[LP] Double Game - Glade of Dreams: Issel, Warrior King

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Post by SGamerz »

A narrow trail leads in the direction of the valley which you saw from the tree.

Will you follow the trail towards the valley?
Or will you plunge back into the forest and continue your search for the Glade of Dreams?
Forest or valley?
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Post by Darth Rabbitt »

On one hand, the Glade of Dreams is our destination. On the other, we wouldn't have seen the valley if we hadn't climbed the tree, so I assume that there's something to be had there. Follow the trail towards the valley.
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Post by SGamerz »

You follow the trail uneventfully, and eventually emerge into a small clearing dominated by a huge Obelisk. Carved out of solid rock, it towers almost 200 feet in the air and its broad base rests on a circular platform at least 50 feet in diameter. Stepping forward cautiously, you see that the base of the Obelisk is carved with the following inscription:
TO THE SEEKERS

Every man seek his heart's desire
But few find it
and those that do
Know they have lost as much
As the have found

Sobered by the warning, you step back and look around the clearing. The track continues from the other side of the clearing. It looks more well-travelled than the one by which you came and you head along it.
Image
The track leads you across a small stone bridge and towards a small village, which thatched huts are surrounded by a wooden palisade of stakes. The track enters the village through two open gates, but as you step towards the entrance a disembodied voice speaks in your ear. "Do not enter," it warns.

Such a mysterious warning cannot go unanswered.

Will you ignore it and walk towards the gates anyway?
Or will you try to talk to the unknown speaker?
Do we talk to the creepy voice?
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Post by Darth Rabbitt »

Chat it up.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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Post by SGamerz »

"Why should I not go into the village?" you ask, feeling vaguely silly talking to the air.

"Those who live inside are the Seekers who failed in their dreams," says the voice, and you hear a rustle in the bushes not far away. "They suffered terrible disfigurement in their failures," continues the voice, "and they have sworn to kill any other Seekers that they meet to prevent you from becoming like them. It is truly a fate worse than death. But there are greater dangers in this forest. If you dream badly you could doscover those dangers all too easily."

"Who are you?" you ask, edging towards the bushes where you heard the noises.

"Stop!" it commands. "I am one of those villagers. I speak to you in the hope of persuading you to return home. Do not enter the glade; do not even try to find it. Remain what you are: an ordinary, healthy young man. There can be nothing in the glade worth losing that health for."

"I intend to regain the thrown," you say and you explain your mission, but when you have finished there is no reply. The invisible speaker has disappeared. Realizing that there can be nothing inside the village to help you in your quest, you turn back.
Somehow, there's no option for Issel to distrust the voice and still try to enter the village....
You walk a little way down the track. How many of the following places have you visited?

The Glittering Cave
The City of the Forest People
The Obelisk
The Sphinx
The Pool of Mirrors

If you have visited two or more of these places, turn to 281.
If you have visited one or none of them, turn to 239.
We have only found the Obelisk thus far....
As you do not possess enough clues to discover the position of the Glade of Dreams you must continue with your search. You move on through the forest until you come to a stream where you find a small boat tied to the bank. You can see some very dangerous-looking movements beneath the surface of the water. It would not be a good idea to swim or even wade across this stream! you have tree options.

Will you untie the boat and explore down-river?
Will you walk parallel to the stream?
Or will you head off blindly into the forest again?
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Post by Darth Rabbitt »

Walk parallel to the stream.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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Post by SGamerz »

Paralleling the stream, you head down-river. After two hours' walking, you begin to get the feeling that you are being followed. Before you can investigate, two men step from the trees ahead of you. Tall, pale-skinned and dressed in pale green cloaks, they carry low bows in their hands. In the undergrowth behind them you can just make out the presence of many others, similarly dressed.

Will you talk to these people?
Or will you duck into the dense cover of the trees and try to run away?
Do we think these people want to chat?
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Post by Darth Rabbitt »

Talk to them.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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Post by Omegonthesane »

Agreed.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Post by SGamerz »

You are greeted by one of the green-clad folk, who tells you that you have wandered into the realm of the Forest People and asks your business. When you tell them that you are searching for the Glade of Dreams, his face darkens and he tells you that you must talk to their leader.

He leads you along well-concealed forest trails to the base of a gigantic tree. A long rope ladder leads upwards into the lower branches and, as you climb, you realize that the trees all around are inhabited by a multitude of people. This is where the Forest People have made their home.

