Post wurde zuletzt am 14.06.2012 um 00:32
Uhr von Kafuka editiert. Der alte Haxx0r!
You are forced to cut a path through the horde of creatures that huddle on the steps leading to the jetty. Creatures are crawling out of the ground itself; everywhere you look black slimy hands are bursting through the surface, squeezing their way free from Kazan-Oud through the scores of fissures opening up in the sheer rock wall.
Near to the base of the steps, you are dragged to the ground by a clutch of loathsome slaves. They pay dearly for their mistake but not before your Backpack is torn from your shoulders (erase your Backpack and all that it contained from your
When you reach the jetty you are covered from head to toe in the blood of your foes. The sight is so frightening that all resistance melts away, and creatures hurl themselves into the lake rather than face the fearsome straight-backed, white-skinned killer of their kin. Beneath the jetty steps you discover an arch, sealed off at one end and with a weed-encrusted stone door at the other. Inside is a small wicker coracle and a paddle.
Having fought off the most determined of Kazan-Oud's horrors, you launch the coracle, jump aboard and paddle frantically towards the distant glimmer of the power-shield. The deafening death-cry of Kazan-Oud echoes in your ears.
As soon as you have passed through the power-shield, you are greeted like a hero by a huge flotilla of fishing vessels and trading barges. An hour ago, upon seeing the eruption of Kazan-Oud, every boat in Herdos set sail for the shield, for the eruption signalled the end of the bane that had haunted Dessi for hundreds of years. Now they cheer the Sommlending warrior who has delivered them from Dessi's evil shadow. Eager hands pull you aboard Lord Ardan's caravel, and a fanfare salute is sounded by the trumpeters of his Vakeros guards.
‘We are forever in your debt, Lone Wolf,’ says Lord Ardan, as he shakes your hand warmly in gratitude and friendship. ‘You have achieved what we feared to be impossible, and you live to tell the tale. Your bravery is an inspiration to us all.’ His words are reinforced by the delirious cheers of his people. He asks of your own quest, and, when you remove the Lorestone of Herdos from the pocket of your tattered and scorched tunic, his eyes widen with amazement.
He bows his head and says in a solemn and respectful voice, ‘My lord, you stand upon the threshold of greatness. Your purpose and your destiny are known to the Elder Magi, for we have awaited your coming for many thousands of years. Our survival and the survival of all we cherish rests on the success of your Magnakai quest. The time has come, Lone Wolf, for you to learn our wisdom, for we are of the same blood, you and I, and our fate is bound together. We will prepare you for your next quest, for the Lorestone you must find next exists in the land that was once our home, in the temple that was once our most sacred place of worship, in the chamber where our master first appeared to us.’
Your quest has succeeded, for the strength and wisdom of the Lorestone of Herdos is now a part of your body and spirit. But there is much for you to learn from the Elder Magi as they prepare you for the most challenging of the Magnakai quests you have yet to attempt, a quest that will take you deep into the hostile swamps of the Danarg, where the evil creatures of Agarash the Damned still thrive and dominate the land.
If you have the courage of a true Kai Master, the secrets of the Elder Magi and the perils of the Danarg await you in Book 8 of the Lone Wolf series entitled:
The Jungle of Horrors
Zeit: 9:30 Uhr
#2083
... 14.06.2012
... so zwischen 00:50 und 02:14 Uhr
... neu!
Post wurde zuletzt am 14.06.2012 um 10:23
Uhr von Kafuka editiert. Der alte Haxx0r!
The story so far...
You are the warrior, Lone Wolf, last of the Kai Masters of Sommerlund and sole survivor of the massacre that destroyed your kinsmen during a bitter war with your age-old enemies, the Darklords of Helgedad.
