What kind of dagger was that to kill a vampire?
I think the best deal for us is to look at every door and every possibility until we know all about this house. Lupouomo room it is.
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(385) You open the door of the Lupouomo room to find a man sitting in front of a desk, writing by lamplight. The only other objects in the room are a bed and a window that has been propped open, letting in a cool breeze. He looks up at you and you immediately tense up, but relax when he smiles. "Well Hello, Hello," he greets you cheerfully. "Come on in, yes, there's a good chap." He seems friendly enough (although you resolve not to let your guard down) so you decide to enter the room with the hope of picking up some information from him. Go to 56. (56) The man pulls out another chair and invites you to be seated. He makes some general comments about the weather, as well as showing you his copious notes about the local flora and fauna that he eventually plans to publish. You show interest in what he is saying while trying to keep your comments as neutral as possible, not wanting to reveal too much about yourself before you know where his loyalties lie. After a little while, there is a lull in the conversation and you decided that now is the time to inquire about something. Will you ask him about passwords (7) secret rooms (243) or about his opinion of Count Pravemi (183)? |
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(183) He seems a little taken aback by your question. "Well, er, haven't spoken with him in quite some time," he says shuffling his papers nervously. "I hope that he has found me"¦satisfactory?" You realize that he has taken you for a spy or an informer, and you try your best to assure him that you are merely making friendly conversation. He seems to calm somewhat, although remaining a little edgy. He tells you that he has only spoken with the Count on a few occasions, but that he seemed nice enough. Go to 175. (175) You begin another line of questioning, but the man begs your pardon, stating that it is rather warm in the room and that he needs some fresh air. He pulls up the shutters and props the window open. Moonlight streams into the room, as well as a light breeze. "Much better," he murmurs, as he sits back down. You begin to talk again but after a few moments he begins to scratch himself fiercely. You ask him what is wrong, but he doesn't reply. Beads of sweat have broken out on his forehead, and he begins to grunt in a way that is somewhat disturbing. You cautiously stand up; all of a sudden he throws his head back and lets out a loud howl. You look to the door in fear, hoping that no one comes running in. Roll one die. If you roll an odd number, go to 231. If you roll an even number, go to 117. *rolled 3 so Odd onto 231* (231) The man jumps onto the bed and tears off his shirt, clawing at himself. As you suspect, he is quite mad; he seems to believe that he is a werewolf, but no transformation is taking place. You start towards the door, but he jumps in front of you. You raise your hands and smile, hoping that he will move away, but he reaches into his pocket and pulls out a switchblade. The situation has turned dangerous. You have no choice but to fight. Deranged Individual: Skill 8 Stamina 10 If you win, go to 89. |
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(89) You land the final blow and he slumps to the ground. You quickly search the body to find only a leather wallet. You flip it open to reveal several crisp notes that you may take. You may also take his weapon if you are in need of one. You step out of the room and hear footsteps coming along the hall from the direction that you came from. You decide it probably wouldn't be wise to tarry here, so you follow the hall as it winds to the right. Go to 172. (172) As you round the corner of the hallway you see that there is a single door to your left marked DIAVOLERIA. Beyond this, the hallway continues for several more meters before branching left. Will you investigate the DIAVOLERIA room (34) or continue down the hall (335)? *I get the idea we are checking all doors unchecked before so here it goes.* (34) You slowly open the door and peer inside. The room contains a bed, neatly made; a chest, a desk with a lighted candelabrum, and a door to the side that you guess is a closet. If you"d like to ignore this room and continue down the hall, go to 335; otherwise you can enter and investigate the bed (307) the chest (61) the desk (109) or the door (2). |
Try the bed and then the chest and we can decide what's next.