[LP] Robin of Sherwood : The King's Demon

Stories about games that you run and/or have played in.

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zach
1st Level
Posts: 45
Joined: Tue Sep 10, 2013 4:09 pm

Climb the rope in the Church

Post by zach »

     You climb the rop swiftly and surely, and emerge through a hole on to the roof beside the little belltower. Father Cedric stands on a bench and hands the Black Ram to you, then he himself starts to climb. Under your instruction, he has tied himself to the bell-rope and a combination of your heaving and his persistence brings him to join you before too long.

     You cautiously advance to the edge of the roof and look at the drop. It is only a few feet, but you must be quiet as church mice. You leao to a patch of thick grass and land without a noise. Father Cedric follows down the roof, but slips and drops the bundle. It tumbles with a clatter down to the eaves and falls to the ground.

     You hear shouts from behind the church and see Father Cedric totter and fall as a number of crossbow bolts whine and tear into him. A man runs around the building before you can find and grab the Black Ram's skull and you are forced to hide among te trees, while Sir Jean's men hand him their prize. There is only one thing to do - try to make your way to the top of Hoden Hill before the Frenchman, and ward the villagers.

     You arrive breathless at the top of the hill and find the bonfire lit and the villagers waiting expectantly. They look very solemn, and you begin to wonder whether you'll be able to convince them of the deadly danger they are in. And even if you can convince them, there's little they'll be able to do except flee. As you stand a little way from the circle of villagers, the towering form of the Black Ram arrives up the path. It walks up to the bonfire and begins to untone some words in Latin. The voice sounds remarkably like Father Cedric's and you must be the only one on top of the hill not fooled by it.

     Choosing your movement with care, you push through the reverent villagers, and draw your weapon.

     A great gasp goes up from the villagers when your sword whistles from your scabbard and you leap towards the Ram. Their astonishment turns to fear when the Ram leaps towards you. Swinging your sword wildly, you cut through cloth and connect with something hard - a wooden pole. The pole falls to the ground carrying a black cloak with it, and you find yourself face to face with ... Sir Jean de Melusine. In the time gained by throwing the Ram's cloak at you he has drawn his sword, and now stands defiantly before the bonfire.

     'So, Wolfshead, you have decided to cause me more inconvenience. This matter is no longer the concern of these peasants, however. Begone!' He waves the sword almost casually, and the villagers flee in terror down the hillside, your companions with them.

     'You are a fool. I have spoken the invocation - this is my night of power! Even your petty hedge-spirit Herne can do nothing to stop me. Yours will be the blood which summons the Black Ram of Poitou!'

There are options but we have the IVORY DISC, so the following happens:

     'Fire is my servant now, Wolfshead, and all that is mine can be made a channel for its power. You were a fool to thieve from me!'

     Sir Jean raises his arms, and you are suddenly aware of something small and exceedingly hot close to your body. You scream as the heat rises. The red-hot talisman burns its way through to your skin and agony overwhelms you.
THE END
Last edited by zach on Sun Feb 23, 2014 7:47 pm, edited 1 time in total.
zach
1st Level
Posts: 45
Joined: Tue Sep 10, 2013 4:09 pm

Post by zach »

     Robin got that Ivory disc from Ellen. I have not checked yet if we would have survived had we not had that disc. A dissapointing ending as we were forced to confront Sir Jean without an option of retreating...
zach
1st Level
Posts: 45
Joined: Tue Sep 10, 2013 4:09 pm

Post by zach »

ALTERNATIVE ENDING

Ok so thats annoying....looks like we should have avoided the lady with the Ivory Disc.....

It appears that the path to completion is either use the crucifix or to smite Sir Jean (with or without Albion)

If we didn't have the Ivory Disc we could have used the crucifix and the following would have happened:


     The silver cross seems to catch the firelight, focus it and hurl it back into Sir Jean's face. He cowers for a moment, stunned. You seize your momentary advantage, ready your sword and strike. Sir Jean defends only feebly: you smash through his parry and catch him on the shoulder. He pitches back on the ground. He clutches the shoulder as if to try to stem the flood of blood, and turns eyes full of fury on you.


(continued in following post...)
Last edited by zach on Mon Feb 24, 2014 9:09 am, edited 2 times in total.
zach
1st Level
Posts: 45
Joined: Tue Sep 10, 2013 4:09 pm

Fight with the Black Ram

Post by zach »

ALTERNATIVE ENDING (Continued)

     A trickle of blood runs from his mouth as Sir Jean speaks: 'Curse you, Robin i' the Hood! Though you may have dealt me a mortal wound, my death will be avenged!'

     So saying, he heaves himself to his feet . . . and leaps into the bonfire! There is a ghastly shriek, followed by an inhuman wail as the flames explode upwards. The fire turns blood-red, and you see an enormous figure rising up from within the pyre.

     Your eyes widen with terror as you see the form of a huge black Ram. The figure is uncannily like the mock Ram that formed part of the ritual, but behind it a curling tail sweeps back and forth and a seething malevolence oozes from its eye-sockets.

DO YOU ATTACK WITH ALBION OR GRAB THE DEMON'S TAIL

Robin grabs the demon's tail...

     When you grasp the tail of the demon, you sense you have found its weakness. The infernal creature screams a blood-curdling yell as you start to wrestle frantically with it.

