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1989-10-09
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~
Room 51
You climb the wooded bank of the river and see the log walls of
the fieldworks disappearing into the distance. A battle rages
about 2 miles away and the log wall has collapsed in several
places where the Darklords are attacking.
Most of the Fieldworks ahead are unmanned, the soldiers having
left to supply reinforcements for the raging battle.
There is a gate in the log wall. If you want to approach it hit 1.
If you would prefer to climb over the wall hit 2.
~
Room 52
Now that you are closer, you can make out the voices are not
human. The sound is more like a kind of grunt or squealing.
If you have the Kia discipline of animal kinship hit 1.
If not, you must climb over and face what is on the other side,
hit 2.
~
Room 53
A searing pain tears through your right leg as it is twisted and
crushed under the weight of your body. Down and down you tumble,
until you finally land in a ditch at the base of the hill with
such a force that the wind is knocked out of you and you lose
consciousness.
You are awoken by a sharp pain of something stabbing your chest.
It proves to be the tip of a Giak spear.You are greeted by the
malicious sneer of its owner as he pins your left arm to the
ground. Instinctively you reach for your weapon, but it is no
longer there.
Defensless against the cruel Giaks the last thing you see is the
tip of a giak spear lunging toward you throat.........
~
Room 54
It would seem the heavens have not heard your prayers. A spear
wistles past your head and embeds itself in the neck of your
galloping horse. With a shriek of pain, the horse topples
forward and you both roll in a tangled heap.
Dazed and pinned down by the weight of the dead body of the
horse, the last thing you remember are the sharp penetrating
spearheads of Giak lances.
~
Room 55
Just as the Giak makes a leap, you race forward and strike out
with your weapon-knocking the creature away from the young
wizards back.
You jump onto the struggling Giak and Strike again. Since you
surprise him, your combat skill increases by 4.
If you survive hit 1 to Continue.
~
Room 56
You hear the scream of a large winged beast above the trees. It
is a Kraan, a deadly servant of the darklords. Quickly you hide
beneath the thick fronds of fern until the horrible shreiks have
passed away.
Hit 1 to Continue.
~
Room 57
The cabin has only one room. In it is a wooden table and two
benches, and several bottles of colored liquid. There is an
embroidered rug on the floor.
If you want to look at the bottles hit 1.
If you want to pull back the rug hit 2.
If you want to leave and investigate the stable hit 3.
~
Room 58
Bracing yourself for the run, you head off down the ridge at a
steady pace. To the west, the army of the Darklords looks like a
giant pot of black ink that has spilled between the mountains
and is spreading into the land below.
You have been running about 20 minutes when you catch sight of a
pack of Doomwolves lining a shallow ridge to your right.
If you decide to flatten yourself against the rocks along the
side of the road and wait for them to pass hit 1.
If you want to keep running and draw your weapon just in case
hit 2.
~
Room 59
Peering into the darkness, you notice that rough stairs have
been cut into the earth and that the mouth of the cave is in
fact the entrance to a tunnel.
Carefully descending the slippery stairway, you notice a small
silver box on a shelf at the bottom of the staircase.
If you want to open the silver box, hit 1.
If you want to go back to the surface and press on, hit 2.
If you wish to investigate the tunnel further, hit 3.
~
Room 60
The last thing you remember before darkness engulfs you is the
flash of a long curved knife. You have become yet another victim
of the Sage and his robber son-the very one who has just slit
your throat!!
~
Room 61
At last you reach the wooden fieldworks surrounding the outer
city. As you race toward the sentry post, You can here the
excited shouts and cheers. Thank the Gods that they recognize
you, for you must appear a ragged and suspicious figure.
splashing through a shallow stream, you stagger towards the
gate. The full horror of the Graveyard encounter begins to catch
up with you. The last thing you recall before exaustion robs you
of conciousness, is falling into the outstretched arms of two soldiers.
Hit 1 to continue.
~
Room 62
The 'Soldiers' lie dead at your feet. They were bandits who were
stealing from the refugees of Toran. Searching them you find 28
gold crowns and 3 meals. You adjust your equipment, give a
cautious glance towards the west and continue your run towards
the outer defenses of the capital.
Hit 1 to continue.
~
Room 63
The wild old man is screaming at you. He blames you for the war
and curses the Kia lords as agents of the Darklords. He will not
listen to reason and you must fight him.