Many centuries have passed since Sun Eagle, the first of your kind, established the Order of the Kai. Aided by the magicians of Dessi, he completed a perilous quest to find seven crystals of power, known as the Lorestones of Nyxator. On discovering them he unlocked a wisdom and strength that lay within both the Lorestones and himself. He recorded the nature of his discoveries and experiences in a great tome entitled The Book of the Magnakai. You have discovered this lost Kai treasure and have given a solemn pledge to restore the Kai to their former glory, ensuring the security of your land in the years to come. However, your diligent study of this ancient book has enabled you to master only three of the ten Magnakai Disciplines. To fulfil your pledge you must complete the quest first undertaken by Sun Eagle over one thousand years ago and find the Lorestones of Nyxator. By doing so, you, too, will acquire the power and wisdom of the Magnakai, which is held within the Lorestones' crystal forms.
Already your quest has taken you far from your northern homeland. Following in the footsteps of the first Kai Grand Master, you journeyed to Dessi and sought the help of the Elder Magi, the magicians who aided Sun Eagle on his quest long ago. There you learned that one of the seven Lorestones was still present in their land, hidden deep within the island stronghold known as Kazan-Oud--Castle Death. In the years since Sun Eagle first came to Dessi, the fortress of Kazan-Oud had become the abode of a great but evil sorcerer called Zahda. The Elder Magi, realizing the danger of Zahda's increasing power, attempted to destroy Kazan-Oud, but they failed. In desperation they constructed a prison of energy around the fortress to prevent Zahda from ever escaping. Steadily, however, his power grew and the people of Dessi lived in fear of the day when he would break free and wreak his vengeance upon them. When you resolved to enter Kazan-Oud to retrieve the Lorestone, the Elder Magi rejoiced, for the success of your quest would bring about the destruction of Zahda and put an end to the bane that had haunted Dessi for hundreds of years.
You survived the perils of Castle Death and emerged triumphant, achieving that which the Elder Magi had believed to be impossible. During the victory celebrations held in your honour you learned that for centuries the Elder Magi had been expecting your coming. An ancient Dessi legend tells of the birth and rise to greatness of two koura-tas-kai--'sons of the sun'. One was named Ikar, which means 'eagle'; the other was called Skarn, which means 'wolf'. A prophecy foretold that the koura-tas-kai would come from the north to seek the council of the Elder Magi in order that they might fulfil a great quest. Although separated by several centuries, they would share one spirit, one purpose and one destiny--to triumph over the champions of darkness in an age of great peril.
At the Temple of Truth in Elzian, the magnificent capital city of Dessi, the Elder Magi prepared you for the next stage of the Magnakai quest. Lord Rimoah, the speaker of the High Council, tutored you in the ancient histories of Magnamund, and you received lessons in lore that you would have learned from the Kai Masters if only they had survived the attack by the murderous Darklords of Helgedad.
The Lorestone you must find now lies hidden in a temple in the centre of a jungle-swamp known as the Danarg. In ancient times this huge area, once the crater of a massive volcano, was controlled by a powerful lord of evil called Agarash the Damned. The Elder Magi defeated him in a war that lasted one thousand years and, in the wake of his destruction, they turned the Danarg crater into a rich and fertile paradise, the perfect setting for their most sacred place of worship--the Temple of Ohrido. The Danarg flourished until a great plague befell the Elder Magi and decimated their race. They were forced to abandon the Danarg and seek refuge in Dessi. Slowly the Danarg was consumed by a creeping mire, which swallowed or poisoned all healthy forms of life. The crater became a sanctuary for a host of evil creatures who thrived in the fetid waters and fought for control of the treacherous shifting mud flats. Many came from the barren hills of Ogia, but many more awoke from lairs deep beneath the crater where they had lain dormant since the defeat of their master, Agarash the Damned, eight thousand years ago.
Now the time for study has passed and the time for swift action has arrived. Grim news from the west prompts the Elder Magi to cease their counselling and arrange for your immediate passage to the Danarg. In the Darklord city of Helgedad a civil war has raged for five years following your defeat of Haakon, Archlord of the Black City. Now, a new lord sits upon the throne of Helgedad--Darklord Gnaag of Mozgôar.
'The Darklords are united behind their new leader,' reports Lord Rimoah solemnly to his fellow elders of the High Council. 'And they are hungry for conquest and revenge. Their strength grows with each passing day. We dare delay no longer.'
Silently the members of the High Council rise from their seats and turn to face you. No sounds reach your ears, yet the words of their blessing fill your mind.
