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TEXT1.SW
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1989-10-09
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~
You must make haste for you sense it is not safe to linger by
the smoking remains of the ruined monestary. The black-winged
beasts could return at any moment. You must set out for the
Sommerlund capital of Holmgard and tell the King the terrrible
news of the massacre: that the whole elite fo the Kia Warriors,
save yourself, have been slaughtered. Without the Kia Lords to
lead her armies, Sommerlund will be at the mercy of the ancient
enemy, the DarkLords.
Fighting back tears, you bid farewell to your dead kinsmen.
Silently, you promise that their deaths will be avenged. You
turn away from the ruins and carefully descend the steep track.
At the foot of the hill, the path splits into two directions,
both leading inot a large wood.
To take the right path hit 1.
To take the left path hit 2.
To use the kai discipline of Sixth Sense hit 3.
~
room 2
As you dash throught the thickening trees, the shouts of the
Giaks begin to fade behind you. You have nearly outdistanced
them completely, when you crash headlong into a tangle of low branches.
~
room 3
Staying close to the officer, you follow him through an arched
portal and up a short flight of stairs to a long hall. Soldiers
run back and forth bearing orders on ornate scrolls to officers
stationed around the city wall.
A haggard and scar-faced man dressed in the white and purple
robes if the kings court approaches you and bids you follow him
to the citidel.
If you follow him hit 1.
If you wish to decline the offer and return to the crowded
streets hit 2.
~
room 4
It is a small one man canoe in very poor condition. The wood has
split and warped, and the craft appears to be leaking in several
places. You quickly patch up the worst of the holes with some
clay and bail out the water. This seems to stop the leaking for
the moment. Stowing your equipment at the bow, you set off
downstream useing a piece of driftwood as a paddle.
After a short while, you hear the sound of horses galloping
towards you along the bank.
If you wish to hide in the bottom of the canoe, hit 1.
If you want to try to attract attention, hit 2.
If you want to use the Kia discipline of Sixth Sense, hit 3.
~
Room 5
After about an hour of walking, the track slowly bears around to
the east. You reach a shallow ford where a fast flowing brook
runs on a steep rocky course towards the south. Just beyond the
ford is a junction where the track meets a wider path running
north to south. Realizing that the north path will take you away
from the capitol, you turn right at the junction and head south.
Hit 1 to continue.
~
Room 6
In the distance you can hear the sound of horses galloping
nearer. You crouch behind a tree and wait as the riders come
closer. They are cavalry of the Kings gaurd wearing the white
uniforms of his majesties army.
If you wish to call them, hit 1.
If you want to let them pass and continue on your way hit 2.
~
Room 7
For what seems an eternity, the rush of the crowd carries you
along like a leaf on a fast flowing stream. You desperately
fight to stay on your feet, but you feel weak and dizzy from
your ordeal, and your legs are as heavy as lead. Suddenly, you
catch a glimpse of a long stairway leading to the roof of an Inn.
Gathering the last reserves of your strength, you dive for the
stairs and climb slowly to the top. The houses and buildings of
Holmgard are built very close to each other, and it is possible
to jump from one roof to the next. In fact many of the citizens
of Holmgard used to use the "Roofways" when the heavy autumn
rains made the unpaved parts of the streets too muddy for
walking. But after many accidents, a royal decree forbade their use.
After careful thought you decide to use the Roofways to try and
reach the King. You have jumped from roof to roof across several
streets and you are only one street away when you come to the
end of a long row of rooftops.
The jump to the next row is much farther than anything you have
tried before. Determined to reach the citidel, You turn and take
a long run up to jump. With blood pounding in your ears, you
sprint to the edge of the roof and leap into the air, your eyes
fixed on the opposite roof.
Hit 1 to continue.
~
Room 8
Your Kia sixth sense warns you there is a battle raging in the
south. Your common sense tells you the south is also the
quickest route to the capital.
Hit 1 to continue.
~
Room 9
You can't move: you are being held rigid by some powerfull
force. Your eyes are drawn towards the mouth of the Skeleton.
From deep in the earth you hear a low humming, like the sound of
millions of angry bees. A dull red glow appears in the empty
sockets of the dead king and the humming increases to a
deafening level. You are in the presence of an ancient evil, far
older and stronger than the darklords themselves.
