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Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 329 posted:

You were optimistic. It takes you nearer two hours to smash a hole large enough to squeeze through. As you stand on the ledge, panting with exhaustion and with sweat pouring off your body, there is a movement from inside the tomb.

Out of the hole slithers a flying cobra. Its hood is vastly extended to form translucent oval wings which beat slowly, carrying the snake forward through the air with venatic precision. Its iridescent scales and hood make it seem like a polished stone effigy, but there is no mistaking the living menace in its glittering golden eyes and flickering forked tongue.

After the hours spent pounding away at the slab, your shoulders are aching and you can barely lift your arms. There is no way you could climb back down to the canoe right now. The cobra swoops higher, arching its head as it hovers just above you. You must think of something quickly, or you will fall prey to its lethal bite.

If you have CHARMS (and an amulet) and wish to cast a protective enchantment, turn to 394.
If you have UNARMED COMBAT, turn to 191.
If you have the Man of Gold and want to use it, turn to 413.
Failing any of those options, turn to 145.

Failing any of these options is fatal, so:

Page 413 posted:

The warmth of your grip awakens the spark of life in the golden manikin. Dropping from your hand to the ledge, it takes in the situation with a single haughty glance. You wonder how anything so small could help against the flying cobra, but the Man of Gold was fashioned by a god and is far more powerful than you could imagine. As the cobra comes swooping to attack you, the Man of Gold leaps up and seizes its tail, dragging it down to the ledge. The struggle is brief. After casting the lifeless body into the river, the Man of Gold makes a gesture of farewell and then dives off the ledge itself. You hear it fall with a short heavy splash, and by the time you look over the edge it has sunk without trace.

‘That was handy, having that little figurine,’ calls up one of the demonic oarsmen.

The other chimes in with: ‘Too bad you couldn’t keep it.’

He is right.

Delete the Man of Gold from your list of possessions, then turn to 339 to explore the open tomb.

The Man of Gold is one-step solution to a truckload of puzzles in the game, so we'll just pretend it's still in our inventory as we move forward to see what fun things it can do.

Page 339 posted:

You find yourself in a narrow chamber. The air of the tomb is thick with the smell of old incense. In the faint light shining in from outside, you see an upright sarcophagus set against the far wall. Stylized features moulded into the sarcophagus lid suggest a woman in the raiment of a priestess. Then you notice that in her arms she carries two newborn children.

Curiosity gets the better of you. Dislodging the lid, you strain with all your strength and finally succeed in dragging it open. For an instant the face of a beautiful woman stares out at you, and you give a startled cry. She has two little children in her arms. All three seem only asleep, but then the air you have allowed into the sarcophagus unlocks the closed gates of time. The bodies cave in and crumble to dust in front of your eyes.

If you dare to loot the contents of the sarcophagus, turn to 427.
If you think you had better climb back down to the canoe before the two demons get fed up with waiting, turn to 167.

Would you like to adventure? Y/N

Page 427 posted:

Covering your mouth and nose, you sift through the moldered remains. You find a shell necklace and an ivory ring adorning the corpse as jewellery. Inside the shattered remnants of the mouth rests a jade bead intended for the dead woman’s soul to purchase its passage into the afterlife. Her babies have no such beads — conventional lore says that they are too young to have souls. You feel sad for them, seeing the tiny little skeletons clutched so hopelessly to the mother’s dead breast. Even across the gulf of centuries, it is a scene poignant with deep tragedy.

In front of the sarcophagus you now notice a funerary lamp. It still has a little incense inside it. You can take the incense and any of the other items if you wish; remember to note them on your Character Sheet if you do.

The two demons utter a stream of coarse remarks as you climb back down, annoyed at having been kept waiting. You ignore them. Your experience in the tomb has left you feeling melancholy and haunted.

Turn to 167.

: LOOOOOOOT....?

: Feels bad, man.

Page 167 posted:

The two demons continue their senseless chortling as they paddle you away from the rock tombs. It is as if they share some private joke – and you have the unpleasant feeling that the joke is at your expense.

If you have a jade bead, turn to 236.
If not, turn to 7.

Page 236 posted:

A gust of wind carrying a rotting miasmal stench tells you that you are approaching the end of the tunnel. The demons steer along a side passage towards a patch of grey daylight, emerging under a sky the color of wet limestone. This tributary of the river is barely more than a muddy trickle. The rank smell hangs over a dreary expanse of marshland which stretches off into the distance. No matter which way you look, all you can see is a landscape of sour white clay covered with scum-covered ponds and grey tufts of reeds.

You put in at a rotting wooden jetty and the demons wait for you to disembark. ‘Hope you enjoyed the voyage,’ cackles one.

‘It’s customary to show your appreciation,’ says the other as you clamber onto the jetty.

‘That’s right!’ says the first as though it has only just occurred to him. ‘Got a jade bead you could let us have?’

If you have FOLKLORE, turn to 31.
If not, decide whether you will give them a jade bead (remembering to cross it off your list of possessions if so) and then turn to 53.

Page 31 posted:

The folktales of heroes who have ventured into the underworld are as fresh in your mind now as when they were first told to you in infancy. You know that on no account must you part with the bead until you reach the crossroads where four colored paths meet. The two demons are just trying to trick you. You make a curt gesture of dismissal and turn away from them.

Turn to 53.