'May the gods Ishir and Kai protect you on your journey into darkness, Kor-Skarn,' they intone.
Magnakai Disciplines:
During your training as a Kai Lord, and in the course of the adventures that led to the discovery of The Book of the Magnakai, you have mastered all ten of the basic warrior skills known as the Kai Disciplines.
After studying The Book of the Magnakai, you have also reached the rank of Kai Master Superior, which means that you have learnt three of the Magnakai Disciplines listed below. It is up to you to choose which three skills these are. As all of the Magnakai Disciplines will be of use to you at some point on your adventure, pick your three with care. The correct use of a Magnakai Discipline at the right time can save your life.
The Magnakai skills are divided into groups, each of which is governed by a separate school of training. These groups are called ‘Lore-circles’. By mastering all of the Magnakai Disciplines in a particular Lore-circle, you can gain an increase in your COMBAT SKILL and ENDURANCE points score.
Animal Control
This Magnakai Discipline enables a Kai Master to communicate with most animals and to determine their purpose and intentions. It also enables a Kai Master to fight from the saddle with great advantage.
Curing
The possessor of this skill can restore 1 lost ENDURANCE point to his total for every numbered section of the book through which he passes, provided he is not involved in combat. (This can only be done after his ENDURANCE has fallen below its original level.) This Magnakai Discipline also enables a Kai Master to cure disease, blindness and any combat wounds sustained by others, as well as himself. Using the knowledge that mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots and potions that may be encountered during the adventure.
Huntmastery
This skill ensures that a Kai Master will never starve in the wild; he will always be able to hunt for food, even in areas of wasteland and desert. It also enables a Kai Master to move with great speed and dexterity and will allow him to ignore any extra loss of COMBAT SKILL points due to a surprise attack or ambush.
Psi-surge
This psychic skill enables a Kai Master to attack an enemy using the force of his mind. It can be used as well as normal combat weapons and adds 4 extra points to your COMBAT SKILL.
It is a powerful Discipline, but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 ENDURANCE points. A weaker form of Psi-surge called Mindblast can be used against an enemy without losing any ENDURANCE points, but it will add only 2 extra points to your COMBAT SKILL. (Psi-surge and Mindblast cannot be used simultaneously.) Psi-surge cannot be used if your ENDURANCE falls to 6 points or below, and not all of the creatures encountered on your adventure will be affected by it; you will be told if a creature is immune.
If you choose this skill, write ‘Psi-surge: +4 COMBAT SKILL points but −2 ENDURANCE points per round’ and ‘Mindblast: +2 COMBAT SKILL points’ on your Action Chart.
Psi-screen
Many of the hostile creatures that inhabit Magnamund have the ability to attack you using their Mindforce. The Magnakai Discipline of Psi-screen prevents you from losing any ENDURANCE points when subjected to this form of attack and greatly increases your defence against supernatural illusions and hypnosis.
Nexus
Mastery of this Magnakai skill will enable you to withstand extremes of heat and cold without losing ENDURANCE points and to move items by your powers of concentration alone.
If you successfully complete the mission as set in Book 7 of the Lone Wolf series, you may add a further Magnakai Discipline of your choice.
Lore-circles of the Magnakai:
In the years before their massacre, the Kai Masters of Sommerlund devoted themselves to the study of the Magnakai. These skills were divided into four schools of training called ‘Lore-circles’. By mastering all of the Magnakai Disciplines of a Lore-circle, the Kai Masters developed their fighting prowess (COMBAT SKILL), and their physical and mental stamina (ENDURANCE) to a level far higher than any mortal warrior could otherwise attain.
Listed below are the four Lore-circles of the Magnakai and the skills that must be mastered in order to complete them.
Circle of Fire
Weaponmastery & Huntmastery
Circle of Light
Animal Control & Curing
Circle of Solaris
Invisibility, Huntmastery & Pathsmanship
Circle of the Spirit
Psi-surge, Psi-screen, Nexus & Divination
By completing a Lore-circle, you may add to your COMBAT SKILL and ENDURANCE the extra bonus points that are shown below.