If you possess a vordak gem hit 1.
If you do not hit 2.
~
Room 10
You are sweating and your legs ache. In the middle distance you
can see a group of cottages.
If you wish to enter a cottage and rest hit 1.
If you wish to press on hit 2.
~
Room 11
You quickly dodge into the doorway of a stable and hide your
surgeons cloak in the straw, for it would be better to be seen
as a Kia lord than as a charlatan. Without wasting a second, you
set off towards the great hall on the other side of the
courtyard. Hit 1 to continue.
~
Room 12
The Bodyguard looks at you with great suspicion and then slams
the door shut. You can hear the sound of voices in the caravan.
Suddenly the door swings open an the face of a wealthy merchant
appears. He demands ten gold crowns as payment for the ride.
If you have ten gold crowns and wish to pay him, hit 1.
If not hit 2.
~
Room 13
The path soon ends at a large clearing. In the center of the
clearing is a tree much taller and wider than any other you have
seen in the forest. Looking up through the branches you can see
a large treehouse some 25 feet up. There is no ladder, but the
gnarled bark of the tree offers many footholds.
If you want to climb the tree and search the treehouse, hit 1.
If you would rather press on hit 2.
~
Room 14
You reach the top of a small wooded hill on which several large
boulders form a rough circle. Suddenly, you hear a loud growl
from behind a rock to your left.
If you wish to draw your weopon and prepare to fight hit 1.
If you would rather run as fast as you can over the hill hit 2.
~
Room 15
You pass through a long, dark tunnel of overhanging branches
that eventually opens out to a large clearing. On a stone plinth
in the center of the clearing is a sword, sheathed in a black
leather scabbard. A hand written note has been tied to the hilt,
but it is in a language you cannot read.
If you decide to go east hit 1.
If you decide to go west hit 2.
If you want to go south hit 3.
~
Room 16
You manage to free a horse from the straps securing it to the
caravan. It is frightened by the scent of the approaching
doomwolves, and the cries of their evil riders- the Giaks.
Preparing your weopon, you spur the skittish horse towards the
oncoming beasts. They are less than fifty yards away, and they
are lowering their lances as they get nearer.
Hit 1 to continue.
~
Room 17
You raise your weapon to strike the beast as its razor fanged
mouth snaps shut just inches from you. Buffetted by the beating
of its wings you find it difficult to stand.
You must fight the Kraan.
If you defeat him hit enter to continue.
~
Room 18
You are awoken by the sound of troops in the distance. Across
the lake you see the black cloaked figures of Drakkarim and a
pack of Doomwolves and their riders. A Kraan appears from above
the trees and lands on the roof of the small wooden shack.
It is ridden by a creature dressed in red. The Kraan takes off
and begins to fly across the lake to where you are hidden.
If you wish to ride deeper into the forrest, hit 1.
If you wish to use the Kia discipline of camouflage, hit 2.
If you wish to fight the creature, hit 3.
~
Room 19
Just ahead through the tall trees you can see a clump of dark
red Gallowbrush, a thorny briar with sharp crimson barbs. The
common name for this forest weed is "Sleeptooth", for the thorns
are very sharp and can make you feel sleepy if they scratch your
skin.
You can avoid the Sleeptooth by returning to the track - hit 1.
You can push on through the briars, deeper into the forest-hit 2.
If you have the Kia discipline of Tracking you can hit 3.
~
Room 20
It seems that whoever lived here left in a great hurry. A half
eaten meal still remains on the table, and a mug of dark Jala is
still warm to the touch.
Searching you find two meals and a dagger.
Hit 1 to continue.
~
Room 21
You have ridden about two miles into the tangle of trees when
the ground becomes marshy.
Suddenly you plunge into mud....
~
Room 22
Knocking aside the leader, you sprint off along the highway.
Then behind you the ominous click of a crossbow being cocked
sends a shiver down your spine.
~
Room 23
The corridor soon widens into a large hall. At the far end, a
stone staircase leads up to a huge door. Two black candles on
either side of the stone steps dimly illuminate the chamber. You
notice that no wax has melted, and as you get nearer you feel
they give off no heat. Ancient engravings cover the walls of the
chamber.