THE DEMON: COMBAT SKILL=6

NOTE: YOU MUST REDUCE YOUR COMBAT ABILITY SCORE BY 2, IF YOU DO NOT HAVE ALBION

Robin rolls: 6 and 1 - 5 gives L/A arms to Demon
Robin rolls: 4 and 2 - 5 gives ow!/B
Robin rolls: 3 and 3 - 3 gives B/L
Robin rolls: 4 and 3 - 5 gives L/A Demon has combat of 4 now
Robin rolls: 5 and 1 - 5 gives -/L
Robin rolls: 6 and 2 - 5 gives B/ow!
Robin rolls: 6 and 3 - 5 gives B/B
Robin rolls: 5 and 1 - 5 gives -/L
Robin rolls: 3 and 3 - 5 gives -/ow!
Robin rolls: 2 and 1 - 5 gives B/LL

Demon overcome

Robin overcomes the demon

     You eventually dash the creature to the ground and with a mighty heave fling its vile body into the bonfire. The pyre erupts with sparks and embers, then settles gradually. As the smoke and flying hot ashes clear, the horned figure of Herne the Hunter appears silhouetted against the embers.

     'Well done, my son.' he says. 'You have purged our land of a great evil.Now you can rest, with Herne's blessing to protect you.'

YOU HAVE COMPLETED YOUR QUEST SUCCESSFULLY.

IF YOU HAVE MORE THAN 5 POINTS OF POWER, YOU HAVE SCORED A NOTABLE VICTORY.

IF YOU HAVE 4-5 POINTS OF POWER, YOU HAVE SCORED A GOOD VICTORY.

IF YOU HAVE 3 OR LESS POINTS OF POWER, YOU HAVE SCORED A CLOSE VICTORY.
Last edited by zach on Thu Mar 06, 2014 2:01 pm, edited 1 time in total.
zach
1st Level
Posts: 45
Joined: Tue Sep 10, 2013 4:09 pm

Alternative Route to Hodden Hill

Post by zach »

ALTERNATIVE PATH #1 From the post "Stay in Haxhey Village" on Fri Nov 15, 2013:

     The village square looks more like a battleground than a rural corner of England. Sprawled figures, felled by their own gluttony, are scattered among the debris of the feast. Bones, broken platters, trampled flowers, crusts of pies and loaves - all lie strewn in the well-trodden grass.

     Most of the villagers have eaten their fill, consuming as much in one sitting as they might in two weeks of a hard winter. Now you realise how some get to be big enough to play the Hood Game!

     By now, evening is drawing near and the sun is setting. It throws a red glow over the whole landscape; on fields of corn the breeze stirs undulating shadows between copper-headed stalks; in the trees starlings scream and twitter, wheeling and peppering the crimson haze with dark shapes. The sky hangs heavy with rolls and furls of cloid, which resemble blood-soaked fleeces flayed from some giant's flock.

     The villagers are gathering at one side of the square. They are preparing to go up to Hoden Hill and light thr bonfire that will become the fire of banishment. As you look round, there is no sign of Father Cedric, but one of the villagers explains: 'He'll come last, as the tailless Black Ram always does.'

DO YOU:
  • STAY BEHIND TO PROTECT FATHER CEDRIC?
  • GO UP HODEN HILL WITH THE OTHERS?


This time Robin goes up Hodden Hill with the others...

     The villager explains a little more about the ceremony.
Aelmer will be lighting the bonfire as soon as the sun has set. Then the villagers will wait for the Black Ram to arrive, as the flames of banishment leap high into the night sky. Herlmer will challenge the Ram, and the villagers must then flee from it as it pursues them down the hill.

     'No, 'tis truth, you musn't be caught by the Black Ram,' the fellow says. his face a picture of earnest entreaty. You keep your face straight in deference to his beliefs. You doubt Father Cedric could catch anyone normally, let alone dressed in a costume, and injured to boot.

BEFORE YOU GO UP THE HILL, YOU SHOULD NOTE EXACTLY WHICH POSSESSIONS, USUAL AND SPECIAL, YOU ARE TAKING UP WITH YOU. YOU MAY LEAVE ANY YOU DON'T WANT TO CARRY IN FATHER CEDRIC'S HOUSE.

     You join the villagers and your companions, and make your way up the hill in a procession of utmost solemnity. In contrast to the day's excitement, the people of Haxhey hold that the Fire of Banishment is a ritual to be undertaken with dignity and seriousness. The hill looms above you and on its crest you can see the pile of wood that will soon be lit. The bonfire stack is silhouetted black against the crimson sunset like the wise old hermit's hut at the edge of the world. When you reach the top of the hill, you gather expectantly in the dark around the bonfire.

     Aelmer and his brother Herlmer are standing near you. Aelmer is the only one carrying a torch, and his attention is firmly fixed on the dying embers of the sunset. As soon as the fiery rim of the sun dissapears, he hurls his torch at the bonfire. All eyes are turned on the brave flame as it slowly gains a hold on the towering pyre. The bonfire has been expertly built, andis soon roaring and blazing.

     The fire burns brightly, and is the only beacon of light in the gloom of evening. You can make out the faces of villagers, rendered grotesque by the pirouetting flames, but beyond them all is darkness.