Page 53 posted:

A dry raised path stretches off across the dismal marshland. You set off to find where it leads, and have not been walking long when you come across a tiny wizened man with large round eyes and a very long nose. He is lying by the side of the path in a clump of reeds, gasping with exhaustion. When he catches sight of you he raises his head weakly and says in a high-pitched whine: ‘I’m so thirsty. Please give me something to drink…’

If you go back to the river and fetch some water for him, turn to 284.
If you ignore him and walk past, turn to 307.

: How about a hydra blood ball? Would you happen to have a hankering for one of those?

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Thuryl
Mar 14, 2007

My postillion has been struck by lightning.
Fetching water doesn't seem like it'll involve talking, so sure, help him out.

SatansOnion
Dec 12, 2011

Underworlds are usually bullshit, but being generous to strangers in distress is generally looked upon favorably by most deities. Let's help the poor sap.

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 284 posted:

You bring some water back in your cupped hands. It is green with pond scum and smells like bile, so you are not surprised when the little fellow turns his long nose up at it. But then he clasps your arm and explains in a weak voice, ‘It’s not water I need, friend, but nice warm blood. Will you let me have a drop or two of yours? If not, I fear I’m doomed to end my days here in this cold ditch.’

If you let him drink some of your blood, turn to 395.
If you shake free of his grip and continue on your way, turn to 307.

CirclMastr
Jul 4, 2010

Dude wants blood and we can't give him the hydra blood ball? Time to go.

Alumnus Post
Dec 29, 2009

They are weird and troubling. We owe it to our neighbors to kill them.
Pillbug
Yeah this is totally a great idea. Let's get out of here. :ohdear:

Thuryl
Mar 14, 2007

My postillion has been struck by lightning.
At this point I sorta suspect we're gonna end up losing blood either way. At least if we let him drink there might be a reward in it for us.

SatansOnion
Dec 12, 2011

I reiterate: Generosity is super important, particularly in the realm of myth and legend. Drink up, weird-looking vampire thing; we have blood to spare.

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...
One way gives us a codeword, let's take it.

Page 395 posted:

The little man bites your wrist and sucks at it as though savouring the juice of a plum. Lose 1 Life Point, but note the codeword Zaz on your Character Sheet.

After a short while he looks up. Under the hook of his extraordinary nose, his mouth is curled into a tight smile. ‘That’s a rare act of kindness for a stranger to do,’ he says in his thin voice, leaping to his tiny feet with miraculous vigour. ‘I won’t soon forget it, I assure you. Oh, and let me give you a word of advice. Get rid of any money you’ve got once you reach the crossroads.’

With that he darts off and is soon lost to view among the rushes. You are left to ponder the meaning of this strange encounter as you continue on your way.

Turn to 307.

Page 307 posted:

A bundle lies across the path ahead. Quickening your pace, you are startled when the ‘bundle’ suddenly raises its head. It is a dwarf with withered legs but very broad shoulders, wrapped in a long black mantle. His large ears and upturned nose give him a grotesque appearance, and you are on the point of hurrying past when he raises a long imploring arm.

‘Please help me,’ he begs. ‘I’m too weak to go on, and I’m so terribly thirsty…’

If you go back to the river to fetch him some water, turn to 330.
If you gash your hand and let him drink some of your blood, turn to 353.
If you step over him and continue along the path without stopping, turn to 373.

Could there be...ANOTHER codeword awaiting us?

CirclMastr
Jul 4, 2010

Could they BOTH want blood? Get him some water in case he's a vampire hunter.

Thuryl
Mar 14, 2007

My postillion has been struck by lightning.
Seriously? Welp. Offering blood without specifically being asked for blood seems like it'd be a weird thing to do, so let's start with water.

SatansOnion
Dec 12, 2011

Sharing for the sharing god but we should probably open with offering water because we don't want to come off as some kind of weirdo

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 330 posted:

By the time you return with a little of the river water cupped in your hands, the strange dwarfish man has disappeared. Presumably he has crawled off into the reeds. You scan the bleak landscape, straining your ears for the sound of someone sloshing through the wet mud, but to no avail. He looked so weak that he could not get far, but you are not keen to go wading off the path in search of him. At least you know that you tried to help.

Turn to 373.

You fools! Good thing this is kinda post-book:

353 posted:

He opens a vein in the back of your hand using his long sharp fingernails, then laps eagerly at the blood. His tongue is rough and rasping at first, but soon the discomfort and the stinging of the wound begin to fade. You guess that there is something in his saliva that has a numbing effect. Lose 1 Life Point and note the codeword Zotz on your Character Sheet.

The dwarf wipes his mouth fastidiously and gets to his feet. Once he is standing up he looks even more peculiar. Because of his stunted legs, his arms trail right down to the ground. ‘You’re most charitable,’ he says, grinning to reveal a snagged array of sharp little teeth. ‘Rest assured that I’m not one to forget my obligations. Until we meet again, farewell!’

So saying, he spreads his arms wide and executes a remarkable leap that carries him right over your head. His cloak flutters like a sail in the wind. Whirling around, you see no sign of him in any direction. When you gaze up, there is just a distant black shape flying off into the grey sky.

Turn to 373.

Page 373 posted:

You continue westwards, trudging beneath the living world on a journey that will carry you to the lower reaches of the Deathlands. Any attempt to contemplate your bizarre situation threatens to bring on an attack of claustrophobic panic, so you try to think only of your quest for Morning Star. You swear you’ll give that wizard cause to rue the day he chose to work his wiles on your brother.

All the light drains out of the sky, leaving a hot sulphurous darkness. A flicker of red light shows as a haze on the horizon, like glowing coals against the blackness. You head towards it.

Turn to 80.

That brings us here. Let's skip ahead a bit to 60.

