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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: 9589647" data-attributes="member: 7737"><p>What happens if we manage to make it to section (130) <em>without</em> the Sceptre of Bhukod? As long as we are not so foolish as to try to cast a spell (and come on, who would ever want to cast a spell when playing as a magic-user in the <em>Kingdom of Sorcery</em> trilogy?), we get to turn to (115) to talk our way out of the situation.</p><p></p><p>---</p><p></p><p><strong>115</strong></p><p></p><p>We shout to the gnolls that they should stay their weapons, which have now expanded to include pikes in addition to spears. Two of them also have pole lanterns that they thrust over our heads, causing us "to squint in the harsh light."</p><p></p><p>[<em>Note to self: research which “herbs” cause light sensitivity when consumed.</em>]</p><p></p><p>We announce that we're not leaving, we're arriving. See? We just came from that totally innocent merchant vessel in the harbor there.</p><p></p><p>"Why you come island?" a gnoll demands to know. "In the lantern light, his yellow-brown muzzle hairs are tipped with grey." [<em>What a neat little tidbit!</em>]</p><p></p><p>We reply that we've come from the Kandian coast with important info for Master Arno. "Take us to him at once!"</p><p></p><p>Charisma test.</p><p>(177) if 19 or more;</p><p>(194) if less.</p><p></p><p>---</p><p></p><p><strong>194</strong></p><p></p><p>On a failure, the grizzled gnoll veteran asks to search us. Rufyl warns us that he doesn't believe our lie about Arno and that he's been warned to expect a sorcerer who will come to kill Arno. We reply that if it's a sorcerer this mangy gnoll wants, it's a sorcerer he will get. But as soon as we try to cast as spell we turn to (163) where we die.</p><p></p><p>[<em>I'm not adding this to our death count, because we would not ever have arrived here under any circumstances when we ARE carrying the Sceptre of Bhukod.</em>]</p><p></p><p>---</p><p></p><p><strong>177</strong></p><p></p><p>On a success, the gnoll replies, "Magus Arno not on Seagate Island. Him go mainland for speak with big priest."</p><p></p><p>We ask where we can get some food and rest because we've had a tiring journey.</p><p></p><p>"We soldiers, not innkeepers, human! Find own place!"</p><p></p><p>The senior gnoll growls something to his men, who walk away down the pier, leaving us free to disembark.</p><p></p><p>Dalris whispers "It worked!" in a tone of disbelief.</p><p></p><p>"<em>But we already knew that Arno was in Saven</em>," Rufyl interjects. "<em>Why did you ask for him, Master?</em>"</p><p></p><p>We stare at Rufyl and "wonder how he can be so dense." We reply that although we already knew that Arno is in Saven, the gnoll didn't know that we knew it. "Dalris, will you try to explain our bluff to Rufyl?"</p><p></p><p>We paddle to shore in…</p><p>(206) Delmer or</p><p>(92) Freeton</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 9589647, member: 7737"] What happens if we manage to make it to section (130) [I]without[/I] the Sceptre of Bhukod? As long as we are not so foolish as to try to cast a spell (and come on, who would ever want to cast a spell when playing as a magic-user in the [I]Kingdom of Sorcery[/I] trilogy?), we get to turn to (115) to talk our way out of the situation. --- [B]115[/B] We shout to the gnolls that they should stay their weapons, which have now expanded to include pikes in addition to spears. Two of them also have pole lanterns that they thrust over our heads, causing us "to squint in the harsh light." [[I]Note to self: research which “herbs” cause light sensitivity when consumed.[/I]] We announce that we're not leaving, we're arriving. See? We just came from that totally innocent merchant vessel in the harbor there. "Why you come island?" a gnoll demands to know. "In the lantern light, his yellow-brown muzzle hairs are tipped with grey." [[I]What a neat little tidbit![/I]] We reply that we've come from the Kandian coast with important info for Master Arno. "Take us to him at once!" Charisma test. (177) if 19 or more; (194) if less. --- [B]194[/B] On a failure, the grizzled gnoll veteran asks to search us. Rufyl warns us that he doesn't believe our lie about Arno and that he's been warned to expect a sorcerer who will come to kill Arno. We reply that if it's a sorcerer this mangy gnoll wants, it's a sorcerer he will get. But as soon as we try to cast as spell we turn to (163) where we die. [[I]I'm not adding this to our death count, because we would not ever have arrived here under any circumstances when we ARE carrying the Sceptre of Bhukod.[/I]] --- [B]177[/B] On a success, the gnoll replies, "Magus Arno not on Seagate Island. Him go mainland for speak with big priest." We ask where we can get some food and rest because we've had a tiring journey. "We soldiers, not innkeepers, human! Find own place!" The senior gnoll growls something to his men, who walk away down the pier, leaving us free to disembark. Dalris whispers "It worked!" in a tone of disbelief. "[I]But we already knew that Arno was in Saven[/I]," Rufyl interjects. "[I]Why did you ask for him, Master?[/I]" We stare at Rufyl and "wonder how he can be so dense." We reply that although we already knew that Arno is in Saven, the gnoll didn't know that we knew it. "Dalris, will you try to explain our bluff to Rufyl?" We paddle to shore in… (206) Delmer or (92) Freeton [/QUOTE]
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[AD&D Gamebook] The Sorcerer's Crown (Kingdom of Sorcery, book 2 of 3)
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