     The bonfire cackles and the flames rise higher. The villagers wait quuietly, and their patience is eventually rewarded by the sound of someone walking up the hill towards the bonfire. An enormous black figure, fully nine feet tall, looms out of the darkness and enters the circle of villagers. On top of it is a skull, made doubly macabre by the dancing firelight. The tailless Black Ram has arrived!

     The enormous creature stalks right up to the bonfire, then turns round. It begins to chant in Latin, and you realise that Father Cedric's voice is firmer and more confident when delivering oratory in the high tounge.

     Veni, veni, consobrine meus,
     Veni, ater aries male,
     Frange vinculum inlustre
     Atque terrae tenebras refer,

MAKE EITHER A MINSTRELSY OR PERCEPTION ROLL (YOUR CHOICE).
     IF YOU MAKE THE MINSTRELSY ROLL:
     -2 OR LESS

     IF YOU MAKE THE PERCEPTION ROLL:
     -3 OR LESS


Robin chooses to use his Mistrelsy skill:

     Your Latin is little better than the villagers' but you're fairly sure that 'Venti' means 'Come'. It seems a strange thing to say as part of a ritual of banishment.

DO YOU:
  • CHALLENGE THE HUGE FIGURE TO REVEAL ITSELF?
  • DRAW YOUR SWORD AND ATTACK?
  • WAIT TO SEE WHAT HAPPENS (Same as if we make a bad roll in minstrelsy or Perception)
Robin waits to see what happens...(Drawing his sword to attack takes him to the paragraph with the Ivory Disc, after Robin climbed the rope out of the church...)

     Herlmer steps forward and faces the huge black figure.
     'Black Ram, bringer of blight, we defy thee! By this fire we banish thee! And with our prayers we send thee hence!' The words of the ancient ritual ring out bravely, as Herlmer stands swamped by the hughe shadow of the Ram.
     The black figure stiffly bows its head slightly, and there is a rustling from the villagers, as if they are preparing to leave.
     'Tonight is thy last night of power,' Herlmer continues. 'When comes the dawn, ye shall be naught more than grain husks in the wind.'
     Herlmer turns his back on the Ram, and Aelmer shouts out: 'May the tailless Black Ram take the hindmost!' The villagers scatter, shriekimg gleefully.

DO YOU:
  • STAY WHERE YOU ARE?
  • CHASE OFF DOWN THE HILL AS FAST AS YOU CAN?
  • DRAW YOUR SWORD AND ADVANCE ON THE RAM?
Robin draws his sword.

     The Ram leaps towards the retreating Herlmer, but you are quicker. Your sword bars the advance of the huge figure, and it comes to an abrupt halt. Then a sword leaps from the dark cloak to meet yours, the black cloak is cast away and you find yourself locked in battle with Sir Jean de Melusine.

  • IF YOU HAVE ALBION?
    IF NOT
Robin has Albion

     Sir Jean attempts to defend himself with his jewelled sword, but Albion moves smoothly in your expert grasp.

SIR JEAN DE MELUSINE: COMBAT SKILL = 7

fight omitted......
Robin wins the fight

     A trickle of blood runs from his mouth as Sir Jean speaks: 'Curse you, Robin i' the Hood! Though you may have dealt me a mortal wound, my death will be avenged!'

     So saying, he heaves himself to his feet. . . and leaps into the bonfire! There is a ghastly shriek, followed by an inhuman wail as the flames explode upwards. The fire turns blood-red, and you see an enormous figure rising up from within the pyre.

Story Continues as Robin did with the "Fight with the Black Ram"... (the previous post)
THE END
Last edited by zach on Sun Mar 09, 2014 9:26 am, edited 4 times in total.
zach
1st Level
Posts: 45
Joined: Tue Sep 10, 2013 4:09 pm

Post by zach »

.
Last edited by zach on Sun Feb 01, 2015 7:25 pm, edited 2 times in total.
zach
1st Level
Posts: 45
Joined: Tue Sep 10, 2013 4:09 pm

Post by zach »

ALTERNATIVE PATH #2

Encounter with Sir Jean before Hodden Hill

According to Robin's first path through the game, while he is in Haxhey village, this happens:


     The morning is bright and augurs well for the festival planned by the people of Haxhey. Few stir in the village: they are making their own preparations in their homes.

Robin is with his companions

     You confer with your friends, sitting at one of the oaken tables which have been set between the houses in the middle of the village, ready for the afternoon's feast.

     Aelmer joins you with a couple of the other villagers. You wonder what else might happen after last night's attack, and some are in favour of hunting down Sir Jean before he can get here. Others, including Aelmer, would rather see you stay in case more trouble arrives.

     As you sit and talk, you notice Father Cedric going across to his church for the morning service. He has to use a walking-stick, but otherwise seems much better.

  • STAY IN THE VILLAGE?
  • SEEK OUT SIR JEAN?



This time round, Robin decides to seek out Sir Jean...
Last edited by zach on Sun Aug 24, 2014 9:19 am, edited 1 time in total.
zach
1st Level
Posts: 45
Joined: Tue Sep 10, 2013 4:09 pm

Robin Seeks out Sir Jean

Post by zach »

ALTERNATIVE PATH #2 (Continued)

It is now mid-morning and, after a litte light refreshment provided by one of the goodwives, you notice the children of the village assembling in front of the Moot Hall. Aelmer's daughter Cerys, looking pretty in a yellow smock and ribbons, goes to the pen in the centre of the square to take out the lamb. She has been granted the privilege of leading the Parade of the Lamb.