Arriving at a wooden platform on the lower branches of the tree, you are presented to the leader of the Forest People, an imposing, green-cloaked man with a commanding air. In reply to his questions, you tell him that you hope to come into your inheritance through the Glade of Dreams. On hearing this, he raises an eyebrow and leans closer to you.

"And once you become King," he says, "what will you do then? Many of us here in the forest are outlaws, men who have committed crimes and chosen to live in exile rather than face the law. What will you do?

This is a tricky question. As King, it will be your duty to uphold the law. But dare you tell this man that?

If you tell him that you will pardon all the Forest People, turn to 339.
If you tell him that you can promise nothing to those who have - by their own admission - broken the law, turn to 296.
Well, at least we've now found 2 of the landmarks of the map.

How does Issel respond to the question?
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Post by Omegonthesane »

Wait who's going to enforce those pardons if we change our minds later?

I mean, I'd say pardon them on principle bcos they're helpful right now, but that's a very protagonist centred view of morality.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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Post by SGamerz »

"If I become King, then I will pardon all the Forest People." you promise him.

He frowns and shakes his head. "A promise easily given is not a promise easily kept, young man." he says. "I do not believe you, and for the good of all of us here I dare not let you proceed in your quest any further. If you were to become King, I dread to think what unjust laws you would create. No," he says, waving aside your protests, "my mind is made up. Guards!"

Before you can draw your sword or use any magic, you feel a sharp pain in your back and you fall, mortally wounded by the sword of one of the guards.

Your adventure ends here. Be more cautious when making promises in the future!
So...yeah, the Forest People (and the authors) are well aware of how empty this promise really is.....

Unfortunately, this is game over. Would you guys like to rewind and proceed with the other option or wait till Darian completes his solo quest (or dies in the attempt like you) before another dual restart?

In normal gamebooks, I'd also give the option of rewinding to any previous sections, but in this game it'll put the 2 PCs on different paces making it a guarantee that it'll be 2 completely solo games.....
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Post by Omegonthesane »

Pretend we picked the option that doesn't get us instakilled in a way we had literally absolutely no way to predict, and which in fact seemed like the less dangerous option from the presentation.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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Post by Darth Rabbitt »

Omegonthesane wrote:Pretend we picked the option that doesn't get us instakilled in a way we had literally absolutely no way to predict, and which in fact seemed like the less dangerous option from the presentation.
This.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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Post by SGamerz »

"I can make you no false promises," you say stoutly.

The leader of the Forest People chuckles and nods his head. "I am glad you have answered in this way." he says. "I would not have believed any other reply. I think you will make a good king - if you survive the glade. But before you can enter you must pass the Sphinx. There is no other way known to us. I will have you escorted to him. Good luck, Issel. And remember us when you come into your rightful place."

Thanking him, you are led away by a small escort. They take you through winding forest trails to a high wooden barrier which blocks any further travel. As you stand, waiting with your escort, a massive head appears above the wooden barrier. Two coal-black eyes pin you with their stare.

"We have brought you a Seeker," calls one of your escort "We ask that you treat him with kindness."

The ponderous head nods. A high, hairy hand reaches over the barrier, and plucks you from the ground. "I will judge him fairly," says a rumbling voice, as you are raised high into the air.
Even though the name "Sphinx" is a well-known and familiar one in mythology, the one displayed in the picture of this book doesn't resemble the classic image of a Sphinx:
Image
Suppressing the urge to struggle, you stare back at there Sphinx with as much bravery as you can muster. It examines you closely before speaking.

"I warn you not to use magic against me," it rumbles. "I am protected against such things!" It sets you down on the ground with your back to the gate and drops to a crouch. "I am the first guardian of the Glade of Dreams," it continues. "To reach the glade you must first pass me, then the true Guardian, he who makes me look like a mouse!"

Impressed by this huge beast, you cannot help paling at the thought of another guardian which makes this one look small!

"If you hold truth in your heart," the Sphinx rumbles, "then you will find my test easy. I will ask you a riddle. If your answer pleases me, I will allow you to enter the glade. If it does not..." The animal yawns, displaying an impressive set of razor-sharp teeth, and the alternative is obvious.

"Are you ready?" it asks, and you nod.

"Very well then, here is my question: Which is the most useful: bread, honour or friends?"

Puzzled, and anxious to give the right answer, you ask for time to think. "If you are worthy o the glade," the Sphinx replies, "you should not need much time to work out the correct answer."

Warned by his tone, you try to think quickly. Which answer will you give?

