East we go again. I hope we miss that nasty ape.
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23 The eastern reaches of Goi-Han are low hills of black, rocky outcrops, whilst in the dells, cicadas drone relentlessly from their perches amongst dense stands of bamboo and jungle willow. A dark cloud of midges rises suddenly from a grassy embankment up ahead. Roll two dice: Score 2-6 A shadow in the trees turn to 34 Score 7-8 A lonely walk turn to 41 Score 9-12 Footprints on the path! turn to 14 *roll10* 14 "ยข If the box above is ticked, turn immediately to 46. If not, read on below. You run into an extravagantly bearded hermit, who is conducting some form of meditational exercise under the leafy boughs of a chamcha tree. He is a fractious fellow however, and not given over to small talk. "Blasted Bamboo Apes stole my amulet," he mutters darkly. "Can't focus on the proper visions without it." If you have a jeweled amulet, tick the box above and turn to 35. If not, the hermit eventually closes his eyes and drifts fitfully into a trance. Turn to 41. *we have that from the ape we killed last time we whent east* 35 Cross the jeweled amulet off your Adventure Sheet. "Much thanks!" says the hermit as he swiftly removes it from your possession. "My name is Vajra and I must say that one good turn deserves another. Should you stray into the lair of the dreaded Cyclops Dhurz Deathsnare, be very, very wary! His cave is strewn with lethal traps that he spends much of his spare time preparing." "How do you know this?" you ask Vajra. "He caught me once whilst I was meditating at the summit of Mount Mua Kek and took me back to trial one of his newer inventions. Dhurz Deathsnare became distracted by this amulet of mine, however, and I managed to flee, dodging the deathtraps as I did so." Write the codeword Aware down in the Codewords box on your Adventure Sheet. You go to ask Vajra another question but he is already in a trance, his eyes rolled back in their sockets and showing only white orbs. It is time to move on. Turn to 41. 41 These far reaches of Goi-Han are steamy and tangled with thick undergrowth. From the heights you can glimpse the dark bulk of the eastern isles of Morkatal and Nen-Tai. Several faint paths lead back west to the central highlands of this lonely island. Head back west turn to 44 44 In central Goi-Han the misty crags rise high into drifting banks of grey cloud, and are covered in loose ash-coloured shale. The deep valleys are almost impenetrable due to thorny bushes of dark green and brown hue. Roll two dice: Score 2-6 A foul stench turn to 31 Score 7-8 An uneventful journey turn to 20 Score 9-12 Thunderclouds overhead! turn to 9 *roll 8* 20 If you have the codeword Ascent, turn immediately to 36. You are wandering across the fog-strewn central highlands of Goi-Han. To the south and east, lower hills are visible through the murk. From the north comes the sound of waves breaking on a ragged coastline. Go east turn to 23 Go south turn to 33 Go north turn to 18 |
I thought we saw the code word AWARE some place, but I can't find it. I only see ASCENT and AVENGE.
I think we may be in for a bit of bad weather if our luck does not hold. Is the cyclops cave on this same island and is that something we want to encounter before acquiring better armour?
We either need to find the cyclops cave and see what is so important he feels the need to set traps or buy passage to the place with the good armor. I suppose we could check out the shrine if we felt the need.
Didn't we just get the code word AWARE when we gave the hermit the amulet? Or am I reading this wrong?
I have had the same luck so onto the shrine and I think yes the passage else where. After all we have seen all but that storm so far.
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33 The southern hills of Goi-Han are rolling sun-blasted mounds surmounted by bleached granite boulders covered in lichen. The shallow vales between them are grassy fields bordered by crumbling walls of stone. Roll two dice: Score 2-6 A deep growl turn to 4 Score 7-8 An uninterrupted stroll turn to 11 Score 9-12 The tinkle of bells turn to 27 |
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27 The sound of bells on the wind heralds the arrival of a small herd of scrawny goats. Their shepherd, his face shielded by a wide-brimmed hat, leans on a gnarled walking stick and acknowledges your presence with a lazy wave. Talk to the shepherd turn to 39 Travel onwards turn to 11 11 You are traversing the southern hills of Goi-Han isle. To the south lies the village of Han, whilst to the north lurk the mist-clad uplands of the interior. Go south to Han turn to 25 Go north to the centre of the island turn to 44 25 If you have the codeword Avenge, turn to 48 immediately. If not, read on. The hamlet of Han is a small village of houses constructed from moss-covered boulders, roofed with pale timber. It faces a crescent-shaped bay of white sand, from which protrudes a rotting wooden wharf. You stand in the village square - a bare stretch of packed ochre clay. The villagers - clad in flowing robes of blue, red, and yellow, with leathery brown skin, and braided black hair adorned with bone pins - eye you warily as they go about their duties. You can: Visit the market turn to 10 Visit the Rope and Anchor Tavern turn to 30 Visit the shrine of Bakalgu turn to 43 Visit the wharf turn to 15 Leave Han and go north into the hills turn to 33 43 The shrine of Bakalgu the Fear-Bringer is a cliff-face on the northern edge of Han, adorned with sacred hand-paintings and the tallow stubs of innumerable candles. The stench of cheap incense prevails throughout. The priest is a fresh-faced youth in red robes with a tarnished iron scimitar hanging from a black tasselled sash around his waist. He cannot initiate you into the worship of Bakalgu, though he can offer the blessing of his sovereign deity. It costs 25 Talons to obtain the blessing of Bakalgu the Fear-Bringer, or 10 Talons if your are an initiate. If you buy the blessing, cross off the money and write SKILL in the Blessings box on your Adventure Sheet. The blessing works by allowing you to roll again when you make a failed SKILL roll. This includes a SKILL roll during combat. It is only good for one re-roll. When you use the blessing, cross it off your Adventure Sheet. You can have only one SKILL blessing at any time. Once it is used up, you must return to any shrine or temple of Bakalgu the Fear-Bringer to purchase a new one. When you are finished here, turn to 25. |
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15 The wharf is a barnacle-encrusted structure that lurches haphazardly out in the bay. There is a tumbledown hut here, advertising passage to the western isle of Sempura. Meanwhile, fishermen of Han are unloading wicker baskets of scuttling purple crabs from red-sailed catamarans and, further out, a larger galleon or two roll gently at anchor with the tide. Go aboard your ship (if docked here) turn to 8 Pay for passage to Sempura turn to 47 Return to the village of Han turn to 25 |