     All the villagers stand outside their homes, watching the gay procession move off. The children walk in pairs with branches and flowers held high. Some beat drums or ring little bells, and a couple of older children play flutes.

     As you stand watching, someone touches you on the shoulder. You turn around and see Alison of Wickham.

Alison looks very distressed: 'Robin - it's Matthew and his friends. Edward's gone away to the Hundred Court at Leaford to give evidence and now Matthew's vanished. He and his friends have been running off quite a bit this last week or so, and Jane's son told her they were planning to play a trick on Sir Guy of Gisburne when he goes through the forest on his way to St Mary's. I don't blame you, but you've put ideas into his head and now I don't know what trouble he'll end up in. Oh Robin, I'm afraid for my son.' Alison looks strainesd and on the verge of breaking down. One of the village women, Elizabeth, comforts her.

IF YOU WERE PLANNING ON SEEKING OUT SIR JEAN?
IF NOT, DO YOU:
  • STAY TO PROTECT THE VILLAGE, TRUSTING IN MATTHEWS LUCK TO STAY OUT OF TROUBLE?
  • GATHER YOUR FRIENDS AND LEAVE WITH ALISON?

Robin leave's with Alison

     Alison's story is an unlooked-for burden, until you realise it might be of some help to your quest for Sir Jean: for who will be more likely to know of the French nobleman's intended movements and likely whereabouts than the Sheriff's incompetant steward, Sir Guy of Gisburne? If you can intercept him before he gets to the boys of Wickham, you'll save them and perhaps get some information.

     Alison is overjoyed when you tell her you'll help. You send her back home to wait for her son to return when he gets bored, and you make for the road which links Nottingham to York.

     You and your friends leave the village and make for Sherwood. The road from Nottingham to York enters Sherwood Forest and passes through it for some miles before returning to the open countryside and rough lands further north. When Sir Guy passes by. he will be on horseback and travelling fast. There are several possible courses of action. You could stretch a rope across the road and pull it up suddenly when he rides by. One of your companions suggests that you might disguise yourselves as travellers attacked by bandits, and call on Gisburne for help. You then think of a third idea: if you all hid in trees, there would be nothing for Gisburne to spot or be suspicious about - until you came hurtling down at the end of ropes!

WHICH AMBUSH DO YOU OPT FOR:
  • THE TRIP-ROPE?
  • THE TRAVELLERS IN DISTRESS?
  • THE FLYING ATTACK?
Last edited by zach on Sun Aug 24, 2014 11:15 am, edited 2 times in total.
zach
1st Level
Posts: 45
Joined: Tue Sep 10, 2013 4:09 pm

Waiting at the Ambush

Post by zach »

ALTERNATIVE PATH #2 (Continued)

Robin uses the Trip-Rope

     You don't know how much time you have before Gisburne is expected, so you hurry to prepare the ambush. You must work out who will hold the rope and who stays free to attack Sir Guy once he is unhorsed.

AT LEAST TWO CHARACTERS MUST HOLD THE ROPE. NOTE WITH AN 'R' ON YOUR CHARACTER SHEET WHO HOLDS THE ROPE. ALSO NOTE WHETHER YOU ARE HOLDING THE ROPE YOURSELF.

     You patiently sit and wait, and remind your companions that your aim is to capture Gisburne or at least stop him from passing deeper into Sherwood.While you wait, an old man driving a mule-cart approaches. Fortunately the beast steps over the rope concealed beneath leaf mould and the cart only rattles slightly.

     Eventually your watch is rewarded by the sight of Gisburne, on a dappled grey steed, galloping along at full tilt and intent on passing through the forest as swiftly as possible. Now all you need is split-second timing and the luck of Herne's son!

Robin is holding the rope.

     The mailed and richly caparisoned figure gallops towards you. Sir Guy may be alone, but he is certainly making sure he isn't defenceless. As he draws almost level with your position, you give the cry to raise the rop, praying to Herne that you have timed the action perfectly.

MAKE A PERCEPTION ROLL:
3 OR LESS
4 OR MORE


Robin rolls less than 4...

     The rope springs up from the road into Sir Guy's path and catches his horse full across its chest. Now all you have to do is hold on!

ROLL ONE DIE FOR EACH PERSON YOU HAVE MARKED AS HOLDING THE ROPE (INCLUDING YOURSELF, IF YOU CHOSE TO HOLD). IF LITTLE JOHN WAS HOLDING THE ROPE, ADD THREE TO HIS DIE ROLL. ADD UP THE RESULT. IF THE SCORE IS:
11 OR LESS...(GOOD)
12 OR MORE...(BAD)


Robin rolls more than 12

     The rope heaves against the horse's forequarters but holds, throwing the steed back. It staggers and rears, unseating the rider. Gisburne tumbles off his mount and rolls twice befoe undergrowth. Anyone holding the rope is pulled over and winded.

IF YOU WERE HOLDING THE ROPE?
IF NOT?
Last edited by zach on Sun Aug 24, 2014 1:05 pm, edited 1 time in total.
zach
1st Level
Posts: 45
Joined: Tue Sep 10, 2013 4:09 pm

Post by zach »

ALTERNATIVE PATH #2 (Continued)

Robin was holding the rope

     By the time you get to your feet, there is no sign of Gisburne. Your friends were either as flat out as you, or else helping others to their feet, and they too missed him. You quickly spread out, keeping in contract but searching for the young knight.

