*heads back to sell pelt and gather supplies and return to this point.*
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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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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 10 Han market is a collection of wooden stalls on the west side of the village square. Various odours from the sellers of dried squid, several leather tanneries, and the lone village blacksmith, mingle in nauseous fashion on the sea-breeze from the south. Armour To buy To sell Leather jerkin (1 Hit) 55 Talons 45 Talons Chain mail hauberk (2 Hits) - 120 Talons Plate mail (3 Hits) - 180 Talons Shield (+1 Hit) 25 Talons 15 Talons Weapons (sword, axe, etc) To buy To sell No SKILL bonus 50 Talons 40 Talons Other items To buy To sell Lantern 10 Talons 5 Talons Candle 1 Talon 1 Talon Rope 10 Talons 5 Talons Hyena pelt 15 Talons 10 Talons Items with no purchase price are not available to buy, although if you have one you can sell it. When you have finished shopping, turn to 25. |
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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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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 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 |
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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 |
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9 Dark clouds overhead erupt suddenly, spewing steaming torrents of monsoon rain down from the heavens. If you have a blessing of Safety from Storms, cross it off and turn immediately to 32. If not, read on. The ground underfoot becomes slippery and treacherous and you are wary of falling to your death. To make matters worse, there is the constant rumbling menace of mudslides cavorting down the slopes, drowning all in their path in a sea of brown ooze. Test your SKILL to see if you can avoid these horrors. You may deduct 1 from the die roll if you possess a rope. Successful SKILL test turn to 32 Failed SKILL test turn to 17 |
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32 You have several close calls, but manage to see out the storm unscathed, sheltering under a rocky overhang near the summit of one of the larger hills. Turn to 20. 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 36 You have accepted the quest to slay Dhurz Deathsnare the Cyclops and free the people of Goi-Han from his dreadful tyranny. If you do not wish to embark on this quest just yet, return to 20 and make another choice there. If you wish to begin your quest, you will have to Test your RESOURCE to see if you can track the hideous monster to his lair. Successful RESOURCE test turn to 22 Failed RESOURCE test go back to 20 |
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22 A trail of bones, big foot-prints, and uprooted trees, winds its way through several valleys, thick with thorn bushes, before arriving at a menacing looking cave at the foot of Mount Mua Kek, the tallest part of the island. This must be the lair of Dhurz Deathsnare! To enter the yawning cave-mouth, you will need a light source, such as a lantern or a candle, for it is far too dark to pick your way through the treacherous underworld otherwise. Enter the cave turn to 45 45 If you have the codeword Aware, turn immediately to 37. If not, read on. The cave leads to a series of shadowy chambers with very disturbing contents. There are the corpses of villagers impaled on spiked floor traps, split by pendulum axes, crushed under blocks of stone, and semi-dissolved in vats of venomous goo. It is difficult to tell what are real traps and what are merely exhibits, and the floor itself is criss-crossed with wires, ropes, and suspicious-looking tiles. To see if you can pick your way carefully through these chambers of horrors, Test your RESOURCE. Successful RESOURCE test turn to 21 Failed RESOURCE test turn to 50 37 Thanks to the advice of Vajra the Hermit you know to be careful in the domain of the trap-setting Cyclops. Slowly, you pick your way through the chambers, dodging mayhem at every turn. Turn to 21. 21 You make it gingerly through the rooms and into a antechamber that makes your blood run cold. It is festooned with ropes, vines, and cords, each drawn taut, like enormous cobwebs. Glinting evilly amidst them are many pieces of sharpened and barbed blades, some big and some small, and all fashioned from scrap metal. To make your way through this room, you must Test your RESOURCE. Successful RESOURCE test turn to 5 Failed RESOURCE test turn to 49 |
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5 Dhurz Deathsnare the Cyclops is waiting for you in the last room, brandishing an enormous club studded with spikes. He stands over three metres tall, with a curved horn erupting from his forehead, just above his single enormous eye. Behind him, hanging on hooks, you can see several festering corpses that must be villagers from Han. "Beat my traps did you? No matter! More subjects for my traps, more food for my larder!" he chortles disturbingly, drool running from the tusks at the corners of his mouth. You must fight the savage fiend! Dhurz Deathsnare SKILL 4 VITALITY 5 If you have the jeweled amulet, you may reduce Dhurz Deathsnare's SKILL by 1 for the duration of this combat, as the jeweled amulet confounds the Cyclops" single eye. If your VITALITY score is reduced to zero, turn immediately to 13. If you defeat Dhurz Deathsnare, turn to 29. |
Okay, first of all, I'm delighted that we slayed a hyena and sold his stinky hide! Thank you, Krakyn, for ensuring that experience for me
Second ---- Woo hoo! We're heroes! We did slay the Cyclops! ! ! !
:::does a victory boogie:::
What do we get to keep for proof for the villagers? That nasty tusk from his forehead? ewwwww!
*joins in the victory dance as well*
Hey how about the ONE EYE for proof?
Great rolling job Krakyn! I hope your not running out just because he is smelly! *holding nose*
What I do not smell anything. Ok OK pick on the guy who can not smell. I say we cut off his head and take that for proof. I am glad that we had the armour and the shield. I do not see that we had to use of roll again thing. But before we go I would say rummage around and see what treasure we can come up with.
That roll again thing would have helped if we missed finding his track leading to the cave. I would like to have a roll again for the traps though I read the passage we had failed that and it ended in our bones being used as toothpicks!
We need a real big piece of toast to wrap this eye ball in and we can eat for months!
*ponders currying it*
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29 Your blow is a fatal one and Dhurz Deathsnare topples backwards onto the cavern floor. You have slain the Cyclops of Goi-Han island! Searching the cavern, you chance upon Dhurz Deathsnare's treasure hoard, stashed in a rotting cabinet made of driftwood. It amounts to 50 Talons" worth of coins which you can add to the Money box on your Adventure Sheet, and two hyena pelts, which you may take if you wish. In addition, there is a rare artifact with magical powers. If you are a Warrior turn to 3 If you are a Sorcerer turn to 24 If you are a Priest turn to 40 If you are a Rogue turn to 12 12 You have discovered a lucky charm. This artifact has one use only, after which you must cross it off your Adventure Sheet. It will allow you to reroll any dice result once. This does not have to be a combat roll or a Test your RESOURCE roll, for example. You could also use it to reroll an encounter result. You must abide by the second roll of the dice however. Note the lucky charm and its properties on your Adventure Sheet and turn to 7. *Nice* 7 Finally, as proof of your deed, you cut out the enormous eye of Dhurz Deathsnare to show the people of Han. Note the eye of the Cyclops on your Adventure Sheet. You must take this, so if you already have eight possessions recorded on your Adventure Sheet then you must discard one of them to make room for your grisly trophy. Also, erase the codeword Ascent from the Codewords box on your Adventure Sheet and replace it with the codeword Avenge. You find a secret tunnel in Dhurz Deathsnare's lair that leads outside, thus negating the need to pick your way back through the dead Cyclops" fiendish collection of traps. Lastly, if you used a candle to explore Dhurz Deathsnare's lair, it has now expired and you must cross it off your Adventure Sheet. Turn to 20. 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 |