+

~ Location 2

“Out!” the herbalist barks at you.
Before you get a chance to say anything, the door is slammed in your faces. Apparently, she is not seeing any visitors while the wounded dwarf is being treated.

“What do you want at this hour?” the herbalist asks in a decidedly unfriendly manner, but she does open the door and lets you in.

The baths are closed. - We are open from the fifth hour of morning to the fifth of eventide!

“Ah, it is you! You must have decided to take advantage of my offer. You are in luck, I have time for a few lessons right at this minute. However, I do have to charge you 5^Silver Crowns.”

“Ah, it is you! Do come in, a few more lessons can never hurt, do you not agree?! If you have 5^Silver Crowns for my fee, we can begin right away.”

“Ah, travellers! A good day to you all! I assume you have come to increase your knowledge. You are in luck, I do have the time for a few lessons at the moment. However, you will surely understand that I need charge you 10^Silver Crowns for the service.”

Do you want to:

Take some lessons

Spend the evening with something more important

Unfortunately, that’s a bit too steep for your purses. You graciously decline the offer.

Lessons last till late at night. Vorlop Fernel, your teacher, broaches a vast number of subjects. Some of it is boring, but some of it is quite interesting as well. You find that life doesn’t teach you everything you need to know after all.

Today, the subject is history. [Hero] informs the teacher exhaustingly about the development of the Lovely Fields from the Fall of Bosparan up to the present time.
At least the others learn a few things as well.

The subject for today is languages. While [Hero] converses with Vorlop Fernel in Bosparano, the others slowly reach desperation trying to grasp the basics of Angram.

Today, the subject is geography. Vorlop Fernel owns an amazing amount of maps showing Arkania, which you study with growing interest, while [Hero] is searching desperately and without any success for maps on the Golden Lands and the Far Seas.

The lessons last till late at night. The subject matter becomes more advanced with every passing hour, and you find it increasingly difficult to grasp.

The lights are lit in the schoolhouse. Apparently, the teacher is giving lessons. As you don’t want to intrude, you take a look around town instead.

The warehouse is locked.

The house is obviously deserted, all doors and windows having been nailed shut.

The house is deserted, and all the doors and windows are nailed shut. Looking in between the boards, [Hero] sees the house hasn’t been totally cleared.

Do you want to break in?

Using the crowbar,[Hero] levers off the boards from one of the windows.

If you want to be a burglar, the least you should carry is a crowbar!

The house is empty. Someone must have noticed the open window and plundered it.

This house is deserted. All the doors and windows are nailed shut. On closer examination, though, [Hero] finds that the boards on one window are fastened only on one side. The nails at the other end have been pulled out. After checking for passers-by, [Hero] tries to open the window - it’s child’s play.

Do you want to break in?

In one corner you see a human skeleton on a small bed of dirty straw. Probably a beggar who sought refuge here and died some time ago. Rats and insects have picked the bones quite clean by now.
The ground is made from packed loam, which makes it easy to bury the beggar’s remains. This place would make for a perfect hideaway now.

This house is empty and deserted. All the doors and windows have been nailed shut.

You’re on top of a manhole cover.
Do you want to enter the sewers?

Do you want to enter the sewers?

“Just a moment, I don’t feel very comfortable down here!”,[Hero] says. Do you want to enter the sewers anyway?

[Hero] waits to see that you are fairly unobserved, then [Hero] hurriedly lifts the cover and climbs down.

“If you’d be so kind as to notice that I’ve been right here beside you for some time now!” Thorgrim barks, when he sees you knocking on his door.

“I’m right here, you bozos!” Eleana shouts, when she sees you knocking on her door.

There doesn’t seem to be anyone at home. At least no one answers, when you knock.

Without moving a muscle, Tarik reads the document you found at Daswadan Sewerin’s. Then he nods approvingly.
“Good work, people! That’s more than we could have expected.”
“It’s exactly what you wanted!” [Hero] disagrees.
Tarik grins: “Certainly! But do you always get exactly what you want?”

Tarik isn’t home. The guild has organized a campaign against the Sorrek Pirates, and as an officer of the guild’s, Tarik is commanding one of the merchant companies.

Tarik is not at home. The guild is completely occupied with the preparations for your endeavor. After all, they’ll have to create the necessary diversion while you confront the queen.

The guards are still examining the scene of the crime.
“You again! What do you want?” the officer barks at you.

The guards are still examining the scene of the crime. You quickly turn around, before they notice you.

After concluding their examinations, the city guard shut off the house. Do you want to break in?

