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29 Your stroll through the Market Square has taken time, and the hour is getting late when you arrive at the blacksmith's. Hammering away noisily by an open fire is a large bare-chested man, whose bulging muscles are stained with soot. The building you are in is a stable much like yours only smaller and serving a different purpose. You cough to get his attention explaining that you require a batch of horseshoes for the stableman. He ignores you until his work is complete and you wait there impatiently. At last he finishes making a breastplate and sets it aside to cool. He comes round to you. "Horseshoes again, eh?" he says in a nonchalant way. "Av" plenty o" them but a big order came in this mornin so the price is up. Cost ya 10 Gold now." If you can afford the asking price, turn to 33. If not, turn to 39. *we pay and have 5 gp left * 33 The blacksmith drops the coins into his grubby apron that, at one stage may have been white. He tells you that he will bring them over tonight to avoid getting mugged in the street. Thanking him you head back south. Turn to 42. 42 In the Garden quarter of the city, your friend, the eccentric Zuvember, resides not far from where you are. If you think you have time to pay him a visit, turn to 48. If you"d rather carry on south, turn to 15. |
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48 As you make your way to his home, you notice that several buildings have developed strange crimson flowers, creeping along the walls like ivy. A new species for the Public Gardens, you think to yourself. Zuvember's store-turned laboratory is similarly affected. You knock on his door and wait tentatively, half expecting it to come flying off its hinges after another failed experiment! There is no reply. You shout for him, but he doesn't seem to be at home. Not wanting to waste any more time you walk away, hoping to see him later. Note down the word "SPIDER" on your Adventure Sheet and turn to 15. *notes word spider* 15 You pass a number of rather sorrowful looking houses and back across Singing Bridge. A group of wretched urchins scurry into your path, almost causing you to trip over and you shout a few unfriendly words at them as they disappear round a corner. The traders at the market have more or less cleared their stalls and are packing up for the day. A commotion from an alley to your left rouses your curiosity and you investigate. The alley is littered with piles of mud-soaked garbage and broken timbers, but that is hardly the worst thing you see. About ten feet away, a man lies face down in a murky puddle - his clothes slashed and bloody. The murderer stands only a few steps from him and is about to run an old woman through with a long knife"¦when suddenly, he sees you! Will you turn and run (turn to 11), or rush to the woman's aid (turn to 49)? |
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49 You draw your sword and prepare for battle as the man throws the woman to a side, turning his attention to you. His eyes exude an insane bloodlust that makes you tremble, and his tattooed arms bulge with muscles. He moves purposefully towards you, licking his lips in anticipation of another kill! Remember to reduce your Skill by 2 for this battle because you are only armed with a rusty shortsword. TATTOOED KILLER SKILL 12 STAMINA 15 If your Stamina is reduced to 4 or less, turn to 20. If you win, turn to 34. |
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34 The killer falls at last - you must have fought like a demon! For your great victory you may add 2 points to your Luck. The woman you saved is nowhere to be seen so you search the bodies instead. You find 11 Gold Pieces between them and take a sturdy sword to replace your old one. (You may now fight at your normal Skill level.) The tattooed killer's long knife you leave well alone. His other possessions consist of a length of rope and an intricately carved snake ring. If you wish to take any of these, note them on your Adventure Sheet. Not wanting to remain in the bloody alley any longer, you move away at a brisk pace once you have checked there are no City Guards about that might frame you for murder. Turn to 23. *notes gp and rope and ring* *luck 14 now* 23 Have you been to the tailor's yet? If you haven't, you go there now. Turn to 43. Otherwise, you return to the stables. Turn to 9. 9 Night has fallen when you get back to the stables. The stableman has long closed the building and retired to his lodgings but you have a spare key to get inside. If for some reason you did not go to the blacksmith's or tailor's, you must deduct 1 point from your Luck and make it your first priority tomorrow. Then you head upstairs for some much needed rest and sleep right until the warm rays of the sun on your face awaken you. Restore your Stamina to its Initial level. If you have a Silver Brooch, turn to 50. If not, turn to 6. *we are healed* 6 Your days go on like any other. With your fine qualities, you could have been made for greater things. Life is full of opportunities - chances to walk a better path, a better future. Perhaps you missed too many. Perhaps you did not search hard enough. You look at your life: you live and work in a lowly stable within a city of rogues and thieves. Still, you possess the wit and resilience to survive in it - perhaps you are content with what you have. Your dreams may yet continue, but your adventure will never begin. For you, this is the end of the road. |
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1 The day goes on like any other and you have already been busy at work. The streets at midday are as packed as early morning. Blacksand is a living nest of beggars, thieves, traders and a whole host of disreputable miscreants. The city is not a safe place. Each and every citizen, down to the smallest child, carries a weapon of some sort. Yours could be better, for you carry only a rusty shortsword. Until you acquire a sturdier blade, you must reduce your SKILL by 2 in combat - make a note of this. A cry in the street nearby suddenly grabs your attention. Two ruffians, wielding clubs, are harassing a peg legged man. His cries for help go unheeded. If you leave your duties to aid him, turn to 12. If you"d rather not get involved, turn to 22. |