Sunteți pe pagina 1din 14

CHOOSE YOUR adventurer

You have at your disposal three adventurers by mid which choose your hero and st
art playing immediately. However, if you want to create you-even your adventurer
, you can do this by following the rules a little %anagerial.

Gorrin Blade Money


Looter of tombs for some, a fierce adventurer for other, Gorrin Blade of Argentc
ombine the skills of a thief with the force of a warrior. Son of a
blacksmith detannatown, he has a keen mind and a right arm solid. These two qual
ities have served on a number of occasions, especially
when he is in the mess up to the neck.
Gorrin has an optimistic temperament, his charmenaturel him has s
approved program to more uneoccasion. Its skills to the sword are rarely exceede
d by its competitors.
SKILL: 11
ENDURANCE: 18
CHANCE: 9
equipment: scourge of the Dragon, lantern and lighter,horn of hunting, Talisman
sun.
Gold coins: 16
Reserves: 10 meals.
Day of the Week: Day of the Sea.

Aldar will be meeting Corbeau-Loup


Corbeau-Loup Aldar - this was an orphan who has granditdans the streets of spill
drenched, the Lendleland, afteryou his parents merchants had been killed by obg
obelinsh in traversing the PlainesHurlantes. He ends by flee the city after stom
ping a gang leader local in a barroom brawl - eta erred in the Old World, workin
g sometimes as a mercenary in the protection decaravanes merchandising.
Alda r has always done watch
n to the money, a ha heavier anchored in him by his parents and sonenfance diffi
cult, which means that it can always be properly equipping before from in
adventure. His strong constitution allows him to continue the fight here or the
other would have dejabandonne.
Ability: 9
ENDURANCE: 22
CHANCE: 7
equipment: scourge of the Dragon, lantern and lighter,Tattoo of Dragon, Horn hun
ting.
Gold coins: 23
Reserves: 10 meals.
Day of the Week: Day of the storm.

Erien Daughter of the Storm


originating in a nomadic tribe of trappers of mountains frosts in the chain of t
he tooth of
Witch, Erien Daughter of the storm has left its rreste tribal for the plains of
Femphrey in search of gold
and adventure. Blessed by Cheelah, the goddess of
chance, she found the two.
Where the other font confidence to their weapons, Erie n relies on the charms an
d magical lacertitude absolute that his guardian celeste veilleratoujours on it.
SKILL: 10 ENDURANCE: 16 LUCK: 12
Equipment: scourge of the Dragon, lantern and briquet, Croc-Dague , Talisman sun
.
Gold coins: 19
Reserves: 10 meals.
Day of the Week: Day of the fire.
Before you start your adventure, you will need to first determine your own stren
gths etfaiblesses. The of to help you measure leseffets of this preparation in d
etermining the points which you will have to the departure in terms of skill and
endurance. Take unefeuille to record all of the following information and those
data later in the game, this seravotre
Sheet of Adventure
.
SKILL, ENDURANCE AND LUCK: Start a
of. Add 6 to the figure obtained and enter the total as your score of departd'SK
ILL.
Launch two of. Add 12 to the figure obtained and enter the total as your score d
edepart endurance.
Launch a of. Add 6 to the figure obtained and enter the total as your score befo
re leavingthe CHANCE.
Do not launch any of for the WILL: you debutezoujourst adventure with 6 points o
f will.
For reasons which will be explained later, the points of skill, of ENDURANCEet C
HANCE change constantly during the adventure. You'll want to keep a compteexact
of these points. Do not erase your total of departure. Although you can obtain a
dditional points of skill, endurance and ed LUCK, this total never exceed your t
otal of departure, except in very raresoccasions which will be reported. Your HA
BILETEreflete your address in combat, your dexterity and your agility. Your leve
l of ENDURANCEtraduit your physical form and moral. Your points of CHANCE indica
te if you tesnaturellement lucky or unlucky. Lachance and the magic are the reali
ties of life inthe fantasy universe that you'll discover.
FIGHTING:
During your adventure, you will encounter often hostile creatures. You may be, i
n some cases, the possibility to adjust the question in a particular way, but in

general, you will need to battle as follows:


Register the points of skill and endurance of 'adversairel.The battle is taking
place then as well:
1/ Start two of for the opponent. Add its points of skill to the result obtained
. Cetotal gives you the strength to attack the opponent.
2/ Launch two of for yourself. Add your own points of skill at resultatobtenu. T
his total represents your Force of attack.
3/ If your Force of attack is greater than thatof the opponent, you have injured
, go to step4/. If the Force of attack of the adversaireste than you are, it is
he who you had wounded, proceed with the STEP 5/. If the two Forces of attack
are equal, each has dodged the blows of the other, repeat lecombat to step 1/.
4/ You have injured the opponent, reduce its toughness of 2 points. You can also
use your chance to try to aggravate his injury (see below).

Proceed to Step 6/.


5/ The opponent you had wounded, reduce your ENDURANCE of 2 points. You can call
for your CHANCE (see below). Proceed to Step 6/.
6/ Deliver a new assault by repeating the etapesde 1 to 5. Thus you continue the
order out workon until a total of endurance, that of your opponent or the your,
soitreduit to zero, which means the death of your opponent or your.
FIGHTING AGAINST MULTIPLE opponents:
In some cases, you will have to deal with several has dversaires. You the reins
sometimes stills single enemy, sometimes one by one, sometimes all together! If
you the battle as a seuladversaire, the struggle is taking place normally. If yo
u the battle on tower of role, the battle still sederoule normally, if it is not
that, ironis switched on have eliminated an enemy, the following'advanced to ta
ke its place!
When you fight multiple enemies at the same time, each of them you attack to cha
queassaut, but you can choose the one you fight and conduct against him a combat
normal. Against the other opponents, use your Force of attack of the usual manne
r,but if it is greater than that of the opponent, you don't inflict him no harm,
because itwill just dodged the blow. On the other hand, if your Force of attack
is lower than that of votreadversaire, you are injured in the usual way. Of cou
rse, you must finish lecombat against each opponent individually additional.
CHANCE:
On several occasions in the course of your adventure, when fighting or in situat
ions which fontintervenir the chance or bad luck (the details will be given to y
ou by the suite), you will have the opportunity to appeal to your chance to try
to give a favorable outcome in situations where perilous. But attention! The use
ofthe chance involves great risks. And if Unlucky you areasked for them, the co
nsequences could be disastrous. Launch two of. If Theresult obtained is less tha
n or equal to your pointsof CHANCE, you're lucky. If the result estsuperieur to
your points of luck, you are unlucky. This rule is entitled: Try votrechance. Ea
ch time that you will need to try your luck, it will remove 1 point to your tota
l

