Sorry, I was sick for the past 2 days...
The lone, jagged crag of Firetop Mountain looms above the eastern edges of the Pagan Plains, its summit stained the eerie red colour that gives the peak its name. Several small insignificant hamlets cluster in the dales at the base of the mountain; their peasant inhabitants cower in their hovels
as your Barbarian horde passes by. You ignore these puny serfs; you have more glorious goals to attain than razing the shacks of cottars. If you have the Code word Ravager, turn to 45. If not, read on below.
"The dungeons beneath Firetop Mountain are famed as the lair of Zagor the Warlock, and are said to be rich in treasure," says Nharog. "Shall we drag the old serpent from his lair and give him a beating?"
If you want to attack Zagor and his minions, turn to 8. If you want to leave this area, turn to 21.
Zagor, the Warlock of Firetop Mountain, has been slain, and his dungeon looted and pillaged by roving fortune hunters. Rival bands of Dwarfs and Orcs have occupied key areas of the underworld complex, dodging occasional raids by wandering undead, underground beasts and rogue
freebooters. Despite this, the temptation for seeking gold or glory in those dark depths is strong.
Nharog sees you looking at the entrance to the dungeon. "That’s your call if you wish to enter, chief. The horde will wait outside. We are honour-bound warriors, not adventurers."
If you want to leave Firetop Mountain, turn 21.
If you want to explore the abandoned dungeon of Zagor, roll one die to see what you encounter:
1-2 Turn to 4.
3-4 Turn to 88.
5-6 Turn to 12.
Not stopping to explore...
You lead your horde of Barbarians away from Firetop Mountain and its lonely vigil over the plains and dells that it surveys.
"My mad cousin Myog went divining for Gold in the dungeons under the mountain with a Y-shaped stick," says Nharog, conversationally.
"What happened to him?"
"Dunno. He never returned…"
You have a diverse choice of onward destinations:
To go northwest to the city of Fang, turn to 70.
To go northeast to the city of Zengis, turn to 150.
To go southwest to the town of Stonebridge, turn to 110.
To go south to Darkwood Forest, turn to 160.
To go southeast to the Moonstone Hills, turn to 100.
Darkwood Forest is a primordial stretch of woodland whose green depths conceal all manner of hidden terrors. If you have the Code word Destroyer, turn to 185. If not, read on below.
The woods themselves are home to many sorts of creatures, including Elves and Forest Goblins, and are watched over by the wizard Yaztromo, who sees all from his lonely white-stone tower on the southern edge of the forest, which is where you and your horde are now. A solitary crow caws from overhead. It is a deceptively bucolic scene, but you cannot help feel you are being watched by hundreds of eyes from beneath Darkwood’s leafy boughs.
"They say Yaztromo is naught but an imposter who swaps trinkets for sweetcakes," says Nharog. "I think we can take him down and his friends with him, boss!"
If you want to attack Yaztromo, turn to 197. If you want to leave this area, turn to 151.
You and your horde are leaving the vicinity of Darkwood Forest. Not for you its tangled depths and dark glades; you yearn instead for the steppes, where the horizon is an endless visible destination on all sides.
Nharog evidently feels the same way. "Let us begone from here, chief!" he says. ‘These infernal woods stifle a man’s vision, and make him weak in body and mind!"
Where will you take your horde next?
If you want to go north to the village of Stonebridge, turn to 110.
If you want to go northeast to Firetop Mountain, turn to 30.
If you want to go east into the Moonstone Hills, turn to 100.
If you want to go south to the town of Chalice, turn to 120.
Chalice is a small walled city that lies amidst green and golden fields on the upper reaches of the Silver River. It serves as a trading entrepôt for prospectors, Strongarms, merchants and others. If you have the Code word Chieftain, turn to 114. If you have the Code word Looter, turn to 103.
The city is ruled by King Pindar, an elderly monarch who dreams of an alliance with Salamonis to the south. Under his rule the city has grown rapidly from its origins as a market town, but the king seeks further protection to safeguard his enduring legacy.
"Chalice is the weakest of the Allansian kingdoms," says Nharog, his eyes gleaming. "The walls are low and poorly guarded, and the docks are not fortified. Truly, these people know nothing of war!"
If you want to attack the city of Chalice, turn to 82. If you want to leave instead, turn to 111.
The small city-state of Chalice is a burntout husk, a scavenged shell, a pile of smoking refuse on the banks of the Silver River. Here and there are the hovels and lean-to’s of Man-Orcs picking over the scraps and squabbling about the occasional lost heirloom they may uncover. If you have 3 talents of Gold and wish to spend it rebuilding the city (and your HORDE STRENGTH is at least 2), turn to 162. If you do not have enough Gold (or HORDE STRENGTH), or you just wish to leave here, turn to 111.
