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1989-10-09
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~
Room 101
The noise of the battle soon fades behind you but the ensuing
silence is broken by a voice in your head that accuses you of
being a coward, and deserting a fellow human in danger. You try
to rid yourself of your nagging conscience by telling yourself
that your mission is far more important, and that not only is
the life of the young magician in peril but the lives of all
your countrymen depend on you reaching the capitol alive.
Suddenly the sight of a Giak war party in the distance makes you
quickly take cover and hide. But it is too late- they have
spotted you and you must run as fast as you can
Hit 1 to continue.
~
Room 102
As you descend the rocky slope towards the graveyard of the
ancients, you are aware of a strange mist and cloud that swirls
all around this grey and forbidding place, blocking the sun and
covering the Graveyard in a perpetual gloom. A chill creeps
forward to greet your approach.
With a feeling of deep dread, you enter the eerie necropolis.
Hit 1 to continue.
~
Room 103
The overgrown path leads to a junction where another track
branches off towards the east.
If you wish to take this path hit 1.
If you would rather continue northward hit 2.
~
Room 104
The wals are dark and slimy. The stale air chokes you and
cobwebs brush across your face. You can feel panic grip your
stomach, as the tunnel gets darker and darker.
You reach a junction where the tunnel meets a corridor leading
north and south.
If you wish to turn north, hit 1.
If you wish to go south hit 2.
~
Room 105
In the distance, perched on the branch of an old oak tree is a
black raven.
If you have the Kia discipline of Animal Kinship you may call to
the bird by hitting 1.
If you don't possess this discipline hit 2.
~
Room 106
Eventually you come to the edge of a fast-flowing icy stream.
The white water cascades over the mossy rocks and disappears
towards the east.
If you wish to follow the stream east hit 1.
If you would rather explore upstream hit 2.
~
Room 107
Running across the room, you lash out at the skulls, smashing
them to fragments. You notice that inside each skull is a
bubling grey jelly that seems to writhe and change its shape,
sprouting batlike wings and suckers from its glistening form. In
horror and loathing, you race for the exit corridor and escape
just as a heavy portcullis falls with a crash, completely
sealing off the chamber.
Hit 1 to continue.
~
Room 108
You fly in an arc through the air towards the opposite roof.
Everything seems to be happening in slow motion. You see the
teeming crowds below in the streets. You hear their crys as you
land with a startling crash on the other side. But it is the
last sound you will ever hear. The tiles splinter and collapse
and you fall through the 4 floors of the "Green Slipper Inn"
breaking your back in several places.
~
Room 109
The only thing under the carpet is dirt!!
You may take a closer look at the bottles by hitting 1.
Or you may leave and investigate the stable by hitting 2.
~
Room 110
You quickly take aim and hurl the rock at the Giaks head as hard
as you can, but to your horror the creature ducks and the rock
arcs harmlessly over its back. You must act immediately to save
the wizard.
Hit 1 to continue.
~
Room 111
Only a few minutes after leaving the junction, you see in the
distance a small log cabin and stable. On arrival you check the
interior through a side window. The cabin looks deserted.
Hit 1 if you want to go in.
Hit 2 if you wish to search the stable.
~
Room 112
Suddenly, the large rock you are hiding behind is rolled aside
and you are faced with 2 snarling Giaks intent on your death.
The cavemouth is a narrow entrance and you must fight them one
at a time.
If you win and want to explore the cave further hit 1.
Or you may descend and leave the hill by hitting 2.
~
Room 113
You have been walking for over half an hour when your eye is
caught by some bright red flowers growing near to a mossy bank.
You recognize the plants to be Laumspur, a rare and beautiful
herb much prized for its healing properties.
Kneeling down, you pick a handful of Laumspaur and place it in
your Backpack. You may eat this herb to regain lost ENDURANCE
points. Each Meal of Laumspar will restore 3 lost ENDURANCE
points, and you have gathered enough for two such Meals.
Closing your pack, you continue your mission.
If you wish to head northeast, press 1.
If you wish to head east, press 2.
~
Room 114
You coax the horse to lie down and begin to cover him and
yourself with branches and dead leaves. YOu hear the wings of
the Kraan as it passes over the trees. It returns and circles
above you, but soon retreats back across the lake.
You decide to leave now, in case it returns with some of its friends.
Hit 1 to continue.
~
Room 115
You stumble into the first building and fall to the floor
exausted. You can smell cooked meat. You notice a small
cauldron hanging over the embers of a dying fire, and a large
oak table that has been set for a meal. Whoever lived here must
have left in a great hurry this very morning. There is water in
a jug and a loaf of fresh bread on the table.
If you decide to take a quick Meal, press 1.
If you decide to search the building, press 2.
If you would rather leave now and continue your run, press 3.