MAKE A WOODCRAFT ROLL OR PERCEPTION ROLL, WHICHEVER YOU ARE BETTER AT (FOR A 1 OR LESS)

Robin rolls less than 1

     There is no sign of Sir Guy, although one of the others comes across his bright blue cloak, discarded to assist in his concealment. However, you have his horse and he will not be able to go on to St Mary's today - or meet Matthew and the other boys from Wickham.
     Rejoining the others at the road, you mount Sir Guy's fine steed and ride to find the young renegades.

     A couple of miles into Sherwood Forest you are trotting along, pretending to be unoccupied but covertly scrutinising every tree and yard of undergrowth, when you spy the corner of a tan-coloured jerkin. Near by a mop of black curly hair pokes up above a leafy branch.
     You stop and address the boys of Wickham. By adopting a stern tone and threatening them with the wrath of Robin Hood you soon flush them out of the trees, and they assemble on the path, shame-faced but probably unrepentant. One carries a leather bag brimming with squashed berries with which they evidently intended to douse Sir Guy. You make them empty the bag, and send them home, Then you return to your friends.

     With no sign of either Gisburne or Sir Jean de Melusine, you decide to return to Haxhey. You are passing a small grove of trees, when something catches your eye.

MAKE A PERCEPTION ROLL FOR 2 OR LESS

Robin rolls less than two

     It appears to be a man's figure, richly dressed and accoutred, hanging from the branches of one of the oak trees. You can't make out who it is from this distance, but you think you recognise him.

DO YOU:
  • RUSH TO INVESTIGATE AND SEE IF THE HANGED MAN IS STILL ALIVE?
  • IGNORE HIM AND PUSH ON TO HAXHEY?

     A figure has been hanged from a broad horizontal branch of an old oak tree. It is a man - a rich man, to judge from his apparel. Suddenly, you realize who it is hanging from the tree: the mail, the blue cloak, the mop of limp hair the colour of straw...

     It is Sir Guy of Gisburne. His features are mottled and blue and his limbs hanfg lifeless, swinging slightly in the warm breeze. The noose is drawn tightly around his neck and he has choked to death. The hideous sight is frightening and the stench pervading the air sets your nerves on edge.

IF YOU ARE WITH ANY COMPANIONS
IF YOU ARE ALONE


Robin is alone.

     The corpse sways mesmerically; the chill counteranve of death is a ghastly vision. Your first thought is to cut him down, but the rope is too high to reach. The tree also looks difficult to climb - unless you had something to clamber on to.

DO YOU:
  • STAND ON YOUR HORSE(IF YOU HAVE ONE) AND TRY TO REACH THE ROPE?
  • LOOK AROUND FOR FOOTHOLDS ON THE TREE OR SOMETHING ELSE? IF SO, MAKE A PERCEPTION ROLL: fOR A ROLE OF 1 OR LESS.

Robin rolls more than 1

     As you start to clamber up, you are suddenly stopped by a pricking at the back of your neck. You turn slowly and see that it is caused by the point of a sword - a long, ornate sword, held by a tall, saturine man.
     His black cloak is clasped across a red and gold tunic by a brooch shaped like a golden fleece. Your assaliant is none other than Sir Jean de Melusine.
     There seems to be nothing you can do - except, perhaps, surprise him with your speed when he least expects it. But is now the right time?

DO YOU:
  • DRAW YOUR WEAPON IMMEDIATELY AND ATTACK?
    • IF YOU HAVE ALBION?
    • IF NOT?
  • WAIT AND SEE WHAT SIR JEAN DOES?

Robin does not attack with Albion

     As you dash to one side and reach for your sword, there is a glittering, lazy breeze of steel: Sir Jean's weapon spins dazzingly through the air and slices at your side.

TAKE A WOUND TO YOUR BODY AREA.
IF THIS OVERCOMES YOU GO TO....
IF NOT, CONTINUE...


     'Can Herne's son do no better?' he sneers, his English thickly accented. Although you have put some distance between the two of you and he has thrown his elegant sword away, he seems alarmingly unperturbed.
     He starts whistling strongly. From his pursed lips comes a rushing sound, accompanied by wisps of mist. His eyes appear to glaze over and the rushing grows until it is a gale buffeting you with unseen cudgels.
     You struggle desperately to remain upright and claw your way to the sorcerer, but to no avail. His mocking laugh, echoing above the wind, adds to your determination.

IF YOU HAVE AND WISH TO USE:
  • THE GOLD FLEECE BROOCH
  • THE HORN OF CERNUNNOS
  • THE IVORY DISC
    IF YOU HAVE NONE OF THESE ITEMS OR DO NOT WISH TO USE THEM

Robin uses the Ivory Disc

     When you tske out the ivory disc, the storm reaches the height of its ferocity. The winds tug and lash you, and there is no sign of Sir Jean.
     Even as you watch, the disc jumps from your hand, spinning like a demented bone tossed by gambling skeletons. The last you see of it is a glimpse of the five interwoven branches on its faces; then it falls to the ground. There is a crackling sound and the wind starts to drop.
     You go to attack the French sorcerer, only to find your legs pinned by something. You look down and see five sturdy branches snaking up at an incredibile rate; they spiral tightly around you and hold you in their leafy grasp. Soon you are totally enclosed in a prison of living greenery.
     The wind dies away completely and Sir Jean speaks from behind you: 'Perhaps this will teach you a lesson Robin Hood. They told me you like dressing in green!' He laughs maliciously and strikes you upon the head.

