+

~ Tower

You hear a soft rustling in your load. When [Hero] goes to the bottom of it, [Hero] finds that the colored diamonds have turned into normal precious stones.

“That’s connected with the magician’s death,”[Hero] suspects.

You are standing in front of the door that leads to the surrounding area. Do you want to

Open the door

Leave the shack

Ignore the door

Shut the door

“At least this way no more swamp rantzies are going to attack our backs,” [Hero] says and shuts the door.

[Hero] hesitates shortly and looks suspiciously at the door that leads to the surrounding area

Bales of hay are stacked in here.
Do you want to search them?

You have hardly begun going through the hay, when [Hero] shrieks in pain.
“Something bit my finger!”

You turn the bales of hay around and go through the hay, but you do not find anything of interest

There are a lot of cages of varying size stacked haphazardly all around: Some of the larger ones contain several dogs each, with cats and other small animals in the rest. All cages contain more animals than they were designed for. The owner doesn’t seem to care much for their well-being.
Are you going to release them?

“The animals aren’t going to thank us for freeing them from those cages if we don’t let them out the door as well,” warns [Hero].
Are you still going to open the cages?

You open the cages, and the animals jump out. The cats climb onto the rafters and escape through holes in the roof. But the dogs have no route of escape, because you closed the door to the outside. They appear to hold you responsible for their captivity and the pain they had to endure. Their teeth bare as they begin to growl and attack.

During a break in the fighting, [Hero] manages to open the door, and the dogs charge out.
After they’ve gone, [Hero] shuts the door again.

You open the cages, and all the animals jump out. Most of them run straight out the barn door, except for a few dogs driven mad by captivity… who turn to attack you.

There are a number of cages of varying sizes haphazardly stacked all around you in here. Their doors are open, and all of them are empty.

Several beams block entry to a horse stall. It is empty, and there is no indication of it having been used recently.

The door of the shack is half-open and hanging askew in its hinges. Do you want to enter this building?

Do you want to leave this shack?

The interior door to the building is half open and hanging askew from its hinges.
When you open it all the way, it squeaks loudly. Beyond it, you meet a man.
“I am the steward of the estate,” he introduces himself. “I have orders from my master, the mighty mage Toranor, to allow no entry as he does not wish to be disturbed in his studies. Therefore, I must ask you to leave.”
Do you want to:

Obey the stewart and go away

Tell him to get out of your way

Engage the fellow in conversation

After leaving the building, you hear the door being shut behind you.

“Listen, buddy, if you want to stay out of trouble, you better move aside,” [Hero] demands.
The steward draws his sword and stands his ground. “I haven’t let my master down yet, and I have no intention to do so anytime soon. Either you leave in peace, or I’ll set you running!”
Do you want to:

Comply with his request or

Get into a fight

How would you like to speak to the stewart?

“Really. Say, what kind of studies are they that your lord mage needs so much quiet and solitude to pursue them?”

“Would you mind explaining why you nab the Holberkians’ pets and hold them in cages far too small?”

“Please, we have no intention of disturbing the mage. We just got lost in the swamps and are looking for a safe place to camp.”

“You mean you two are living all by yourselves out here?”

“The sort of studies a learned mage pursues.
He studies his writings. What they are about? I couldn’t tell. They’re above my head and certainly above yours as well. I’m asking you for the second time now to please leave.”
Do you want to:

Leave

Demand entry

“Those are wild beasts that forced their way in. So I had to cage them for my master’s protection and my own,” the stewart defends himself.
“And we will not be branded thieves by you or anyone. Now be on your way,” he demands again and pulls his sword on you.
Do you want to:

“You don’t look like harmless travelers to me. Besides, I couldn’t allow you in if you did. My master’s orders are to be followed to the letter,” the stewart replies.
Do you want to:

Leave the building now

Continue the conversation

Forcefully demand entry

And what are you going to say?

“We don’t need any more servants. I am quite capable of dealing with all the work living here entails,” the steward answers with a frown.
“Not that it is any business of yours. Away with you!”
Do you want to:

“So, you won’t heed my words, will you?” shouts the steward, who has been waiting behind the door.

Someone has been digging below the grass near the bushes. The earth here is loose.
“This isn’t intended for herbs or flowers, that much is certain,” says [Hero] after giving the ground a discerning look.
Are you going to remove the loose earth?

Someone dug up the ground here as well.
Do you want to remove some of it?

After not much digging at all, you come upon some bones.

Since you haven’t got any shovels, you use your hands to remove the earth. It doesn’t take much digging at all to uncover some bones.

Mind you, you’ve really dirtied yourselves up in the process.

“These are definitely human bones… some lower arm bones and a few ribs. Strangely enough, all the bones seem to be upper body ones,” states [Hero] after perusing your find.