Page 60 posted:

Page 60 posted:
The stranger leaps up into the air, displaying a long thin body like a streak of lightning. Suddenly you realize you are not looking at a man at all, but at a large iguana. It crouches on the rock, gives you a last lingering glare, and then goes darting off into the mist.

You trudge on, and gradually the mist breaks up to reveal that the path has become a raised stone causeway which snakes down towards a jetty in the distance. Beyond lies an endless green lake. An icy breeze blows in off the water, making you shiver. As you make your way along the causeway, you notice writhing movement under the thin veils of mist that still lie in the hollows. You stoop for a closer look, then recoil in disgust as you realize that the ground off the causeway consists of filth and mud infested with thousands of maggots.

‘You don’t like my pets?’

You look up. A bizarre creature is waiting for you a little way down the causeway. You could have sworn it wasn’t there a moment before. It has a large globular body supported on three strong clawed legs. Its eyes are bright narrow slits, and as it watches you it runs its tongue greedily across its lips. You realize that to reach the jetty you will have to get past that monster — or else wade through the mass of wriggling maggots.

If you have TARGETING and a blowgun, turn to 217.
If you have the Man of Gold and want to use it, turn to 241.
If you march on along the causeway, turn to 148 if you possess a jade bead, or to 194 if you do not.
If you head directly for the jetty by leaving the causeway and wading through the maggots, turn to 171.

Man of Gold, or jade bead?

Thuryl
Mar 14, 2007

My postillion has been struck by lightning.
Here's where that bead starts to come in handy, hopefully. Walk on ahead.

Ajon
Aug 8, 2007
'VRROOOMMM!!!' roared the car. 'SPRUITS!' said gramma.
We have the jade bead stolen from a corpse's mouth so let's use it.

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 148 posted:

The monster rushes forward on its strong stumpy legs, saliva pouring from its snapping jaws. You flinch back, expecting to feel a stab of pain as it sinks its teeth into your flesh, but it abruptly stops short as though it has run into an invisible wall. It is powerless to do more than growl and make futile threatening lunges in your direction, but you edge past cautiously all the same.

Turn to 20.

Page 20 posted:

There is a raft moored beside the jetty. It starts to move of its own accord once you have climbed aboard and cast off. You are conveyed across the lake. You are shivering because of the deep chill in the air here. The water stirs sluggishly in the raft’s wake, as though on the point of freezing.

Green light seeps into the sky, which you now see resembles the roof of an unimaginably vast cavern. Perhaps you are gazing up at the bedrock on which the living world rests. The notion sends a shudder through your whole body.

Your journey seems to take hours. Other than the faint sloshing of water past the sides of the raft, there is dead silence. At last you catch sight of something ahead. It is a steep pyramid built in the middle of the lake, with steps leading right up from the water to a shrine at the top.

The raft drifts to a halt beside the steps. You are puzzled. Is this the journey’s end? Here, surrounded by leagues of water in all directions?

If you have CUNNING, turn to 12.
If you have CHARMS and an amulet, turn to 35.
Otherwise, turn to 58.

Page 58 posted:

Perhaps you will find the answers to your questions in the shrine. You climb to the top of the steps, pausing for a moment at the threshold of the shrine. The entrance is a block of shadow, dingy with foreboding. But you have no choice. Bowing as every mortal must when in the presence of the gods, you go inside.

It is a shrine to the God of the Pole Star, as you can tell immediately by the striped glyphs on the altar. He is the celestial guide whom all travelers pray to when they have lost their way. You doubt if anyone has ever needed his help as much as you do now.

If you have any incense, you can offer it in prayer to the god (remember to cross it off your Character Sheet). If you have no incense, the only other appropriate offering is some of your own lifeblood, in which case you must lose 1 Life Point.

Having made your offering, turn to 82.

The incense is the only useful item (besides the jade bead) to be plundered from the tomb. Everything else just fill inventory space.

Page 82 posted:

The god accepts your sacrifice and reveals the true path to you. You hear no words. Suddenly the knowledge is in your mind, where before there was confusion. You know that you must descend the steps back down to the lake — and then keep going. The route to the Deathlands lies under the water.

Backing out of the shrine, you respectfully retreat one step at a time until you reach the water’s edge. Now that you look closely, you can see that the stairway does indeed continue down into the icy green murk.

Turn to 105.

Page 105 posted:

The green-tinted stone of the staircase is almost invisible through the murky depths. You bite your lip as you consider the water of the lake. It looks almost resinous with cold. You cannot expect to survive long once you are submerged – you would freeze to death even before you had time to run out of air.

If you have a haunch of venison, turn to 440.
If not, turn to 150.

Page 150 posted:

Bitter life-sucking cold envelops you the moment you enter the water. The shock almost stops your heart. Lose 2 Life Points unless you have WILDERNESS LORE, in which case your hardiness inures you to the extreme cold and you lose only 1 Life Point.

Half in a swoon, assuming you still live, you stumble weightlessly down the stairway towards a submarine glimmer of icy green light. If you stay in this water for much longer you know you are doomed.

Turn to 173.

And here is where we advance to new territory. We croaked at this step the last time through and said goodbye to the lands of Death.

Page 173 posted:

You reach the circle of light and plunge through, relieved to discover that you have emerged into open air. It is cold here, but nothing like the deadly cold of the lake.

You wring out your clothes and look around you. The water of the lake is suspended eerily about two meters above your head, forming a roof over this strange world that extends far off into the distance. On the horizon hangs a glaring ball of white light which sends its low rays slanting across the land. The light shines straight into your eyes, giving you a headache. You raise one hand to shield yourself from the glare.