DELETE IVORY DISC FROM YOUR LIST OF POSSESSIONS

MAKE A HEALING ROLE FOR 1 OR LESS.

     When you come to, there is no sign of your adversary. The sun, looking swollen and heavy, like a great, rotting pumpkin, stains the sky with a gory light. Clouds hang across the horizon like blood-soaked fleeces edged with purple entrails. As the malignant red orb sets behind the nearby hills, you realise that it is only a short time before the people of Haxhey gather on Hoden Hill to light the Fire of Banishment - and you must be there to stop Sir Jean from wreaking any further blasphemies.

CROSS OFF ANY 2 SPECIAL POSSESSIONS FROM YOUR LIST AND MAKE YOUR WAY TO HAXHEY.

     You join the villagers and your companions, and make your way up the hill in a procession.....

Robin journies up Hodden Hill as in previous paths

THE END
Last edited by zach on Sun Aug 24, 2014 2:50 pm, edited 2 times in total.
zach
1st Level
Posts: 45
Joined: Tue Sep 10, 2013 4:09 pm

Post by zach »

ALTERNATIVE PATH #3

Robin is not holding the rope

     You note where Sir Guy fell into the roadside bushes. Leaving your friends to pick themselves up, you rush over and follow the trail of broken plants. Sir Guy has gone deeper into the forest, trying to evade his ambushers, but you push on relentlessly.

     You spot the furtive figure of Sir Guy lurking behind a beech tree with three trunks. You call to your friends and rush upon him. He stands his ground, his rear protected by the tree, and draws a large sword.

SIR GUY OF GISBURNE: COMBAT SKILL = 9

IF YOU OVERCOME SIR GUY WITHIN SIX ROUNDS....

IF HE OVERCOMES YOU WITHIN 6 ROUNDS...

IF THE FIGHT LASTS MORE THAN 6 ROUNDS...


Robin overcomes Sir Guy within Six Rounds

     The spectacular blow sends Gisburne down like a felled log. Soon all your friends are around, helping you and ensuring that Gisburne cannot escape.

     Reunited with your friends, you set about persuading Gisburne to talk. He is as reluctant as ever and proudly refuses to have anything to do with wolfsheads. He appears unconcerned by threats to his own life, and gibes, 'You won't kill me anyway. You can't, Wolfshead.'

IF WILL SCARLET IS WITH YOU
IF NOT

Will Scarlet is with Robin...

     Will leans over Gisburne, who is sitting, tied very securely, against a log.

     'Look 'ere, Gisburne. I don't like you. I don't like you so much that I might just tell my friends to sit on Robin while I see just how much pain you can take, before you talk.'

     You gesture curtly at Will, but realise that he means it, and that your other companions are right behind you. They jump on you and you struggle, desperate to stop Will from killing Sir Guy.

     You struggle to no avail: your companions easily hold you down, intent on getting their own way for once. Your pleas fall on deaf ears. Will grabs Gisburne's head and forces it back. His long, thin dagger glints with the reflection of the sun, as it draws slowly closer to Gisburne's face, but Sir Guy says nothing.
     'This is your last chance, Gisburne,' says Will in a low but deadly voice.
     Just as Scarlet prepares to bury the menacing blade in Gisburne's skull, one of your companions cries out.

     'Look at his eyes!'
     You glance up and realise that, with the light shining directly into them, Gisburne's eyes look somehow glazed and distant.
     'He's been bewitched!' your companions mutter in wonder. They back away from him. It certainly would explain Gisburne's strange attitude. But who would want to bewitch him - and why?
     You think carefully and conclude that Sir Guy must have been entranced by Sir Jean de Melusine. But the reason?
     You have to try to bring Gisburne to his senses, and can only guess at what means Sir Jean has employed to entrance him.

DO YOU TRY USING:
  • A SILVER CRUCIFIX?
  • THE GOLD FLEECE BROOCH?
  • HEALING SKILL?
  • THE IVORY DISC?
  • MINSTRELSY SKILL?
  • ALBION
    YOU MAY USE AN ITEM ONLY IF IT IS NOTED DOWN ON YOUR LIST OF POSSESSIONS.


Robin uses the Gold Fleece Brooch

     You turn the brooch over in your fingers and hold it in front of Gisburne. You notice that his eyes follow the motion of the trinket, and almost seem attached to it.
     When you move it away, he mutters something. You feel you are close to breaking the enchantment on the man, but this is not enough.

MAKE A HEALING ROLE: FOR -1 OR LESS

Robin rolles -1 or less

     Your skill has put Gisburne into a deeply relaxed state and he appears to be almost asleep, though his eyes are open.
     You reflect the sunlight from the gold surface and shine it right into Gisburne's eyes. With a sudden start, he awakens from his trance.
     'What?' he cries. He struggles with his bonds, then falls into despair when he realises his predicament. You can easily apply threats now, and prise information from the steward.
     'The last thing I knew, I was arranging to go to Leaford and arrest your treacherous friend, Edward of Wickham. One of my men caught his brat out in Sherwood with a bow. Then de Melusine came and spoke to me. I don't remember much after that . . . de Melusine let the child go . . . suggested I go to St Mary's and visit the Abbot . . . told me to beware of an ambush . . . not to tell you anything. God's Blood! The man's a sorcerer!' Sir Guy shakes his head as if trying to clear the last remnants of the enchantment.