~
Room 116
As you climb out of the muddy water, black arrows fall all
around you. Quickly, you dash for the cover of the trees and
wait for the Giaks to leave the opposite bank, before continuing
on foot towards the capital.
Press 1 to continue.
~
Room 117
The man is badly injured and near to death. If you have the Kai
Discipline of Healing, you may ease the pain of his wounds but
he has been so seriously hurt he is beyond repair by your
skills alone. He soon lapses into unconsiousness. You try to
make him as comfortable as possible below a large oak, before
leaving and pressing on through the thick woodland towards the northeast.
Press 1 to continue.
~
Room 118
You supr your horse to a gallop and race down the long straight
path. In the far distance you can just make out the silhouette
of Holmgard on the horizon, its high walls and tall spires
glinging in the morning sun. Your path joins a highway running
from north to south. It is the main turnpike road between the
northern port of Toran and the capital. You set off towards
Holmgard, your eyes peeled for Kraan in the clear morning sky.
Press 1 to continue.
~
Room 119
The Gallowbrush tears at your cloak and scratches deep into your
arms and legs as you slowly force your way through. Fifteen
minutes later you emerge from the briars and stagger onwards
between the trees.
You feel a little dizzy as you push on, and your eyelids seem
very heavy. You suddenly find yourself at the edge of a steep
wooded slope.
If you wish to slide down the slope as carefully as you can,
press 1.
If you do not feel that you are up to the risk of this tricky
descent in your present sleepy state, walk around the edge of
the ridge by pressing 2.
~
Room 120
Behind you can hear the blood-crazy Giaks killing the caravan
horses. You risk a quick glance over your shoulder and see a
Kraan start to climb high into the air. Will it attack you or
is it interested in something else? The dark shadow that is
gradually getting larger all around you tells you that YOU are
it's intended victim. The Kraan is diving full speed at you!
If you wait until it is about to strike, then jump from the
saddle, press 1.
If you head as fast as you can for the trees, press 2.
If you put your head down, pray to the heavans for good luck and
gallop on regardless, press 3.
~
Room 121
After a few minutes walking you see a stranger, clad in red,
standing in the centre of the track ahead. He has his back
towards you, and his head is covered by the hood of his robes.
Perched on his outstreched arm is the black raven that you saw earlier.
If you wish to call the stranger, press 1.
If you wish to approach the stranger cautiously, press 2.
If you would rather draw your weapon and attack, press 3.
~
Room 122
Immediatly the horse senses your communication, he calms down.
You walk towards the beautiful animal and stroke his head
reassuringly. You sense that he is frightened and confused.
Mounting him, you lead him off to the path and head south once again.
Press 1 to continue.
~
Room 123
As the creature dies, its body slowly disolves into a vile green
liqued. You notice that all of the grass and the plants beneath
the smoking fluid are beginning to shrivel and die. A large
valuable looking Gem lies on the ground near to the decaying body.
Further along the track you can see a large war party of Giaks
running towards you.
If you wish to take the Gem, press 1.
If you would rather leave it and run, press 2.
~
Room 124
Inside the box you find 15 Gold Crowns and a Silver Key.
You can continue to investigate the tunnel by pressing 1.
Or you may leave and descend the hill by pressing 2.
~
Room 125
The path opens out into a large clearing. You notice strange
claw prints in the earth. Kraan have landed here. By the
number of prints and by the size of the area disturbed, you
judge that at least five of the fowl creatures landed here in
the last twelve hours.
You see two exits on the far side of the clearing. One leads
west, the other south.
If you wish to take the south path, press 1.
If you wish to take the west path, press 2.
If you have the Kai Discipline of Tracking, press 3.
~
Room 126
You ride deeper and deeper into the forest. Silently you thank
the Prince for such a fine horse, for although the ground us a
tangle of briars and roots, he never once falters. The
Doomwolves are soon left far behind and you bring your horse to
a halt. The light had faded fast and it is almost night.
If you wish to press on ahead, press 1.
If you wish to bear left (the same direction as the path you
left far behind) then press 2.
~
Room 127
After an hour of marching, the Drakkarim suddenly halt as a
large, grey scaly creature approaches along the track. As the
beast draws closer, you can smell it's fetid breath on your
face. It lets out a roar and grabs your head in its powerful
webbed hands. The last thing you hear is the sharp crack of
your spine snapping.
~
Room 128
Carefully parting the dense foilage, you are horrified by the
sight that meets you. In a small clearing ahead, threee Giaks
have tied a man to a wooden stake and are setting fire to a mass
of brushwood bundeled at his feet. You recognize his tunic as
that of a border raqnger, one of the King's men who police the
kingdom near the Durncrag mountains of the west. He has been
badly beaten and is nearly unconscious.