You know, lockpicks are generally considered basic equipment for burglars!

Skillfully and above all quickly, [Hero] opens the lock. - A piece of cake.
“Doesn’t surprise me anymore that the killer didn’t leave any clues,” [Hero] grumbles.

Do you:

Take a look around

Use the secret door

Go back out into the street

In the cellar,[Hero] discovers a small seam on one of the walls. Without any problems,![Hero] manages to open a secret door.
Do you:

You notice nothing out of the ordinary.

“What’s going on?” [Hero] asks in surprise. The house is full of guards, and the street in front of it is alive with gawkers. [Hero] turns to someone in the watching crowd.
“A murder,” the man explains. “The guards are investigating.”
Looks like the guild doesn’t waste time where getting rid of opponents is concerned - but then, you’ve been able to find that out yourselves.

The house is locked, and the City Guard has sealed the door - another murder!

Would you like to leave the sewers now?

Would you like to go down in the sewers?

“It’s you - come in!”
Ordo Gulek and his wife are honestly delighted to see you. They offer you a meal and ask you to stay the night.
Do you:

Stay for dinner

Stay the night

Accept both offers

Graciously decline

Ordo’s wife has made a great-tasting, nourishing stew. You also get watery ale or pure water - Holberkians don’t drink anything stronger.

Ordo throws some fresh straw into a corner of the room, and his wife puts some blankets on top - a simple, but clean, bed for the night.

Ordo’s wife has made a great-tasting, nourishing stew. You also get watery ale or pure water - Holberkians don’t drink anything stronger. Afterwards, Ordo throws some fresh straw into a corner of the room, and his wife puts some blankets on top - a simple, but clean, bed for the night.

Thanking Ordo for his hospitality, you bid him and his wife goodbye.

A Holberkian opens the door and looks at you questioning. Then he waves his hands about a bit and makes some barking noise.
You take your leave. - Not much chance of any communication there.

Haffel Gulek opens the door. He makes some barking noise that doesn’t sound unfriendly at all. Nevertheless, you get the impression of intruding. After a short “conversation”, you say goodbye and leave.

Haffel Gulek brought you to the tower. Apparently, he hasn’t returned yet!

You are standing in front of Haffel, one of the Holberkians you insulted at Ordo’s place.
He barks some angry sounding words in his peculiar Holberkian language and slams the door shut!

Tilsa Gulek opens the door to you. She makes some barking noise that doesn’t sound unfriendly at all. Despite that, you get the impression of having come at a bad time. After a short “conversation”, you say goodbye and leave.

You are standing in front of Tilsa, one of the Holberkians you insulted at Ordo’s place.
She barks some angry sounding words in her peculiar Holberkian language and slams the door shut!

Alker Gulek opens the door. He makes some barking noise that doesn’t sound unfriendly at all. Nevertheless, you get the impression of having come at a bad time. After a short “conversation”, you say goodbye and leave.

You are standing in front of Alker, one of the Holberkians you insulted at Ordo’s place.
He barks some angry sounding words in his peculiar Holberkian language and slams the door shut!

A Holberkian opens the door. He looks at you in astonishment, then he barks something, which brings two others to his side, holding weapons.
The three of them watch you suspiciously, until you have moved some steps away, then the first one closes the door. You hear a bolt being shut.

A young Holberkian girl, hardly out of childhood, opens the door. She gasps in shock when she sees you, and runs screaming into the house. Right away, an older Holberkian woman appears brandishing a poker. Presumably, the woman is alone in the house with her children, and quite obviously, she is terrified of you!

elvish

orcish

A small slit opens in the door. A pair of eyes appears, some hectic, barking sounds reach your ears, and the slit is slammed shut again.
You don’t seem to be welcome.

The house is shut. After Malmodir’s death, the guards have sealed the door!

“That used to be tradesmaster Ui Chearghail’s place,” a passer-by explains, when no one answers your knocks. “Since he fled, the house has been empty.”

A man in dirty clothes opens the door.
“Yes?” he asks, while brushing some wood shavings off the cloth.
As you don’t have any work for the carpenter, and the man is quite obviously not interested in talking, you take your leave again fairly quickly.

The door opens, a man steps out and looks at you.
“Yes, how can I…” Suddenly, he pales and backs off.
“Th-the k-killers!” he studders. Hastily, he slams the door. - Unfortunately, your leg gets caught!