CHANCE. At this rate, you'll quickly find that the more you do appeal to votrech
ance, more business will be risky. HAS certainespages of the book, you will be a
sked to try your luck and you will be notified of what will happen to you that y
ou'll be lucky oumalchanceux.
USE THE CHANCE DURING A BATTLE:
In the fighting, however, you will still be free to use your chance to aggravate
the injury that you have just to inflict to your opponent, or to minimize the e
ffects of that youhave received. If you have just injure an enemy , you can try
your luck in the manieredecrite earlier. If you are lucky,ousv have inflicted a
serious injury and you can remove 2 points more in total endurance d e the oppon
ent. If you are unlucky, the blessuren'was that an abrasion and you devezrajoute
r 1 point to the total endurance of
The opponent (that is to say that, instead of removing 2points because of the in
jury, you him aurezseulement ote 1 point). If the opponent has just injure you,
you can try your luck to try to minimise the effects. If you are lucky, you hav
e been able to cushion the blow.Add 1 point to your ENDURANCE (i.e. di re that,
instead of losing 2 points because of the injury, you will have lost 1 point onl
y). If you are unlucky, the blow that you avezrecu is more serious. In this cas
e, remove enco 1 point to your endurance. Rememberthat you must subtract 1 point
from your total of CHANCE each time you
try your luck.
TEST YOUR SKILLS:
During the course of your adventure, you'll sometimes confronted with perilous s
ituations or all manage yourresources-something physical will be solicited. Your
reflexes or agility will be severely tested, either to avoid falling into a tra
p, either pourescalader a steep cliff. When such cases arise, you will be asked
to test your skill. The process is the same as for Try your luck, launch two of.
If the total obtained is less than or equal to your spotswith skill, you have s
ucceeded, if the result is higher, you have failed and you must suffer the conse
quences. However, contrary to try your luck, you do not have to deduct 1 point o
f your skill each time you test your skill.
HOW TO RESTORE YOUR SKILL, YOUR ENDURANCE AND VOTRECHANCE:
Your points of skill does will vary little during your adventure. Has the opport
unity, we can vousdemander to increase or decrease your total skill, but it cann
ot exceed the total
of departure, except if it is explicitly specified in a paragraph determines. Yo
ur points
of ENDURANCE will change very much during your adventure. They will decrease if
you're blesseau during a battle, if you made a bad fall, if you fall into a trap
or if you perform a
task particularly stressful. If your p
oints of ENDURANCE are reduced to zero
, you have been killed and you must immediately cease to read this book. The cou
rageous,wishing to continue their adventure, must determine a new character and
start all over again
. The points of IN
DURANCE lost is polled in consommantun meals or the miscellaneous provisions. Yo
u begin your adventure without provisions, but you can
acquire gas duringthis adventure. Each time you eat a meal, youretrieve 4 points
of ENDURANCE, but don't forget to scratch 1 meals. You can stop
and eat at any mom ent, except during a battle. During your adventure your point
s dechance will decrease each time you try your luck, but you also can engagner

if you are particularly lucky and lose if you commit serious errors.
All the details on these operations, you will be given when the case will be. Do
n't forget cutting out, as for the endurance and skill, your points of CHANCE do
givin g
t exceed the total of departure, unless you receive specific instructions on thi
s subject.
EQUIPMENT AND GOLD:
You start the adventure with the equipment basiqueecessairen for the challenge t
hat awaits you.You are dressed in an armor of leather and wear uncsa back to stor
e your groceries, your

Gold coins as well as all the treasures and objects that you will be led to acqu
ire. You avezegalement a lantern with a lighter. In order to know the number of
gold coins that you have
at the beginning of your adventure, pull two theicsc add 12 to the result obtain
ed.
As an experienced adventurer, you also have some objects of value that you have
acquired in your previous quests. The first of these objects is scourge of the D
ragon. Lost
for a long time, until you the retrouvie z at the bottom of Lake Eerie, Scourge
of the Dragon Sword is a fabulous, worthy of a hero such as vousla. blade is enc
hanted and may injure the
hearkens , the Demons, the Elementary and all other magical creatures. If you vo
usretrouvez to combat an opponent of type Drakeide (which includes the Dragons a
nd Vouivres)
you can add 2 points to your Force of attacked e and increase the damage you dea
l by 1 point,
also longtem
Tattoo OF DRAGON:
covering almost all your dos, a tattoo represents a powerful Dragon Rougeaux win
gs deployed. You have acquired this tattoo on port city of Harabnab.
HORN OF HUNTING:
It is baled in the horn of a fabulous beast, you have taken this artifact of val
ue on a renegade duke of Gallantaria, after then sued that his head was put
e in price.
CROC-DAGGER:
As long and sharp as a dagger, you wear this tooth wrapped in a rope of leather
around your neck, a remembrance of a battle against a Carmodon in the mountains
of
Mauristasie.
Talisman SUN:
You wear this small talisman dore, that you rouvet in a goes to ruin the frontie
redu Kalkhabad, hooked to a chain around your neck.
DAY OF THE WEEK: As
you would expect, the passage of time in the Old World is measured in days eten