Now you notice that you are standing at a crossroads. Four coloured paths lead off from here. If you have a jade bead, you will remember that you were advised to keep it under your tongue until you reached a crossroads. You can now take it out of your mouth, and may choose to discard it altogether (cross it off your Character Sheet if so).

If you have FOLKLORE, turn to 289.
If you have SPELLS and a wand, turn to 312.

Otherwise you must pick a direction.
Will you take the white road (turn to 243), the red road (turn to 196), the black road (turn to 219), or the yellow road (turn to 266)?

Page 289 posted:

In the mythology of your people, each of the cardinal points is associated with a colour. White is the colour of the north, the colour of mankind’s ancient ancestors, a place of lost memories. Red is the east, denoting birth and a return to fresh beginnings. Yellow is the southern route of misfortune and loss. And black is the west, where the Deathlands lie. That is the route you must follow.

Turn to 219.

SPELLS nets the same result. White costs us a skill and the Poktapok codeword, red restarts the game with retention of a few codewords picked up along the way, and yellow empties our inventory excepting an item of our choice.[/i]

Page 219 posted:

The road takes you into a dingy region devoid of any feature except for a sheer cliff that stretches across the horizon ahead. You see someone in the distance, shining like a jewel against the drab surroundings because of his feather cloak and turquoise head-dress. Though you call out, he is too far away to hear you. As you hurry along the causeway, you see him reach the cliff and disappear into one of two cave mouths.

You are so intent on reaching the cliff that you almost fail to notice a pitted stone idol beside the road. The skeletal jaw and blackened eyes mark it as an effigy of the Death God who rules this land. The stone bowl in front of the idol is bare of offerings, so obviously the figure in the feather cloak left nothing. On the other hand, you might consider it wise to donate some money of your own to secure the god’s benison.

If you wish to leave some money in the bowl, remember to deduct the appropriate number of cacao from your Character Sheet.

Then, if you have FOLKLORE turn to 379.
If you do not have FOLKLORE turn to 259.

I'll grant that while ETIQUETTE ended up being pretty useful on our run, FOLKLORE has justified its existence many times over.

Page 379 posted:

Legend states that a rich man can only enter the afterlife if led there by a poor man. Judging by his regalia, the figure you saw walking ahead of you was rich, and he evidently did not get rid of his money when he passed the idol or the bowl would not be empty. The sensible thing to do would therefore be to get rid of all your money at this point.

Cross it off if you decide to do that, then turn to 259.

Page 259 posted:

You reach the cliff. It is a solid wall of smooth grey stone receding off towards the horizon to left and right, and bounded above by the shimmering surface of the water hanging overhead. There are two doorways into the cliff, each sealed by a gate of stout wooden bars held shut by an elaborate knot of rope as thick as your wrist.

If you have any money, turn to 414.
If you have none, turn to 358.

Page 259 posted:

A knot unties itself and one of the gates swings open. No sooner have you gone through than it closes behind you. You proceed along a short tunnel to a chamber which is open on the far side, giving onto a ledge overlooking a river of foaming blood. You step out onto the ledge and look downriver. There is another ledge corresponding to the other doorway, and there you see the feather-robed noble who got here before you.

He points to two obsidian beams spanning the river to the far bank. At first you think they are bridges, but then you notice the shape. They are wedge-shaped, coming to a sharp edge on the upper surface. ‘It would be difficult to keep one’s balance on that,’ you call out to him.

‘That isn’t the intention,’ says the noble. He holds up a pole with a hook on the end. ‘I found this here on the ledge. Notice that there is a similar pole next to you.’

You glance down. A pole like the one the noble is holding rests against the wall, and you pick it up.

‘You have a plan?’ you ask him.

He nods. ‘If we extend our arms, we’ll be able to hook the poles together. Then, leaning away from each other with our feet on the sloping outer surfaces of the obsidian beams, we’ll be able to cross together.’

The plan is ingenious. You agree to put it to the test, and by this means you are both able to get across the river of blood to the far bank. You can retain the pole if you wish; note it on your Character Sheet if so.

Then turn to 399.

Still having money, we enter the same side as the rich guy and aren't in a position to balance, thus requiring other approaches to the problem.

Page 399 posted:

The remorseless glare of the unearthly sun dazzles you both, forcing you to shield your eyes. Walking on, you come in sight of a kapok tree whose spreading branches poke up into the roof of water above the underworld. Several figures are resting in its shade.

As you press on towards the tree, you pass a well beside the road. Your companion pauses and fishes in his belt-pouch for jade bead, which he casts into the well. There is a glint of golden light from the water, and the noble pauses to take a drink.

If you have a jade bead and want to do the same, cross it off your list of possessions and turn to 59.
If not, turn to 83.

Well, that went on awhile. What's the plan?

Smiling Knight
May 31, 2011

Let's do the same as the noble guy.

Thuryl
Mar 14, 2007

My postillion has been struck by lightning.
We were told we could safely get rid of our bead when we saw a kapok tree, so let's get rid of it.

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 59 posted:

The drink proves cool and invigorating. Recover 2 Life Points if you are currently below your initial score.

Your companion leads you up to the kapok tree, where a group of nobles are resting under the canopy of foliage. They greet him cordially, but you are given a somewhat cooler reception until he explains how you helped him cross the river of blood.

It is a relief to be out of the glaring light of the low underworld sun for a while. Out of the shade, you can see less fortunate souls moving to and fro with their hands pressed to their foreheads, squinting in the eternal sunshine. You settle down with your back to the tree and wait to hear what the nobles have to say.

