t open for hours but a few fruit merchants are setting up a stall to get an early jump on the completion. They are the only major sight you see as you head to the edge of Kythore. You move to the shadow of the Keep, about a half mile from the town. It’s a small building comparatively. It has a stone wall around it, but no higher than 12 feet tall. It’s on a hill that provides additional defense, but there is no complicated defense system like a moat or drawbridge or exterior palisade or complex gate and barbican. There are not even guard towers along the walls, only wooden platforms just inside the wall along the top. As you approach the Keep, you spot some movement just on one of the walls. Is Megala still alive? If so, head to 100 If not, move to 17 |
73
You arrive at Brass Avenue. This is the main thoroughfare for merchants of various sorts. There are a few modest stores set up in the area. It’s almost closing time, and you are only going to be able to visit two stores before you have to return to the temple and get healed. By the time that’s done, the others will have closed for the night. The first is a general store, which has signs in front that it will buy anything, and sell everything. If you owe money to either the innkeeper or the priest, you must stop here first to sell some items to make the cut. Turn to 20 Mercenaries and Myrmidons advertises both people for hire, and looking for jobs. If you swing by, head to 114. Scribes and Sages is a store that advertises maps, scrolls, and books. If you desire to head here, turn to 66. Bottles and Beauties is an apothecary. If you want to visit this place, turn to 94. Finally, there is a blacksmith here. If you wish to visit it, turn to 125 Before you move to these stores, if you know Friends and would like to cast it now, turn to 28. |
74
About twenty minutes have passed as you continue to climb your way through the cavern. The woods have grown denser. Soon, a few trees have fallen across the trail, and you have to slow to cross them, and as you do, an arrow thunks into the tree! You hear a female voice from the woods call out to you. She tells you that all who pass this way have to pay her band a tribute of 12 gold, or else they will take it from you. By force. As you consider your next move, four forms melt from the woods onto the path ahead, and raise their weapons. They are decidedly unfriendly. If you want to fight this out, draw your weapons and move to 19. If you know Sleep and want to drop some of these bandits first, turn to 138 If you know Charm Person and want to charm one to be you friend turn to 91 If you just want to pay 12 gold, turn to 63 |
75
You decide to immediately assist. You grab your staff and swing at the tentacle, but it just recoils off the rubbery tentacle. You need something that can cut…hmm… Do you have a Dagger? If so, head to 93 If you’d rather search for something appropriate in the area, slide to 18. Or, if this is just not worth it anymore, skip to 49 and just move on. |
76
As you look up in the dark, dank chamber you secretly curse yourself for bothering. The room is dark, with a bend in the corridor keeping things quite unable to see. Yet, you manage to make out a few lights on the ceiling. It must be really high up, because they are quite faint. As you study them, these lights begin to move toward you. They must not be lights They are eyes! You shudder as you quickly count them. Eight eyes! A Large Spider is descending on you and attacking you. Combat Ability 10, Hit Points 10, damage 1d6 from bite Due to the lack of light, subtract -2 from the CA of both Megala and yourself for the first three rounds of this battle, and then just -1 for the next three rounds, and then no minuses, as your eyes adjust to the light. If the Large Spider is killed, turn to 39. |
77
You must defeat this trow to continue Guard Trow: Combat Ability – 16, Hit Points – 20, Damage 1d6+1 from a large war club. If you defeat the Guard Trow, turn to 60 |
78
You walk down the hallway and see pictures of the Kylar family. Rich carpets warmly hug your feet as you walk down the floor, and yet there are a few recent stains on walls. You reach three doors on the left. Each is opened in turn. Inside are things like linens, cleaning supplies, tools, and more. They are packed with various items of little worth. You spend ten minutes searching them but find nothing here. Return to 52 and select again. |
79