While the man continues to alternately curse you and beg for mercy in a shrill, unpleasant voice, while throwing all his weight against the door, [Hero] tries - screaming just as loudly - to free % leg. Finally, [Hero] succeeds in pushing the door open.
Screaming for help at the top of his voice, the man flees into a back room, where he jumps out of the window. His screams are certain to alert half the town.

[Hero] takes a look at the contusion. “I only hope that doesn’t get infected!”![Hero] says with a worried look.
You get the hell out of there before a mob can gather.

The door is opened just a bit and immediately slammed shut again. Looks like you’re not welcome.

The woman’s eyes grow wide as she sees you.
“You are under arrest!” she blabs.
Do you:

Flee

Hit her

You leave the dumbfounded woman standing in the doorway and run away.

With one blow to her chin, [Hero] decks the woman.

“Her own fault for shooting her mouth off!” [Hero] defends,self, when you look at, disapprovingly.

“Welcome!”
With a friendly smile and a welcoming gesture, the man bids you come in.
Do you:

Take him up on his invitation

Just leave instead

The man has hardly closed the door behind [Hero], when he draws his weapon and attacks. [Hero] doesn’t really see the attack, but [Hero] somehow senses it coming. Nevertheless, [Hero] can’t avoid it altogether.

Your opponent is dead, his weapon broken. - You don’t take the time to search the house, but get out as fast as you can manage.

“I beg your pardon, we must have picked the wrong house,”[Hero] explains.
“No problem, happens to us all some times!” the man answers just as friendly as before.

The house is empty and sealed off - obviously, the guards have found the dead body.

The woman opening the door is wearing a city guard’s uniform:
“You! - The Gods, if someone sees you… Get in! - Quickly!”

Do you:

Enter the house

Leave

It could be a trap! - You leave the woman standing in the doorway and make tracks.

After one look at you, the woman rolls her eyes and drops off in a dead faint. - You know, the way the whole town knows you as the “Riva Butchers” is starting to become a real pain.

Zyla Horger is quite amazed, when [Hero] tells her the ghost story. The moment [Hero] voices % doubts about the whole affair, she shouts:
“There’s only one person who knows I have the book and am interested in those hands! - Darian Zandor, that weasel of a mage I used to go out with!”
Like a madwoman, she charges past you. [Hero] reacts too late and can’t stop her in time.

Hastily, [Hero] closes the door and follows Zyla, who is already almost out of sight at the far end of the street.

You reach Zyla the moment the door is opened. The man in the door frame smiles pleasantly at first, but when he sees you standing behind her, his eyes widen.
You wait patiently for Zyla to finish lambasting the magician, then you have it out with him yourselves.

[Hero] reaches Zyla the moment the door is opened. The man in the door frame smiles pleasantly at first, but his eyes widen, when he sees [Hero] standing behind her.
[Hero] waits patiently for Zyla to finish lambasting the magician, then [Hero] has it out with him.

“I admit it,” Darian states remorsefully. “When I saw you chasing ghosts at the tower, I couldn’t resist ‘appearing’ to you - it was just a joke! But then I had the idea to make you help me get the book…”
“Say, what sort of a book is it, anyway?” the curious [Hero] asks.
“Book 4 of the Encyclopaedia Magica, available all over Punin for 25 Ducats - but Punin is far away!
I’ve offered Zyla a hundred Ducats for it, but she just won’t sell it to me!”

There should be some way to get this settled!
It takes a few hours, but you finally manage to bring all parties together: Zyla buys the goblin hands - which, Darian tells you in strictest confidence, are actually off a dwarf monkey - from Movert and Charinje, and the magician gets the book at a reasonable price.
As a reward for your troubles, Darian presents you with some healing potions from his stores and several Ducats.

Movert

Charinje

he

she

him

[Hero] tells % ghost story and doesn’t forget to mention your collective doubts about the whole affair. “It sounds as if someone is trying to get their hands on the goblin hands and the book!” [Hero] concludes 1_ speech.

“I really can’t say that I’ve been particularly unlucky,” says afterwards, “and there have been no unusual occurances over at [Hero]’s, either - at least none I know of.”
4 thinks for a moment.
“Wait here, [Hero] lives nearby. I’ll go get D, and we can debate what to do.”

It doesn’t take long for to return with [Hero]. After some debate, you all agree on a course of action: You will take the goblin hands and ask the “soul in bondage” for further instructions. After all, you need to get that “demon book” from somewhere, and things will progress from there.

At this time of night, the city gates are closed!

With an intense look of boredom, the guards watch the stream of people. You earn a closer, but no less tired, look..