If you survive hit 1 to continue.
~
Room 64
You are awoken by the cries of a Kraan circling above the
caravan. It is early morning and the sky is clear and bright.
You can see a pack of Doomwolves less than a quarter of a mile
away along the highway ahead. They are preparing to attack.
If you decide to run for cover among the trees hit 1.
If you want to cut free one of the horses and try to break
through the attacking doomwolves to the road ahead hit 2.
~
Room 65
Your senses scream at you that this place is very evil. Leave as
quickly as you can. Hit 1 to Continue.
~
Room 66
Startled, you turn around to see a burly sargeant and 2 soldiers
running towards you, their swords drawn as if to strike. You
prepare to defend yourself, but suddenly the sargeant calls his
men to a halt. He has recognized your cloak. They put away their
weapons and apologize for their mistake. The sargeant orders one
of the men to fetch the captian of the gaurd as he leads you to
the doors of the great Hall.
You are greeted by a tall and handsome warrior who listens
intently to your story.The man then bids you follow him. You
walk throught the splendid halls of the inner palace. The
richness and grandeur are a wonder to behold. You eventually
arrive at a large door, gaurded by two soldiers wearing silver armor.
You are about to meet the King.
Hit 1 to continue.
~
Room 67
Your Kia discipline of tracking reveals to you fresh paw prints
leading off along the south path.
They are the prints of a black bear, an animal renowned for its
ferocity. You decide the east path would be much safer.
Hit 1 to continue.
~
Room 68
After a short walk, you reach a junction where a path crosses
your present route heading east and west.
If you wish to turn west hit 1.
If you wish to turn east hit 2.
~
Room 69
You are very near a friendly village.
Avoid the Gallowbrush and hit 1 to continue.
~
Room 70
You have reached a small bridge. A track follows the stream
towards the east. A much narrower path disappears into thick
forest towards the south.
If you want to go east hit 1.
If you want to go south hit 2.
If you wish to use the Kia discipline of Sixth Sense hit 3.
~
Room 71
You are winded but not hurt. You have fallen fifteen feet or so
throught the roof of an underground tomb. The walls are shear
and you cannot climb them. An arched tunnel leads out of the
tomb towards the east, in front of which lies the sarcophagus of
some ancient noble.
If you want to open the sarcophagus hit 1.
If you wish to leave via the tunnel hit 2.
If you wish to use the Kia discipline of Sixth sense hit 3.
~
Room 72
You turn to face a sneering Giak and the razor-fanged jaws of
its mount. You must fight them as one enemy.
If you win hit 1 to continue.
~
Room 73
Pulling your green cloak about you, you blend into the folliage
and rocks. Peering carefully up at the track, you are shocked to
see they are not the kings men at all.
They are Drakkarim, some of the Darklords cruelest troops.They
must have disguised themselves as soldiers of the king in order
to get this far into the forest. Thanking your Kia training for
saving your life, you silently slip away from the stream and
push on into the forrest.
Hit 1 to Continue.
~
Room 74
The Kraan and its riders land on the track barely ten feet from
where you are hidden.
The Giaks jump from the Scaly back of the Kraan and move toward
you, their spears raised to strike. You have been seen.
If you decide to fight them, hit 1.
If you decide to run deeper into the forest without delay hit 2.
~
Room 75
Peering out carefully, you can see three green clad men on
horses racing along the bank. You recognize them as border
rangers. One of them is wounded and slumping over the neck of
his horse.
Close behind follow a pack of twenty Doomwolves. Their Giak
riders firing arrows at the rangers which fall all around them.
One ranger drops from his horse and rolls down the river bank, a
black arrow embedded in his right leg.
If you wish to help the ranger hit 1.
If you wish to stay hidden and drift downstream hit 2.
~
Room 76
The gem feels very hot and burns your hand. You quickly grab it
with the edge of your cloak and slip it in your jacket pocket.
You smile at your good fortune, mount your horse and ride off
along the south track.
Hit 1 to continue.
~
Room 77
The mountain Giaks are unaccustomed to pursuing their prey
through the forrest and you soon outdistance them, until their
sound disappears completely.
When you are satisfied that they have given up the chase, you
stop for a few minutes to catch your breath and check your
equipment. With the memory of your ruined monastary still
blazing in your mind, you gather up your meager belongings and
push on.