“They must be the bones of the animals that died,” surmises [Hero].

You fill the hole up again with the earth you removed and pat it smooth.

In this spot, the ground is still very loose as if something had been buried here just days ago.
Feel like giving it a closer look?

You remove the topsoil and soon uncover a mutilated human corpse.
The head is hideously deformed, and the entire lower half of the body is missing.

To avoid attracting unwanted attention, you fill in the grave again.

“That’s strange,” muses [Hero]. “I’ve never heard of those two plants growing right next to each other like that.” [Hero] tries to take hold of the bushes in order to examine them, but 1 hand passes through them.

You see a neglected herb garden. Only a small patch of it looks cared for. Next to Gulmond and Shurin bushes, which carry neither leaves nor fruit at this time of year, there are various root herbs growing. You find Mandrake and Joruga roots.

The herb garden has already been completely ransacked. There is nothing left.

[Hero] hits his/her head on a tree branch. Finding a way through there is hell!

At the very last moment, [Hero] sees a branch about to wallop his/her head. But there is no pain. Instead, [Hero] suddenly sees the tower and notices all the trees in front of, are gone.

“Something moved in the undergrowth just then,” whispers [Hero].
Alerted, you let your eyes wander without finding anything suspicious. You begin to move on, but five forest gnomes abruptly appear behind you and start clobbering you.

A metal door bars your way. There is a large ring-shaped knocker in its center with keyholes on both sides.
Do you want to:

Investigate the locks

The iron ring hits the door with a loud bang, but there is no reaction from inside.

[Hero] checks out the locks. [Hero] can’t tell how exactly the lock mechanism works, but in his/her opinion, both keys must be turned at the same time.
Do you want to:

Pick both locks

Open both locks with Foramen spells

Pick one lock and open the other with a spell

At this moment in time, I’m afraid you’re not up to opening both locks together.

You need two sets of lockpicks to open two locks at the same time.

After a few unsuccessful tries, [Hero] and[Hero] do manage to open both locks at the same time. The door opens.

You are not able to cast two Foramen spells at the same time.

Do you want [Hero] and[Hero] to try to open the door?

Which character will be casting a spell on the first lock?

And which character will take care of the other lock?

[Hero] and[Hero] do indeed manage to magically open both locks at once, and the door opens. Congratulations.

Right now, no one in your party is able to cast a Foramen.

You’re never going to crack that lock without any lockpicks.

Who will cast the spell then?

Amazingly enough, although it is quite difficult to cast a spell and pick a lock simultaneously, your effort works, and the door opens. Congratulations.

While you pass through the garden, [Hero] notices something flashing in the grass.
Do you want to:

Investigate

Move on

A metal door bars your way. There is a large ring-shaped knocker in its center, with keyholes on both sides. [Hero] puts his/her ear to the door, but hears nothing from inside.
Do you:

Break down the door

Pick the lock

Cast a Foramen

Use the knocker

The door is set flush with the wall, offering no opportunity to use a tool, and it is too massive to break down using sheer strength.

“We’re not going to get very far on that door without a decent set of lockpicks,” says [Hero].

[Hero] tries in vain to fit a lockpick into the keyhole. When you take a closer look, you discover that it is filled in with some kind of material. You check the other lock and find it is fake as well.

“I don’t know how to make that spell work on this door. I haven’t been able to find out where the lock mechanism is,” says [Hero], cutting short your hopes.

None of you can do that.

[Hero] pulls the metal ring straight. You hear a soft clicking, accompanied by the scraping of stone on stone. Suddenly, boiling oil falls from above. When [Hero] lets go of the ring, the scalding rain stops. Good thing, too, otherwise anyone would have been hard-pressed to recognize your faces ever again.

You collide heavily with a door. All around you is heavy underbrush.

The door is locked by two metal bolts. By shaking the door, you manage to loosen them and open it.

You hear a demonic screeching behind you and whirl around. From the shack, almost twenty swamp rantzies are charging you!

The gate is closed by a portcullis and cannot be opened.

Do you want to leave the tower?

“You again!” Toranor the mage shouts in rage.
“I shall teach you not to disturb me again!”

A magician dressed in the robes of his profession approaches through the door. It looks as if he is hovering a bit above the floor!
“Strangers in my abode,” he shouts full of rage. “Where is my steward, the miscreant? I gave him strict command not to allow anyone entrance the tower.”
Do you want to:

Send the mage to meet his steward

Talk to the mage

“You must be the great and inspired mage Toranor,” states [Hero].
“Please accept our most humble admiration.”

“Well-chosen words indeed. Yes, I am he, Toranor,” the mage answers. “But despite your admiration, I require absolute quiescence for my studies. Have you seen my steward?”
What do you answer?