Do you want to leave the city?

Do you want to enter the town?

Suddenly, before you even reach the gate, one of the watchmen gives his colleague a push and points in your direction. You start to run, but it’s no use. In no time at all, the guards catch up with you.

At the start of the fight, the crowd backed away, and by now, it’s retreated so far, you’re just about the only people left on the road. You run away.

Phew! That’s a bit of luck! - The guards at the city gate take no notice of you. Do you want to leave the town?

That’s a bit of luck! - The guards at the gate do not take any notice of you. Do you want to enter the town?

“Beggars! Lay-abouts! Leave me alone!”

“I’m busy and don’t need any help!”

“What do you want? Get lost!”

“You must have the wrong house?!”

“Vagrants! Git! Git, I said!”

“What? Haven’t I got enough problems?”

“Go bother someone else, you lay-abouts!”

“Lazy good-for-nothing bums! Off with you, out of my sight!”

A middle-aged man opens the door.
“I’m Master Voltan,” he introduces himself. “What do you require?”
Do you want to:

Master Voltan opens the door.
“What do you require?” he asks.
Do you want to:

Have an item examined

Inquire about the college

Leave

“That will be one gold coin per artifact.”
Do you want to:

Save your money

You’re joking. You haven’t got that much!

“Well then, let’s take a look at the object of your interest,” the master says.
Who wants to have something examined?

“I bid you goodbye then. If you do have something to examine, you are welcome to return.”

“It will take awhile - unfortunately, I can’t ask you in.”
With that, the man disappears inside.

Half an hour later, just as you’re starting to get impatient, Voltan reappears and returns the item to your care.



“I do hope that is of help to you. Is there anything else you would like examined?”

“In that case, I must take my leave of you, but if you ever have need of our services again, please feel free to call again.”

“The College of Arcane Arts and Sciences and the Practical Application Thereof at Riva, founded by His Excellency Stover Regolan Stoerrebrandt, was personally opened by His Excellency in the year 1008 to make the arcane arts available in service to the community and assist all petitioners in word and deed…”

“The main focus of teaching is on clairvoyance and combat. We represent the principle of balance and are therefore members of the Grey Guild. The number of students is restricted to seven times seven. The academy is guided by Rhenaya Cerrillio, a former bodyguard and advisoress to Stoerrebrandt himself. The students are taught by seven tutors in all…”

Master Voltan knows his lines! You patiently wait for him to end his speech, then you very politely thank him for the information and take your leave.

The Watchman

The Servant

The Judge

The Priestess

Storanio

Eraion

Wulf

Farfex

Pryshia

Cyber

Lana

Ardor

Xebbert

Quenya

Jisila

Burian

Gorm

The Priest

The Priest

The Priestess

The Priestess

The Priestess

Caya

Jette

Yeto

Elya

Isida

Rank

Belona

Rahjane

Maren

Wolfman

Thorgrim

Eleana

Tarik

Ariana

Tarsinion

Dimeloe

Imion

Feyaria

Robak

Daswadan

Saviharju

Adran

Wina

Ordo

Haffel

Tilsa

Alker

Malmodir

Ahren

Brand

The Tradesmaster

The Carpenter

Boronian

Susa

Tobias

Tanit

Andra

Kalman

Ishtan

Idra

Patras

Gernot

Ardo

Jurge

Salix

Leta

Fahra

Berna

Linai

Elimar

Vorlop

Darian

Zyla

Movert

Charinje

The Watchman

The Watchman

Master Voltan

The Watchman

Riva Castle

City Hall

Riva Town and County Courthouse

Temple of Firun in Riva

Market Hall

Instrument Maker “Storanio Vardari”

Tavern “The Laughing Prickear”

Tavern “Harbour Maid”

Tavern “Fox Fur”

Inn “At the Trenchside”

Inn “Mighty Fortress”

Inn “Blue Kvill”

Inn “Riva Parlour”

Rat-Catcher “Xebbert Drbann”

Seeress “Quenya Stardust”

Blacksmith “Jisila Bardenberg”

Armorer “Burian Rodebrecht”

Chandler “Gorm Doldrecht”

Temple of Effert in Riva

Temple of Phex in Riva

Temple of Tsa in Riva

Temple of Travia in Riva

Temple of Rahja in Riva

Bowyer “Caya Sennscheid”

Ropemaker “Jette Hafgebel”

Tailor “Yeto Orbegast”

Mapmaker “Elya Ords”

Chandler “Isida Ingstrok”

