home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
ftp.wwiv.com
/
ftp.wwiv.com.zip
/
ftp.wwiv.com
/
pub
/
EVENTS
/
LONEW11.ZIP
/
TEXT5.SW
< prev
next >
Wrap
Text File
|
1989-10-09
|
17KB
|
420 lines
~
Room 201
You follow the rough track for nearly an hour when you notice
ahead of you another wider path branching off toward the south.
If you wish to turn south along the new path, hit 1.
But if you wish to head east hit 2.
Or if you wish to head west hit 3.
~
Room 202
Urging your horse forward, you gallop down the long stretch of
highway towards the capital. After only a few minutes your horse
suddenly slows and finally limps to a halt. You dismount and
examine its raised right forleg. You curse your ill luck, for
you see it has thrown a shoe and injured its hoof.
You will have to leave him here and proceed on foot.
Hit 1 to continue.
~
Room 203
You suddenly feel a searing pain shoot through your chest as
something explodes against you in a shower of red sparks.
You lose 10 endurance points.
Hit either 1 or 2 to continue.
~
Room 204
After an hour of walking you arive at a junction. The path
continues south and another path joins it from the west. You
realize that the west path will lead you back to the marsh, so
you continue south.
hit 1 to continue.
~
Room 205
Their leader picks up your discarded equipment and ushers you
along the road. An evil grin spreads across the face of the
other 2 men, and you suddenly realize they are not soldiers at
all. You make a break for it and run away from them, sprinting
toward the distant capital.
Behind you you here the ominous click of a crossbow being primed
that sends a shiver up your spine.
~
Room 206
The path soon joins a highway where a sighpost indicates Toran
to the north and Holmgard to the south. You turn south towards
the capital.
Press 1 to continue.
~
Room 207
The track soon reaches a larger road which crosses the stream
via a stone bridge. A signpost at the bridge points north to
Toran and south to Holmgard. The road itself is jammed with
people moving south, some pushing their possessions along on
handcarts. You join the refugee column and head towards the capital.
Press 1 to continue.
~
Room 208
The ghoulish creatures thrust their spears at you and attack.
You must fight them. If you win, you can:
Run to the safty of the farmhouse by pressing 1, or
Return to the woods. Press 2.
~
Room 209
You see a corridor sloping upwards, and as you reach the top of
this slope, a stone portal slides across to reveal another passage.
You step through the opening which quickly closes with a crunch.
Press 1 to continue.
~
Room 210
Just inside the door, you are stopped by a journeyman of the
Guildhall and asked to explain your intrusion. You calmly
inform him of your urgent message for the King, and he hurries
you into the Guildmaster`s chambers.
A distinguished old man in deep purple robes turns to greet you
and listens to your story. Taking you by the arm, he leads you
into an adjoining library and closes the door. Pressing one of
the many thousands of books, he releases a secret panel in the
wall and beckons you to follow him.
If you wish to follow him into the dark passage, press 1.
If you are not compleatly happy about this man and wish to leave
the Guildhall, press 2.
~
Room 211
You walk along a dimly lit corridor which opens out into a large
square room, with an oak door in the far wall.
If you wish to walk across to the door, hit 1.
If you possess the Kia discipline of sixth sense hit 2.
If you want to return to the surface and press on hit 3.
~
Room 212
When you awake, the pain is but a memory. A tall man dressed in
white robes stands before you, a bowl of herbs in his hands.
Placing the leaves into a kettle of boiling water, he then turns
to greet you.
"You have passed close to death and have seen his face, Kai
Lord, but the Grey One has not claimed you for his flock. You
are healed in body but I sense that you are wounded in spirit.
What is it that troubles you so?"
You recognize the man to be one of the King's senior physicians,
for the gold embroidered emblem of a dove upon his sleeve is the
sign of his respected vocation. You tell the aged cleric of the
events at the monastery and of your perilous journey to the King.
Raising you gently from the bed by your arm, he bids you follow
him. You notice that you are in a lavishly decorated room which
leads out through a long corridor lined with tapestries. It
slowly dawns upon you just where you are.
This is the citadel of Holmgard and you are about to meet the King.
Press 1 to see the King.
~
Room 213
You have been trudging through the forest for nearly two hours.
The nagging fear that you are lost begins to seem a reality.
Apart from the occasional cry of a Kraan in the far distance,
you have seen or heard no evidence that the enemy is in this
part of the forest. As you descend a rocky hillock, you see
something unusual in the tangled woods ahead.
Press 1 to continue.
~
Room 214
The path gradually narrows until it disappears compleatly into a
mass of dense vegetation. You cannot go any further on this
route and therefore you must return to the clearing.
Press 1 and take the south path.
~
Room 215
You emerge into a small clearing. In the center you see the
skeletal remains of a large animal. To the south a narrow track
leads off into the distance.
If you want to examine the skeleton hit 1.
If you would rather press on hit 2.
~
Room 216
Placing one hand on his forehead and the other on his wounded
arm, you feel the warmth of your healing powers leave your body
and give strength to the injured man.