“Yes, he tried to stop us.
You’ll have to get a new one now!”

“That must have been the fellow we saw feeding the dogs. He asked us in.”

“No, we haven’t seen anyone here but yourself.”

“You have killed my steward! You shall pay dearly for that!”

“Maybe he is in the herb garden beyond the walls. Anyways, I must must ask you to leave.”
Do you:

“My steward asked you in? That would have been the first time he disregarded my command! I believe you not! Away!”
Do you:

Leave

Wait

Scoff at the mage’s wishes

“Why are you standing as though rooted to the spot? Get ye hence!”
What is your answer to that?

“Before we leave, we want to know what you are doing to the Holberkians’ animals.”

“Oh, we’ll leave all right, but first you’ll promise to leave the Holberkians’ animals alone.”

“I see no harm in telling you. I am conducting important experiments on the subject of pain. By necessity, it entails my breaking their bones or smashing their joints.”
Hearing that, [Hero] loses control and attacks the mage.

“I cannot. The animals are of supreme importance to my experiments on the subject of pain. By necessity, it entails my breaking their bones or smashing their joints.”
Hearing that, [Hero] loses control and attacks the mage.

There are some empty shelves here for visitors to put down their gear.
Do you want to take off something?

An empty coat rack. Presumably for visitors to deposit their coats and weapons.
Do you want to take off something?

On the southern corridor wall, [Hero] discovers scratchmarks made by sharp claws.

“That wall was erected long after the tower was originally built,” declares [Hero], after examining the smooth brickwork.

“What a strange lock,” [Hero] marvels and examines the peculiarly shaped keyhole closer.

Do you want to look for a key in your equipment?

“Hey! The head of this dog figurine fits the lock exactly,” [Hero] calls out, puts the figurine into the keyhole, and turns it just like a key.

You hear regular snoring coming from behind the door.

Who will search his inventory?

What do you want to use for a key?

Do you want to feed that door? You’d better look for something to unlock it!

“Even an ogre couldn’t smash that door,” says [Hero] shrugging.

[Hero] fumbles the door with the lock pick, until [Hero] really does it:
The lock picks are broken!

[Hero] tries in vain to insert r into the lock. “That won’t do the job,” [Hero] mumbles.

[Hero]’s curiosity makes, open one of the bags.
“It’s full of horse manure,” [Hero] says with some amazement.

There are three rakes on the rack.
“No use for a weapon at all, just leave them,” says [Hero].

There are dried leaves on the table.

The shelves don’t just look empty - they are.

As you enter the room, four nasty looking fellows stare at you. It is quite obvious they expected someone else. On their command, three others jump up from their straw pallets.

You’ve had better, but those straw pallets would make an acceptable bed for the night. Do you want to rest?

You are standing in front of a dark fireplace with a chimney hole in the wall above. There must have been a fire going just a short while ago, since the bricks are still warm. [Hero] takes a small branch of wood and pokes around in the ashes, but doesn’t find anything.

There is neither wood nor coal in the fireplace, but despite this, a fire burns there and heating a metal cauldron above it.

The barrel is filled with clear water. How about a drink?

There are cut-off fish heads, fishbones, carrot leaves, and root waste on the table. A bloodied knife rests beside them.
Do you want to take the knife along?

There are cut-off fish heads, fishbones, carrot leaves, and root waste on the table.

There’s a tub of water on a small pedestal, with an old, dirty shirt next to it.
Feel like taking the shirt?

The shirt is caked with dirt! The fleas inside surely will be pleased to get to know every inch of you personally!

There’s a tub of water standing on a small pedestal.

The table is large enough for twelve people.

There’s a wooden dog figurine on the table. Apart from that, it’s empty. It doesn’t have any drawers, either.
Do you take the dog figurine?

An empty table.

An extremely clean bedstead with a straw mattress.

[Hero] will manage to turn the winch alone.

By turning the winch, the cage is moved up and down. Do you want anybody to stay here to turn the winch?

Who is going to stay at the winch?

Apparently the winch moves the cage up and down. Should [Hero] stay here to turn the winch?

“I have no idea which person I should transport in that lift”, [Hero] says.

“What might this box be used for?”, [Hero] wonders.

“You are almost as dumb as Selemer Sauerbrot”, says[Hero] angrily. “This is an elevator, of course!”

“Elevators don’t move on their own”, [Hero] says.

There’s only room for one.
Who will enter the box?

“This always happens to short people”, grumbles [Hero].

“This always happens to tall people”, grumbles [Hero].

[Hero] gives[Hero] who is waiting at the winch a hand signal.[Hero] engages the winch, which moves the elevator with a loud groaning sound.

