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Telegnostic
Apr 24, 2008
Leave the mostly-lice-free ghoul cloak.

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Darkest Auer
Dec 30, 2006

They're silly

Ramrod XTreme
I bet the cloak is cursed or something. Leave it.

CirclMastr
Jul 4, 2010

Every inventory item is sacred.

Take the cloak.

Brerose
Jun 10, 2016
Take the cloak.

SatansOnion
Dec 12, 2011

The desert gets viciously cold at night. We need every layer we can get our grubby mitts on between the frigid night air and our pudgy, heat-radiating body. Take the lousy, licey cloak because itching is way better than frostbite :colbert:

Snorb
Nov 19, 2010
I'm not too thrilled with the idea of sleeping under such a disgusting thing, but keep the cloak.

And let's ditch it at the first opportunity we can.

Tuxedo Ted
Apr 24, 2007

Dangit you guys I wanted to make the joke about the cloak being lousy.

Anyway Keep the cloak, I just hope we don't get a codeword loaded on us to denote us having cooties for the rest of the book.

hackbunny
Jul 22, 2007

I haven't been on SA for years but the person who gave me my previous av as a joke felt guilty for doing so and decided to get me a non-shitty av
Hoard every little bit of loot, keep the cloak

Parenthesis
Jan 3, 2013
Take the cloak

puppets freak me out
Dec 18, 2015

Everyone knows that lice are attracted to magic, so clearly the cloak is magic. Keep it.

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 35 posted:

You go and shelter in a cave, after first checking that it isn’t already occupied. A raw wind howls outside, but you are snug inside your woolen cloak. Even so, you get very little sleep after your horrific experience. Rising with the first silver light of the predawn, you head down out of the hills to join the others.

Turn to 289.

: Tick tock Jay, time's a-wastin'!

Page 289 posted:

The caravan travels on along roads that get increasingly busy as you approach Cairo. Porters carrying great bundles of grain and cloth jostle outside the city gates in a press of heavily laden camels, donkeys and rumbling wheeled carts.

In all the confusion, it amazes you that Hakim somehow manages to squeeze his way to the front of the crowd and present his papers to the sentries. The papers themselves are just a formality, since probably neither Hakim nor the sentry he speaks to can read. The important thing is the bag of gold coins that is discreetly handed over. With this transaction complete, the sentries help to push the crowd aside so that your camels can traipse through into the city.

If you have the codeword Mordant, turn to 192.
If not, turn to 284.

At this point I think Mordant will be left to the post-book.

Page 284 posted:

You say your farewells to Hakim and the others. Many speak to you with tremors in their voices, and several openly wipe away tears. Though you met as strangers and it is likely you’ll never see any of them again, you have shared experiences that make you all as close as cousins.

Hakim himself presses a pouch into your hand. ‘You’ve been more help than I could have imagined,’ he says. ‘Take this as a little bonus.’

Once out of sight around the corner, you check the contents of the pouch: 3 dinars. Well, for Hakim that is generous.

Add it to your money and then turn to 215.

Page 215 posted:

The talk on the streets of Cairo is mostly of the Red Sea pirates. Small children are enthralled by the stories, but none of the adults of the city has a good word for the pirates. ‘Prices have doubled in the last two months,’ complains a shopkeeper. ‘No one dares to travel by sea, and perishable goods cannot survive the slow journey by camel. I have not had a properly spiced meal since the end of Ramadan.’

You soon learn that the Sultan of Cairo has promised a reward for the one who puts a stop to these pirates. One thousand dinars. That would make you as rich and respected a citizen as any in Baghdad.

If you go to offer your services in catching the pirates, turn to 306.
Alternatively, you can visit the bazaar (turn to 328)

Page 328 posted:

Cairo market has few bargains to offer because of the problem of the pirates, but you find the following goods for sale:

Water bottle 5 dinars
Bow 40 dinars
Mirror 30 dinars
Sword 30 dinars

After you have bought anything you want and noted it on your Character Sheet, decide whether you will offer to help catch the pirates (turn to 306) or leave the city (turn to 349).
or leave the city (turn to 349).

: That's a LOT of dinars! And I've been to sea - in fact I buckled the heck out of some swashers while I was at it.

: I...don't think it works that way.

Character Sheet posted:

Jay Sherifman the Nomad

Skills: AGILITY, FOLKLORE, MAGIC, WILDERNESS LORE

Life Points: 4

Dinars: 37

Possessions: Ring, cloak

Codewords: Hajji, Kismet

Kills: Embracer, a guard, an Infernal Machine and the tiny man inside it, a pointy-toothed native, Ejada, the Moon Dog, Skarvench, our credibility as a tactician, any chance of furthering whatever the gently caress kind of relationship we had with Lucie, some unlucky guard, an enormous ceiling spider, a particularly punitive yet otherwise non-descript Judain, the physical manifestation of Hate, a nightcrawler, a particularly bulbous cactus, Necklace of Skulls, a necklace of skulls, some jerk vines, a troupe of post-apocalyptic hell-puppets, a weird future ghost thing, embroyonic cyber-spider mech, pretty much every conceivable thing (x2), the post-apocalyptic speed limit, a second weird future ghost thing (albeit vicariously), the bestest robofriendship we're likely to come across this side of godhood, two traitorous Bocheii, whatever remained of the concept of privacy, Vajra Singh, our last (probably) shot at godhood, the ghoul bros, mamaghoul