If you have the Kai Discipling of Hunting, press 1.
If you do not, you must attack the Giaks now in order to save
the ranger's life. Press 2.
~
Room 129
You reach the main gates of the capital, and stare in awe at the
height of the city's walls. Two hundered feet high, the walls
of Holmgard have withstood the ravages of both time and the
Darklords. You and the officer race through the tunnel of the
inner gatehouse, one hundered yards in length, and finally halt
outside the doorway of the main watchtower. Great crowds of
soldiers and civilians are running to and fro.
If you wish to continue following the officer, press 1.
If you feel that you stand a better chance of making your way to
the King's citadel on your own, press 2.
~
Room 130
You soon reach a small clearing in the woods. A bench carved
from a fallen tree is set in the centre of the clearing. You
are hungry and must now eat a Meal here.
When you have finished, if you decide to leave the clearing by
the south way, press 1.
Or if you prefer the smaller track that leads eastwards into the
forest, press 2.
~
Room 131
You have covered about a quarter of a mile when you hear
shouting and a noise like thunderclaps. Edging nearer, you soon
make out a clearing that you recognize to be the site of the
ruins of Raumas, an ancient forest temple.
A war party of Giaks, some 25 to thirty strong, are attacking on
all sides. Many more of the Giaks are dead or dying among the
broken pillars of marble, but still they assault whatever is
hidden inside. Suddenly, a bolt of blue lightning rips throught
the front ranks of the Giaks sending the armor clad creatures
tumbling in all directions. A Giak, taller than the others and
dressed from head to foot in black chainmail, cursesd at his
troops as he whips them forward with a barbed flail.
With weapon ready, you move to the edge of the clearing, under
cover of thick folliage, and try to catch a glimpse of the
defenders. To your amazement, the ruins are being defended by a
young man no older than yourself. You recognize his sky blue
robes, embroidered with stars. He is a young theurgist of the
Magicians Guild of Toran: an apprentice in magic.
Five Giaks charge forward, their spears raised to stab the
apprentice as he retreats deeper into the ruins. You see him
turn and raise his left hand just before a bolt of blue flame
shoots from his fingertips into the Giak soldiers. Close to
where you are hidden, you see a Giak scuttle past and climb one
of the pillars. He has a long curved dagger in his mouth and is
about to jump on the young wizard standing below.
If you wish to shout a warning to the wizard, press 1.
If you wish to run forward and attack the Giak when he jumps,
press 2.
If you wish to pick up a chunck of temple marble and throw it at
the Giak's head, press 3.
Or if you would rather turn and leave the battle area, and run
back into the woods, press 4.
~
Room 132
The bodyguard looks at you with great suspicion and slams the
door. You can hear voices chattering inside the caravan.
Suddenly the door swings open and the face of a wealthy merchant
appeqars. He recognizes your Kai cloak and apologizes for his
servant's behaviour.
He says that they have been attacked several times since they
left Toran: by Kraan, by bandits, and by robbers. They thought
you may have been a bandit. Inside, the caravan is full of
silks and spices. The merchant offers you food which you
gratefully accept. After your sumptuous Meal, the fatigue of
your ordeal finally overcomes you and you slip into a deep sleep.
Press 1 to continue.
~
Room 133
As you approach the statue, several cracks appear in its stone
surface. It suddenly explodes before you as a real Winged
Serpent breaks free of its stone mantle and attacks you.
If you win the fight, press 1.
~
Room 134
Using your skills, you detect Giak tracks around the perimeter
of the clearing. The prints are fresh and you can tell that
these cruel minions of the Darkloards were in this area less
than two hours ago.
Forwarned by this knowledge, if you decide to investigate the
huts, press 1.
If you would rather avoid the cleaqring, press 2.
~
Room 135
Peering over the steep undercut of the river bank, you can see a
tangle of driftwood along the water's edge. A large tree trunk
had grounded on the clay bank next to a small canoe.
If you wish to use the log to float down the river, press 1.
If you wish to use the canoe, press 2.
~
Room 136
The Giaks get nearer and then crouch down as if preparing
themselves to pounce. You can see the sharp serrated points of
their spears and hear their low guttural speech. The larger of
thge two creatures screams, "Orgadak taag! Nogjat aga ok!" and
attacks you.
If you win, press 1.
~
Room 137
As the last of the foul creatures die, so the greenish light
statrs to fade. You notice that in each of the broken skulls
lies a Gem. You take these 20 Gems before darkness engulfs the
chamber.
You quickly leave the dead Crypt spawn and press on.
Press 1 to continue.
~
Room 138
You prepare your weapon and advance to meet the enemy. There are
two Mountain Giaks and you must fight them one at a time.
If you win, press 1.