[Hero] gives[Hero] who is waiting at the winch a hand signal upon which[Hero] starts the elevator.

After [Hero] catches his breath,![Hero] informs the waiting companions. These are hauled up one after the other by[Hero].

Alarmed by loud shouts from [Hero][Hero] restarts the elevator.

After[Hero] has reached the top[Hero] pulls the remaining companions up, one after the other.

You stand in front of the empty elevator shaft. Obviously, the chest is currently upstairs.

You are standing in front of the empty elevator shaft. Obviously the chest is currently upstairs.
Should [Hero] send the elevator down?

Obviously there is nobody left at the winch, as you cannot hear any answer to your calls. You will have to look for another exit.

[Hero] immediately answers your call. “Shall I lower you down?”

Better not step too close to the shaft. A tumble could be dangerous.

Though the elevator shaft is empty, [Hero] is still waiting at the bottom. Should [Hero] lower you down?

Should [Hero] abandon ( position at the winch?

[Hero] has barely left the strange lift, when [Hero] hears clattering steps echoing around the corner. With a mixture of foreboding and curiosity, [Hero] waits to see who might be approaching. At first, [Hero] only sees two strange blue points of light, but then the gruesome truth becomes obvious: A skeleton, armed with a sword, is coming straight at 0! Two blue diamonds are sparkling in the eye sockets of its skull.

“That would have to be a sarcophagus,” says [Hero]. “I’ve heard about those. Lords and ladies are buried in them. Some were even enbalmed and wrapped in sheets before they were put in one of these.”

You are looking into a small alcove. There are some bones lying on the ground. Presumably, those “resting” here lost them just then, while they were frighteningly alive.

When you enter the musty smelling room, some figures step from the walls. At the back of the room, a sarcophagus opens up and a mummy climbs out. By now, you have identified the other figures - they’re skeletons. One of them has eye sockets gleaming with a yellow light.

[Hero] is in such a state of shock from seeing those undead that [Hero] is rooted to the spot.

When you enter the musty smelling room, some figures step from the walls. They’re skeletons. One of them has eye sockets that gleam with a green light.

When you enter the musty smelling room, some figures step from the walls. At the far end of the room a sarcophagus containing an upright, standing human opens and a mummy comes out. The other figures you recognized as skeletons. One, you notice, has eye sockets that gleam with a red light.

fire

There’s an ugly statue there, much bigger than anybody in your party. Its head and upper body are dog-like, only the lower half of the body looks human.
It speaks with a frightening voice:
“”.

Do you

Destroy the statue

Cast a spell

Walk on

You don’t have the tools needed for such a job.

[Hero] steps up to the statue and strikes it repeatedly with n. At first, only some tiny cracks appear, but then, after some more blows, the entire statue falls apart with an eerie sound.

[Hero] gets a grip onhis-/herself, touches the statue and speaks the formula.
The statue begins to tremble slightly… the rock becomes cracked, and then a thin layer crumbles away. Underneath, there’s a creature consisting of flesh and blood who looks just like the statue. With a sigh of relief and release, the creature finally crumbles to dust.

[Hero] gets a grip onhis-/herself, touches the statue and speaks the formula.
The statue begins to tremble slightly, but after a while [Hero]’s doesn’t have enough power to go on with the incantation. Immediately the trembling stops, and statue stands in its place as if nothing had happened.

You are standing in front of a metal door. A dog’s head has been moulded from the metal and is looking right at you. Its ears are especially noticeable. They are openings in the surface of the door. There doesn’t appears to be a lock anywhere.
Do you want to:

Cast a spell

Break down the door

Use an item

How are you going to do that?
Are you going to throw yourselves against it, or do you want to use an item?

Ram it

Use a Tool

[Hero] throwshis-/herself against the door with all his/her might, but it doesn’t even budge. Good thing [Hero] didn’t ram the dog’s head. That way, at least %o pain is still bearable.

[Hero] throwshis-/herself against the door with all his/her might, but it doesn’t even budge. As if that weren’t bad enough, [Hero] manages to run into the protruding dog’s muzzle.

[Hero] takes r and slams it against the door. f shatters without leaving so much as a scratch in the door.

“With a broken weapon, I can’t get anywhere from here,” says [Hero].

[Hero] takes r and slams it against the door. f bounces off the door without leaving so much as a scratch.

N isn’t going to help you any here.

“The only thing that might help here are the keys meant to go into the dog’s ears,” [Hero] speculates.

“The diamond isn’t enough. I’m sure need another one to open the door,” [Hero] speculates.

red

green

blue

yellow

Who’s going to use an item on the door?

Which item is [Hero] going to use?