You and your horde are leaving behind the pocket-sized kingdom of Chalice and its surrounding fields of corn and maize. The soil here is fertile and you marvel at the peasants’ devotion to their crops, whereas you and your warriors would much rather go out hunting saiga and steppes-bison.
"These people wallow in filth to make plants grow," says Nharog, shaking his head. "That is not what I would call a life!"
What is the direction of your horde’s next foray?
If you want to go southwest to the Forest of Yore, turn to 20.
If you want to go south to the city of Salamonis, turn to 140.
If you want to go east to the Forest of Spiders, turn to 170.
If you want to go northeast into the Moonstone Hills, turn to 100.
If you want to go north to Darkwood Forest, turn to 160.
The great southern walled city of Salamonis is the capital of the kingdom of the same name, and controls all trade into the fertile Vale of Willow. Ruled by the wise King Salamon LVII, its mighty walls are built from massive blocks of ancient stone and look like they could hold back an army of Giants. Beyond the city gates is a skyline of grand houses and towers with red-tiled roofs and shady pillared colonnades, and towering over all is a statue of Titan, Father of the World.
"So this is Salamonis," breathes Nharog, in awe. "The White City. The Seat of Learning. We would truly set down a mark of greatness were we to take this city, chief…"
If you want to attack the city of Salamonis, turn to 167. If you want to leave instead, turn to 131.
You give the order to attack! Their courtly concept of valiant Amonour prevents the knights of Salamonis from cowering behind the walls of their city. Instead, they come out to fight you on the field of battle before the main gates. The knights are clad in plate armour and wield stout lances, while their barded warhorses are caparisoned in a multicoloured panoply of heraldic designs. They are aided by units of heavy infantry bearing tower shields and broad-bladed spears, who hold the flanks while the knights aim a wedge-shaped charge straight through the heart of your horde.
"For the glory of the Tribe!" you howl, waving your weapon in circles above your head. "We will triumph or die trying!"
This will be a legendary clash of the titans, tales about which will be told around campfires down through the ages…
KNIGHTS OF SALAMONIS HORDE STRIKE 12 HORDE STRENGTH 12
If you wish to Escape, you order the retreat and flee from the knights; deduct 1 point of HONOUR and turn to 131. If the knights reduce your HORDE STRENGTH to zero or less, turn to 13. Otherwise, after two Attack Rounds, turn to 188.
COMBAT LOG:
Knights of Salamonis 18, Fire Axe 23. KoS is at 10.
KoS 16, FA 24. KoS is at 8.
There is a lull in the storm of battle, a moment where both sides draw back, and striding through the carnage comes the greatest hero of Salamonis, the legendary Chadda Darkmane himself. He is a tall, broad-shouldered warrior with a tousled mop of jet-black hair and cold, unblinking eyes. His mail armour is rent from many blows, but he appears unharmed, gripping a blazing magical Fire Sword in his hand.
"I am the chosen one of Libra, goddess of justice," howls Chadda Darkmane. "No foe may stand before me and prevail!"
Consult the Code words box on your Adventure Sheet.
If you have the Code word Nemesis, turn immediately to 112.
If you do not have the Code word Nemesis, but you do have the Code word Storm, turn to 122
If you do not have either of these Code words, but you do have the Code word Dust, turn to 195
If you have none of these Code words, turn to 149.
Before you can challenge Chadda to heroic combat, there is a weird interlude where you see a spirit of pale fire in the shape of a young woman, floating through the battle towards you, gesturing with open hands. She pulls up short in front of you, a look of dismay on her face.
"I cannot help you, Chadda," she says, turning to the Salamonian hero. "This Barbarian carries the Blade of Fate. You are on your own for this battle. Destiny has spoken."
"What sorcery is this?" you snort, but the apparition of the woman is already fading away to nothingness.
You stride forwards to attack Chadda Darkmane. You are not sure, but could that be real fear you see in his eyes?
Turn to 156.
CHADDA DARKMANE has the highest Amonour of any Salamonian hero. His deeds are multitudinous and legendary. His craggy features are lit by the scarlet flames of his Fire Sword, which he plundered from the depths of an Atlantean temple on the Skull Coast, under the noses of ancient demons.
"Yield, Barbarian," he sneers at you, baring his teeth in disgust. "You cannot hope to win this fight. Yield, and your death will be swift and merciful!"
"Never!" you reply. "I would never surrender to outcast, honour-less scum such as yourself!"
So saying, you bring your Enchanted Broadsword around in a savage arc that is parried by Chadda’s flaming blade. Sparks fly and this battle is on!