Turn to 106.

Page 200 posted:

The nobles are discussing their route into the underworld. You are given to understand that at death most souls are conducted west across the world, entering the afterlife by means of the gate at the edge of the desert. This requires them to pass four sentinels whose duty it is to prevent the living from trespassing into their realm. You catch the name of the last of the four sentinels whom the nobles passed on their way here, a frightful demon called Grandfather of Darkness.

One of the nobles is staring at you, and as you turn a quizzical look towards him he remarks on your resemblance to his late lord, Morning Star.

Excitement quickens your blood. ‘Morning Star was my brother.’

He tells you that he was in Morning Star’s retinue when it reached the palace of the wizard. He reaches behind him and produces a skull which he puts into your hands, telling you that it is your brother’s skull. Because Morning Star’s soul was trapped by the wizard, he has not been able to travel on to the afterlife. This is all that remains of him.

You are filled with grief, followed by a rush of vengeful rage. You vow you will slay the wizard and free your brother’s soul. Add your brother’s skull to your list of possessions. Thanking the nobles for their help, you set out once again.

Turn to 200.

Page 200 posted:

You find a river – not of blood this time, but of cold pus-coloured fluid – and follow its course through pale rolling dales until you come to a massive stone arch. Peering inside, you see steps rising up along a tunnel that goes up through the layer of water roofing the Deathlands. From far ahead comes a shaft of true daylight. You have found the way back to the land of the living.

You advance up the tunnel. Soon you can see the bright sunlight ahead, and smell the clean air of the upper world. But to reach it you must run a perilous gauntlet, for now you see that the passage is guarded by four baleful sentinels who sit in alcoves along the walls. They are nearly twice as big as you, with faces of brooding nightmare and talons like jaguar’s teeth. From the legends you heard in childhood, you know that the only way safely past these four is to greet each by name.

If you have the codeword Zaz, turn to 244.
If not, you can make use of either FOLKLORE (turn to 267) or ROGUERY (turn to 290).
If you have none of those, turn to 313.

Which one would you like?

CirclMastr
Jul 4, 2010

Don't we have that codeword? Might as well see what it's good for.

Ajon
Aug 8, 2007
'VRROOOMMM!!!' roared the car. 'SPRUITS!' said gramma.
We gave blood and have Zaz to prove it.

MysticalMachineGun
Apr 5, 2005

Let's do this with pi-zaz

Rogue AI Goddess
May 10, 2012

I enjoy the sight of humans on their knees.
That was a joke... unless..?
Zaz! Blood calls to blood!

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 244 posted:

‘I’ll help you find out their names,’ says a familiar high-pitched voice in your ear.

Startled, you look around but there is no one there. Then a flicker of motion in the corner of your eye draws your attention to a tiny hovering shape. It flits down to alight on your hand.

Squinting at it, you are astonished to find it is the tiny wizened fellow with the long nose whom you helped when you first arrived in the underworld. Viewed at this size, he looks as much like a mosquito as a man.

Zaz goes flying off down the passage. ‘Ouch!’ says the first sentinel after a moment.

‘What is it, Grandfather of Darkness?’ enquires the next sentinel.

‘Something bit me, Thunderbolt Laughter.’ He leans out of his alcove and calls to the third sentinel, ‘Can you see a mosquito flying around, Lord Blood?’

Lord Blood’s reply is interrupted by a yelp of pain from the last sentinel. He turns and asks: ‘Did it bite you, Lord Skull?’

While the sentinels start grumbling about the mosquito, you make your way along the tunnel. You address each of them by the names that Zaz cunningly tricked them into revealing, and so you are allowed to pass unmolested to the exit.

Delete the codeword Zaz and turn to 336.

Page 336 posted:

You reach the end of the tunnel and emerge into the open under a bright blue sky. The sun of the upper world blazes high in the heavens — a welcome change from the grey glare permeating the Deathlands, although you know that too long an exposure to its blistering rays may eventually leave you weak with thirst. Waves of heat rise around you off the baking sands of the great desert. Dunes stretch like the tops of clouds as far as the eye can see.

Near by, you see various items poking up out of the sand. They may be the grave goods of spirits who descended here to the Deathlands. A closer inspection uncovers a sword, a waterskin and a copper-tipped spear.

Take what you want, if anything, and when you have amended your list of possessions turn to 152.

This connects back to the overland route we took, a few waterskin checks ahead and past Olmek. We're a bit more equipped than previously, so let's readdress a few of those challenges we hit prior to the Poktapok game.

Page 315 posted:

You are taken to the back wall of the courtyard, where a colonnade gives respite from the intense sun. Beneath a frieze patterned like a rattlesnake’s skin, four archways lead on from here to the next courtyard of the palace. The courtiers give you wide grins and invite you to make a choice.

You look into the first archway. A short flight of steps leads up to the edge of a pit about two meters across. The purpose of the steps is apparently to ensure that you cannot take a running jump. The bottom of the pit is filled with smoking coals.

Beyond the next arch is a tunnel blocked by an artful tangle of wooden beams, some of which seem to be shoring up the walls. ‘The trick there is to remove the right combination of beams in the right order,’ says the chief courtier, leaning over your shoulder. ‘You want to clear enough space to get past without causing the tunnel to collapse.’

The third route is a passage with no obstacles – just a triangular vault leading through to the next courtyard. Then you notice the sigils inscribed along the corbels of the vault: sigils indicating calamity and catastrophe. Is the vault designed to cave in when someone walks along it?