You try to push r into the opening, but it seems blocked by some invisible barrier.

[Hero] takes the diamond and puts it in one of the dog’s ears. The gem fits, but it doesn’t go all the way down into the opening, even though there’s room enough for it to do so.
“We need another one,”[Hero] says.

[Hero] takes the second diamond and puts it into the other dog’s ear. That makes the diamond fall down, and after that, it disappears. The [Hero] diamond, however, fits perfectly.

[Hero] takes the second diamond and puts it into the other dog’s ear. That makes the diamond you put in first fall down, and after that, it disappears.

[Hero] quickly pulls the other diamond from the dog’s ear. “These gems are far too valuable to waste them like this!” [Hero] complains.

[Hero] tries to put the diamond in another dog ear, but it won’t fit. “Maybe we need two different gems,” [Hero] says thoughtfully.

[Hero] takes the second diamond and puts it into the other dog ear. Both diamonds fall down the holes! The door opens.

“No question about it, we’ll need two more diamonds here,” states [Hero].

“This metal wall is radiating heat,” says [Hero]. “I’d be willing to bet you can get a nasty burn here.”

Below [Hero]’s feet, a stone tile moves, and the door slams shut before you can stop it.

You are standing in front of a large stone table that reminds you of an altar. It isn’t decorated, though, and there are several large stains of dried blood on its surface.

washes

cleans

blood

When you open the door and enter, you are met by a horrible stench of decay. [Hero] is totally overpowered by it, and becomes ill.

[Hero] feels so weak, [Hero] drops back a bit.

Some looming figures step out from the darkness. They appear to be the source of the stench. Some of them have crushed skulls or crippled limbs. They are coming right at you, even though by all rights they should be dead on the floor.

[Hero] is terrified by their appearance and flees in a blind panic.

On the floor, there is an ugly statue, much bigger than anybody in your party. Its head and upper body are dog-like, only the lower half of the body looks human.
It speaks with a frightening voice:
“What is the truth?”

With a tremendous noise, the statue falls back. Inside its hollow pedestal, you discover a chest.

The statue speaks with a frightening voice:
“What is the truth?”

Apparently this door leads to the next floor of the tower. Do you want to go upstairs?

This door leads downstairs. Do you want to go downstairs?

There’s a cold draft coming from the north and wafting around [Hero]’s legs.

All of a sudden, the corridor dissolves in front of your eyes, and a wide hole in the wall offers a stunning view of the surrounding countryside.

Carefully, you feel your way along the corridor - you never know when someone might be lurking behind a corner.
Suddenly, [Hero] steps into empty space.

With remarkable agility, [Hero] manages to cling to the edge of the floor.
[Hero]’s hanging on the outside of the tower - the corridor was an illusion - and is slowly dragginghis-/herself back to safety.

Mind you, to stop his-/herself from plunging to his/her death, [Hero] had to let go of everything [Hero] held in his/her hands.
“All my stuff is down there,” [Hero] complains.

“Stop whining and be glad you’re still alive,”[Hero] says, somewhat annoyed.
“You can always go back down to pick it up[N]…[N]or faster yet, jump after it!”

“That was close,”[Hero] sighs in shock.
“I thought you’d copped it, then.”

In one quick movement, [Hero] grabs for something solid, but it slips through his/her fingers and [Hero] plunges down. A final thought flicks through his/her head - “That corridor was an illusion.” - Then, after a drop of more than seven paces, [Hero] hits.

the garden grounds.

the rocks of a steep sea cliff, before falling down into the ocean.

Somebody broke a hole, nearly as wide as the corridor, into the outer wall of the tower. Through the opening, you see the garden and, beyond it, the town of Riva.
But you better not continue walking that way; a drop from this height could very easily be the last thing you ever do.
Are you certain you want [Hero] to jump?

Somebody bashed a hole, nearly as wide as the corridor, into the outer wall of the tower. Through the opening, you look out onto the sea, and a steep, craggy coast.
I’d think twice about walking on that way, though. A drop down onto those rocks looks like a quick trip to Boron’s Halls.
Are you certain you want [Hero] to jump?

Slowly, [Hero] feels his/her way out towards the rim, where [Hero] starts to sway. From a height of about seven paces, [Hero] falls.

Screaming all the way, [Hero] drops onto the cliffs and into the sea.

A cold breeze wafts in from the west and around [Hero].

This appears to be the tower latrine. The smell is bearable. Apparently there aren’t that many people using this.

The door has barely opened when a warrior comes charging through and attacks you.

BORBARAD

When you draw a hand across the picture, the great mage in the center talks to you.
“Who am I?”

In a marked contrast to some vagrant adventurers I know (no offense intended), the occupant of this room appears to be quite concerned about his looks.
The dresser is filled with clean, perfumed shirts, under garments, and well-pressed trousers.