Lore-circle Bonuses
Circle of Fire
+1 CS +2 EP
Circle of Light
0 CS +3 EP
Circle of Solaris
+1 CS +3 EP
Circle of the Spirit
+3 CS +3 EP
All bonus points that you acquire by completing a Lore-circle are additions to your basic COMBAT SKILL and ENDURANCE scores.
Improved Disciplines:
As you rise through the higher levels of Magnakai training you will find that each of your skills will steadily improve. For example, if you possess the Discipline of Divination when you reach the Magnakai rank of Scion-kai, you will be able to ‘Spirit Walk’ and leave your body in a state of suspended animation as you explore your immediate surroundings unhindered by physical limitations.
The nature of these additional improvements and how they affect your Magnakai Disciplines will be noted in the Improved Disciplines section of future Lone Wolf books.
Equipment:
Before leaving Dessi on your journey to the Danarg, the Elder Magi give you a map of the jungle-swamp and its surrounding lands, and a pouch of gold that contains 11 Gold Crowns.
The Elder Magi offer you a choice of equipment to aid you on your perilous mission. You can take five items from the list below, again adding to these, if necessary, any you may already possess. However, remember that you can carry a maximum of two Weapons and eight Backpack Items.
Sword (Weapons)
Bow (Weapons)
Quiver (Special Items) This contains six arrows. Tick them off as they are used.
Rope (Backpack Items)
Potion Of Laumspur (Backpack Items) This potion restores 4 ENDURANCE points to your total when swallowed after combat. There is enough for only one dose.
Lantern (Backpack Items)
Mace (Weapons)
3 Meals (Meals) Each Meal takes up one space in your Backpack.
Dagger (Weapons)
3 Fireseeds (Special Items) When thrown against a hard surface, these Fireseeds explode and burn fiercely.
Zeit: 23:30 Uhr
#2086
... 14.06.2012
... so zwischen 15:21 und 16:45 Uhr
... neu!
Post wurde zuletzt am 14.06.2012 um 21:20
Uhr von Drake editiert. Der alte Haxx0r!
Huntmastery
Quiver
Rope Potion Of Laumspur
Lantern
2 Fireseeds
edit: @kafu haben wir den komischen dolch um die darklords zu killen eigentlich auch wieder bekommen hab den vorher nämlich nicht im inventar gesehen
#2087
... 14.06.2012
... so zwischen 20:19 und 21:43 Uhr
... neu!
Und weil´s bisher so schön war, möge man mir hoffentlich verzeihen und das folgende mehr als Hommage + Aufforderung ans Weitermachen denn als Spam sehen
og og Kafu
#2091
... 11.08.2012
... so zwischen 23:23 und 00:47 Uhr
... neu!
Post wurde zuletzt am 19.11.2012 um 21:04
Uhr von Kafuka editiert. Der alte Haxx0r!
The story so far...
You are the warrior, Lone Wolf, last of the Kai Masters of Sommerlund and sole survivor of the massacre that destroyed your kinsmen during a bitter war with your age-old enemies, the Darklords of Helgedad.
Many centuries have passed since Sun Eagle, the first of your kind, established the Order of the Kai. Aided by the magicians of Dessi, he completed a perilous quest to find seven crystals of power, known as the Lorestones of Nyxator. On discovering them he unlocked a wisdom and strength that lay within both the Lorestones and himself. He recorded the nature of his discoveries and experiences in a great tome entitled The Book of the Magnakai. You have discovered this lost Kai treasure and have given a solemn pledge to restore the Kai to their former glory, ensuring the security of your land in the years to come. However, your diligent study of this ancient book has enabled you to master only three of the ten Magnakai Disciplines. To fulfil your pledge you must complete the quest first undertaken by Sun Eagle over one thousand years ago and find the Lorestones of Nyxator. By doing so, you, too, will acquire the power and wisdom of the Magnakai, which is held within the Lorestones' crystal forms.