You successfully handled the lock. It opens up and this closet seems to be where the bandits kept the items that they were allowed to keep. Nothing too valuable appears in here. Glass Jar of Gold Dust Flask of Fine Liquor Jade Incense Burner Ivory Ballroom Mask Scroll, Unknown Everything counts as one backpack item each, and you may take any number of these items. If you have the Scroll Case, this scroll can fit into it. You unfurl the scroll and it’s written in magic. If you know and wish to cast Read Magic, turn to 31. Otherwise, head back to the hallway at 52 and select another place to go. |
80
You take the 5th path. Perhaps this will lead you to freedom! As you move down and out, the corridor winds and twists for a good fifteen minutes. Soon a bright red glow appears in front of you and you appear at a small chamber with lava at the bottom. You see a ledge to the right, but it’s very narrow, hugging the right wall, and then there is a landing on the far side it reaches. In the middle is a large iron walkway which hits the landing as well. What do you do? If you have a Potion of Resistance, and wish to use it, swing by 131. If you want to take the metal walkway, head to 69 If you prefer the narrow ledge, head to 59. |
81
You begin a thorough inspection of the room. As you do, you reveal a secret lever on the bottom of the altar. You switch it and hear a click in the hallway you were going to enter later. The curtains have some value but little, and nothing else is in here of worth. However, on the wall behind one of them is an interesting description. It discusses a clear rock that can be crushed to turn the user invisible. However, it is invisible itself. It is anywhere nearby? That would be hard to tell… Do you know Locate Object, and would like to use it? Swing on by 120 If not, it’s time to move on - to 41. |
82
Since you have this big floating disc beside you that can take extra weight, you load it up with about 300 pounds of special rock from the Rockmen. Animated rock of an unusual structure and nature like this is bound to be worth something to somebody. Mark on you record sheet that you have 300 lbs of special rock on your special items list. ![]() Then you continue down the trail. Turn to 128. |
83
You cast Detect Magic. As you do (mark it as used), one of the daggers begins to glow! It’s magical. You cannot tell how it was enchanted or what that might be, but it’s a nice find. Mark it on your sheet as a magical dagger if you decide to keep it. Do you have a metal flask with a wax stopper on it? Turn to 113. Otherwise, head back to where you left and now you might want to take the glowing magical dagger for sure. |
84
You return to the temple of Harkangi from Brass Avenue and the priest outside has begun healing. If you have not yet paid for healing, you must do so now. You and all with you that are injured are healed by the priest of the Goddess of Healing. After healing, you move to the Foggy Bottom, and it’s time for dinner. A large plate of food is waiting for you as you arrive, and you sit down at a table right in front of the hearth. You dive into the food. The tavern room has many people already in it and more pour in. Several travelers check in and rent rooms as well. You overhear the innkeeper discussing the nearby Keep of Kythore. Last year the local lord was ousted from Kythore Keep after several magical curses were struck and disasters followed in their wake. Some local pests moved into the Keep and took up shop. You inquire to get more info about the Keep, and the innkeeper takes you upstairs and opens up a royal suite. In here is Vicomte Kylar and his retinue, who have been here ever since, refusing to relocate to another house. The innkeeper introduces you to the Vicomte, and he welcomes you as the innkeeper leaves. You ask to hear more about the lost Keep and he tells you that his daughter was slain more than a year ago mysteriously, and that led to locals thinking it was cursed, even though that’s nonsense. But strange signs began to be seen, and the locals refused to work there. Then a small fire happened with no known cause in the west wing and destroyed some rooms, and everyone felt it was best to move out permanently. A few weeks ago, an guard was sent to check on the Keep and he reported that a few trow and some bandits had moved into the Keep to use it as a base. Ever since then, Vicomte Kylar has been organizing a strike force to hit the Keep, but it’s been slow work. He asks you if you might be interested in joining. “I’d be interested in doing it myself. How about tomorrow?” Kylar is surprised ,but he agrees to pay the bounty, 200 gold, for securing the Keep. However, while you can keep the various items the trow or others have, items like silverware, jewelry and such needs to stay in the Keep. You agree. Vicomte Kylar will meet with you tomorrow morning before you head out with more information. You leave, ready to head out for an adventure the next day. Head to 46 |
85