As you start to push the drawers shut, [Hero] notices two letters hidden under the clothes.

A quite comfortable bed, this. A bit narrow, but very long. And definitely free of vermin.

“Isn’t this that magician again? The one on the painting before, that Barb Morebread or whatever?” asks [Hero].
“Look at him, standing there on his pedestal like one of the Twelve. It’s a disgrace! Blasphemy, that’s what it is!” complains[Hero]. “The statue seems to be watching us,”![Hero] continues.

Are you going to set his/her mind at ease and bash the statue to bits?

With one kick, 1[Hero] sets the statue of mighty Borbarad swaying. It tips over and bursts into thousands of tiny shards that are vanishing into thin air.

A small wooden stool, useful to sit down and meditate or even admire the statue.

A small wooden stool, useful to sit down and meditate.

Standing in the door frame, [Hero] is held by unseen forces. Even straining with all his/her might, [Hero] finds it impossible to go any further. In the end, [Hero] gives up and takes a step back.

Stepping into the door frame again, [Hero] is stopped once more. Again, [Hero] is forced to go back.
“Something we did in this room must be the cause of this,” [Hero] speculates.

“How often am I supposed to hit this invisible wall,” complains [Hero]. “We should stop fooling around and start thinking about why we can’t leave. It must be something to do with those blasted black magic books!”

As none of your group finds space in their packs, [Hero] puts the book back on the shelf.

There are several large tomes on the shelves. Most are bound in black hide, and a lot of them are obviously parts of a set. There is nothing on the spines giving any indication to their contents.
Overcome by curiosity, [Hero] tries to pull one of the books down, but, try as [Hero] might, it won’t budge.

“Ah, the tomes are magically bound to their place on the shelf,” [Hero] explains. “And it has to be a permanent spell, otherwise it couldn’t hold them for long.”
Knowing this, will you try to get a tome down by magic?

It should take 5 Astral Points to break the spell.
Who will cast the Transformation Dispell?

Apparently, [Hero] hasn’t concentrated sufficiently on the spell:
It fails. [Hero] pulls at the tome, but it might as well be nailed down.

“Sorry, but at the moment, I haven’t got enough Astral Energy for this,” [Hero] informs you.

You are standing in front of the tomes.
Do you want to take a book off the shelf using magic?

You are in front of the immovable tomes.

[Hero] takes an average sized book from the shelf. It seems to be part of a set, since there are five other books that have exactly the same binding on the shelf.
When [Hero] opens the tome, [Hero] finds to his/her annoyance, that it’s just a volume of the Encyclopaedia Magica, the magician’s standard desk reference.
Disappointed, [Hero] puts the tome back.

Since don’t expect to find anything but further volumes of the Encyclopaedia Magica on that particular shelf, [Hero] next takes a thin booklet from the upper row.
When [Hero] opens it, [Hero] sees a maze of undecipherable symbols.
“Probably a secret script the owner of this library developed from Zhayad, the secret magician’s alphabet, for his own private use,” proposes[Hero]
You can’t use this book, so you put it back on the shelf.

This time, you choose a large, weighty tome. There are two of these on one shelf. They must be a good 800 pages apiece. To your considerable disappointment, they are written in the secret script as well. You put them back.

Next to the volumes of the Encyclopaedia Magica and the weighty tomes and thin booklets in secret script, there is only one other book left on the shelves. It is bound in black hide as well, and as [Hero] pulls it down, [Hero] is hit by a strange feeling of horror. It takes considerable effort for, to open the book. On the front page, [Hero] reads: “Borbarad’s Testament.”

“That must be one of the original copies,”[Hero] declares. “Bound in blackened dwarven hide. A blasphemous tome of black magic!”
You force yourselves to turn the next few pages, but they all appear to be empty. “Written in invisible ink,” proposes 1[Hero].
Despite your disgust for the book, you put it in your pack.

There are no books left on the shelves of interest to you.

At once, your eyes are drawn to a tome that needs one whole shelf to itself. It is so large, it had to be laid onto the high shelf at an angle. The tome is bound in cave dragon skin with moon-silver mountings.

his/her hands trembling from excitement, [Hero] takes the weighty tome from the shelf and opens it. With some effort, [Hero] succeeds in deciphering the title, written on the front page in two languages: Lizardine and Urtulamidya.
“Ma’zakaroth Schamaschtu - The Daimonicon.”
Unfortunately, the rest of the book is written in Zelemya Glyphs which none of you can translate. But just for the large number of demons pictured, if nothing else, [Hero] refuses to let go of this tome.