If you think that bread is the most useful, turn to 226.
If you think that honour is the most useful, turn to 121.
If you think that friends are the most useful, turn to 135.
That doesn't sound like a "riddle". Seems like this Sphinx went to the Bilbo Baggins School of Riddle Construction.
Omegonthesane
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Post by Omegonthesane »

Yeah this is not a riddle by definition.

If this is another "pick correctly or die no save" then frankly, cheat.

Otherwise given that we just sat through a counterintuitive "pick the pigheaded honour option or die" I'm gonna say honour is despite all evidenec to the contrary the most useful option in this context.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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Post by SGamerz »

"Honour," you say positively. "You can have no friends without honour and if you have true friends they will always be willing to feed you."

The Sphinx nods in satisfaction. "Remember that, young King-to-be," he says. "The most important things in this life are not won easily, but they are worth all the effort you must expend to get them. Always act with honour. And now," he continues, "on to your next test!" He moves ponderously to one side and you can see that the forest trail continues beyond him.

"Follow the trail a little further and you will come to your destination," he tells you, "Good luck, Issel!"

Bowing to him, you walk past him and down the trail towards the Glade of Dreams.
I kind of wonder how many readers actually buy that "You can have no friends without honour" line. No one past the age of 5, I hope.
Rounding a sharp bend in the trail, you stop suddenly, overwhelmed by the scene that greets your eyes. Directly ahead is the entrance to the glade, but it is nothing like you expected after your struggle through the Wailing Forest. A tinkling stream bubbles to the surface in the centre of the lush glade, spilling out from a small rock pool and disappearing underground again just before it reaches the edge of the forest. A few willow trees droop gracefully over the pool and the sweet scent of flowers surrounds you. Two moss-covered rocks form a natural shelter and a carefully arranged circle of smaller stones indicates where generations of Seekers have built their campfires. The grass-covered floor of the glade is smooth and inviting and the rays of sunlight that creep through the surrounding trees gives the place an air of exciting magic.

Shaking your head in wonderment, you move forward. But, as you set foot on the thick grass of the glade, the peaceful scene is shattered by an immense, ground-shaking roar, and a heavy wind from behind threatens to push you to your knees. Hand flashing to your sword hilt, you turn around, struggling to maintain your balance. But a sword will do you no good against the Guardian who waits here. Hardly able to believe your eyes, you move your hand slowly away from your weapon and take three paces backwards. Then you bow as deeply as you can. "I had thought that dragons were dead," you say reverently.
And we pause at this cliffhanger section as we wait for Darian to make a choice at his end...
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Post by SGamerz »

The huge, scaly head is lowered to the ground before you and the golden eyes, each the size of a man's shield, swirl majestically as the mighty bronze beast speaks.

"Issel, son o Killian, son of Carl, son of Issel," it booms. You fight to remain upright against the wind of his voice. "Welcome to the Glade of Dreams. I know why you are here. I knew your great grandfather well. He was a worthy enemy years ago. It was he who killed the last of our race, the Dragon of World's End, my brother."

Scared, yet unable to react, you can do nothing but stare at the dragon's clawed foot, which rets only a few paces in front of you. You know that this magnificent beast, the oldest and only surviving member of it race, could end your life in a moment, but something tells you that this Guardian bears you no ill will.

"That was long ago," you say.

"To you, perhaps," it replies. "But to me it seems like only a few years. But I bear you no malice, young King-to-be. That is not my purpose, and the lives of dragons are too long to hold grudges. My only purpose is to guard this glade, which I have shaped, and allow only those I deem suitable to dream within it. Are you a brave man, Issel? Of course you are. You have fought long and hard to reach this place. But are you wise? Will you dream well? We shall see. Look into my eyes."

Everything you have ever heard about dragons screams against this command. These beasts, left over from the days when Riath was young and the gods walked the earth are tricky, devious, sly opponents. In a dragon's, it is said, lies madness.

Will you obey the order?
Or will you refuse politely?
Kind of weird since the descriptions were presumably all from Issel's point of view, so if he hadn't already been looking at the dragon's eyes, why would the text describe the eyes in the first paragraph?

Anyway, does Issel risk madness to obey the dragon?
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Post by Omegonthesane »

There's a difference between really looking hard into someone's eyes and glancing long enough to acknowledge the aesthetic detail of their eyes.

And obey the order. Issel does not fear madness.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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Post by SGamerz »

Bravely, you raise your head and stare directly into the dragon's eyes. To your surprise, they are closed!