     You have learned what you need from Gisburne. You leave him tied to a tree and gagged, and you head back to Haxhey.

     When you arrive back in Haxhey, you find that it us almost time for the feast.The Hood Game is over, with the Elsdion men having successfully carried the Hood to their alehouse. Despite the defeat, and the death of two Boggans, who were the referees of the game, the villagers are looking forward to the afternoon's feast with great excitement. Caught up in their enthusiasm, you take your places at the table.

We rejoin at the feast (p279) from the original path through the game, where before we had gone and played the game and Little John had got worn out and we had to delete him from our companions: http://www.tgdmb.com/viewtopic.php?p=358702#358702
:
The feast is laid out on wooden tables decorated with wild flowers set in clay...

THE END
Last edited by zach on Sun Aug 24, 2014 2:57 pm, edited 2 times in total.
zach
1st Level
Posts: 45
Joined: Tue Sep 10, 2013 4:09 pm

Post by zach »

ALTERNATIVE PATH #4
Second Meeting With Herne

From the original path, on the way to Haxhey, when we encountered the Farmers with Ellen...

http://www.tgdmb.com/viewtopic.php?p=349284#349284


     You practically run into two burley men, who wear rough clothing and each carry a staff. They look like serfs or villeins, men who work the land for themselves and their lord. The fugitive has been grabbed by one of them and you see that it is a peasant woman. Her tattered clothing and wind-blown hair now hang limply and she looks quit defeated. The other man eyes both you and the woman carefully.

      'Well, Tom, I think we've found out what was disturbin' my 'ens. This lass's been trying to steal my eggs. I'll warrant you. And this wild chap,' he says, pointing at you, 'looks like 'e's up to no good neither.' The man brandishes his staff at you.


Take the option of

FIGHT HIM TO TRY TO RESCUE THE WOMAN?

The farmer isn't too tough.

FARMER: COMBAT SKILL = 3

  • IF YOU OVERCOME HIM WITHIN 3 ROUNDS
  • IF HE OVERCOMES YOU WITHIN 3 ROUNDS, YOU LOSE ALL POSSESSIONS AND ARE THROWN INTO A BARN, SECURELY TIED
  • IF THE FIGHT LASTS MORE THAN 3 ROUNDS


The fight lasts more than three rounds

     You must also now fight the second farmer. He is much bigger and stronger than the first man has a nasty agricultural implement fixed to the end of his staff. He grins like a bully and looks very capable!

DO YOU:
  • RESOLVE THE FIGHT IN THE USUAL WAY?
  • USE A POINT OF POWER?


Robin resolves the fight in the usual way

     The second farmer is much more able.

FARMER: COMBAT SKILL = 6

IF YOU OVERCOME THE FARMERS...
IF THE FARMERS OVERCOME YOU....

Robin overcomes the farmers

     If you took a wound in the body during the fight, it means that the farmer dealt you a heavy blow across the back with his staff.

DELETE ANY ONE ITEM, OTHER THAN A HORSE, FROM YOUR LIST OF POSSESSIONS.

     You turn to the woman who is somewhat recovered. She says, 'Oh, thank you, sir. Thank you indeed, by the grace of Our Lady, for saving me.' She stops briefly, then carries on: 'My name is Ellen, sir. I am trying to flee from the Sheriff and his men, from Nottingham Castle. Do you know any of the outlaws of Sherwood Forest? For I must try to reach them, and speak with the Lady Marion.'

     You laugh and introduce yourself. Ellen laughs too, and is very grateful.

IF YOU TOOK NO WOUND FIGHTING THE FARMERS, YOU CAN GO ON IMMEDIATELY.
IF YOU TOOK ANY WOUNDS, YOU WILL HAVE TO HEAL ELLEN BEFORE YOU ARE BOTH STRONG ENOUGH TO GO ON.

MAKE A HEALING ROLE; FOR A 3 OR LESS

Robin rolls 4 or more

     The last few hours have exhausted you with pain and worry. You easily fall asleep, but you dreams are troubled.

.....Black clouds roll in across the sky, obscuring the sun. It grows darker and yet strange lights flash around you - sticky yellow and luminous green. The ground shakes and you see it split apart like a toothless grin.

     From the crack rises a hideous beaast. Smoke billows around it, confusing you, and as it clears you see it has a head like the bleached skull of a ram. Curling horns shine amber and the pits of its eye sockets are black as deepest night. Suddenly it rears its cloven-hoofed arms to strike you down and you have to defend yourself.


BEAST: COMBAT SKILL = 8

THE POWER OF THE DARKNESS IS WITH THE BEAST. IT REDUCES THE EFFECT OF ALL WOUNDS IT SUFFERS BY ONE DEGREE: e.g.

B = NO EFFECT
BB = B
X = BB

IT IS STILL AFFECTED BY KNOCK-BACKS. MARK WOUNDS YOU RECEIVE FROM THE BEAST WITH AN 'O' INSTEAD OF AN 'X'.

IF THE BEAST DEFEATS YOU, YOU LOSE 1 POINT OF POWER.