[Hero]’s choice is a book with a red spine. Unfortunately, this tome is written in a script none of you has ever seen.
You have no use for this book, so you put it back.

Now, [Hero] takes down a book written in a secret script using the symbols of Zhayad.
You cannot decipher the symbols, so you put the tome back.

“Ways Without Name -
Witcherie and Swarthy Magicke” is the title of the next tome [Hero] pulls from the shelves. It’s written in a different language again. This time it’s Bosparan. After about half an hour’s study of the text, which absolutely nothing can persuade [Hero] to abandon, [Hero] discovers several things about necromantics [Hero] had never dreamt about. In the end, [Hero] puts he tome into his/her load.

All the tomes on these shelves are bound in black hide and 200 to 400 pages thick. The first one [Hero] picks up is from the rightmost corner of the lowest shelf. It is written in Nandurian, which none of you knows how to read. However,[Hero] is certain that it says “Volume 7” beneath the title, and because there are exactly six other tomes on this shelf, [Hero] appears to have a point… which means this shelf is of no use to you.

The first thing you notice about this tome is the author: “Zurbaran of Frigorn”.
Haven’t you heard that name before someplace?
And the title: “Of Life in Its Natural and Supernatural Forms / Chimaeras and Hybrids”.
“I always thought there were just three copies of this in existence, but this is definitely another one,” [Hero] says in an awed voice. “It must be worth thousands of Ducats.”

With shining eyes,[Hero] steps up to [Hero], grabs the book from his/her hand and stuffs it into!- load…

As a thorough study of this tome would take moons, and you are in somewhat of a hurry, you decide to take it along.

The next tome is the first in a series of speculative works about elvish magic that defy the imagination.

The next tome [Hero] pulls from the shelf turns out to be the first volume of the “Trilogy of Control,” a reference work on Domination magic. Even a short perusal is enough for, to find some remarkable passages about the spells “Bambaladam,” “Horriphobus,” and “Somnigravis”.

You immediately notice two very worn tomes about 600 pages each. [Hero] takes one of them down: “The Arcanum”. It’s not an original, but it is written in Olde-Goldencoastic. There aren’t many scholars around capable of translating it, but you take it along anyway, because it is definitely worth a fortune.

The other well-worn tome is the “Codex Dimensionis,” an overview of otherworldly Planes of Existence, the Worlds Aside of the Faerie, and modern theories of the Spheres. Flicking through its pages, [Hero] notices chapters about the spells “Blood [Hero] Furor,” “Heptagon,” and “Transversalis”.

All the other tomes look brand new, and the pages of the next one [Hero] pulls down haven’t even been written on yet.

These shelves are actually empty.

The whole table is covered with notes and illustrations. Most pictures show dogs walking upright, but there are also drawings of human anatomy.

Do you want to go upstairs?

On entering the room, you are greeted by a horrendous sight.
Dogs with a human lower body really do exist! They are right here, advancing on you with wet, hungry fangs. Further back, you see a mage who must be the actual ruler of this tower and appears to have power over these human-canine chimaeras. He is standing inside a heptagram surrounded by magical symbols.

On a low metal table, various instruments are laid out in a straight line.
Small needles and knives you have no use for, bigger knives, daggers and even a large chopper.

On the table various instruments are laid out, small needles and knives the magician has probably used for his “experiments”.

The entire wall is lined with man-high cages of thick metal bars.
“Those must be for the chimaeras,” says [Hero], feeling an uncertain twinge of pity for the poor creatures. One cage contains fresh droppings of not yet mutated dogs - the material for more cruel experiments.

There’s a big block of black rock here. Its surface is completely smooth and empty, and magical symbols are engraved along its sides.

On the robust wooden table, the surface of which bears a number of burn marks, a strange apparatus is visible. Several hollow glass balls of various sizes, partly fitted with valves, are connected by tubes of different forms and sizes. Colored fluids flow through the contraption, sometimes even upward along one of the tubes. At one end, a small coal brazier heats two fluids. Most of the construction is screwed onto the table, but some of it can be removed.

The contraption is still on the table, and the fluids are still running through its tubes.

There’s a heptagram painted on the floor, surrounded by runes, obviously placed according to a careful plan. You are unable to cross the rune circle and enter the heptagram. Inside it, Toranor lies on top of his wand. A small vial can be seen sticking out of his pocket.

The only way to get the vial out of the Circle of Protection is by magic, that much is certain.
Will you give it a try?

There is a heptagram painted on the floor, surrounded by runes, obviously placed according to a careful plan. You are unable to cross the rune circle and enter into the heptagram. Inside it, Toranor lies on top of his wand.

All the shelves are filled with vials, flacons, and small bottles. You can recognize some of the elixirs and potions by their smell.

