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~
Room 251
You are lucky, they do not seem to have spotted you. They
slowly move on and have soon disappeared along the ridge. You
continue your run.
Press 1 to continue.
~
Room 252
In the center of a small clearing you see a group of small
humans talking excitedly and gesturing wildly with their hands.
There are two children, three men, and a woman. Their belongings
are wrapped in bundles which they carry slung over their
shoulders. Their cloths look well made and expensive but they
are dirty and torn.
If you want to approach and ask who they are hit 1.
If you want to avoid them and continue onwards hit 2.
~
Room 253
The Doomwolved are soon on you and you must fight them.
If you kill them all in battle, press 1.
~
Room 254
Your Tracking ability tells you that several trails from the
right path lead off in the direction of the left path. They
have been made by large wolves. The Darklords use such beasts
to scout for their armies. They are vicious creatures and are
often ridden by Giaks. The left path leads toward Holmgard, and
the right path leads off towards the Durncrag mountains. The
choice of route is yours.
If you wish to turn left, press 1.
If you wish to turn right, press 2.
~
Room 255
The creature that you now face is a Gourgazs, one of a race of
cold-blooded reptilian creatures that dwell deep in the
treacherous Maakenmire swamps. Their favourite food is human flesh!
The Prince's Sword lies at your feet. The Gourgaz is about to
strike at you--you must fight him to the death.
If you win, press 1.
~
Room 256
You are awoken by the cries of Kraan high above you in the clear
morning sky. Rubbing your eyes, you peer upwards through the
canopy of branches to see three of the loathsome creathres fly
off towards the north.
You are sure you have not been spotted, but perhaps it would be
best to leave now--just in case. You mount your horse and ride
south along the highway.
Press 1 to continue.
~
Room 257
You find a stone portal in the east wall, but there does not
appear to be any way of opening it.
If you wish to examine the statue, press 1.
if you wish to sit on the seat, press 2.
~
Room 258
Using your Kai Discipline of Mind Over Matter, you untie the
ropes binding your hands. You wait for a chance to make a break
for it and then sprint as fast as you can into the dense
undergrowth. Black arrows whistle past you, but you are soon
deep among the trees and safe again. You have lost your
Backpack and Weapons but you have your life and limbs intact.
You continue to push on into the forest.
Press 1 to continue.
~
Room 259
The room is getting colder. You gradually notice the smell of
sulphur in the air. You can hear chanting in the distance. It
sounds as if it is somewhere in another part of this cave. A
slit in the stone wall opens, and the end of a black staff
begins to appear. Suddenly a bolt of blue lightning leaps from
the staff and hits you in the chest.
As your life slowly drains away, the last thing you see is an
old man dressed in black robes raising a dagger above your throat.
~
Room 260
Swimming towards the bank, you can see the ranger spreadeagled
at the water's edge. You reach him but only to find that he has
broken his neck in the fall and is dead.
Suddenly, two Giaks jump on you from above and you must fight
them. You are unarmed and must fight them with your bare hands.
If you win, press 1.
~
Room 261
Sweating, and out of breath, you part the dense undergrowth to
see a Kraan hovering over the wagon. Three goulish Giaks drop
from its back, startling the horses. They advance upon the
helpless children with spears.
If you wish to run back to the wagon and defend the children hit
1.
If you want to run deeper into the woods hit 2.
~
Room 262
The merchant takes your Gold and clicks his fingers. His
bodyguard attacks you with his scimitar.
If you wish to fight, press 1.
If you wish to evade combat, jump clear of the speeding caravan
by pressing 2.
~
Room 263
Carefully, you follow the stream as it makes its way towards the
east. Suddenly you notice something in the distance that brings
you to a halt.
Lying in the rushing water like a great black dam is a dead
Kraan. You creep nearer, under cover of the foilage, until you
see three arrows deep in the beast's chest. Trapped beneath the
beast is the body of its rider. It is a Giak, a spiteful and
malicious servent of the Darklords. Many centuries ago, their
ancestors were used by the Darklords to build 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 Giaks
survived the heat and poisonous atmospheres of Helgedad. This
creature is a descendant of these Giak slaves. It seems that
this one must have drowned. The Giak's pouch contains 3 Gold Crowns.
You may continue downstream, by pressing 1.
