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[AD&D Gamebook] The Sorcerer's Crown (Kingdom of Sorcery, book 2 of 3)
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<blockquote data-quote="Joshua Randall" data-source="post: 9584924" data-attributes="member: 7737"><p><strong>137</strong></p><p></p><p><em>You’re out of bed and dressed before the yellow Tikandian sun casts its first rays through the huge oaks guarding Wealwood. Grabbing your gear and a rolled map, you shut the door behind you. Landor’s secrets were safe under Perth’s watchful eyes for nearly twenty years, and the archdruid permits no locked doors in his sacred grove.</em></p><p></p><p>Our stuff will be safe with Perth so we grab <a href="https://youtu.be/MNUnZgoUppM?si=X2M4s4g7cIaMb8Wx&t=75" target="_blank">our map and our cloak</a> and meet Dalris and Rufyl outside. Dalris says we look like a minstrel in our bright cloak and we reply that we hope any guards we run into will think the same thing.</p><p></p><p>We ask where Perth is. Dalris says he still chants over Thayne’s body and will do so until there is no hope. She asks if we’ve decided where we should begin our quest.</p><p></p><p><em>”We must discover the source of whatever power Arno is using to corrupt the paladins, and that means we have to start on Seagate Island where he started,” you tell your companions. “While we know Arno’s in Saven, we have a perfect opportunity to scout the Island. If we find what we’re looking for, maybe we can sabotage Arno’s deal with Archcleric Oram and his corrupt paladins by undercutting his base of power!”</em></p><p></p><p>Dalris says she’ll take care of getting us to the island via one of her kinsmen’s fishing boats. They readily agree to take us, “not only because she’s the archdruid’s daughter. They clearly like and respect Dalris for herself.” [<em>Aww!</em>]</p><p></p><p>We spend the day fishing (well, the fishermen do) until sundown when the boat’s master shows us a map of Pirate’s Alley by the light of a lantern. He asks where we want to land.</p><p></p><p>We study the map and state there are “only three ways to get past Arno’s barricade.”</p><ol> <li data-xf-list-type="ol">Delmer, our mother’s old village.</li> <li data-xf-list-type="ol">Freeton, because “fishing and trade must continue”.</li> <li data-xf-list-type="ol">The southern coast, then work our way through the marsh to Thayne’s people in the highlands.</li> </ol><p>Dalris asks which is least likely to be guarded. ”That’s anyone’s guess,” we reply. “Thayne might be able to tell us, but he’s dead.”</p><p></p><p>Our genius plan is that we just have to choose one and hope we’re lucky.</p><p>(2) Delmer</p><p>(57) Freeton</p><p>(80) “the uninhabited southern side of the island”</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 9584924, member: 7737"] [B]137[/B] [I]You’re out of bed and dressed before the yellow Tikandian sun casts its first rays through the huge oaks guarding Wealwood. Grabbing your gear and a rolled map, you shut the door behind you. Landor’s secrets were safe under Perth’s watchful eyes for nearly twenty years, and the archdruid permits no locked doors in his sacred grove.[/I] Our stuff will be safe with Perth so we grab [URL='https://youtu.be/MNUnZgoUppM?si=X2M4s4g7cIaMb8Wx&t=75']our map and our cloak[/URL] and meet Dalris and Rufyl outside. Dalris says we look like a minstrel in our bright cloak and we reply that we hope any guards we run into will think the same thing. We ask where Perth is. Dalris says he still chants over Thayne’s body and will do so until there is no hope. She asks if we’ve decided where we should begin our quest. [I]”We must discover the source of whatever power Arno is using to corrupt the paladins, and that means we have to start on Seagate Island where he started,” you tell your companions. “While we know Arno’s in Saven, we have a perfect opportunity to scout the Island. If we find what we’re looking for, maybe we can sabotage Arno’s deal with Archcleric Oram and his corrupt paladins by undercutting his base of power!”[/I] Dalris says she’ll take care of getting us to the island via one of her kinsmen’s fishing boats. They readily agree to take us, “not only because she’s the archdruid’s daughter. They clearly like and respect Dalris for herself.” [[I]Aww![/I]] We spend the day fishing (well, the fishermen do) until sundown when the boat’s master shows us a map of Pirate’s Alley by the light of a lantern. He asks where we want to land. We study the map and state there are “only three ways to get past Arno’s barricade.” [LIST=1] [*]Delmer, our mother’s old village. [*]Freeton, because “fishing and trade must continue”. [*]The southern coast, then work our way through the marsh to Thayne’s people in the highlands. [/LIST] Dalris asks which is least likely to be guarded. ”That’s anyone’s guess,” we reply. “Thayne might be able to tell us, but he’s dead.” Our genius plan is that we just have to choose one and hope we’re lucky. (2) Delmer (57) Freeton (80) “the uninhabited southern side of the island” [/QUOTE]
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[AD&D Gamebook] The Sorcerer's Crown (Kingdom of Sorcery, book 2 of 3)
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