CHADDA DARKMANE SKILL 12 STAMINA 24
Chadda’s Fire Sword causes grievous injuries; every time you lose an Attack Round you must deduct 3 STAMINA points instead of 2, unless you have the Dragonscale Shield, in which case you suffer the usual 2 STAMINA points of damage. If you wish to Escape, you and your horde flee Salamonis; deduct 1 point of HONOUR and turn to 131. If Chadda reduces your STAMINA to zero or less, turn to 13. If you slay Chadda Darkmane, turn to 172.
COMBAT LOG:
Chadda Darkmane 15, Grom 18. CD is at 21.
CD 16, Grom 20. CD is at 18.
CD 19, Grom 21. CD is at 15.
CD 16, Grom 24. CD is at 12.
CD 24, Grom 23. Grom is at 11.
CD 16, Grom 20. CD is at 9.
CD 18, Grom 20. CD is at 6.
CD 18, Grom 20. CD is at 3.
CD 19, Grom 25. CD is slain.
Add 1 point to your HONOUR score for defeating Chadda Darkmane in mortal combat.
Although stunned by the death of the greatest hero of Salamonis, the knights are too honourable to yield. Instead, they regroup and charge at your forces once more, lances levelled squarely at the Barbarian horde in one last-ditch attempt to defend Salamonis from your bloodthirsty marauders.
KNIGHTS OF SALAMONIS HORDE STRIKE 12 HORDE STRENGTH as before
The HORDE STRENGTH score of the knights is the same as it was after the two Attack Rounds you fought. You cannot Escape. If the knights reduce your HORDE STRENGTH to zero or less, turn to 13. If you defeat the knights, Salamonis is yours! Turn to 200.
COMBAT LOG:
Knights of Salamonis 17, Fire Axe 20. KoS is at 6.
KoS 21, FA 18. FA is at 13.
KoS 15, FA 17. KoS is at 4.
KoS 21, FA 15. FA is at 11.
KoS 22, FA 24. KoS is at 2.
KoS 15, FA 19. KoS is defeated.
Salamonis has fallen! Add 1 point to your HONOUR score for your victory.
Prizing their lives above their Amonour, the surviving Knights of Salamonis flee into the hills to lick their wounds. King Salamon dies defending his very throne room, cut down and slain, his crown snatched from his blood-stained brow. His children, Prince Salamon and Princess Sarissa, have vanished; spirited away no doubt to form a kernel of future resistance. No matter! The city of Salamonis is ransacked by your horde, the Halls of
Learning burned down in an epic pyre of flaming books and scrolls, the great statue of Titan, Father of the Gods, toppled over and defaced! You have conquered the mightiest city in central Allansia!
It is time to see how well you did as the leader of your horde. Consult the Code words box on your Adventure Sheet and score points as below for each applicable Code word that you possess.
Code word - Point(s)
Champion 1
Chieftain 2
Crusher 1
Destroyer 1
Destructor 1
Dragonslayer 3
Dwarfslayer 2
Looter 1
Marauder 1
Overlord 2
Raider 1
Ravager 1
Reaver 1
Slayer 1
Trollslayer 1
Warlord 2
Total up your points, consult your current HONOUR score, and compare your result to the chart below.
You stand atop the white walls of Salamonis, lord of all you survey. Central Allansia belongs to your Tribe now, and the Ancestors will be well pleased with your endeavours. Already you have sent word to your Tribe to join you here at the capital of your future realm. But you are still not satisfied.
"What is it, chief?" says Nharog, clambering up to join you atop the wall.
"This is not enough," you reply. "Further west lies the depraved Port Blacksand, ruled by that dishonourable scum Lord Azzur. That is our next target!"
To Blacksand and beyond, who knows where your next travels will take you. But one thing is certain. Your adventures will be epic and incredible, for YOU are the BARBARIAN WARLORD!
THE END
Let's tally our points:
Trollslayer(1) + Dwarfslayer(2) + Ravager(1) + Slayer(1) + Raider(1) + Looter(1) + Champion(1) + Marauder(1) = 9
Our Honour is 21 after taking Salamonis
5-10 Chieftain
You have faced tough times and not only come out on top, but with your honour intact as well. Your horde has become a proto-state rather than a bandit kingdom, but time will tell about its durability.
That is our standing. Unfortunately, that was actually the lowest bar. There are 3 "levels" in terms of points (each separated by high or low Honour). Lowest is 5-10, next is 11-15 (Battlemaster) and highest is 16+ (Warlord). As you can see from the score chart, holding on to garrisons may be costly, but it also gives a bit more points at the end. And of course, there are 3 places on the map we never conquered (we really hate forests for some reason).
Nonetheless, you've completed the LP, so congratulations!
I will probably post about some of the stuff we missed a couple days later, since I'm not quite fully recovered from my illness. Feel free to ask anything about the adventure in the meantime, as usual.
Thanks for playing!