ALL THE WOUNDS YOU TOOK FIGHTING THE BEAST DISSAPEAR WHEN . . .

     You wake up suddenly, glad to be out of the nightmare - until you realise that lying beside you are a few shreds of ancient bone.

DO YOU:
  • ASK THE WOMAN TO TELL YOU HER STORY?
  • GO OFF INTO THE FOREST TO SEEK ADCVICE FROM HERNE?


Robin goes off to Herne. . .

     You set off into the trees alone. The shadows lengthen in the forest and you feel at home in the realm of Herne.

IF YOU HAVE THE WILD ROSE?
IF NOT?


Robin has the wild rose. . .

     The moon rises high above you, bathing the trees in an eerie silver light. A mist soon wraps you in an ethereal shroud of vapours.

     Your confidence and feeling of well-being seep away, as the forest assumes an unfamiliar aspect. The trees seem to loom over you and rustle their leafy limbs. Where is Herne?

     Soon you find yourself in a forest glade. The mist swirls about you, and suddenly you see a hughe, horned, dark-cloaked figure, standing across the glade from you.

DO YOU:
  • INSTANTLY FRAW ALBION AND ATTACK THE CLOAKED FIGURE?
  • WAIT CAUTIOUSLY FOR THE FIGURE TO ACT?


Robin waits cautiously. . .

     The horned figure raises its arms. 'My son,' it says, and you recognise Herne's voice as the mist clears, allowing you to discern the antlers of the Forest Spirit.
     'Follow me,' he says, and turns to go. You follow for a short way, through a narrow gorge. When you see the glistening cascade of the waterfall in the moonlight, you know that Herne has brought you to his cave.

     You pass through the veil of water, which resembles a tapestry of silver threads, and find yourself in a spray-drenched tunnel. Herne leads you down to a large cavern, which is lit by glittering torches. There he offers you simple barley bread and wild forest mushrooms to eat.

     While you eat, Herne speaks to you: 'You must always remember who you are, and whom you are fighting for. Soon will come the time when you will follow the tailless Black Ram. When all around you flee, you must be the hindmost. Catch the Ram by its tail. Use the Power of Light and Darkness that is in you.'

     When you finish the food, Herne bids you lay down. You sleep deeply and peacefully, and when you awaken, Herne is gone. You feel much better and leave his cave to retrace your steps through the forest.

     IF YOU WERE INJURED, HERNE HAS HEALED YOU OF UP TO 4 WOUNDS.

     You return to find your friends with Ellen, sharing a breakfast of curds and hot, spiced milk. Ellen tells you her tale.

     Ellen tells you why she has had to flee Nottingham Castle:....

http://tgdmb.com/viewtopic.php?p=349466#349466

THE END
Last edited by zach on Sun Aug 31, 2014 3:30 pm, edited 2 times in total.
zach
1st Level
Posts: 45
Joined: Tue Sep 10, 2013 4:09 pm

Epilogue

Post by zach »

Hi, I thought I would round up this adventure with the following summary and maps:


     I found this adventure a bit dull to be honest. The introductory prose was great and throughout the book there were enjoyable descriptions but overall it seemed to require a lot of attention and I wasn't interested enough in a lot of the characters.

     Also what people on this forum have said it probably depends if you buy into thr Robin Hood + Magic.

     Below is a hint/summary guide of how to get through the adventure. The best route is the one where you have the most points of Power at the end of the game. So that is what is described below.

     I couldn't make any sense of the clue from Herne (below):

     'Robin i' the Hood. Do not be afraid to face the evil in the fire. Use the Power of Light and Darkness that is in you. Who holds ye skull? Where you see one, there shall be two. Bright steel and brighter spirit in turn shall overcome them.'


Usual Possessions:

Silver Crucifix

Special Possessions (You don't gain anything for collecting them - they just allow you to make progress later-on):

GOLDEN BROOCH
WILD ROSE
IVORY DISC
HORN OF CERENOUS
SILVER SPURS

You need to keep the Silver Crucifix to make the final confrontation easier with Sir Jean/The Demon.
You need the WILD ROSE to get a point of Power later-on.

The Horn of Cernunnos is not of much use in the whole adventure. Same with the Silver Spurs.
You start with 5 points of Power, To get the most additonal (3) points of Power:

Return to your friends in Sherwood Forest, Goto Haxhey, Stay with Father Cedric until tomorrow....When you encounter the angry woman you need to placate her and then give her(Elizabeth) the WILD ROSE (1 point of Power).

Stay the evening with Father Cedric, mount a raid on the Tax collectors (1 point of Power).

Have an encounter with Herne (1 point of Power), where he gives you the clue described above.

The maps:

Map 1: Sherwood Forest
Map 2: Haxhey/Father Cedric
Map 3: Hood game/Sir Guy of Gisburne
Map 4: Hodden Hill

I began to mark the original route(black line), the ammended route( black line with arrows ) and the blue and green routes before I found out the better route through the game (with the most points of Power)


Map 1: Sherwood Forest:
Image

Map 2: Haxhey/Father Cedric:
Image

Map 3: Hood game/Sir Guy of Gisburne:
Image

Map 4: Hodden Hill:
Image


Links to full size images of the above:

Map 1
Map 2
Map 3Map 4
Last edited by zach on Sun Feb 01, 2015 7:58 pm, edited 1 time in total.
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