The passage beyond the last archway is guarded by a large pallid hound with narrow pink eyes. It greets you with a threatening growl as you poke your head around the corner, but makes no move to attack. ‘My second cousin twice removed,’ says the chief courtier in your ear. ‘Nasty temper. His bite’s worst than his bark, of course.’

It is time for you to decide.

Will you cross the pit (turn to 338), attempt to clear the blocked tunnel (turn to 361), walk along the unguarded tunnel (turn to 382), or brave the albino hound (turn to 420)?

What'll it be (again)? We're presently not down a skill, and plus a few extra inventory items compared to last time.

Odysseus S. Grant
Oct 12, 2011

Cats is the oldest and strongest emotion
of mankind
Mods, please change my name to Thunderbolt Laughter.

And I dunno, clear the passage maybe?

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 361 posted:

You advance into the passage and start to examine the perplexing structure of wooden beams. The trick is to clear enough of them out of the way so as to be able to get past, but without bringing the whole passage down on top of you. It is like a child’s puzzle, only this is a puzzle with a deadly twist. You select one of the beams and dislodge it. As you haul it out of position, there is a crack and a thin trickle of plaster dust sifts down from the roof of the passage. You look up in alarm, heart skipping a beat, but the roof holds. This time.

You can use ROGUERY (turn to 86) or SPELLS with a wand (turn to 109), if you have them.
Or you perhaps could try using the Man of Gold (turn to 131)?
If you have none of these, turn to 154.

SPELLS lets us make a tiny magic replica to test the order of beams to move. But let's use our little treasure for this one.

Page 131 posted:

You have held back from using the Man of Gold until you really needed its power. Now the time has come. Holding the little manikin in your hand, you wait until you feel it beginning to stir and then place it on the floor of the passage.

The Man of Gold strikes a haughty pose as he surveys the tangle of wooden beams. His elongated head and theatrically imperious stance remind you of the nobles of long ago whom you have seen depicted in ancient paintings. Striding forward, he takes hold of two of the beams and braces them against the side walls. His strength is incredible – despite his tiny size, he is able to support the whole passage while you push the other beams out of the way and continue on to the far end. Once you are safe, he drops the beams he is holding and the roof caves in. Coughing at the clouds of rock dust, you peer through the rubble but can see no sign of the Man of Gold. Cross him off your list of possessions.

The courtiers are already here waiting. ‘You should have kept that manikin until you faced a real challenge,’ they mutter insidiously.

Turn to 431.

: Eh, whatever. Rock on, little golden dude!

There's no way to avoid the Life Points loss in the House of Heat, but in the House of Bats...

Page 225 posted:

You spend the day crouched in the meagre shade afforded by the walls of the courtyard. At sunset, the courtiers lead you to the second of the five windowless buildings. When they open the door, you can see nothing but blackness inside. A waft of acrid air touches your face as you step inside. You get the impression of a high-ceilinged hall whose dark recesses are filled by rustling and high-pitched squeaks. Something like dust brushes your face. You put up your fingers and run them through your hair, then grimace when you see what is falling from the roof: lice.

‘The bats are our master’s second favourite pets, after ourselves. They are vampire bats, of course,’ says the chief courtier. He peers in and calls up to the rafters: ‘Suppertime, gentlemen!’ Then he leaves and the door is slammed shut, blotting out all light.

If you have an owl, turn to 421.
If not but you have the codeword Zotz, turn to 432.
If neither, turn to 17.

Page 432 posted:

Your eyes can make out nothing in the inky darkness that enfolds you. As you squat down on the guano-spattered floor, there is a flap of leathery wings and the first of the bats comes fluttering down towards you. You put an arm up to fend it away. Then suddenly you feel a tingle of cold alarm as you realize someone is standing beside you.

‘This mortal is under my protection,’ says a familiar voice. ‘Return to your roosts. There will be no drinking of blood for any of you tonight.’

The rustle of wings recedes into the rafters. You turn, straining to make out the stranger in the absolute dark. ‘Who are you?’ you ask him.

‘A friend.’ He touches your arm reassuringly. ‘You helped me once, now I am returning the favour. Go to sleep now. These bats are my subjects, and they will not dare harm you.’

You enjoy a restful night.

Recover 1 Life Point and delete the codeword Zotz, then turn to 41.

Pay 1 Life Point to pick up the codeword and restore one Life Point later, or just lose 1 to the bats. Anyhoo, we didn't pick up any other aids to help us through the trials, so let's just see what that Chalice of Life does to bring our bro back.

Page 422 posted:

You take out the chalice and hold it reverentially in your hands. If it is indeed Chalice of Life, it is the same bowl in which the Supreme God gave birth to mankind. Praying that it still has some power to work miracles, you set the chalice on the ground and place your brother’s skull within.

The sun’s golden rays blaze down, catching in an incandescent cusp on the rim of the chalice. A stream of heavy vapor rapidly boils up, and within seconds you can no longer make out the skull within its pool of gold mist. The mist rises up into a swirling column about two meters high and hangs there above the chalice, shining with an inner core of light.

A brief gust of wind stirs and dissipates the mist. The last strands are blown away and you stare incredulously for a long moment before giving a great shout of joy. Your brother is standing there in front of you — alive again!

‘Morning Star!’ As the two of you embrace, there is a crackle of energy and you feel the injuries and fatigue of the last few weeks burned away by life-giving magic. Recover 4 Life Points.

‘It is good to see you, Evening Star,’ says your brother, smiling as he hugs you to him.