Or you may leave the stream and make your way on foot through
the wooded hills to the south by pressing 2.
~
Room 264
You have not gone far when you hear the sounds of battle to the west.
If you want to follow the sound hit 1.
If you would rather continue south, hit 2.
~
Room 265
You quickly move off into the forrest before more doomwolves or
Kraan appear. You have walked for more than an hour when you
reach the top of a rocky hill. The sight that befalls you on the
other side is one of hope. But there is also a daunting
challenge to be faced.
Hit 1 to continue.
~
Room 266
As the beast writhes in its final death agony on the black stone
floor, the portal in the east wall clicks open to reveal a
corridor beyond. You quickly dash through the secret door just
as it crashes shut.
Hit 1 to continue.
~
Room 267
Covering your nose with your cloak you cautiously approach the
beast. The sharp smell of its fetid black blood makes your
stomach churn, but you are determined to press on. Then you
notice a large saddlebag strapped to its chest. Openning the bag
you find a message written on animal skin which you keep.
You leave the body and continue eastwards along the path.
Hit 1 to continue.
~
Room 268
You black out for only a few minutes before you are revived with
a measure of strong spirit. Feeling wary but thankfull to be
alive, you lean on the shoulders of the King's men and you
stagger towards the outer defenses.
Hit 1 to continue.
~
Room 269
The madman lies dead at your feet. Two soldiers soon appear at
the doorway and immediately congradulate you. They tell you he
was an escaped lunatic who they had been tracking for the last 2
days. One of the soldiers gives you a 10 crown reward and offers
to escort you to the citadel.
If you accept his offer hit 1.
If you would prefer to not trust him and return to the street
hit 2.
~
Room 270
You hear the angry cries of the enemy drift accross the lake.
You must leave here before the Kraan appear. You mount your
steed and push on further into the forrest.
Hit 1 to continue.
~
Room 271
You feel very weak. The poison of the snake has entered your bloodstream.
Your legs suddenly collapse beneath you and you feel the slimy
water of the marsh close over your head.
~
Room 272
Keeping a watchful eye on the sky above, you move quickly along
the track. You recall that this route leads to fogwood, a small
cluster of huts that have been used by a family of charcoal
burners for nearly fifty years. After twenty minutes you reach
the edge of a clearing where the huts are grouped in a small
circle. There is no sign of the usual mist of woodsmoke that
gives FogWood its apt name, and the huts are unusually quiet.
If you have the Kia discipline of Tracking, You may hit 1.
If you don't have this skill, you prepare your weopon and
stealthily approach the huts, hit 2.
~
Room 273
The outer fieldworks of the city can now be seen. Drawn across
the river is a line of barges chained together to form a
barracade. You can also see soldiers running along the log walls
of the fieldworks, and you can hear the faint noise of battle
drifting from the west..
If you wish to approach the barges hit 1.
If you wish to take cover in the trees hit 2.
~
Room 274
In your haste to avoid the enemy, you catch your foot in a tree
root and are pitched head over heels in a tumble of dust and leaves.
You quickly get to your feet and, crashing through the
undergrowth at the base of the hill, you run into the forest.
You have been running for nearly 10 minutes when you discover
you have lost your weapons. Well, at least you still have your
other items and your life. Wiping the grime from your face, you
push on through the trees ahead.
Hit 1 to continue.
~
Room 275
You have followed this twisting track for about twenty minutes
when yu hear the beating of wings high above the trees. Looking
up you see a large Kraan approaching from the north, its huge
black wings casting a gigantic shadow on the trees below.
On its back are two creatures arned with long spears. They are
Mountain Giaks-small ugly creatures full of hatred and malice.
Many centuries ago, their ancestors were used by the dark
lordsto build the infernal city of Helgadad, which lies in the
volcanic wastelands beyond the Durncrag mountain range. The
construction of the city was long and tortuous, and only the
strongest of the creatures survived the heat and poisonous
atmosphere of helgedad.
Quickly you dive for shelter fo the large fern tree as the Kraan
passes overhead. With pounding heart, you pray that your quick
reactions have saved you from being spotted.
~
Room 276
Reaching for your axe you manage to hack your way through the
tangle of wood and twisted branches to the clearer forest
beyond. Your cloak is torn in several places and your right knee
is hurt so badly you lose 1 endurance point.