weeks which each contain seven days. The days of the week are:
Day 1: Day of the Storm
Day 2: Day of the Moon
Day 3: Day of Fire
Day 4: Day of the Earth Day
5: Day of the Wind
Day 6: Day of the Sea
Day 7: Top Day
it is really important to note the time that passes because the power of the ele
ments and the magic on lemonde of Titan have affinities with some days.
Before you start your adventure, you must determine the day of the week or vousc
ommencerez. Pull a of and you start to the day determined by the result of the o
f (see the days above)
. So if you get 2 in the of, you will begin the adventure to the day of the Moo
n. When the
High Day is past, repeat the following day at the beginning of the week in the d
ay of the Storm once again.
In addition, you take 1 point of ENDURANCE for each day that passes without havi
ng need to eat
your groceries, at least that the text does not specify otherwise. You're so fam
ous etdoue that you can always find something to eat on the way.
NOTICE OF Storm
" and it is as well that I have beaten Gog Magog, leader of the tribe of the gia
nts, and saved the daughter of the Duke
Ervane ", tellyou, concluding your story before swallowing the substance of your beer mug.
For a moment, the s
ilence seizes the refuge of the traveller, and then a vagued'applause and hols is
high customer from the hostel.
"Another story! " Yelled someone from the eachother side of the bar.
"
Yes, tell us a different story! " Launched a waitress energized, apparently fasc
inated to be back
in the presence of a hero if famous, Joanna as you.
"Very well
", answeryou while breaths breathless amount of your audience,
hungry for stories fantastic. "But which do you want to hear? "You
're adventure through to the Old World for many years, you no longer
held the account from a good length of time. At that time, you were brave
countless perils and completed a multitude of quests. You you're
s forged a reputation for iron,you appropriating the title of Hero of Tannatown
after having saved the city of barb from SorciereEcarlate and his cloud of vampi

res.
"Say
we still how you found the legendary sword scourge of the Dragon ", dema
ndeun young boy, finally found the courage to talk about r. Unconsciously, you p
lace your hand on
the barrel of the mythical weapon, hooked to your belt.
"
Not! "Screamed someone. "I want to know how you have decimated the Basil of
Bonebarrow. "" I want to hear the story or you have retrieved tresorl Dragon Spe
ctrum! " Launched a dwarf on gray beard, his powerful voice dominating those of
other customers.
"Then this will be the treasure of the Dragon Spectrum ", do you accept.
You are ready to
begin your next history when the door to the tavern opens on the fly
and Varick Housewrecker of Oaths
unto
an old knowledge
UNTO
between in the Refuge duvoyageur, followed by his troupe of cut hocks. You reali
zes suddenly, a purple scar promenading around his face from the top down
unto
the remembrance of an injury that you had asked him inflicted UNTO
seslevres will writhe in a grimace distorting his face mutilated.
You lift your mug
unto
that someone you has repl i without you're ap
ercu
UNTO
and toast
the last defeat of your rival. "Not likely, Varick, thou was not quick enough
UNTO
once again. Maybe next time, eh? " "
You'd better keep an eye on thy arrears", warns you the hunter d
e premiums with a cruel smile
. "Thy sky will darken. Remember well what I am saying, your future will be clou
dy! "Your rival turns to the bar, the ruffians make an accompanying you launch s
ight
threatening, but more is needed to intimidate the H eros of Tannatown.
Throughout your adventuring career, there has been Varick Broken Oath on your he
els, tempting beforemoving off vain wrest the next premium. You are all two bitt
er competitors and no mercy has never been granted by one of you
.
Recently, you had asked him secreting the recompenseudduc Ervane for the return
of his daughter whose
cavalcade was completed in the ambush of a tribe of Hill giants conducted by the
infmegog Magog. You added the ransom of u do

