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51 Ignoring the Cook, you pull up a stool at the bar, alongside Vhelrekh the City Guardsman. He is an imposing man, wearing a studded black leather surcoat adorned with the coat-of-arms of Lord Azzur, with a scabbarded longsword at his belt. Vhelrekh has removed his iron helmet, which sits on the bar next to his drink, revealing close-cropped hair and beard that is flecked with grey. "Friend, how goes it?" you say conversationally. He slowly sips his ale and raises an eyebrow quizzically in your direction. "Got some news for you, Halron," he says. "Two Imperial Elite Guards, Yellowfang and Rotgut - both Trolls, of course - are trying to raise some gold to pay for the funeral of their mother who died recently in a raid on the Dwarf town of Stonebridge." "What's that got to do with me?" you say, perplexed. "Seems they think you can help them with the funeral costs," he says evenly, indicating the large crowd of paying regulars in the Black Lobster. "Barrack talk says they"ll be visiting you later tonight to ask for a donation of thirty Gold Pieces for the cause. Take care now..." That doesn't sound promising! Before you can ask for more details, Vhelrekh has finished his drink, and, with a final wink in your direction, departs from the Black Lobster. Vhelrekh is the first person you have talked to this noon-time. You may now talk to someone else. Who? Raetha the serving wench turn to 23 Vartan the Swordsman turn to 44 The Cook turn to 37 The pirate with the monkey turn to 8 The purple-clad merchant turn to 19 |
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44 You approach the table of Vartan the Swordsman. He made a name for himself a few years back with a spot of mayhem at the Port Blacksand market, slaying a drunken Dwarf, a Man-Orc and a human slave-trader, in approximately that order. Since then, he seems to have been drifting from one semi-professional killing to the next, and his tall muscular body and two-handed sword accord him minor-hero status in the teeming city streets. "How goes it, Vartan?" you say, sitting down at his table. "Bad, Halron, bad!" he mutters into his ale. "The Brotherhood of the Knife caught me freelancing again. If I don't pay compensation sharpish, then word on the street says that Baraban himself will come to collect!" That sounds unpleasant indeed. The Brotherhood of the Knife is a guild of assassins, and Baraban, the self-styled Professional Murderer, is one of the guild's most prominent and effective members. You don't rate Vartan's chances in the event of a duel between the two. "Here! You can help me, Halron!" says Vartan, pulling something from his money pouch. "Buy this silver scorpion brooch from me for six Gold Pieces and me problems will be almost over! What do you say?" If you wish to buy the silver scorpion brooch from Vartan, deduct 6 Gold Pieces from the Strongbox section on your Adventure Sheet, and turn to 26. If you"d rather not, you leave Vartan sobbing helplessly into his ale. If you have now already talked to two people this noon-time, turn immediately to 16. If Vartan is the first person you have talked to, then, although you see that Vhelrekh the City Guardsman has left the Black Lobster, you may talk to somebody else. Who? Raetha the serving wench turn to 23 The Cook turn to 37 The pirate with the monkey turn to 8 The purple-clad merchant turn to 19 |
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26 As you hand the six Gold Pieces over, Vartan gives you a big hug. "Many thanks, Halron!" he says. "You just saved my life!" "Steady on!" you say sharply, pushing him away. "People might get the wrong idea!" Vartan leaves the Black Lobster. The silver scorpion brooch has magical healing properties. After surviving any battle, the brooch will immediately restore 1 STAMINA point to your total, provided you do not exceed your Initial score. Note the silver scorpion brooch and its properties on the Equipment section of your Adventure Sheet. Pleased with your purchase, you wonder what other surprises the day will have. Turn to 16. *Nice!* 16 Suddenly, walking through the front doors comes an adventurer with bronzed skin and scarred face. A rune-inscribed dagger is thrust through a sash at his waist, and he wears a matching set of jewelled arm-bracelets. Hanging from a pendant around his neck is a charm in the form of a shell, and numerous rings - including an eye-catching greenish brass spiral ring - encircle his fingers. Stalking behind him are a pair of peculiar bodyguards - two SKELETONS! Both hold tarnished cutlasses in their boney hands, and you see what look like large black pearls glinting in the eye-sockets of their skulls. A general murmur goes up from the Black Lobster crowd, and you hear many mutters of "Necromancer!" and "Foul sorcery!" There have never been undead in the Black Lobster to the best of your knowledge, and you feel a precedent has to be set. "Out!" you yell, gesturing at the Skeletons. "We don't serve their type in here!" "I"d be surprised if you could," says the adventurer with a bemused expression. "I don't think they can eat or drink." "Well then, they can definitely go," you say. "Paying customers only in here!" "How about I pay for three drinks then," says the adventurer. "And drink them all myself?" You become aware that the whole tavern is now quiet, awaiting your response. Will you order the adventurer and his Skeleton bodyguards out (turn to 54), or invite them in (turn to 3)? |
*battens down the hatches*
Then out he must go.
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54 You try to order the adventurer and his cutlass-waving Skeletons to leave, but he is grossly offended by both you and your customers, who are now drunkenly chorusing "Undead out! Undead out!" with considerable enthusiasm. Reaching into his pouch, the adventurer pulls out several small objects and casts them on to the floor of the Black Lobster, whilst yelling "Derdnuheno!" The objects are black pearls and a cloud of fog immediately appears around them and solidifies into chalk-white bones. The pearls have become the eyes of two more enchanted SKELETONS! As customers scream and dive out windows or under tables, the undead pair advance jerkily towards you, skeletal fingers clawing for your throat. Hurriedly you retrieve your sword from behind the bar and turn to face your fleshless adversaries. Fight them one at a time. First SKELETON SKILL 7 STAMINA 6 Second SKELETON SKILL 6 STAMINA 6 You cannot Escape from this battle. If you defeat both the SKELETONS, turn immediately to 11. |
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11 The Skeletons collapse in a tangle of shattered bones. Quickly, before the customers begin sheepishly emerging from under tables and behind booth curtains, you collect the four black pearls that were the Skeletons" eyes. Note "four black pearls (worth 10 Gold Pieces)" on the Strongbox section of your Adventure Sheet. Of the adventurer, and his cutlass-brandishing undead bodyguards, there is no sign. Turn to 24. 24 CHAPTER THREE - AN AFTERNOON IN PORT BLACKSAND Roll two dice. This represents the number of Gold Pieces spent by customers at the Black Lobster at noon. Add this number to the number of Gold Pieces already written in the Strongbox section of your Adventure Sheet. If however you invited Tristram of Jitar into the Black Lobster then you must only roll one die, instead of two, to reflect the disgust of your customers in allowing undead to enter the tavern. An afternoon in Port Blacksand to you means golden sunlight weakly filtered through the grime-stained windows of the Black Lobster. The tavern is almost empty, although Thord Death-Dealer has finally arrived and is drinking from a mug in the corner where the bar meets the wall. Prospects are bleak - what will you do? Talk to Thord Death-Dealer turn to 31 See what the Cook is doing in the kitchen turn to 9 Go upstairs for a nap turn to 53 |