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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: 9616270" data-attributes="member: 7737"><p><em>We catch a glimpse of Dalris being lifted into the air by a giant humanoid hand!</em></p><p><em>(170) to attack the hand with our poisoned darts, or</em></p><p><em>(188) to save our darts and instead use our enchanted quarterstaff.</em></p><p></p><p>I will leave off this alternate timeline here because "Dalris gets grabbed by a giant hand" happens regardless of what we do. And I want to save "attack the hand" for a bit later.... [cue ominous music]</p><p></p><p>---</p><p></p><p>[<em>A different alternate timeline in which we use Contact Other Plane from our traveling spellbook.</em>]</p><p></p><p><strong>136</strong></p><p></p><p>We fix our eyes on the Contact Other Plane spell. Well, just on its title, because we haven’t translated our father’s notes on the planes of existence, which are “advanced magical topics” that we’re just beginning to explore.</p><p></p><p>Dalris whispers in irritation that we should stop reading “that damnable stuff long enough to get past this stinking fog.” She motions with her sword towards the thick fog up ahead and wants to know if we’re coming or not, because “there’s something in there and we have to get past it.”</p><p></p><p>We point to the traveling spellbook and explain that we can use the powerful divination spell to contact a being on another plane to ask it to tell us what kind of creature lives in the fog. “We might even be able to ask advice on finding Arno!”</p><p></p><p>Dalris tells us we’re crazy, that we don’t have time, and that even if we did, she doesn’t think we’re ready for such advanced magic. “Now put that book away and let’s get out of this bog.”</p><p></p><p>We insist “there’s nothing to this spell”: no gestures nor devices nor components, just a few words and some concentration.</p><p></p><p>Rufyl jumps in to telepathically warn us that he traveled once with Landor to the Astral Plane, where some of the strangest creatures —</p><p></p><p>We interrupt our familiar and ask for quiet on the set. Amazingly, both Rufyl and Dalris comply, and wait while we “read the High Elvish inscription aloud one word at a time so [our] pronunciation will be accurate. It’s a long incantation, and [we’re] aware of the unearthly silence all around [us] at the instance [we] pronounce the last syllable.”</p><p></p><p>INT test.</p><p>(123) if 24 or more;</p><p>(8) if less.</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 9616270, member: 7737"] [I]We catch a glimpse of Dalris being lifted into the air by a giant humanoid hand! (170) to attack the hand with our poisoned darts, or (188) to save our darts and instead use our enchanted quarterstaff.[/I] I will leave off this alternate timeline here because "Dalris gets grabbed by a giant hand" happens regardless of what we do. And I want to save "attack the hand" for a bit later.... [cue ominous music] --- [[I]A different alternate timeline in which we use Contact Other Plane from our traveling spellbook.[/I]] [B]136[/B] We fix our eyes on the Contact Other Plane spell. Well, just on its title, because we haven’t translated our father’s notes on the planes of existence, which are “advanced magical topics” that we’re just beginning to explore. Dalris whispers in irritation that we should stop reading “that damnable stuff long enough to get past this stinking fog.” She motions with her sword towards the thick fog up ahead and wants to know if we’re coming or not, because “there’s something in there and we have to get past it.” We point to the traveling spellbook and explain that we can use the powerful divination spell to contact a being on another plane to ask it to tell us what kind of creature lives in the fog. “We might even be able to ask advice on finding Arno!” Dalris tells us we’re crazy, that we don’t have time, and that even if we did, she doesn’t think we’re ready for such advanced magic. “Now put that book away and let’s get out of this bog.” We insist “there’s nothing to this spell”: no gestures nor devices nor components, just a few words and some concentration. Rufyl jumps in to telepathically warn us that he traveled once with Landor to the Astral Plane, where some of the strangest creatures — We interrupt our familiar and ask for quiet on the set. Amazingly, both Rufyl and Dalris comply, and wait while we “read the High Elvish inscription aloud one word at a time so [our] pronunciation will be accurate. It’s a long incantation, and [we’re] aware of the unearthly silence all around [us] at the instance [we] pronounce the last syllable.” INT test. (123) if 24 or more; (8) if less. [/QUOTE]
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[AD&D Gamebook] The Sorcerer's Crown (Kingdom of Sorcery, book 2 of 3)
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