~
Room 139
The inner courtyard is a bustle of activity. Calvarly scouts
are waiting beside their nervous horses for messages from their
unit commanders inside the Great Hall. They take orders with
great speed to the defenders of the outer fieldworks. No sooner
do they gallop off, than other scouts return, many of them
breathless and wounded.
You have taken less than a dozen steps across the courtyard when
you hear a deep voice boom out. "Krago, stop that man!"
Press 1 to continue.
~
Room 140
You are in a clearing where several trees have been cut down to
make a rickety watchtower. Below the tower are three paths
leading off in different directions.
If you take the south path, press 1.
If you take the east path, press 2.
If you take the southwest path, press 3.
If you decide to climb the watchtower, press 4.
~
Room 141
Your sixth sense has warned you that some of the creatures that
attacked the monastary are searching the two paths for survivors
of their raid, but you can avoid both tracks by making your way
through the undergrowth of the woods.
If you wish to head south, press 1.
Or if you wish to cut through the heavier foilage towards the
northeast, press 2.
~
Room 142
You can see the tall grey-white walls and glimmering spires of
Holmgard, its banners fluttering from the battlements in the
fresah morning breeze. Stretching out towards the west, the
River Eledil traces its course from the mountains of the
Durncrag range to the Holmgulf. But from below the mountain
peaks you can see a vast black army marching relentlessly on
towards the city.
To your right, you see the highway heading off over the rolling
plain towards Holmgard. At a run you could reach the outer
fieldworks of the city defences in an hour, but you would be in
the open for most of the time and vulnerable to attack by Kraan.
However, ahead of you, a wide and muddy river drifts sluggishly
towards the Eledil. You could use the cover of the river banks
and swim towards the capital. Or towards your left lies the
Graveyard of the Ancients. These tombs and crumbling monuments
to a forgotten age would conceal your approach, but it is a
forbidden area. Many are the unnamed horrors that lie there in
restless sleep, waiting to consume the unwary trespasser.
If you will try your luck by the highway, press 1.
If you feel that you stand a better chance of reaching the
capital via the river, press 2.
Or if you are brave enough to risk the unknown perils of the
Graveyard of the Ancients, press 3.
~
Room 143
You soon emerge from the woods onto a main highway. You
recognize it as being the main road between the port of Toran in
the north and the capital in the south. Spurring your horse on,
you estimate you will reach the capital by morning.
Press 1 to continue.
~
Room 144
You fight your way through the press of bodies along the main
street towards the citadel in the distance. City folk are
rushing to and fro in the grip of panic, as the cries of Kraan
are heard circling high above.
A runaway horse and cart career past and knock you into a
doorway. You are stunned and you lose 2 ENDURANCE points. As
you stagger to your feet, the door bursts open and a decrepit
old man attacks you with a meat cleaver. He is quite insane and
you must fight him or take evasive action.
If you choose to fight, press 1.
If you wish to evade a fight, press 2.
~
Room 145
You feel as if you have been run down by a cart or wagon. As
you fall forward the last thing that you remember before the
darkness overcomes you, is the taste of the sandy road and the
terrible pain in your back.
Press 1 to continue.
~
Room 146
You have ridden about a mile when you are knocked from your
horse by an arrow grazing your forehead. You lose 3 ENDURANCE points.
As you pull yourself to your feet, you see a patrol of Drakkarim
emerge from the woods on either side of the road. You have been
ambushed and must evade them as quickly as possible by going
into the forest.
Press 1 to continue.
~
Room 147
After a few minutes walking, you find a mossy hut set back from
the path. You are hungry and must eat a Meal here or lose 3
endurance points. As you eat you notice that the path starts to
curve towards the east.
If you wish to follow it, press 1.
If you wish to return the way you have come, press 2.
~
Room 148
Kicking open the door, you dive into the farmhouse. A Kraan
soars overhead, letting out a shriek of victory, a victem
hanging in its claws. Getting to your feet, you find yourself
alone. But propped against the fireplace is a Warhammer. You
may take this Weapon if you wish.
If you want to stay in the farmhouse, press 1.
If you would feel safer in the forest, you can make a dash by
pressing 2.
If you wish to search the room further, press 3.
~
Room 149
As you ride along the highway, you notice that light is getting
worse. It will soon be compleatly dark--abd impossible to see
any dangers that may lurk ahead. You decide to hide and rest at
the wood's edge until morning.
When you are satisfied that no one can see you, you pull your
warm green cloak about you and drift off into an uneasy sleep.
Press 1 to continue.
~
Room 150
Although a little overcooked, the food tastes fine (although it
is not enough for a whole Meal) and the clear water shakes your
thirst. You have spent nearly half an hour resting in this
house when you suddenly realize the delay.
Prepare your equipment and leave. Press 1 to continue.
~
@