Anxious to leave this evil tomb, you examine the door for a latch.
An ornate pin appears to lock the door, but there is also a
keyhole.
If you have a golden key hit 1.
If you want to remove the pin hit 2.
If you want to use the Kia discipline of mind over matter, hit 3.
~
Room 24
The merchant shouts to the driver of the caravan to jump. "We
are under attack!" he cries., disappearing through a circular window.
If you jump after him hit 1.
If you you run through the caravan and grab the reins of the
horse team hit 2.
~
Room 25
You land with such a crash on the opposite roof, that the wind
is knocked out of you and you lie flat on your back with your
head spinning.
It takes a minute or so for you to realize that you have made it
and are perfectly safe. When you are sure you are all right, you
jump up and let out a shout for joy.
Quickly you find a way across the roof and climb down a long
drainpipe to the street below. You see the large iron doors of
the citidel open, and a wagon drawn by two large horses tries to
leave. The horses are frightened by the noisy crowd and rear
up,causing the wagon to smash a front wheel against the door. In
the confusion you see a chance to quickly enter just as the
gaurds slam the door.
Hit 1 to continue.
~
Room 26
Cautiously, you move along the corridor until you come to a
sharp eastward turn. A strange greenish light can be seen in the
distance.
If you want to go on hit 1.
If you want to go back and try the southern route hit 2.
~
Room 27
You walk along the path for over an hour, carefully watching the
sky above in case the Kraan attack again. Up ahead, a large tree
has fallen across the path. As you approach, you can hear voices
coming from the other side of the massive trunk.
If you chose to attack hit 1.
If you want to listen to what the voices say hit 2.
~
Room 28
After a few hundred yards the path joins another one running
north and south.
To go north hit 1.
To go south hit 2.
~
Room 29
You stride out to the waters edge and prepare yourself for
combat. The Kraan and its rider spot you and begin to speed
across the lake barely inches from the surface.
The rider lets out a scream that freezed your blood. He is a
vordak, a fiece lieutenant of the Darklords.
He is upon you and you must fight him. You will lose 2 combat
points if you do not have mindshield for the creature is
attacking your mind as well.
If you survive hit 1 to continue.
~
Room 30
The people look tired and hungry. They have come many miles from
their burning city. Suddenly you hear the beat of huge wings
coming from the north.
"Kraan,Kraan!! Hide yourselves!" The cry goes up all along the
road. Just in front of you, a wagon carrying small children
breaks down, its wheel jammed in a furrow. The children scream
in panic.
If you want to help the children, hit 1.
If you would rather run for cover of the trees hit 2.
~
Room 31
You try and comfort the man the best you can, but his wounds are
too serious and he is soon unconscious again. Covering him with
his cape, you turn and press deeper into the forrest.
Hit 1 to continue.
~
Room 32
You have ridden about three miles when, in the distance, you
spot five large doomwolves. Riding on their backs are giaks.
They seem to be going on ahead to where the path leads down into
an open meadow. Suddenly, one of the Giaks leaves the others and
begins to ride back along the path towards you.
If you wish to hide in the undergrowth hit 1.
If you wish to fight him hit 2.
~
Room 33
The floor of the cave is quite dry and dusty. As you explore
deeper in the half-light, you detect the stale odor of rotting
flesh. Littering the crevice are the bones fur and teeth of
several small animals. You notice a small bag with three gold
crowns. pocketing the remains you leave what appears to be the
lair of a mountain cat.
Hit 1 to continue.
~
Room 34
Without warning, a terrible apparition in red robes swoops down
on the back of a Kraan.The rider lets out a scream that freezed
your blood. He is a vordak, a fiece lieutenant of the Darklords.
He is upon you and you must fight him. You will lose 2 combat
points if you do not have mindshield for the creature is
attacking your mind as well.
If you survive hit 1 to continue.
~
Room 35
The forest is becoming denser and the path more tangled with
Briars. Almost completely hidden by teh undergrowth, you notice
another path branching towards the east. Your current rout seems
to be coming to a prickly end, so you decide to follow the new path.