They both fall asleep with ease. Mark it off your chart as used for today. You will kill them after falling asleep. Head to 67 |
86
You open the vial of acid. Mark it off your list. You pour it onto the lock and it melts and you easily open the drawer. You pull the drawer out of its place and place it on the desk. Using a letter opener, you gently move through the contents, in case of a trap. You notice this has nothing but major correspondence between Vicomte Kylar and other major nobles or wealthy merchants. There is nothing of value in here at all. As you begin to pick up the drawer to return it, you notice it is smaller than the others. You lean over and see a cloth bag in the back of the desk. You snake in a prod and pull it out. You open it and discover 7 platinum pieces. Each one is worth 5 gold pieces. Mark the 7 platinums on your sheet. The bag itself is odd. It’s made of silk and might be worth something on the market. You may take it on your Belt items. Return to the large entry room and head either to the hallway at 104or via the double doors at 52. |
87
Maybe the 2nd pathway will get you where you want to go. You begin to head down and you hear a click. Suddenly three spears jut into the hallway from the wall. You are unable to continue, and luckily, they missed you. Whew! Swing on by 78 and choose another direction |
88
You just miss getting out of the corridor. As you near the end, it smashes you and you tumble out of the corridor and back into the room from which you began. You take 5 damage. If still alive, return to 34 and make another choice. |
89
You send Megala to fly up the stairs, but you sense little. It arrives at the top, and there is a platform that opens upwards, and that is the only way out. It looks like it is the exit! Joyfully head to 33 |
90
You read a Scroll of Identify and the runes disappear from it. Check it off your list. Which magical time do you have to identify? (As a reminder, you may only ID this item if you already know its magical via Detect Magic). You may use two Scrolls and ID them both if you have Detected Magic on both. Dagger – go to 124 Metal Flask with Wax Seal – go to 134 Return to the section you began with when you are done. |
91
You pull a rose from your spell component pouch and a few eldritch words drip from your mouth. You have cast Charm Person and the 4th Bandit is suddenly your friend and he’s not going to attack you! He pulls back from the fight as the others move in. When you fight, the 4th bandit is no longer an enemy. Remember to mark off Charm Person as used. If you know Sleep and want to use it, and have not done so yet, turn to 138. Otherwise, turn to 19. The 4th bandit will not fight you, but instead runs away. He doesn’t want to see his friends fight and kill each other! By the end of the battle he is nowhere to be found. |
92
The cave quickly diminishes in the background as you venture onward, southward and downward. The river bed is cutting ever more deeply into the rock. It looks like the canyon is cutting into what was once a hillside, so the distance to the top is growing. You notice that you barely feel the sprain in your leg anymore. Exercise has mostly worked it out now. The river bed twists sharply around a bend, and Megala flies with you. As it moves onward, you notice the beginning of a trail here. It is tracing the right hand of the river, and you follow it. The river is deepening and becoming more of a hassle to cross, so you commit to this side of the river to be on the trail. Another twenty minutes of travel pass by and the brush is thickening into trees. Soon, conifers are among the canyon, as is twists into the sunlight. Then the river juts hard to the right and the trail ends, because the side of the canyon is up against the river. However, there is a recently built wooden bridge here, and over the bridge spans a rock arch with words carved in magic. ![]() Do you know Read Magic? If so, you may cast it now, and turn to 25. Remember to check it off your sheet. If you don’t have, or do not wish to use it, turn to 65. |
93
You pull out your dagger, drop the staff, and cut. In a few strokes, you have cut the tentacle. It pulls away. You have safely freed the man! Turn to 110. |
94