"Look away now," it tells you, and its great eyelids flicker open. Quickly, you return your stare to its massive jaw and watch the flash of its teeth as it speaks again.

"You pass the test," says the dragon. "I find you worthy of the glade. But do not think your trials are over. I must warn you of what you will encounter here. Your dreams within this place have the force of reality. Whatever you dream, so long as you can hold your will to it, will come true when you awake. But what man can control his dreams? Danger lies within the souls of men, and you will find danger here. I warn you, Issel: you may die here, defeated by an apparition conjured from the evil that lies in every man's mind. If you die within your dream, then the monster that kills you will return in your place to the world of life."

Shocked, you listen as the dragon concludes its speech. "This is why men call this place the Wailing Forest," it says, "The nightmare creatures from the minds of dreamers they have killed roam these woods, trying desperately to return to the dream world from which they came. If you should die here, Issel, there will be one more monster to block the path of others."

The bronze animal begins to shimmer before your eyes. As it fades from sight you hear its final words: "Dream well," it says, "And dream wisely..."

Looking up, you see that the dragon has disappeared and, suddenly tired, you stagger towards a comfortable resting place on the grass and fall asleep.
And here, Issel finally comes to a section where the next one he turns to corresponds with the one for Darian within the Two-Player Grid, leading him to an entirely different section:
As you sit on the soft, yielding grass, a movement catches your eye at the entrance and you see that a stranger has just entered the glade. He carries a sword at his belt and his expression is one of grim determination.

The man catches sight of you and walks over, tossing his pack to the ground and greeting you with a tired smile. He is Darian, an apprentice magician, who has arrived at the Glade of Dreams with the intention of dreaming of the Wailing Forest have been as difficult and exhausting as your own, but he has finally arrived. Do you want to dream at the same time? Discuss this with him.

If you do want to dream together, turn to 42.
If not, turn 31.
In most other instances where the 2 PCs encounter each other, there's usually an extra option for them to attack each other (without first learning of each other's names, although the 2-player grid should make it easy for the players to figure out who they just met), but this is one of the only cases where the meeting is entirely non-hostile.

Do Issel literally share his dream with another man?
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Post by Omegonthesane »

Dream together.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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Post by SGamerz »

Btw, Darian also encountered an auto-fail section in the previous choice not long ago, so the 2 PCs are now tied in terms of 1 failure apiece....
You and Darian are now committed to dreaming together. To help you in your adventures, ask Issel for his Swordsmanship skill and Strength value. Then write them down on your Character Sheet (use one of the Combat boxes if you wish). Restore your Strength to its original level and make sure that Darian does the same.

You find a broad, comfortable spot in which to lie, and fall asleep together.
As you can see below, Darian doesn't spend a lot of time practicing his swordsmanship....
The dream that overtakes you is a strange one. With Darian at your side, you stand at one end of a long marble hall. A high, carved, vaulted ceiling yawns above you and broad, square polished tiles, each one inlaid with precious stones, form the floor. Two columns of fluted, marble pillars stand on either side, drawing your eye towards he far end of the hall. The walls seem to be lost in a kind of dream haze so that you cannot tell the width of the hall.

At the far end, almost lost in the distance, is a wide marble dais supporting a single throne. On the throne sits an elderly man, one hand propping up his head, which lolls to one side as if in sleep.

Beside you, Darian whispers that magic does not seem to work in this place. What will you both do now?

Will you walk towards the seated man?
Or will you try to call out to him first?
Darian might not be a very helpful partner for a while due to magic not working here (especially with that Swordsmanship skill)......

As mentioned in the introduction main thread, sections where players are supposed to make their own individual choices while in a team will be resolved via 2-player grid. In this particular case, there's no grid at all, so both players need to make a consensus on what they both want to do together.

Please discuss this in the main topic for this LP with Darian's players (only angelfromanotherpin atm) for what to do next.

Issel's Character Sheet:
Skills
Strength: 10/10
Agility: 10/10
Luck: 10/10
Magic: 4/4
Swordsmanship: 12/12
Spells:
Sense Danger (Str cost: 1)
Adventure Items
Sword, provisions, rope, flint & tinder, crystal goblet bearing the Great Seal of Franzos, Map of the Wailing Forest
Darian's stats:
Strength: 12/12
Swordsmanship: 2/2
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Post by SGamerz »

Although you both try to call to the old man, your voices seem thin and useless. He does not stir, and since there seems to be no exit from this marbled hall, you have little choice but to walk towards him.
You walk down the marble hall towards the seated old man. Part-way along, the floor beneath your feet begins to drop away from you. Make an Agility roll.

