UPDATE 6
Interesting, the only one who don't want to save her is a female.
This is probably the only opportunity we have to save someone who can cook the monkey, so:
QUOTE (271) |
The girl watches you with wild, scared eyes as you cut through the rope securing the cage and lower it gently to the ground. A single stroke of your knife chops through the twine holding the cage door shut. She shrinks back and whimpers as you untie the silver wire, unable to understand your soothing words of reassurance. She cowers in a corner of the cage and makes no move towards freedom, so you leave the cage door open and continue on your way. Turn to 209. |
QUOTE (209) |
You stop short and your hand goes to your sword as two natives step out on to the path ahead of you. Grotesque tattoos cover their faces and their teeth are filed to gleaming points. You back away and start to turn - there is a third native behind you. Your sword blade flashes in the afternoon sunlight as they circle to attack you with their long spears. Turn to 117. |
QUOTE (117) |
As you begin the opening feints and thrusts in this uneven battle, you catch sight of someone moving between the trees. It is the girl you freed. The natives see her also, and for some reason this makes them blanch. The girl pads forward through the leaves, gathering speed. She drops to a crouch, then to all fours. As she races towards you, her glistening olive skin seems to take up the pattern of the dappled sunlight that falls upon it. There is a deep growl that could not come from a human throat. Suddenly a lithe tawny jaguar crashes through the undergrowth on to the path, sending the natives fleeing in abject terror. The jaguar looks at you and Minki and then slowly prowls off into the jungle. The girl you freed was a Werecat, a lycanthrope whom the natives had bound with silver and caged for their own safety. She has repaid your kindness in freeing her by possibly saving your life. You are about to proceed when you notice a small clay bottle lying on the trampled grass. One of the natives dropped it when he ran. It contains a pungent brown fluid which you identify as snakebite antidote. You put it in your backpack (write it on your Character Sheet) and set off in search of the temple. Turn to 80. |
QUOTE (80) |
Between the trees you discern the faintest signs of a straight path leading ahead. As you step forward you find you are treading upon ancient flagstones, green and springy with moss. This is not merely another of the crude native tracks. With Minki beside you, you walk steadfastly for about an hour, making good headway thanks to the centuries-old path you have found. It is now mid-afternoon. Your sun bronzed face is bathed in sweat. A thick curtain of lush fronds bars your way, and you push them aside to reveal a breathtaking sight. In a vast clearing entirely free of vegetation, tier upon tier of grey basalt rise up before you. It is the magnificent pyramidal Temple of Katak, lost to civilization for twenty centuries! Hundreds of withered creepers choke the crumbling blocks and the broad flight of steps that ascends the pyramid's eastern face. In the shattered edifice at the summit you will find the entrance to the catacombs within. You move quickly across the wide clearing to the pyramid's base. You are just about to start up the dusty stairway when you are brought up short by the sound of voices. To your amazement you see two men-at-arms strolling into view around one corner of the pyramid. They are about sixty metres away. Will you hail them (turn to 125), or duck out of sight before they notice you (turn to 164)? |
Temple Of Flame 2 (Hover)
Well duck out of sight of course, no need to have any social visits at this point.
QUOTE (Blackheart) |
Interesting, the only one who don't want to save her is a female. |
Blackheart:
QUOTE |
Interesting, the only one who don't want to save her is a female. |
UPDATE 7
QUOTE (164) |
You retreat into the cool, ink-black shadows beside the great stairway and press yourself back into a niche in the stone. A minute or so later, the two men draw level with your hiding place. You had believed you were the first to rediscover the pyramid so you are shocked to discover two armed and armoured warriors patrolling it. You are still more shocked when you hear their voices and realize they are from your own land. But all becomes sickeningly clear when one of them half turns and you recognize the black-and-white crest on his surcoat, for it marks him as one of Damontir's men. Somehow your hated foe has beaten you to the temple, perhaps by a margin of only hours or minutes. They stop to swig rough gin from a hipflask, and you take the opportunity to eaves- drop on what they are saying. 'Blow this for a lark,' growls one, slapping away a fly that was feasting on his beefy neck. 'I can take the boredom and the heat, but these insects are goin' ter drink me dry before the boss gets back. Why didn't 'e take us wiv him, I want ter know.' 'Yer great burke!' His companion spits on the baked earth. 'Yer better off out 'ere, ent yer? Want ter go wanderin' around an old tomb wiv a fruitcake like Damontir? Never come out again, would yer?' 'Temple,' replied the first, gargling his gin before swallowing it. 'Yer what?' 'It's not a tomb, it's a temple. I heard the boss say.' The second man snorts. 'Temple, tomb, where's the difference? Damontir wouldn't trust the likes of us wiv all that treasure around, would 'e? That's what 'e's got them freaks - whassit, Nightmare Guards - for, innit?' You have heard enough. If Damontir is here with his fearsome Nightmare Guard then you have no time to waste. Will you attack the two men (turn to 70) or will you try to scale the steps to the top without them noticing (turn to 184)? |
Fight them. They are drinking and are unaware of my presence. Plus, the monkey will probably squeal and gives us away. Not only that, the girl would certainly draw their attention with all her animal making moves.
Off 'em.