As a necromancer, you totally want to check out this apothecary! It could have all sorts of fun stuff! A bald woman who shaved her head is here and meets you as you enter. There is another customer with another bald worker, this time male, making a purchase. You move around with the woman in brown robes escorting you. You see a variety of items here. You can also sell things while here: Metal Flask with Wax Seal – 3 gold Vial of Holy Water – 2 gold Vial of Acid – 2 gold Heart of Rockman – 2 gold Those can all be sold if you have them. Additionally, you may purchase any of the following items. Mortar and Pestle – 2 gold – counts as a backpack item Potion of Speed – 4 Gold – Counts as backpack item. When consume prior to battle, you will attack twice every round for the duration of the battle. Only you can use it. Potion of Resistance – 5 gold. Counts as a backpack item. May be used to protect you from extreme cold or fire, but must be prompted in post to do it. Potion of Gaseous Form – 3 Gold. Counts as a backpack item. When the story allows you to retreat from battle, if extra damage is taken in the thread, this may be used to prevent it. It may also have uses elsewhere. Power Crystal – 2 gold each. Place on Belt. When casting Blastbones, you may use one of these as the focus for the spell. If one of these is used up, it will deal double damage for that one use, and then mark it off your chart. You may only purchase a backpack item if you have a backpack. If this was the first place you visited, head back to 73 and select one more place. If this was the second place you visited, head to 84 instead |
95
You slowly peer around and you spy a tall trow, immune to sleep or charm magic and one very powerful guard. He is holding a large spear and at least seven feet tall, with green skin and cagey blue eye constantly looking around. He sees you and throws his spear at you and his aim is quite good. It grazes your cheek before you can pull back! You lose 3 hit points. It can still be affected by Forget though. Do you know it? If so, turn to 123 Otherwise, as the trow moves toward you, you rally any allies about and you begin battle! Turn to 77 |
96
You grab the body of one of the bandits and cast Speak with Dead. It’s spirit returns and hovers over it for a few moments. While here, you begin to interrogate it about the area. There are three captains of the foes here, and all are in the area past the doors into the meeting hall and beyond. Many people are not here right now, and are on missions. Thus, the number of enemies in the Keep is actually fairly small. She doesn’t know numbers, but she suspects that there are no more than five other people under the command of the three captains. One captain is a trow. You ask about the quarters, and the bandit informs you about a copper key that is kept in a hiding place in her left boot. You head to the body and pull off the boot. You pull out the copper key and then begin inspecting the rooms. Other than a bunch of bedding and a privy, the only thing of interest is the closet in the back. It’s locked, but a simple Copper Key opens it up. Inside are some of the items the bandits took that they were allowed to keep. Glass Jar of Gold Dust Flask of Fine Liquor Jade Incense Burner Ivory Ballroom Mask Scroll, Unknown Everything counts as one backpack item each, and you may take any number of these items. If you have the Scroll Case, this scroll can fit into it. You unfurl the scroll and it’s written in magic. If you know and wish to cast Read Magic, turn to 31. Otherwise, head back to the hallway at 52 and select another place to go. |
97
Surely the 8th and final passage is the one you want. You move down the pathway and you see something,…odd. Suddenly, out from the darkness in from of you fly a bunch of bats! You are forced to fight them! Flock of Bats, Combat Ability 19, Hit Points 6, Damage 1d4 for a bite by a flock ![]() They are fragile, just kill a few and they will flee, but they are harder to hit and easy to hit you. After you finish them you see that the tunnel dead ends. Nothing here. Once you have slain them, if you know Animate Dead Animals and want to use it, turn to 121. Otherwise swing on by 34 and make another choice. |
98
The ledge reveals an open corridor beyond it and you move through. After a short period of time, the corridor ends at a small room that resembles a temple. There is an altar of some sort, looks to have been made of some bone. You spy a large dais that leads to it, and several curtains are hanging from the ceiling. You fail to recognize who it is to. The room is just fifteen feet by twelve feet, nothing too staggering in size. There is just one exit on the other side, an open hallway. Do you inspect the room? Head to 81 Do you just head to the hallway and move on? 130 for you! |
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100
Megala flies up to the wall and over to see what is beyond. The Keep is here, inside the courtyard, a black building, stained brown by dirt and rain. However, some creatures on the battlements fling spears at Megala and it has to fly back down before getting a good view. Turn to 17 |
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