Warehouse

Old Watchtower

Rank Termoil

Herbalist “Belona Huisdorn”

Brothel “Rapture”

Public Baths

Schoolhouse

House

Thorgrim the Strong

Eleana of Arivor

Tarik

Ariana Windlock

Tarsinion

Dimeloe Lutesong

Imion Silverbreath

Feyaria

Robak Darben

Daswadan Sewerin

Saviharju Imonin

Adran Seahoff

Wina Garje

Ordo Gulek

Haffel Gulek

Tilsa Gulek

Alker Gulek

Malmodir Elin

Ahren Runolfson

Brand Garaldson

The Tradesmaster

The Carpenter

Boronian Stonemason

Susa Fredor

Tobias Draht

Tanit Keres

Andra Solvasdotter

Kalman Gerrich

Ishtan Hollerow

Idra Kormin

Patras Ulfaran

Gernot Toberen

Ardo Wintercold

Jurge Torfinson

Salix Musker

Leta Notjes

Fahra Arond

Berna Lonnert

Linai Korber

Elimar Harder

Vorlop Fernel

Darian Zandor

Zyla Horger

Movert Welzelin

Charinje Elmsjen

North Gate

South Gate

Stoerrebrandt College

New Guild Headquarters

A Quiet Spot

Options
What are you going to do?

Temple Options
What are you going to do?

Rat-Catcher Options
What are you going to do?

Smith Options
What are you going to do?

Merchant Options
What are you going to do?

Tailor Options
What are you going to do?

Pawnshop Options
What are you going to do?

Bath Options
What are you going to do?

Seeress Options
What are you going to do?

Herbalist Options
What are you going to do?

Tavern Options
What are you going to do?

Inn Options
What are you going to do?

Brothel Options
What are you going to do?

You are at Guild Headquarters.
What are you going to do?

Group Options

Leave

Talk

Address Priest

Address Priestess

Character Options

Disk Options

Make Donation

Ask for Miracle

Use Secret Passage

Leave Temple

Buy

Sell

Address Rat-Catcher

Delouse

Leave Rat-Catcher

Address Smith

Address Smith

Deposit Item

Deposit for Repair

Collect

Collect Repaired Weapons

Leave the blacksmith

Leave the blacksmith

Address Merchant

Address Merchant

Use Skill

Use Magic

Leave Merchant

Leave Merchant

Address Tailor

Made to Measure

Leave Tailor

Address Pawnbroker

Leave Pawnshop

Address Attendant

Leave Public Baths

Bath

Massage

Full Service

Address Seeress

Heal Wounds

Treat Disease

Treat Poison

Depetrify

Predict Future

Leave Seeress

Address Herbalist

Leave Herbalist

Talk

Talk

Order a Meal

Change Places

Drinks for All

Leave the Tavern

Address the Landlord

Address the Landlady

Rent a Room

Retire

Leave the Inn

Address the Madam

Have Fun

Leave the Brothel

Address the Tradesmaster

Add Equipment

Recover “Borbarad’s Wand”

Attack the Queen in her Lair

Leave Guild Headquarters

Add Character

Remove Character

Erase Character

Generate Character

Next Page

Previous Page

Close Deal

Return

Next Column

Previous Column

Hide Markers

Write Text

Delete Marker

Show Markers

Teleport

Read Text

Automap Options

Teleport Options

Split Group

Merge Groups

Change Current Group

Show Map

Leave Game

oz

Price:

Wgt.:

Amount:

Add how many [Hero]?

Subtract how many [Hero]?

That’s more money than you have!

You have nothing to offer!

Buy

Sell

Repair

Pawn

Redeem

Sleep for how many hours?

Do you really want to interrupt your sleep?

Mandara

Mirror hall

Mirror hall:
What do you want to do?

Use an item

Disappear

Do you really want to disappear?

“You can only fight against this danger together!”, Lothur counters. “Collect all your other companions and then return”.

“No dogs allowed!”, reads a sign at the door with a picture of a dog on it.

“For fully-grown citizens only!”, a sign says next to the door.

The shape

A dark cave

What do you intend to do?

Leave the cave

Start battling

Joruna Wirselin

Herb dealer “Joruna Wirselin”

Roelfu Neumasunden

Grocer “Roelfu Neumasunden”

Wolfson Ingosdottin

Weapons dealer “Wolfson Ingosdottin”


Язык: English | Категория: Shadows over Riva Game Texts | Дата: 30.04.24 | Просмотров: 157 | Отзывов: 0

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