Monday, September 22, 2008

Lone Wolf: Let us do Battle!

We were traveling via carriage to Port Bax with Bob Saget, Steve Martin, that guy who ran the pawn shop in The Crow (Mr Gideon,) Cary Elwes and Scarlett Johansson. And we rolled a 4.

You are travelling along a narrow section of coast road which follows a dizzy course beneath high, overhanging cliffs. A rockfall has blocked the road ahead and you must stop to clear it. You are helping the driver to lever a large rock from the path of the carriage, when you hear the sound of falling rocks. A boulder crashes down from the overhanging cliff, killing the driver before you can make any attempt to save him. He was standing less than six feet away from you at the time of his death.

If you have the Kai Discipline of Sixth Sense, turn to 42.

If not, turn to 168.

You sense that someone is on the cliff above and that you were the intended victim of their attack. Someone is trying to kill you!

Turn to 168.

Slowly, one by one, the other travellers appear and stare in shock at the dead coachman. 'We must bury him,' says the priest.

You silently nod your agreement and prepare a grave in which to lay the corpse. As you all walk back to the coach, you discuss what should be done.

'I know the road to Port Bax. I had better drive the coach,' volunteers Halvorc.

'I do hope we're not blamed for his death,' says the priest nervously.

'It was an act of the gods,' says Dorier.

'I shall testify to that,' says Ganon. 'Lies are never spoken by Knights of the White Mountain.'

It is true that in Durenor, a true knight will speak only the truth whether for his own good or ill. His words seem to reassure the priest and you are all soon once more on the road heading towards the eastern horizon. It is late in the afternoon when you arrive at a coach station in a small coastal village known as Gorn Cove, which is mainly populated by outcasts, thieves and Szalls.

The death of the coachman is met by the villagers, with great suspicion, but Dorier's words convince them that it was accidental.

There is only one inn at the village, a tavern known as the Forlorn Hope. Its state of disrepair is typical of all the other hovels in this poor sea village. A room for the night costs 1 Gold Crown.

If you can pay for the room, turn to 314.

Done!

The innkeeper is a thin old man with only one eye. He hands you a key and points to a balcony opposite. 'Number two, the red door,' he says.

The other travellers each pay their one Crown, collect a key and make their way across the crowded tavern floor towards the stairs.

'We must make plans for tomorrow.' says Dorier. The others all nod in agreement. 'I suggest we meet here in the bar in one hour to decide what to do.'

As you close the red door of your room, for some unknown reason you recall the words of Captain Kelman when you left Holmgard harbour: 'There is evil treachery at work when the enemy already has plans afoot to thwart your quest.'

An hour has nearly passed when your thoughts are disturbed by a knock at the door. It is the innkeeper and he is carrying a tray of hot food.

'With the compliments of one of your friends,' he says, and leaves before you can ask which one. The food smells most appetizing. You have not eaten today and now you must eat a Meal or lose 3 ENDURANCE points.

If you have the Kai Discipline of Hunting, turn to 290.

If you wish to eat the hot food put before you, turn to 36.

If you do not want to eat this food, turn to 178.

One of these people tried to kill us, so no way are we eating that food. We can smoke the laumspur we picked instead.

Although the delicious smell of the food is making your mouth water, you suspect that something is very wrong. You set the tray down by the door. Your hunger has made you tired, and you decide to take a short nap before meeting the others in the bar.

When you awake, you see the bodies of two dead rats lying beside the food tray--they have been poisoned. The shock soon turns to anger when you realize that the poison was in the food intended for you.

You grab your equipment and leave the room, intent on discovering your would-be assassin.

Turn to 200.

By the time you reach the bar, the others are all seated at a large table awaiting your appearance. Drawing closer to the table, you realize you have found your would-be assassin. You will have to attack without giving any warning to your enemy, so study your fellow travellers carefully and then make your decision.

If you wish to attack the Knight of the White Mountain called Dorier, turn to 7.

If you wish to attack the merchant called Halvorc, turn to 60.

If you wish to attack the adventuress called Viveka, turn to 85.

If you with to attack the priest called Parsion, turn to 158.

If you wish to attack the Knight of the White Mountain called Ganon, turn to 270.

Well, here we are. We're going to lop someone's head off. Who's it going to be, people?