There are some other bottles on the shelves containing pickled frog’s legs, various hairs in slimy gels, the eye of a cow, and other less than savory items.

Someone has built a table from pieces of broken wall here. But you’re not all that interested in the table anyway, since it’s covered with dried blood and bone splinters.

There are several instruments on a low metal table:
small needles and knives which you cannot use, as well as other knives and daggers.

Apparently, this part of the corridor is not used. Do you want to rest for a while?

Do you want to go downstairs?

“Wait a moment…”, says [Hero] and takes a close look at the door lock. [Hero] digs in the luggage until [Hero] has found the eight-sided key. [Hero] places the “key” into the lock, which opens without any problems.

“That’s the same sort of lock we’ve had before,” [Hero] declares after a quick examination.
Thus, you pick up the strangely shaped key again and put it into the keyhole.

Only this time, you encounter such heavy resistance that the key breaks in two and can’t be used any more.

You have barely just entered the room when the air in front of you starts to waver. Shocked, you watch a form take shape, until a magician in wide, flowing robes has materialized.
“You have come quite far. I am impressed. You must be very courageous.
And now you want to intrude on my realm as well? So be it!” the magician shouts. Once again, the air wavers, and two ghouls appear next to him.

FLAME

When you take a closer look at the door, you notice a question carved into the wood with a knife:
“What crackles, hisses, and stings,
and in the dark of night vivid pictures brings?”

The chest is not locked, but when you open it, fire elementals jump out, crackling and hissing with their flames.

When you enter the pentagram, the air starts to whirl all around you. Suddenly, you can’t see yourselves any more. A loud hiss threatens to burst your eardrums. Then, abruptly, it’s all gone.

A thunderclap sounds right behind you. You turn around, and where there had been an open door a moment before, now there is only a brick wall.

FLAME

When you take a closer look at the door, you find a question carved into the wood with a knife:
“What devours the one
and warms the other?”

FLAME

When you take a closer look at the door, you notice a question carved into the wood with a knife:
“What will light your way,
but becomes your certain doom?”

When you enter the pentagram, the air all around you starts to waver. Suddenly, you can’t see yourselves any more. A loud hiss threatens to burst your eardrums. After a while, the sound fades, and your surroundings come back into view. Abruptly, a heavy blow hits you, and you are thrown backwards.

You enter a comfortably furnished room. The walls are hung with tapestries, and the ceiling rests on two pillars. A troll appears from behind one of them.

The corpse turns into a bat which flaps away to an alcove. Only moments later, an elf steps out.

“Indeed you appear to be worthy opponents,” the elf says. “I am Pergor, Lord of Antrat.
No earlier victim of mine has ever withstood more than two attacks.
You are the first, and I would grant you your lives in recognition, but for the fact that only your deaths can supply me with a new shape to keep my disguise intact.”

Again, the corpse turns into a bat. It flaps towards the same alcove as before.
“After him” shouts [Hero], and you all rush after the animal.

The bat has disappeared inside a shrine standing in the alcove. Its doors have closed behind it. On the wall, there is a blasphemous mosaic picture of Boron and Tsa.
Amazed, [Hero] checks out the picture.
“The pieces can be moved,” [Hero] declares.

From behind your backs, you hear a horrible screech, and as you turn around, you see the bat. Its body is expanding like a balloon, and it is growing a shaggy fur. Finally, it explodes.

an unkempt figure

a figure in a long robe

a man dressed as a hunter

a man in a bailiff’s uniform

a man of Thorwalian looks

a man in a magician’s robe

You hear a cackling laughter from behind you. You turn around and see charging you.
“You’ll never overcome me that way!” he shouts.

Do you want to get back to the picture?

When you approach the shrine beneath the completed mosaic picture, its top opens.
“The shape changer was revived in this shrine,” [Hero] nervously says. “Maybe we will also be able to bring somebody back to life!”

Which one of your dead do you want to lay into the shrine?

You put [Hero] into the shrine and the top closes. Just a few heartbeats later, it opens up again, and [Hero] climbs out with a bewildered expression.

The picture radiates Divine power. The shrine is closed.

There is a giant bed in this corner of the room, at least as wide as it is long, covered with a sky-blue sheet.

[Hero] touches the wall carpet and says: “Judging by its quality, the carpet is from Fasar. The Tulamides are known for their excellent carpet knottings”.

“However, I don’t like these signs”,[Hero] adds in a thoughtful mood.

In the center of a suite of soft armchairs there is a low table.

The small cupboard is filled with bottles and glasses.

There are various pieces of clothing inside the wardrobe.


Язык: English | Категория: Shadows over Riva Game Texts | Дата: 30.04.24 | Просмотров: 127 | Отзывов: 0

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