Already your quest has taken you far from your northern homeland. Following in the footsteps of the first Kai Grand Master, you journeyed to Dessi and sought the help of the Elder Magi, the magicians who aided Sun Eagle on his quest long ago. There you learned that one of the seven Lorestones was still present in their land, hidden deep within the island stronghold known as Kazan-Oud--Castle Death. In the years since Sun Eagle first came to Dessi, the fortress of Kazan-Oud had become the abode of a great but evil sorcerer called Zahda. The Elder Magi, realizing the danger of Zahda's increasing power, attempted to destroy Kazan-Oud, but they failed. In desperation they constructed a prison of energy around the fortress to prevent Zahda from ever escaping. Steadily, however, his power grew and the people of Dessi lived in fear of the day when he would break free and wreak his vengeance upon them. When you resolved to enter Kazan-Oud to retrieve the Lorestone, the Elder Magi rejoiced, for the success of your quest would bring about the destruction of Zahda and put an end to the bane that had haunted Dessi for hundreds of years.
You survived the perils of Castle Death and emerged triumphant, achieving that which the Elder Magi had believed to be impossible. During the victory celebrations held in your honour you learned that for centuries the Elder Magi had been expecting your coming. An ancient Dessi legend tells of the birth and rise to greatness of two koura-tas-kai--'sons of the sun'. One was named Ikar, which means 'eagle'; the other was called Skarn, which means 'wolf'. A prophecy foretold that the koura-tas-kai would come from the north to seek the council of the Elder Magi in order that they might fulfil a great quest. Although separated by several centuries, they would share one spirit, one purpose and one destiny--to triumph over the champions of darkness in an age of great peril.
At the Temple of Truth in Elzian, the magnificent capital city of Dessi, the Elder Magi prepared you for the next stage of the Magnakai quest. Lord Rimoah, the speaker of the High Council, tutored you in the ancient histories of Magnamund, and you received lessons in lore that you would have learned from the Kai Masters if only they had survived the attack by the murderous Darklords of Helgedad.
The Lorestone you must find now lies hidden in a temple in the centre of a jungle-swamp known as the Danarg. In ancient times this huge area, once the crater of a massive volcano, was controlled by a powerful lord of evil called Agarash the Damned. The Elder Magi defeated him in a war that lasted one thousand years and, in the wake of his destruction, they turned the Danarg crater into a rich and fertile paradise, the perfect setting for their most sacred place of worship--the Temple of Ohrido. The Danarg flourished until a great plague befell the Elder Magi and decimated their race. They were forced to abandon the Danarg and seek refuge in Dessi. Slowly the Danarg was consumed by a creeping mire, which swallowed or poisoned all healthy forms of life. The crater became a sanctuary for a host of evil creatures who thrived in the fetid waters and fought for control of the treacherous shifting mud flats. Many came from the barren hills of Ogia, but many more awoke from lairs deep beneath the crater where they had lain dormant since the defeat of their master, Agarash the Damned, eight thousand years ago.
Now the time for study has passed and the time for swift action has arrived. Grim news from the west prompts the Elder Magi to cease their counselling and arrange for your immediate passage to the Danarg. In the Darklord city of Helgedad a civil war has raged for five years following your defeat of Haakon, Archlord of the Black City. Now, a new lord sits upon the throne of Helgedad--Darklord Gnaag of Mozgôar.
'The Darklords are united behind their new leader,' reports Lord Rimoah solemnly to his fellow elders of the High Council. 'And they are hungry for conquest and revenge. Their strength grows with each passing day. We dare delay no longer.'
Silently the members of the High Council rise from their seats and turn to face you. No sounds reach your ears, yet the words of their blessing fill your mind.
'May the gods Ishir and Kai protect you on your journey into darkness, Kor-Skarn,' they intone.
