UPDATE 8
QUOTE (184) |
You are barely halfway up in your steep climb when a shout rings out from below. You have been spotted. As the two sentries ready their crossbows, you race up towards the summit. You are almost there when they level their bows and shoot. Roll one die: score 1Â Â Â Â Â Turn to 149 score 2 or 3Â Â Both quarrels hit you; lose 6 VIGOUR score 4 or 5Â Only one hits you; lose 3 VIGOUR score 6Â Â Â Â Â They both miss you If you are still alive, you stagger up the remaining few steps and on to the flat top of the pyramid out of the sentries' line of sight. Turn to 102. |
QUOTE (102) |
There is a sound from inside the ruined structure atop the pyramid. Wasting no time, you vault over a fallen column and land with catlike grace within the broken ruins. A glance takes in the details - a bored sentry leaning against the wall, a spear in the crook of his arm, his hands folded across his pot belly - his companion, slumped in the shade under the portico, snoring beneath a wide- brimmed hat while flies tread in the dampness of his pasty face. You do not even trouble to unsheathe your sword. Two strides bring you face to face with the first man. He stares at you in slack-jawed astonishment and then doubles up as your fist slams into his sternum. A second blow completes the job. His limp body falls to the masonry-strewn floor like a broken doll. You catch his spear and turn to face the other man. Rhythmic snores still emanate from under the brim of his hat. You heft the spear and advance on him. You would like to spit him like a pig where he lies, but that is not the way of the Knights of Palados. You are about to yell at him to wake up when Minki darts forward and prods him in the eye. Spluttering, the man is roused from his slumber. As soon as he sees you he draws his sword and jumps up to fight. SENTRY VIGOUR 9 Roll two dice: score 2 to 3  You are hit and lose 3 VIGOUR score 4 to 12 The Sentry loses 3 VIGOUR If you win, turn to 216. |
QUOTE (216) |
Your final spear-thrust pierces the Sentry's heart and he sinks to the floor as his blood washes over the ancient stones. You may keep the spear if you wish - note it down on your Character Sheet if so. You look around the ruins for ways down into the pyramid. One seems almost too obvious - a heavy flagstone with a metal rings in the middle, set into the stone floor. You can see from the dirt and moss caking the fine cracks around it that the flagstone has not been lifted up for years, perhaps centuries. Damontir found some other route down. You glance up as the sky rumbles. Thunderclouds are piling up like slate on the distant horizon. As they slide in from the north, a mist of rain hides the far-off mountain peaks. The storm advances swiftly, and the first drops of rain are already spattering the basalt steps as you return to the problem of how you are going to enter the pyramid. If you wish to lift the flagstone and descend that way, turn to 36. If you intend to search for another entrance, turn to 180. |
Temple Of Flame 2 (Hover)