‘And you.’ You point towards the brooding shrine overlooking the ball contest arena. ‘Now, brother, let’s show that sorcerer our true mettle!’

Get the codeword Venus. Also delete the codeword Angel if you have it, then turn to 42.

: Bro!

: Bro!

: Fellas!

: Why are you even still here?

Page 42 posted:

The ball contest is played in every city of the civilized world. It is much more than just a game. Its exponents travel far and wide, earning fame for themselves and glory for their home cities. The priests say that the origins of the contest lie rooted in ancient tradition, and it is said that the playing of each game is like the unfolding of a mighty spell. Portents for the future are read in the outcome. Losers are often sacrificed to the gods.

The contest involves two players on each side. The aim is to bounce a large rubber ball off the sloping side walls of the arena using only your wrists, elbows and knees. At the same time you have to avoid the opposing players, who are allowed to ram into you with stunning force. You have seen men carried off with broken necks after a vicious tackle.

The side walls are marked into zones. You score points for hitting these with the ball, and the winning team is the first to score seven points. Alternatively, you can win an immediate victory by getting the ball to go through one of the stone rings set high up in the middle of each wall. This is a very difficult feat, rarely achieved by even the best players.

If you have the codeword Poktapok, turn to 65.
If not, turn to 88.

: All for one-

: And let's not die again!

: That's a bit dire.

: Try dying then get back to me.

Page 65 posted:

You think it might be worth going for a long shot along the arena as soon as the game starts. If you are lucky you might score a point straight away, thus gaining an advantage. In subsequent rounds you know you will have to play more cautiously —perhaps even allowing the attacking enemy player to get past you so that you can close in on the defensive player.

Turn to 88.

Page 88 posted:

The chief courtier comes forwards and puts the ball into your hands. ‘So we get to launch the first round?’ you say. ‘Very sporting.’

‘We are nothing if not magnanimous,’ he replies with a vaunting leer. ‘Later, when you have lost, we will be equally generous in dividing your carcass.’

You watch him dart back to the sidelines. At the other end of the arena, the two shadow men stand ready.

‘Begin,’ commands Necklace of Skulls.

You throw the ball against the side wall and run forward to intercept it on the rebound. The nearer of the shadow men charges towards you.

Will you tackle him head-on (turn to 111), weave around him towards the rear shadow man (turn to 133), or try to score a point immediately (turn to 156)?

Following our insight-

Page 156 posted:

If you have the codeword Poktapok, you manage to send the ball soaring to strike one of the zones marked out along the top of the wall. You score a point; put a tick at the bottom of your Character Sheet.

If you do not have Poktapok, you stumble and jar your elbow on the side wall, recoiling in agony while your opponent gains possession of the ball.

Do you have the codeword Shade? If so, turn to 203; if not, turn to 179.

I

If we aren't able to resurrect our brother's skull or didn't save Stooping Eagle's life, our brother is halfway brought back from the dead to play on our side (and we acquire Shade. Halfway dead is much less effective than all the way alive.

Page 179 posted:

The ball bounces towards your partner, who slams it across the arena in your direction.

If you have AGILITY, you bat it up into a high-scoring zone: put two ticks at the bottom of your Character Sheet. If you do not have AGILITY, you have to go for a safer shot but you still get one point: put one tick at the bottom of your Character Sheet.

Turn to 226.

II

Page 226 posted:

Now it is the opposing team’s turn to serve. They send the ball skidding along the side wall in a long arc, and the enemy offensive player comes towards you.

You can move aside and let him past (turn to 249), make a tackle (turn to 272), or retreat ahead of him (turn to 295).

: Flip-six three hole!

Page 249 posted:

He advances past you and presses on into your own team’s defensive zone.

Now you can chase after him (turn to 341), run towards the enemy defense (turn to 318), or stay in mid-arena (turn to 364*).

We'll hit that * in a moment.

Page 318 posted:

You bear down on the enemy defensive player. Glancing back you see that the far shadow man has reached the far end of the arena, where your partner has managed to intercept the ball and get possession. You shout for him to bounce it along the wall towards you.

If you have the codeword Shade, turn to 385.
If not, turn to 405.

Page 405 posted:

You swing your elbow up in a perfectly judged blow that hits the ball high up against a scoring zone.

Put a tick at the bottom of your Character Sheet (put two ticks if you have the codeword Poktapok) and turn to 66.

IIII

: A tick in time -

: ...

: Anything?

Page 66 posted:

On a signal from the chief courtier, both teams return to the end zones of the arena. It is your turn to serve again. You raise the ball and consider your best tactics. The first team to reach seven points wins the contest.

If you think it is time for a long shot, turn to 89.
If you prefer to be cautious and go for a safe point, turn to 112.

Page 89 posted:

You aim the ball high up on the wall, so that it strikes the angle where the slope meets the vertical. As it rebounds in a long arc that carries it far out across the arena, you run forward and deflect it against the high-scoring zone on the opposite wall. Record your two points by putting two ticks at the bottom of your Character Sheet.

The ball ricochets off towards your opponents, who leap in to seize possession.

If you now have seven ticks on your Character Sheet, turn to 134 if you have either of the codewords Shade or Angel, or to 19 if you have neither codeword. If you have six ticks or fewer, turn to 181.

IIII I

So, with AGILITY, we can have the match won here. Otherwise, Necklace vaporizes our opponent and we proceed as previously. Lacking AGILITY or Poktapok to make it to the tick count, we can take a slightly different choice from above and go to -

Page 364 posted:

Your partner darts forward and succeeds in intercepting the ball. You see that he cannot keep possession for long with the enemy attacking player dogging his every move. ‘Send it over here!’ you yell at him.