Hit 1 to continue.
~
Room 78
As the caravan carrens by, you leap for the tailboard and manage
to hold fast. Pulling yourself upright you find you are standing
on the bottom rung of a ladder leading to the rear door of the
wagon. Suddenly the top half of the door flies open and you are
confronted by the angry face of a bodygaurd.
If you decide to inform him that you are a Kia lord with an
urgent message for the King hit 1.
If you decide to offer him gold crowns for a ride hit 2.
If you decide to attack the gaurd hit 3.
~
Room 79
You come to a footbridge across a fast flowing river. On the
other side of the bridge the path turns south. You cross the
bridge and follow the path.
Hit 1 to continue.
~
Room 80
You stumble backwards through the front door, clutching your
burnt chest. Smoke is billowing from the shop and you must
run-before the sage and his robber son catch you.
You make it back to the main street and lose yourself in the
rush of the crowd.
Hit 1 to continue.
~
Room 81
After nearly an hour the Kraan and their cruel riders vanish
towards the west. As the shocked refugees start to emerge from
the woods you can hear the sound of horses in the distance
galloping nearer. You stay hidden and wait as the riders come
closer. They are the cavalry of the Kings gaurd wearing the
white uniforms of his majesties army.
If you wish to call to them hit 1.
If you would rather continue along the forest edge towards the
south hit 2.
~
Room 82
The giant Gorgaz lies dead at your feet. His evil followers hiss
at you and then fall back from the bridge. The princes soldiers
form a protective wall around you and their dying leader with
their shields. Black arrows whistle past your head.
The dying prince looks up into your eyes and says "Kia Lord, you
must take a message to my father. The enemy is too strong, we
cannot hold him. The King must seek that which is in Durrenor or
all is lost. Take my horse and ride for the capital. May the
luck of the gods be with you.
You bid a sad farewell to the prince, mount his white steed and
head south along the forest path. The battle still rages behind
you as the princes men fight off another assault of the bridge.
Hit 1 to continue.
~
Room 83
You have run about a mile when three soldiers appear from
beneath a small footbridge. They demand that you halt and drop
your weapons and equipment.
They are bloodstained and unshaven. Their leader is wearing the
tunic of a soldier of the Toran garrison.
If you want to do as they say hit 1.
If you wish to prepare to fight them hit 2.
If you demand to know what they want hit 3.
If you posess the Kia discipline of Sixth Sense you may hit 4.
~
Room 84
Just as you feel the air beating on your back, you slip free of
your horse and roll over- landing in a ditch by the side of the
highway.
You are uninjured, and you quickly scramble to your feet and
make a dash for the cover of the trees-but with thirty yards
left you see the Kraan circling above for another dive.
Hit 1 to Continue.
~
Room 85
The path is wide and leads into the thick undergrowth. The trees
are tall here and unusually quiet. You walk for over a mile when
suddenly you hear the beating of large wings directly above you.
Looking up, you are shocked to see the sinister black outline of
the Kraan diving to attack you.
If you draw your weapon and prepare to fight, hit 1.
If you evade the attack by running south, deeper into the
forrest, hit 2.
~
Room 86
You soon reach another crossroads.
hit 1 to go east.
hit 2 to go north
hit 3 to go south
hit 4 if you want to go west.
~
Room 87
Focusing your power on the lock, you try to visualize the inner
mechanism. Gradually its image appears in your minds eye. It is
old and corroded but it still functions. You are in danger of
losing your concentration when a subtle click confirms that your
effort has not been in vain.
The pin is an easier task. Slowly it rises out of the lock and
falls to the floor. The granite door swings towards you on
hidden hinges and the grey half-light of the graveyard floods
into the tomb. The exit is overgrown with graveweed and you
suffer many small cuts to your face and hands as you fight your
way through to the surface. You are startled by a sudden noise.
You turn to see the disembodied head of a corpse laughing at
you. In blind panic you race through the eerie necropolis to the
southern gate.
hit 1 to continue.
~
Room 88
You cautiously peer around the rock to see a soldier lying on
his back. By his side are a Spear and Shield. On this shield is
painted the white pegasus-the prince of Summerlunds emblem. He
is one of the princes soldiers, and he is only just concious.
His uniform is badly torn, and you can see he has a deep wound
in his left arm. As you come nearer, his eyes flicker open.