Hit 1 to continue.
~
Room 277
When you awake, you find yourself lying at the foot of a steep
slope in a tangle of tall grass. Your backpack and weapons are
missing and your head aches. You can't tell how long you have
been unconscious, but you realize that you must not delay in
pressing on with the mission.
Standing, you see your backpack is intact but your weapons are intact.
You quickly pick up your pack and move into the trees ahead.
Hit 1 to continue.
~
Room 278
You quickly leave the path and gallop off along the track
heading towards the capitol. When you reach the point where the
doomwolves stopped, you can see just beyond a meadow the main
highway which runs from the northern port of toran to holmgard.
You could reach the capitol by morning.
Hit 1 to continue.
~
Room 279
You clamber over the loose rocks and into the mouth of the cave,
and then quickly turn to push a large rock over the entrance.
After a few minutes you see the Giaks on the rocky ledge
outside, their evil yellow eyes furtively searching every
crevice of the hillside. They are so close that you feel sure
that they must spot you any second now.
Press 1 to continue.
~
Room 280
As you begin your climb, you hear the beat of wings approaching
from the west. Kraan! By the noise they are making you
estimate there are at least ten, perhaps more. You curse your
bad luck, for the hillside offers no cover from the sky. If you
are attacked during this difficult climb, you will find it
nearly impossible to fight back and remain upright at the same time.
If you decide to draw your weapon and remain compleatly still,
in the hope that the Kraan will not spot you, press 1.
If you decide to quickly descend the hillside and take cover in
the tunnel, press 2.
~
Room 281
As you race through the trees you can hear the horrible cackle
of the Giaks close behind you. Soon the trees start to thin out
and directly ahead you can see a rocky hillside.
If you break cover and climb up the hill, press 1.
If you change direction and continue your run through the
forest, press 2.
~
Room 282
Looking above the heads of the crowd, you notice that one of the
shops opposite the main ghqate is the timbered surgery of a city
physician. Suddenly, a bold plan springs to mind. Bracing
yourself against the tide of bodies, you struggle across to the
other side of the street. You quickly enter to find that there
is no sign of life, apart from a brightly coloured parrot in its
cage by the window.
Taking a selection of small bottles you slip on a white
surgeon's cloak, and fight your way back to the main gate. "An
emergency!" you bluff, as guards stop and question you. "It's
the royal cook`s wife...she's having a baby."
The guards hesitate for a moment, but you assure them that the
matter is most urgent and they decide to let you in. One of the
great doors swings open about two feet, and you are roughly
pushed through the narrow gap into the courtyard beyond.
Push 1 to continue.
~
Room 283
You are only ten feet or so away from the robed stranger when
the raven squawks a warning to its master who instantly spins
around. You are frozen in your tracks by the hideous apperation
of a Vordak, a lieutenant of the Darklords and one of the
undead. You mush fight him.
If you win, press 1.
~
Room 284
Your passage through the Graveyard will not be easy, for the
ground is broken and covered with a thorny Graveweed. This
wicked briar tears your cloak and cuts your legs. The air hangs
heavy and still. Foul gases seep from open crypts and the
haunting murmur of distant wisparing fills your ears.
Carefully, you approach a gap between two ancient pillars, and
part the Graveweed with your cloakes hand. Suddenly, the ground
collapses beneath you and you fall in a tumble of earth and stone.
Hit 1 to continue.
~
Room 285
With a sickening thud, the chunk of marble cracks open the back
of the Giak's head. The creature drops to it's knees and slowly
falls forward, down to the ruins below. Elated by your skill,
you race forward to aid the young wizard.
Press 1 to continue.
~
Room 286
Messengers of death--and ones eager to deliver their news--the
Doomwolves surround and then attack you. Valiantly you fight,
but it is to no avail for there are too many of them.
As your life's blood seeps away and eternal dark approaches, the
last sight you remember is the glint of sunlight on the spires
of Holmgard.
~
Room 287
The track soon disappears completely into a tangle of thorny
brambles and low-branched fir trees.
If you decide to return to the jn=unction and head east, press 1.
If you decide to hack your way slowly through the undergrowth in
this present direction, press 2.