princess at your table of hunting and you


ended up with a new story to tell in this haven of adventurers that is the refug
e of the traveller
in the village of Vastarin to the frontier era south of Femphrey. Varick was ref
lected as well lesmains empty.
C
'had arrived a few days ago and you aviezdonne a big part of the earnings affect
ed to celebrate your
success with your friends and take a few holidays repairers for you recover from
your
last adventure, praising the best room of the Auber
ge for the duration of your stay. Levillage is quite agitated, the travellers ar
e from far away in order to see the Menagerie of monsters,traveling circus of ca
rs having made stopover on the central place for a few days.
"I'm
sorry" do you tell your audience fascinated, "Where was Ii, before being interrupted? " "
You were on the point of telling us the recitdu treasury board of Dragon Spectru
m ", launched the serveusesous the charm of your charism. Suddenly, a rattling o
f thunder resounds above the
hostel.
A second bearing threatening fact shaking the walls of the Sanctuary of the trav
eller and the flashcaracteristique of lightning illuminated the room. Laserveuse
screams of panic and then joins the other
clients under the tables from the hostel.
" By Sukh! That
iswhat it was that ca? " Hear
-you push Varick Strikebreakers Sermentsous the shock of the surprise.

It is strange indeed! This storm seems to come from nowhere. There is a minute,
the day
was calm and sunny and voila that suddenly,
a terrible storm as you had never seen during your entire life of an adventurer,
torn the sky and changed the day into night.
The tiles of the dwellings are soaring in the vortex furious storm or they are s
prayed in
a rain of
deadly fragment. The roof of the hostel is soon shaken by the power of the
winds.
Appointment at 1.
1
You open the door to the hostel to see the terrible hurricane swallow the villag
e of Vastarin. Leciel is black, load of storm clouds and gusts of wind a lunatic
tearing their toitsdes dwellings. The villagers powerless are swept up in the a
ir screaming. Several lightning bombard the ground, leaving marks of vitreous on
the cobblestones, while a stone rain ofthe size of grapes strafed the Vastarine

rs panics.
On the other side of the village square, the wagons and buggies of the Menagerie
of monsters sontchahutes. The roars of beasts fabulous components the traveling
circus font echo auxroulements of thunder.
What is it that may well cause a thunderstorm also strange? The people are in da
nger all around beforemoving off, but how can you fight the elements? Will you:
Stay in the hostel so you shelter from the storm? Appointments to 16
.
Run help the villagers under the seat of lightning striking the central place? A
ppointments to the
37
.
Direct You to the location where the storm seems to be the stronger, in the midd
le of the rain of stones? Appointments to the
59
.
2
You tap your heels three times and you turn in road. The towns, villages, forest
s etchamps are scrolled so fast that you are unable to distinguish them clearly.
You cross the rivieresd'a single jump. In no time, you reach your destination (
erase the boots of SeptLieues of your
sheet of Adventure
), but where do you go? (Remember, that you can only visit each location only on
ce.) you going to:
the Sea of eels? Appointments to the
64 .
The chain of the tooth of Witch? Appointments to the
250
.
The Mont I spoke before? Appointment at 189
.
The Plains squealing distorted? Appointments to the
83
.

3
You find yourself soudainementface to one of the cars of the Menagerie.You perce
ive the roar of unanimal furious and a strap griffue attemptsto you defacing. It
is a creature with the face of an old man,the body of a lion and the tail of th
e unscorpion mortal sting. But laterrible manticore is toujoursenfermee in its c
age.
A sudden explosion tore the air before you, accompanied by a forteodeur of ozone

, you retrouvezmomentanement
vosesprits, you notice that
eretrouve to the ground. The
Lacreature jumps out of its

blind by the dela flash lightning. When you recover


the door ofthe cage of the wagon of the manticore s
metal heated by the impact whistles while it cools.
prison and avancevers you.