If you succeed in rolling less than or equal to your Agility score, turn 59.
If you fail, turn to 275.
Dice roll = 7 (Success).

There's a 2-player grid here, but it's not about choices, but rather a similar stat test at Darian's end...
You have both managed to avoid falling into the pit that has opened up in the floor of the marble hall. Cautiously stepping around it, you continue together towards the sleeping old man.
The old man still slumbers peacefully on his throne. Your next steps send up a shower of sparks and a terrible shock rushes through your body, but you continue.
With your next step your whole surroundings alter. Although the old man still slumbers peacefully on his throne, you are now both outside, standing in a broad, circular arena. As you look around, Darian shouts a warning and you turn to see a terrible creature running towards you. It has the body of a man but the head and strength of a bull - a minotaur! There is no alternative: the two of you must fight it. The minotaur will attack you each in turn and you should be wary - its horn are so lethal that you must lose 4 Strength points every time it hits you.

Minotaur: Horns 8 Strength 14

If Darian is killed at any time during the fight, you should turn at once to 143.
If you manage to kill the minotaur and you both survive, turn to 236.
Without the use of magic there's not much strategy to speak of. Pretty much the only thing Darian can to is to keep swinging his sword and hopes he scores a double-2. The Minotaur can potentially kill both of you in 3 rounds each while Issel needs 7 to kill it without rolling a double-2. Your best prayer is that it will miss at least twice....

However, there is an annoyingly ambiguous point about combat. The book states that if the PC is fighting more than 1 opponent at a time, he needs to split his swordsmanship skill by he number of opponents. It DOESN'T say that opponents need to do the same if they have to fight both PCs simultaneously, though, even though it would make sense.

In light of how difficult this fight is otherwise, I'm going to rule that the enemy has to go through the same penalty, otherwise your chances are low.

COMBAT LOG:
Darian rolls 6 and misses.
Issel rolls 7 and hits. Minotaur now at 12.
Minotaur rolls 4 and hits Darian. Darian now at 8.
Minotaur rolls 7 and misses Issel.
Darian rolls 4 and misses.
Issel rolls 10 and hits. Minotaur now at 10.
Minotaur rolls 7 and misses Darian.
Minotaur rolls 8 and misses Issel.
Darian rolls 7 and misses.
Issel rolls 8 and hits. Minotaur now at 8.
Minotaur rolls 7 and misses Darian.
Minotaur rolls 12 and misses Issel.
Darian rolls 6 and misses.
Issel rolls 8 and hits. Minotaur now at 6.
Minotaur rolls 3 and hits Darian. Darian now at 4.
Minotaur rolls 11 and misses Issel.
Darian rolls 7 and misses.
Issel rolls 7 and hits. Minotaur now at 4.
Minotaur rolls 7 and misses Darian.
Minotaur rolls 4 and hits Issel. Issel now at 6.
Darian rolls 9 and misses.
Issel rolls 3 and hits. Minotaur now at 2.
Minotaur rolls 9 and misses Darian.
Minotaur rolls 8 and misses Issel.
Darian rolls 2 and scores an auto-kill. Minotaur is dead!
.....yeah, Darian got his auto-kill....but Issel would have killed it in that round anyway. :/
As the minotaur dies, the arena shimmers and fades, and you find yourselves back in the marble hall. The old man is still sitting peacefully, but you are sure by now that he cannot be asleep. Taking another step towards him, you are shocked to find the floor beneath your feet has taken on the shape and solidity of a cloud! You are now both walking across a white cloud towards where the old man floats in his throne.

Do you believe that the clouds are solid? Of course not, but you must believe it now. Concentrating as hard as you can, you try to believe that the white, fluffy substance across which you are walking is actually firm enough to support you.

To concentrate on this idea, you must strain so hard that you expend 1 Strength point. (If your Strength level has fallen to zero then you are dead.)

To test if your belief is strong enough, you should roll two six-sided dice.

If the number you roll is 8 or more, turn to 122.
If the number you roll is less than 8, turn to 166.
Strength is now down to 3....

Dice roll = 9.
Although you manage to concentrate on believing that that substance you are walking on is not cloud at all, Darian has obviously failed to do so. His body sinks from sight and you are left to face the old man alone in the marble hall. Continue to call out the choices you make, however, even though Darian is no longer with you.
Image
Taking another step forward, you find yourself at the base of the marble dais which contain contains the throne ad the old man. Rising imperiously, he asks your name and purpose. Puzzled, you tell him what he wants to know, and he nods wisely.