~
Room 288
As you reach the walls of the fieldworks, the large oak gates
openm and you are quickly hurried inside. A sergeant,
bloodstained and battle-weary, calls to an officer who turns and
recognizes your cloak.
"My Lord," he says. "Where are the other Kai Masters? We are
in desperate need of their wisdom. The Darklords press us most
cruelly and casualties are high."
You inform the brave officer of the terrible fate of your
kinsmen, and the urgency of your mission to seek the King's
council. Without saying a word, he motions to a soldier to
bring forward two horses. You both mount and gallop off towards
the high city wall of Holmgard.
Press 1 to continue.
~
Room 289
The two guards look tired and anxious. They nervously hold
their royal halberds in front of themselves, using the weapons
to puch away anyone who comes too close to the gates. An angry
woman attacks one of them, pounding on his chest with her
clenched fists making him fall against the other guard. All
three collapse in a struggling heap of flailing arms and legs.
Seeing your chance, you dash forward and pull the large lever
which opens the great doors.
You slip inside and the doors close without either of the guards
seeing you enter.
Press 1 to continue.
~
Room 290
Inside the long box is a Quarterstaff wrapped in leather. You
may take this Weapon if you wish. You close the box and descend
the ladder to the clearing below, taking care to use only the
sound rungs.
Press 1 to continue.
~
Room 291
The two Giaks lie at your feet, their bodies twisted and
lifeless. A quick search a Dagger.
The Kraan flew off during your battle, and the track is now
deserted. You adjust your Backpack and continue your mission.
Press 1 to continue.
~
Room 292
The last thing that you experience of this life is the feeling
of being sucked into the void of darkness. No trace of you
remains in this world, for you have passed into a realm of
timeless existance. You have become a slave of an ancient evil.
~
Room 293
With a wave of his hand, Banedon leaves the ruins and you
continue your mission, pushing on through the thick woods ahead.
You have not gone far when you realize several pairs of yellow
eyes are watching you from the undergrowth to your left.
Suddenly, a black arrow skims the top of your head. It is a
Giak ambush and you must run as fast as you can to escape it.
Press 1 to continue.
~
Room 294
Staying underwater as long as you can, you finally surface to
see the Giaks far behind you. You have lose your Weapon(s) and
Backpack but at least you are still alive.
You wade out of the muddy water and continue your journey under
cover of the trees that line the right-hand bank
Press 1 to continue.
~
Room 295
You have continued your journey for about fifteen minutes when
suddenly a black arrow whistles past your head and embeds itself
in a tree. Instinctively you duck and draw your weapon.
If you wish to remain where you are in order to try and spot the
hidden archer, press 1.
If you wish to run for the cover of denser undergrowth, press 2.
~
Room 296
You sense something is wrong. With fighting all around and the
forces of the Darklords so near, why has this man stayed in the
forest? You feel a strange aura of evil about him and decline
his offer.
Hit 1 to continue.
~
Room 297
Using the skills taught to you by your masters in the art of
Hunting, you inch your way through the foliage undetected. In
less than a minute you are directly behind, and only a few feet
from, the stake to which the ranger is tied. The wood is alight
and great clouds of smoke are engulfing the poor victim. You
take your axe and run forward, hidden by the smoke. One blow of
your axe is all that is needed to sever his bonds, and you pull
him free and back into the saftey of the forest. As you press
on into the forest, you hear the shrieks of the Giaks as they
discover that their prisoner has literally disappeared in a
cloud of smoke!
Press 1 to continue.
~
Room 298
The head of the bird slowly turns and it curses you. An instant
later, it flies off above the trees and has soon disappeared.
Shocked by what you have heard you are now sure that the
fledgling was a scout of the Darklords and is now probably on
its way to inform them of your whereabouts.
If you wish to continue your journey along the track, press 1.
If you wish to leave the track and continue through the forest
instead, press 2.
~
Room 299
You soon realize that you are walking deeper into a wooded
marsh. To continue in this direction will be slow and hazardous.
If you wish to continue, press 1.
If you wish to change direction and head towards firmer ground,
press 2.
~
Room 300
You walk for over an hour, during which time you keep a constant
vigil for any sign of Kraan in the sky above. You have twice
spotted their tell-tale shadows in the sky and on both occasions
your quick wits have saved you from capture.
You may now continue on your journey by pressing 1.
~