"Heal me lord" he begs, "I can barely feel my arm".
You may use the Kia discipline of Healing by hitting 1.
Or else hit 2 to continue.
~
Room 89
In a cloud of dust and loose rocks you careen down the steep
hillside. The Kraan is still circling above as if waiting to
direct the Giaks after you.
~
Room 90
Night falls and you are soon engulfed in total darkness. To
press on would be useless, for you would be sure to lose your
way. Tethering your horse to a tree, you pull your green Kia
cloak about you and fall into a restless sleep.
hit 1 to continue.
~
Room 91
The small shop is dark and musty. Books and bottles of every
size and color fill the many shelves. As you close the door, a
small black dog begins to yap at you. A bald man appears from
behind a large screen and bids you welcome. He politely enquires
as to the nature of your visit and offers you a choice of his
wares from the glass counter.
If you wish to look at his wares hit 1.
If you would rather decline and return to the street hit 2.
If you have the Kia discipline of Sixth Sense, hit 3.
~
Room 92
You dive for cover not a moment to soon, for a hail of black
arrows scream out of the woods and bombard the area where you
were standing. Pulling your cloak around you toi blend into the
dense bracken,you dash through the forest and away from the
hidden ambushers as fast as possible. The entire area is
infested with giaks and you must escape as quickly as you can.
You run without rest for over an hour until you happen to fall
upon a straight forest path heading towards the east. You follow
the path, taking care to keep watch for signs of the enemy.
Hit 1 to continue.
~
Room 93
You turn and run for the stairs just as a large block falls with
a crash behind you. The room you were in has been completely
sealed off. As you escape into the daylight, you glimpse behind
you the crooked figure of an old druid as he raises his staff. A
second later, a bolt of lightning explodes at your feet. You do
not stop but run headlong down the hill, cursing the delay but
thankful for your sixth sense.
Hit 1 to continue.
~
Room 94
The Sage, seeing that you have killed his son, turns and runs
from the shop by the back door.
You find 12 gold crowns in the robbers purse and another 4 in a
wooden box. Carefully examining the potions and the wand you see
they are all counterfiet. In fact the entire shop is filled with
imitations. You shake your head and return to the street.
Hit 1 to continue.
~
Room 95
You soon stumble upon a narrow forrest path running from north
to south.
If you wish to set off along the track to the north hit 1.
If you wish to go south instead hit 2.
~
Room 96
Holding your breath, you tighten your grip on your weapon and
prepare to strike. The tension is unbearable- the Giaks are so
close the foul stench of their unwashed bodies fills your
nostrils. You hear them curse in their strange tongue and then
leave the ledge and start to scramble towards the peak. When you
are sure they have gone, you finally exhale and wipe sweat from
your eyes.
If you wish to explore the cave further hit 1.
If you wish to leave the cave and descend the hill in case the
Giaks return hit 2.
~
Room 97
Ahead of you you can see a fierce battle raging over a stone
bridge. The clash of steel and the cries of men and beasts echo
through the forest. In the midst of the fighting, you see prince
Pelathar, the Kings Son. He is in combat with a large grey
Gourgaz who is wielding a black axe above his scaly head.
Suddenly, the prince falls wounded, a black arrow in his side.
If you wish to defend the fallen prince hit 1.
If you wish to run into the forrest hit 2.
~
Room 98
The gaurds seem to believe your story and bow in respect to your
full rank of Kia Lord. One of them pulls a concealed bell-rope
and the doors start to open. They usher you inside and you hear
the doors close behind you.
Hit 1 to continue.
~
Room 99
You dive into the undergrowth just as the beast screams past
your head. You quickly look back to see the Kraan turning in the
air in preperation for another dive. You scramble to your feet
and run deeper into the safety of the forest.
Hit 1 to Continue
~
Room 100
The cold corridor suddnely makes an abrupt turning towards the
east. You notice a greenish glow that lights the tunnel in the
far distance. As you creep nearer you can see that the corridor
opens out into a chamber.
The strange light seems to emanate from a large bowl resting
upon the top of a gigantic throne. On a plinth in front of the
throne stands a statue that looks like a winged serpent curved
in the shape of an S.
If you wish to sit on the throne hit 1.
If you wish to examine the statue hit 2.
If you wish to look for an exit from the chamber hit 3.
~
@