"Issel," he says, staring down at you and fingering the jewelled hilt of his sword, which is buckled around his belt. "I do not think you will find what you are seeking."

Unwilling to believe him, you ask him why you will not be able to gregain your heritage.

"It is simple," he tells you, and his lips curve into an evil smile. "I will take your place and overthrow this false King myself. Do you not recognize me? My name too is Issel, your great-grandfather! It is your duty to give up your life and let me return to the world of men in your place!"

Shaken, you recognize the great Seal of Franzoe on a ring that he wears on his right hand. But you cannot allow this old man to take your place. His time has gone, and it is your turn now. You tell him this and he leaps from the dais and attacks you without saying another word. You must fight your great grandfather to the death!

King Issel I: Sword 10 Strength 4

If you win, turn to 267.
If you die, call out the number 162 for Darian, in case he still lives: your own adventure ends here.
COMBAT LOG:
Issel rolls 7 and hits. Great Grand-dad is at 2.
Issel I rolls 6 and hits. Issel is at 3.
Issel rolls 7 and hits. Great Grand-dad is dead...again!
The old man lies dead, sprawled across his throne. Moving closr, you find yourself removing the ring with the Seal of Franzos from his finger and placing it securely in your pocket. Perhaps with this you will be able to reclaim your lost heritage.

When did you and Darian part?

Was it when you fought the minotaur?
Or was it when you walked on the clouds?
Closing your eyes, you relax and take a deep breath. When you open them again, it is to the sight of the Glade of Dreams. Darian is bending over you anxiously.

Rising wearily, you tell him what happened in your dream, and he tells you what happened to him after he fell through the clouds. The ring that you took from your great grandfather's finger is still safely in your pocket.

When you have discussed the meaning of it all, turn to 164.
Stiff and sore from your efforts in your dreams, you walk around the Glade of Dreams for a while before sitting together by the pool to discuss your options. It seems that if here is more than one person in the dream, they both dream the same thing, so you decide to take the dreams in sequence: first Darian will try to dream about changing lead to gold and you will try to help him. Then, if that dream is successful, you will both try to dream of making you King. If neither dream is successful, then you will have to decide which of you will leave the glade while the other dreams alone.

You rest and eat (restore your Strength to its original value). Then you lie down once more and, concentrating on Darian's quest, try to fall asleep.
Opening your eyes you find that nothing has changed. You are still in the Glade of Dreams. Beside you, Darian too has his eyes opened and seems equally puzzled. You are a little suspicious and, talking it over with Darian, you suggest that you are in fact dreaming now. There appears to be one easy way to test this. In the last dream magic did not work. If it does not work now, then you will know you are dreaming.

Will you attempt a spell?
Or will you let Darian try one?
Again, you are to come to a consensus on this with Darian's player, so discuss this in the main thread. You may also tell him about what happened after he fell out of the dream, if you wish.
SGamerz
King
Posts: 6306
Joined: Mon Jun 16, 2014 11:45 am

Post by SGamerz »

Darian tries a simple spell, which works correctly. as he is telling you the result, you notice something which drives all thought of magic from your mind. Beyond Darian a dark hole is opening in the centre of the Glade of Dreams. Rising, you both move forward cautiously to investigate.

It is the entrance to a sloping tunnel, which leads deeps beneath the Glade of Dreams.

Will you follow the tunnel together?
Or will you be more cautious and use the Sense Danger spell again? If so, decide between you who will use the spell and turn to 241
Penetrate this new hole, or take precaution? Also, who to try the spell this time?
SGamerz
King
Posts: 6306
Joined: Mon Jun 16, 2014 11:45 am

Post by SGamerz »

If you were the one to use the Sense Danger spell, do not forget to reduce your Strength total by 1 point. The spell works. There is indeed danger surrounding this tunnel opening: a great deal of it! To follow the tunnel would be extremely dangerous. What will you do? This should be a joint decision.

Will you follow the tunnel underground?
Or will you stay here in the glade and try once more to dream of Darian's gold?
I don't see why the players can't decide to split up and make their own individual options here....well actually I do see why, and it's probably because it'll be more of a chore for the writers to coordinate the movements of the PCs again, so yeah, again you need to reach a consensus with Darian on whether to penetrate this extremely dangerous hole.
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