He tells you his name is Tremis and he is a soldier in the
Prince Pelathars army. The Prince and his troops are engaging
in a battle to the south. Where a large force of the Darklords
creatures are attacking the bridge of Alema. During the fight,
he had been snatched into the air by a Kraan, and dropped into
the forest. You make the soldier as comfortable as possible
before continueing your mission.
Hit 1 to continue.
~
Room 217
You quickly escape from the madman and dodge along a dark
alleyway where the houses are small and cramped together. At
the very end is a green door with a sign above it that says:
"KOLANIS: Sage & Herbalist".
If you wish to enter, press 1.
If you wish to wait until you are sure the madman has
disappeared and then return to the main street, press 2.
~
Room 218
Your senses reveal that more than just horsees are heading
towards you. You can just make out the very high shrieks of
Giak war cries in the distance. By the number of cries and
curses you estimate that there are over a dozen Giaks, and
probably Doomwolves as well. You decide that advertising your
existance is perhaps not quite such a good idea after all!
Press 1 to continue.
~
Room 219
All that remains of you now is embedded five feet into the
stairs on which you were standing, beneath a vast granite block.
~
Room 220
The bodygaurd unsheaths a large skimitar and strikes at your head.
If you win hit 1 or 2 to continue.
~
Room 221
Cautiously, you approach the base of a log wall. The tree
trunks are rough hewn and afford plenty of footholds for your
climb. As you the top of the wall, you come face to face with a
crossbow. The soldier holding it in your face motions for you
to descend a wooden ladder to the ground. You do not argue with
him. Slowly you descend the ladder.
Press 1 to continue.
~
Room 222
As you go on you discover a forest path that divides at the
point you join it.
If you wish to take the south fork, hit 1.
If you wish to take the east fork, hit 2.
If you wish to use your Kia Discipline of Tracking, hit 3.
~
Room 223
After quite a struggle, you manage to free the heavy trunk from
the river bank. Gathering your equipment in a bundle, you stow
it on top of the log and then slowly wade out into the river.
The current soon takes you and you drift slowly downstream.
After twenty minutes you hear the sound of horses along the left
bank.
If you wish to hide behind the log, press 1.
If you wish to climb onto the log and prepare to catch the
riders' attention, then press 2.
~
Room 224
You have ridden several miles and have seen no sign of refugees
or of the enemy. You race on towards a high ridge in the middle
distance. You should be able to see the capital from there.
As you reach the peak, the sight that meets you on the far side
is one of hope--but there is still one challenge you know you
have to face.
Press 1 to continue.
~
Room 225
You recognize the language to be that of the Kakarmi, an
intelligent race of forest animals that live in, and care for
the forests of Sommerlund. You have nothing to fear from these
creatures as they are very timid and gentle in their behaviour.
Using your skill of Animal Kinship, you call to them in their
strange native tounge.
If you say "Do not be afraid, I am a friend," press 1.
If you say "I am a Kai Lord. I wish you no harm. I must talk
with you," press 2.
~
Room 226
At first the descent is quite easy, but you soon find it
difficult to see clearly and your legs a=feel very weak. The
"Sleeptooth" scratches are affecting you, and suddenly you pitch
forward and slip head first into darkness.
Press 1 to continue.
~
Room 227
You are now up to your waist in the slimy water. The air is
thick with insect that sting your face and clog your nose.
Something wraps itself around your leg and you must fight it.
Hit 1 to continue if you survive.
~
Room 228
The path continues but soon disappears into thick undergrowth.
If you continue east, cutting through vegetation with your axe,
press 1.
If you head south to where the bushes are less dense, and then
press on through the forest, press 2.
~
Room 229
The Kraan Hovers above you, raising dust with the beat of its
huge black wings. The dust gets into your eyes and nose, and you
start to cough. Now the beast attacks. You must fight it to the
death. Because of the dust, your combat skill is reduced by 1.
The Kraan has endurance of 25 and combat skill of 16
If you win you have a choice
If you want to search the body hit 1.
If will just continue along the east path hit 2.
~
Room 230
In the far distance, you can make out the silhouette of soldiers
on barges that are strung out in a line across the river. You
can hear the low growls of Doomwolves returning along the
opposite bank.
For once you throw caution to the wind and sprint along the
river bank towards the barges in the distance.
Press 1 to continue.
~
Room 231
You are about to ask the price of the potions when the bamboo
screen crashes down and a young man leaps at you. He has a long
curved knife in his hand.
If you win hit 1 to continue.
~
Room 232
The rough looking leader approaches you and says,"our needs are
simple, your money or your life.
If you wish to fight them hit 1.
If you wish to run hit 2.
~
Room 233
After nearly an hour, you catch up with the horse and succeed in
calming him down. You are now north of the cabin, but you are
confident of finding your way back.
Mounting the horse, you ride back past the cabin, and press on
towards the south once again.
Press 1 to continue.
~
Room 234
YOu jump clear of the caravan but land very badly and break your
ankle. The pain is terrible and you soon lose consciousness.
Y=Unfortunatly you never wake up, but it may be of interest to
you that your head is now adorning the saddle of a Kraan.