The monster is terrorized by the tempteet in becomes more than dangerous. Very so
on takes to target in order to go safureur on the first prey come.You quickly Un
holster your sword,scourge of the Dragon, and you prepare for battle.
MANTICORE TRAPPED
SKILL: 9
ENDURANCE: 10
Fortunately for you, the glands to poison of the manticore were withdrawn. The c
reature isalso weakened due to his long years of captivity but still remains not
less formidable unadversaire. If you survive the battle, there are always peopl
e in distress, alorsrendez-you quickly at 59
.
4
HAS a day of Chalannabrad, it began to rain d es ropes. The next day you atteign
ezune pleasant valley or mingle with a river, small forests and fields of wheat
green

(Move from two days in the week.) at the bottom of the valley, is a small quiet
village cylinderson the shadow of a dam wood holding the waters of the river.
The wet road meanders through the muddy fields and brings you to the village of
Tumbleweir.Your arrival has soon attract the attention of the local mayor, your
legendary facts are known even ence held, which may require a little of your tim
e to have a drink at the tavern in his company. It vousexplique soon the reasons
for his anxiety while the pouring rain struck the tiles del'establishment.
"This is the rain," he said. "It falls as ca since a week and does not seem to w
ant to secalmer." It is clear that the Machine weather of Balthazar Sturm has ha
d an effect on the time inthis part of the kingdom also. "The waters of the lake
are fitted at the point of pratiquementdepasser the dam."
"But is there not the ducts constructed in the dam to relieve the pressure? "you
ask.
"Yes, there is, but the dam was built by the Dwarves there
5
You follow the tunnel to the right and you push in the humid darkness. You are p
asalle far away when the light of your lantern you revealed another tunnel on yo
ur right.Do you want to borrow this new track (appointments to 27
)or will you continue in the passage in which you find (appointments to the
310
)?
6

You stand at the edge of the flaw, we looked in the dark depths of the Abyss dup
oisson Black. You distinguish to sentence the merits, but you can see enough to
glimpses unevallee forming a lower level of the seabed. On the other side of the
crack, a huge rock presents a large opening on the side, located in a sort of p
ast natural between the mursdu reef, there is the entry of a dark cave. Do you w
ish to descend into the abyss dupoisson Black (appointments at 146
)or do you prefer direct you toward the cave a little further(appointment at
46
)?
7
"You have correctly answered," you inform the custodian. "Now, how can i solu?"
You tell us how quickly your quest to the mysterious Guardian, your final goal e
tantd'stop the madness of the mage time and defeat l
es
Elementary. "Ah, yes," responds the Gardiendes Four Winds, "I know this Balthaza
r Sturm. He exercised a magic supremacy on the

Elements and has Boreas, the North Wind, sousascoupe. To counter this threat, i
you offrele temporary command of his brother Zephyrus, the wind of the West. In
order for the call, it voussuffit to pronounce the name, but you will only be ab
le to stave off only once,so choose the time with discernment". (Note the name
of Zephyrus on your
sheet
of Adventure and
you take 1 point of LUCK.) "Now resume your quest." appointments at
159 .
8
You have no other choice than to face the Colossus.
Colossus
SKILL: 9
ENDURANCE: 12
If today is Earth Day, increase the ability of the Colossus of 1 point and sonen
durance of 2 points. If you use a blunt weapon, such as a hammer of Guerreou an
Earth, each time that you could win an assault, you will lose 3 spotswith ENDURA
NCE to your opponent. To exchange scourge of the Dragon against a blunt weapon,i
f you have one, you must voluntarily lose an assault during which the mage trans
formevous will lose 2 points of endurance. If you reduce the endurance of the Co
lossus to 3 oumoins, appointments to 29
.
9
If you have a rope and a grappling hook, you attach securely and you let slide i
n the darkness, does suffering that ice shower. You are now a a cavernenaturelle
, in the bowels of the earth (appointments at