Camouflage
Weaponskill -> +2 CS with a Mace
Sixth Sense
Hunting
Mindblast -> +2 CS
Healing
Tracking
Mind over Matter
Mindshield
Magnakai Disciplines:
Divination
Pathsmanship
Invisibility
Weaponmastery (+3CS mit Sword,Dagger,Bow)
Huntmastery
Lore-Circles: Circle of Fire (+1 CS, +2 EP) Circle of Solaris (+1 CS, +3 EP)
Weapons:
Sword
Bow
Belt Pouch:
19 Gold Crowns
Backpack Items (3/8):
Potion of Laumspur
Lantern
Rope
Special Items:
» Map
Ticket
Red Pass
Blue Stone Triangle
Firesphere
Diamond 3x
Scroll
Dagger of Vashna
Sash
Brass Whistle
Brass Whistle
Quiver (6)
Padded Waistcoat
Ticket to Rhem
Power Key
Note - "123"
Platinum Amulet
2 Fireseeds
Pass
This is the beginning of the journey....
You leave Elzian under cover of darkness on a trading ship bound for Garthen. It is a trim vessel, lean-prowed and simple in design—one of a thousand such ships that sail the chain of land-locked seas and lakes dividing the northern and southern continents of Magnamund. Its passage along this great waterway called the Tentarias is unlikely to invite undue attention, and it is for this reason that the Elder Magi have placed you aboard. The nature of your voyage is secret, but you are not alone, for a guide has been chosen to accompany you on your dangerous mission. His name is Paido, a tall, ebony-skinned Vakeros, who is a master of the art of battle-magic. Among his fellow warriors he is a high-ranking lord, respected and honoured for his bravery and skill on the field of battle. Now, for the mission that lies ahead, he has exchanged his gold and scarlet robes for the clothes of a commoner, a roving adventurer with a sword for hire. It is a disguise you too have adopted to veil your true identity on the long voyage to the land of Talestria, where a rendezvous with royalty awaits you.
You sail westwards, a benevolent wind filling the triangular sail and skimming the ship across the still, blue waters. The hull seems to slide over the surface of the water rather than cut its way through, and you cannot help but wonder if Paido has conjured some magic to speed your passage. Your first port of call is the city of Talon, where food stocks and fresh water are replenished. Then the voyage continues along the Tentarias to the port of Orello, the last stopping place before your ship-bound journey ends at Garthen—crown capital of Talestria.
It is an hour past midnight when you dock at Varnos Harbour in Garthen, a sprawling network of quays and cracked stone jetties that shelter great fleets of merchants, traders, and dhows. Silently like a shadow, you disembark and follow Paido through the twisting harbour streets, slowly climbing the steep stairs that connect one level of Garthen to the next. Rusty lanterns cast pools of yellow light beneath the timbered balconies, illuminating the stalls of merchants and vendors who will haggle, brag, and barter in the crowded streets till dawn. Paido halts at an iron-shod door and raps the grille with the hilt of his blue-steel sword. A man’s face appears, stern and handsome, with smooth dark hair and keen, intelligent eyes. A smile of recognition softens his lordly features when he sees Paido. In an instant the door swings open and you are ushered inside.
The man’s name is Adamas, Lord Constable of the Royal Citadel, protector and cousin of Queen Evaine of Talestria. For centuries a strong bond of friendship has existed between the royal household and the magicians of Dessi, and when called upon by the Elder Magi to help you in your quest, Queen Evaine pledged her support without hesitation. She has volunteered the services of Lord Adamas, who is to ensure your safe and unhindered passage through Talestria to the borders of the Danarg. At dawn, after snatching a few hours’ sleep, you are taken by coach to the east city wharf, where an empty corn barge is waiting to ferry you up-river. Haulage is provided by eight large ghorkas—hairy, ox-like creatures from the plains of Slovia—which are harnessed to the barge by chains. They lumber along the cobbled towpath, continually kept in line by the stinging lash of the barge owner’s zull-hide whip. The next day the barge arrives at a small river village called Lona, where a detachment of Lord Adamas’ cavalry, resplendent in surcoats of scarlet and grey, provide you with horses for the cross-country journey to the fortified city of Phoena.
Ill news greets you in Phoena, the city of triple towers. Zegron, warlord of Xanar, ruler of the barren highlands of Ogia, has amassed an army of Drakkarim warriors. Three days ago they attacked the border town of Luukos to the north. The Talestrian garrison put up a brave and spirited defence, but they were hopelessly outnumbered by the bloodthirsty Ogian horde that drove through the perimeter walls with battering rams and engines of war. The Drakkarim razed Luukos to the ground, and only a handful of survivors escaped to tell of the dreadful battle.