Hit 1 to Continue.
~
Room 36
The old watchtower ladder is rotten and several rungs break as
you climb.
~
Room 37
You are feeling tired and hungry and you must stop to eat. After
a meal, you retrace your steps back to the citadel and begin
walking around the high, indomitable wall.
You discover another entrance on the eastern side, gaurded as
before by two armored soldiers.
If you wish to approach them and tell your story, hit 1.
If you wish to use the Kia discipline of Camouflage, hit 2.
~
Room 38
For half an hour or more you press on through the forest. You
happen upon a small clear stream where you stop for a few
minutes to wash your face and drink of the cold, fresh water.
Feeling revitalized, you cross the stream and press on. You soon
notice the smell of woodsmoke which seems to be drifting towards
you from the north.
If you wish to investigate the smell hit 1.
If you would rather avoid the source hit 2.
~
Room 39
After a few seconds, two small furry faces nervously appear over
the top of the trunk. They say they are Kakarmi and tell you
that the Kraan are everywhere. To the west lie the remains of
their village but little is left of it now. They are trying to
find the rest of their tribe who took to the forest when the
"Black-wings" attacked. They point behind them-east along the
path- and tell you that the trail appears to be a dead end, but
that if you continue through the undergrowth just a few yards
more, you find a watchtower where the path splits in three
directions. Take the east path. This leads to the kings highway
between the capitol city of Holmgard and the northern port of
Toran. You thank the Kokami and bid them farewell.
Hit 1 to continue.
~
Room 40
Keeping a careful watch on the huts for any sign of the enemy,
you manke your way around the clearing under the cover of the
trees and bracken. Rejoining the track, you hurry away from fogwood.
Hit 1 to Continue.
~
Room 41
Three rangers gallop past the river bank, closely followed by
giaks on their snarling doomwolves. The bank is steep and you
are spotted by the giak leader who orders five of his troops to
open fire at you with their bows. Their black arrows rain down
on you.
If you decide to paddle downstream quickly hit 1.
If you decide to head for the cover of the trees on the opposite
bank hit 2.
~
Room 42
You follow the track for nearly an hour when you come to a crossroads.
Hit 1 to continue east. Hit 2 to go north. Hit 3 to venture
south or hit 4 to go west.
~
Room 43
From behind the rock a huge black bear comes into view. It
advances slowly toward you, its mouth open and its face lined in
anger and pain.
You notice that it is badly wounded and bleeding from its neck
and back. You must fight it.
If you win you may hit 1 or 2 to continue
~
Room 44
Without warning the old track ends abruptly at the edge of a
steep slope. The ground here is very loose and unstable, you
lose you footing and fall over the edge.
~
Room 45
These men are not what they seem. The tunic of the leader is
genuine but it is heavily bloodstained around the collar, as if
its true owner had been murdered. Their weapons are not army
issue, but expensive and lavishly decorated like weapons made by
the armorers of Durenor. The leader has a crossbow slung over
his back. An attempt to run would be suicidal. You must fight.
Hit 1 to continue.
~
Room 46
You have covered about two miles when the trees ahead thin out.
You can see a small wooden shack on the edge of a lake. A
cloaked man approaches you and offers to row you and your horse
across the lake for 2 gold crowns.
If you accept hit 1.
If you refuse and ride around the lake hit 2.
If you wish to use the Kia discipline of Sixth Sense hit 3.
~
Room 47
Breathless and sweating, you claw your way to the top of the
hill. Suddenly a large winged shadow passes across the hillside.
You look up to see a Kraan Circling overhead. Behind you the
Giaks are gaining Ground.
Do you stop and fight the giaks where you are hit 1.
If you grit your teeth and press on to the hill top hit 2.
~
Room 48
Your sixth sense warns you that these troops are not all they
seem. You can detect an aura of evil about them. They are in the
Service of the Darklords. You must leave here quickly before you
are spotted. Hit 1 to Continue.
~
Room 49
As you begin to read the inscription, you notice a shadow moving
towards you behind the screen.
~
Room 50
The sound of fighting can be heard in the distance.
If you wish to continue toward the sound of the battle hit 1.
If you want to avoid the fighting hit 2.
~
@