~
Room 235
The Prince's horse is indeed a magnificent animal, fast and sure
of foot. You gallop along the twisting tracks as if it were a
straight highway, until the noise of battle has disappeared far
behind you.
After several miles, the path stops abruptly at a junction.
There is a signpost, but it has been hacked down.
If you wish to turn left, press 1.
If you wish to torn right, press 2.
If you wish to use your Kai Discipline of Tracking, press 3.
~
Room 236
The Gem hovers above the mouth of the skeleton king, glowing a
fierce red. Suddenly, an explosion of searing crimson flame
lashes upwards from the sarcophagus, destroying the Gem
completely. You are thrown against the far wall and knocked unconscious.
When you awake, the chamber is compleatly empty. The skeleton
king and the sarcophagus have vanished.
You carefully get to your feet and stagger towards the tunnel.
~
Room 237
You make full use of your Kai Discipline and quickly burrow deep
into the loose earth of the wooded hillside. Covering yourself
with your cloak, you pull a loose branch across your hastily dug
shelter.
~
Room 238
The path meanders between several small, wooded hills and
eventually leads to a ruined log cabin. It seems that it burnt
down not so long ago, for the ashes are still warm and a haze of
smoke still lingers. You sense possible danger here.
You may leave by the south route by pressing 1.
Or you may take the north track by pressing 2.
~
Room 239
As you push on into the ofrest, you hear the wings of the Kraan
pass above the trees and disappear northwards. You ride on for
nearly an hour until you come to a clearing. On the far side is
a track that leads off to the south.
If you wish to enter the clearing and take the south exit, press
1.
If you would rather skirt the edge of the clearing and pick up
the track further on, press 2.
~
Room 240
The path leads along a ridge of wooded hillocks and changes
direction towards the east.
Press 1 to continue.
~
Room 241
The wizard heeds your cry and spins around just in time to loose
a searing bolt of energy at the Giak. The creature's head
disintegrates in flames and its twitching body falls in a heap
at the foot of the pillar. The Giak officer sees you and
shouts, "Ogot...Ogot!" to his cowering troops, who quickly run
away from the ruins to the saftey of the forest beyond.
The young wizard wipes hgis brow, and walks towards you, his
hand extended in gratitude and friendship.
Press 1 to continue.
~
Room 242
The lid of the sarcophagus slips to the floor wit ha dull
crunch. You are looking at the remains of an ancient king, who
lies still surrounded by his treasure. An ornate crown is still
in position on his skull. The jaw of the skeleton is wide open
and the darkness of the mouth seems strangely bottemless. A
distant rumbling can now be heard from deep in the earth.
If you have the Kai Discipline of Mindshield, press 1.
If you do not, press 2.
~
Room 243
Hurrying through the forest, you stumble and fall down a steep
slope which drops you in a heap on a hidden path below. On the
path is a dead body. It is a Giak, a spiteful and ghoulish
servant of the Darklords. Many centuries ago, their ancestors
were used by the Darklords to build for them the infernal city
of Helgedad, which lies in the volcanic wastelands beyond the
Durncrag range of mountains. The construction of the city was a
long and torturous nightmare, and only the strongest of the
Giaks survived the heat and poisonous atmospheres of Helgedad.
This creature that lies before you is a descentdant of these
Giak slaves. It has been killed by a sword blow to its head,
and by its side lies a mace.
Press 1 to continue along the hidden path.
~
Room 244
Yoir senses tell you that you are not alone. You are in very
great danger. Return to the surface as quickly as you can.
Press 1 to continue.
~
Room 245
Arrows hit the water above you, and drop harmlessly past as you
swim beneath the surface towards the opposite bank.
Quickly you wade out of the river and dash for the trees. You
are now out of range of the Giaks, who remount their Doomwolves
and continue their chase.
Press 1 to continue.
~
Room 246
When the ferry reaches the middle of the lake, the man stops
rowing and stands up. He laughs menacingly and pulls back the
hood of his cloak to reveal himself. He is a Drakkar and you
must fight him.
If you win, press 1.
~
Room 247
The merchant looks angry. He calls to his bodyguard. You must
think of something quickly.
If you decide to offer him something of greater value that you
have in your Backpack, press 1.
If you prepare to fight the bodyguard, press 2.
~
Room 248
You reach the base of the hill and hurry into the forest. After
only a few minutes you discover an old forest track.
If you wish to follow this track north, press 1.
If you wish to follow this track east, press 2.
~
Room 249
You descend a flight of stone stairs that lead to a large
chamber. A macabre sight awaits you. Directly opposite, across
the large stone room, is an ornate archway with a corridor
leading into the darkness beyond. The strange green light
radiates from two lines of skulls each resting on a stone
plinth. They face each other to form an eerie walkway across
the room.
If you wish to walk across the room to the archway, press 1.
If you wish to attack the skulls, press 2.
~
Room 250
Leaping from the top of the trunk, you land in front of two
small furry creatures. You recognize that they are Kakarmi, an
intelligent race of animals that inhabit, and tend the forests
of Sommerlund. Before you can apologize for your dramatic
enterance, the frightened little creatures scurry off into the forest.
If you wish to follow them, press 1.
If you wish to continue, press 2.
~
@