80
). If you do not have a rope etde Grapple, try your luck. If you are lucky, you
cross without congested (appointments at
80
), but if you are unlucky, you drag (appointments at
38
).
10
You're a derate while the tunnels are collapsing behind you. You retrouvezfinale
ment in the passage by which you were between in the mine, exhausted and panting
, but living.You immerse under the light of day, winking in the sudden clarity.
You vouseffondrez to the ground, completely exhausted, while a cloud of dust esc
apes from the entry of lamine. The Mines of unfathomable depths are now condemne
d to always.
It is time to continue your quest. If you have a pair of boots of seven Leagues
etdesirez use them now, appointments to the 2.Otherwise, what destination are yo
u prendredans your search for ways to get rid of Elementary Sturm? Remember sure
that you cannot visit each location only once, will you direct you to:
the Sea of eels? Appointments to the 360
.
The Mont I spoke before? Appointments to the
343 .
The Plains blaring? Appointments to the
36 .
Or, if you feel ready, you can try to find the Machine weather of Balthazar Stur
m the eye of the hurricane (visit
-you at 350
).
11
The villagers manage to defeat the toward returning under earth. The farmer vous
remercie your help and ask you to what location you head. "In the north-east", l
uirepondez-you.
"As I said, you won't find anything to share a desert dry in this direction," he
said. "Nousnous salute to the west toward Chalannabrad, we want to inform the a
uthorities of what is passeici. Why don't you come with us?" If you would like t
o join the caravan (andactivation you do you are not yet rendered on the Sea of
eels), appointment at 93
.
Otherwise, you continue your journey alone. The farmer had reason, this part of
the kingdom is almost become desert. (You can not regain of points of ENDURANCE
during the days you spend on this arid land.) After two other days of wandering
under a cielcouleur copper (move from two days in the week), you see, in the dis
tance, the waters of the Lacdu cauldron. Appointment at 189

.
12
It is said that if you approach a seashell to your ear, you can hear the noise
f Lamer on the inside. You ask if the same thing is true with the shell of the
eas.You place therefore on your ear and listen. You perceive a whisper remote,
uch a vaguelointaine crashing on the shore. It seems you hear a name: Oceanus.
eturn to the
318
etcontinuez to read the paragraph.

o
S
s
R

13
Two days have passed since you have left the southern border of Femphrey. You it
emize lecampement for the night at the edge of a small wood. If you have the wor
d code
Essahc
, visit your neareststill
131
.Otherwise, if today the Day of the Moon, appointments to the
95
.Otherwise, appointment to the
40
.
14
You fall in the empty, whipped by the power of the winds. The huge ship is just
lower lane for you. Your hand grasps the handle of the hatch of correctness and
your body rebonditlourdement against the copper plates of the spacecraft. You ha
ul painfully on a petitrebord, rotate the handle of the opening and enter
the eye of the hurricane.
The hatch closes with a roar behind you, echol banging the resonant on the paroi
smetalliques of the vessel. You progress through along a corridor roasting and a
rrive shortly before a
central staircase. The metal structure in spiral leads to upper and lower floors
of the ildu Cyclone, through circular holes d years the ceiling and the floor. Y
ou take a look up and down
, and notice that you are in the lower floor of the vessel. Under your feet, the
staircase leads to the shim of the engin vola nt or you can hear the tub charact
eristics
of water which pitches to the pace of the volatility of the vessel. Toward the t
op, the staircase leads to two other bridges.
One way to make pay Balthazar Sturm would be to inflict maximum damage to the ey
e of the
hurricane. As long as you are on board of the spacecraft steering wheel, hold a
specific account of damage generates dudes getting in the form of a score of dam
age which for the moment is to 0.
If you have the Plans for the
eye of the hurricane and s
ouhaitez the consult of suite, multiply by 3 the number associated with the latt
er and appointments to the respective paragraph. Otherwise, what will you explor
e first?

The shim? Appointments to the


302
.
The lower bridge (where you are at present) ? Appointments to the
54
.
The central bridge? Appointments to the
126
.
The upper deck? Appointments to the
258
.

15
You hear of not heavy metal and behind you, you flip and apercevezl'plc-golem yo
u had left in the stalls. It is forced a passage in the room of the engine.The g
iant of metal goes before you and will crasere its imm

S-ar putea să vă placă și