‘The situation is grave,’ reports Lord Adamas, on returning from an emergency conclave of his fellow Talestrian knights. ‘For decades Zegron and his minions have raided our northern territories, but never before with such determination and strength. We must mobilize our army for war, for it is war that Ogia has invited by its unforgivable attack on Luukos. I must return to Garthen to muster my retainers in preparation for battle and inform the Queen of the evil that threatens her realm. I can no longer escort you to the Danarg, though your quest must proceed in spite of all that conspires against it.’
He sends for his scribe, who arrives with helpers laden with the paraphernalia of his craft. He dictates an order of safe conduct and sets the impression of his signet ring into the hot wax seal before passing the parchment to you.
‘Our northern people are a frontier breed, wary and suspicious of strangers. If challenged, show this Pass and your safe passage will be assured by all who are loyal to Queen Evaine.’
Early next morning Lord Adamas accompanies you and Paido to the main square of Phoena; it is from here that your quest begins. The first leg of your journey to the Danarg will take you north to the town of Tharro which nestles in the fertile uplands of Talestria. There are two ways of reaching the town: you can travel by road or you can take a barge along the River Phoen. Consult the map before deciding which route to take.
You wish to travel to Tharro by barge.
You prefer to ride to Tharro along the Great North Road.
Zeit: 19:00 Uhr
Wie in einem anderen Thread erwähnt..jetzt wo ich Urlaub hab..eine weitere Runde. Glhf
War nen bissl gewurschtel beim schauen und ich übernehme keine Garantie, dass ich alles zu 100% richtig übernommen habe. Ich werd auf jedenfall nochmal drüber schauen und es schadet nicht, wenn ihr es auch mal flott macht.
Map ist im Inventory verlinkt..siehe dazu "This is how strong you are..." in diesem Post.
Edit: Warten wir mal bis 12:00 Uhr. Evtl ist dahin mehr als nur ein Vote da.
#2093
... 19.11.2012
... so zwischen 10:20 und 11:44 Uhr
... neu!
Ein für kafu! Man was hatte ich mich gefreut, als der Thread sich aus meinen Aboleichen erhoben hat.Du hattest es zwar angedeutet Kafu, aber so richtig dran glauben konnt ich ka noch nicht. Danke, dass du dir ein weiteres Mal die mühe machst. :)
#2094
... 20.11.2012
... so zwischen 06:13 und 07:37 Uhr
... neu!
The morning sky is filled with a sullen grey haze, and around you the tall plains grass undulates like a green sea, stirred to motion by a chill westerly breeze. The Great North Road cuts a straight line to the horizon with tracks that lead to cottages and farmsteads branching off at regular intervals. Sheep and cattle graze by the roadside, and the air is rich with the scents of the farmyard, flowers, and damp grass.
‘We should reach Tharro by sundown,’ you comment, checking your position on the map.
‘Maybe,’ replies Paido, cautiously, and points to a menacing streak of blue-black cloud rolling across the skyline from the west. ‘Just so long as we stay ahead of the storm.’
By noon you have put thirty miles behind you but still have thirty more to ride before you reach the town of Tharro. Steadily the sky is darkening, and what began as fine drizzle has now developed into sheets of heavy rain. Both of you are drenched, and your horses are beginning to steam as they splash through the ankle-deep puddles that punctuate the muddy highway.
Through the pall of rain, you see an inn on the banks of a stream, whose waters are greatly swollen by the storm. A wide stone bridge spans the rushing torrent, and a mill with a thatched roof stands close by.
You wish to stop at the inn.
You wish to cross the bridge and seek shelter at the mill.
You wish to ignore your discomfort and ride on through the storm.
Zeit: 19:00 Uhr
Sollten keine Votes da sein oder nur einer..dann verlänger ich auf 24:00 Uhr...sollte dann noch immer nix sein..dann auf 12:00 Uhr am Folgetag.
#2097
... 20.11.2012
... so zwischen 12:41 und 14:05 Uhr
... neu!