If you have the codeword Shade, turn to 385.
If you have the codeword Angel, turn to 405.
If neither, turn to 423.

Page 423 posted:

Do you have the hydra blood ball?

If so, turn to 386.
If not, turn to 405.

Page 386 posted:

Morning Star lobs the ball directly towards you. Timing your move perfectly, you hug it to your chest while substituting the blood ball.

You can go either for a standard scoring shot (turn to 405), or else risk everything on putting the ball through the stone ring and winning an instant victory (turn to 43).

The standard scoring shot nets us two points, but who can say no to INSTANT VICTORY? Although I'm not really sure why the hydra blood ball is particularly better for winning.

Page 43 posted:

To your own astonishment as much as anyone else’s, the blood ball soars up and unerringly passes through the stone ring set in the middle of the wall. A howl of disbelief rises from the watching courtiers. They sound like hounds baying at the moon.

Your brother rushes over to join you. ‘Can you feel it, Evening Star?’ he says excitedly. ‘That tingle of magic on the air?’

He is right. In some strange way your victory has worked a spell which now empowers you both with an invigorating surge of energy. Restore your Life Points to their initial score. If you had lost any skills during the adventure, you now regain them.

A wail of petulant rage echoes down from the sorcerer’s sanctum. ‘Apparently he’s not happy with the result of the contest,’ you say to Morning Star.

If you want to attack the sorcerer now, turn to 19.
If not, turn to 157.

: That feels...interesting?

: Are we going to Disney World?

: Even Epcot has not idea what we're about to do.

One last vote!

Tuxedo Ted
Apr 24, 2007

Everything has led up to this moment where even the very universe itsself is on our side, bolstering us towards victory!

Let's fart it away and do nothing.

Tuxedo Ted fucked around with this message at 16:41 on Dec 21, 2015

Thuryl
Mar 14, 2007

My postillion has been struck by lightning.
We got a hint from the god earlier that we might not need to fight Necklace of Skulls as long as we defeated him. Let's wait and see what happens.

MysticalMachineGun
Apr 5, 2005

I can see which way the wind is blowing. Wait and see!

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

157 posted:

You do not need to fight Necklace of Skulls. You have beaten him at every turn, and he knows it. ‘Listen to me, wizard,’ you call up to him. ‘You put dangers across my path, but I prevailed. Your courtiers tested me with their ordeals, but I survived. You conjured men of shadow to contend against me in the ball game, but I won. You slew my brother once, but here he stands beside me, alive again!’

There is no reply. Only cold brooding silence emanates from the lightless depths of the shrine.

You raise your fist. ‘Stay out of our way in future, Necklace of Skulls,’ you warn him. ‘Keep to your palace and don’t trouble living men with your noxious ways. Otherwise, my brother and I will return and pull that shrine down on top of you.’

There is a long pause, then a noise like the sigh of breath in a dying man’s throat. ‘Very well,’ says the sorcerer’s voice, ‘I agree to those terms.’

The silence from the shrine somehow deepens. You sense that Necklace of Skulls has withdrawn his presence deep into the underworld.

Turn to 442.

Page 442 posted:

As you and your brother cross the courtyard and pass through the palace gates, you can feel the ground shaking under your feet. You reach a dune and turn to look back. The pyramid and surrounding buildings are sinking into the sand. In minutes they have vanished entirely, and there is no sign to show that this was ever the spot where Necklace of Skulls dwelt among his bestial courtiers. You look around for the courtiers, but see only a pack of malnourished dogs slinking off amid the dunes.

‘It’s a long way home,’ says Morning Star. ‘Fraught with danger every step of the way, I shouldn’t wonder. Heat, thirst, sandstorms, poisonous snakes . . .’ He says all this with a smile.

You smile too. ‘After all we’ve been through, it’ll seem like a picnic! Well, brother, what are we waiting for?’

And, turning your faces to the east, you set out across the drifting sands.

THE END

:hf:

And that's the end of Necklace of Skulls, book 4 of Virtual Reality Adventures. I'll leave this be for a few more days for any burning questions that may remain. Then we'll head on to Heart of Ice, the next book in the series. I'll drop a link in here (probably) when I do so.

Ajon
Aug 8, 2007
'VRROOOMMM!!!' roared the car. 'SPRUITS!' said gramma.
I don't know if there's anything major you didn't show us, but what happens if you never resurrect your brother? Is the ending roughly the same if we try to kill the sorcerer?

CirclMastr
Jul 4, 2010

I'm still curious what the other priests do for you.

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...
The ending is essentially the same that we got the first time around. When playing Poktapok, you have either a resurrected Morning Star, Stooping Eagle, or a vaguely undeadish Morning Star as your partner. The latter 2 get vaporized when you win and you have to go at Necklace alone. You can choose to fight Necklace if you score 7 points with a resurrected Morning Start, but you need a sizeable chunk of Life Points (8, I think) to survive, regardless of the skills/approach you take.

The last priest (Moon), encourages you to purchase a waterskin and will sell you an owl that's useful in an encounter or two (and bad in one more) as well as some general advice for the trip.

There's a lot of material we didn't hit, but there aren't really any huge coherent sections we missed. There are lots of alternate routes through the story and a number of alternate solutions to most of the obstacles you'll encounter on your way.

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Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...
That'll be it for Necklace of Skulls, Heart of Ice is up and running!

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