Failures: Root'd to death, despair!'d, swallowed and digested by a Colossus beetle, ate a pig and failed to avert an ecological cataclysm, slave'd and toil'd to death, pulmonary arrownation, stabbed in the eyes and left to "live" off the land, lightly dragon'd, tree'd from a great height x2, Countless Swords of the Westermen'd, gale'd, yardam'd, rack'd, pulp'd, flatten'd, eat'd (nobley), rubble'd, cul-de-sac'd, what-once-used-to-be-the-harbor'd, three magical bodyguards'd, orgy'd, bitter life-sucking cold'd, cascade of rubble'd, cold'd, celestial darkness'd, mutant plant'd, second shot'd, hypnotic trance'd, reality ripped right out from under us'd, Volent'd

I forgot to add our payment for scouting out, so that's in here now too.

Comstar
Apr 20, 2007

Are you happy now?
Buy Sword, Water Bottle, go be a hero and hunt pirates.

Darkest Auer
Dec 30, 2006

They're silly

Ramrod XTreme
We don't have the skills to use a sword. Buy the mirror and water bottle and then it's pirate huntin' time.

Thuryl
Mar 14, 2007

My postillion has been struck by lightning.
The mirror and water bottle sound good to me. I'm not sure how good we're going to be at anything involving sea travel, but eh, it seems to be the only adventure hook available so let's wing it and catch those pirates.

Snorb
Nov 19, 2010
The mirror and water bottle will be useful to us should we decide to go fight some pirates.

hackbunny
Jul 22, 2007

I haven't been on SA for years but the person who gave me my previous av as a joke felt guilty for doing so and decided to get me a non-shitty av
I'll abstain because the choices make no sense

MysticalMachineGun
Apr 5, 2005

Snorb posted:

The mirror and water bottle will be useful to us should we decide to go fight some pirates.

No point coming all this way and then leaving the city

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 306 posted:

You believe you can come up with a plan to catch the Red Sea pirates. The problem is, who’s going to listen to an impoverished wanderer like you?

If you have SEAFARING, turn to 371.
If not but you have STREETWISE, turn to 392.
If not but you possess a harem costume, turn to 418.
Failing any of those, your only option is to try to get to speak to the Sultan while he is outside the palace: turn to 414.

We adeptly managed to sidestep that choice!

Page 414 posted:

By luck, that very afternoon the Sultan comes riding through the streets in a regal procession. His soldiers patrol the crowds lining the streets, making sure that everyone bows respectfully. You glance up to see the Sultan himself approaching on the back of a graceful chestnut mare whose harness glitters with jewels. For a moment you meet his gaze. He strikes you as a good man but a weary one, his thoughts no doubt constantly troubled by affairs of state.

One of the soldiers sees you looking up and jabs the butt of his lance towards you. ‘You there, keep your face to the ground while the Sultan goes by.’

If you have the codeword Hajji, turn to 436.
If not but you have AGILITY, turn to 396.
Otherwise you are shoved roughly back into the gutter and the moment is lost; you will not get another chance (turn to 349).

: Now it's my time to shine!

Page 436 posted:

The Sultan sees your green turban, which marks you out as one who has undergone the pilgrimage to the holy city. Raising his hand to halt the procession, he dismounts and lifts you to your feet. ‘I never pass a pilgrim without asking advice,’ he says with a warm smile. ‘It is by God’s grace that I sit on the throne of Cairo, after all.’

This is one of those situations where it is worth coming straight to the point. You’re not sure how long you could play the part of a pious savant anyhow. ‘It is the lot of kings to be beset by many cares,’ you say, ‘and no doubt you will find it so to the end of your days. But, O Sultan, I can rid you of at least one worry. I speak of the pirates of the Red Sea.’

He gives you a keen thoughtful look. ‘Speak on.’

Turn to 193.

Page 193 posted:

The Sultan decides to let you try your luck in catching the pirates. He has nothing to lose, after all. You are taken to a small port at the foot of Mount Sinai where you are entrusted with a vessel and a crew of thirty marines.

You put out to sea and sail around the coast for several days without seeing so much as a fishing boat. Your patience is finally rewarded one morning when the lookout calls out, ‘Sails on the horizon!’

The other vessel hoves into view. It turns out not to be the pirates, but a cumbrous merchant ship laden with wine barrels. Its captain obviously decided to risk passage across the Red Sea. You have a feeling his ship will make a choice target for the pirates.

If you move in and hail the merchant ship, turn to 239.
If you keep it in sight without getting close, turn to 476.

: Hoves?

: Learn something new everyday!

And I learned that the first subcategory under GIS-ing hoves is "hooves shoes," which are apparently a thing.

Character Sheet posted:

Jay Sherifman the Nomad

Skills: AGILITY, FOLKLORE, MAGIC, WILDERNESS LORE

Life Points: 4

Dinars: 2

Possessions: Ring, cloak, mirror, water bottle

Codewords: Hajji, Kismet

Kills: Embracer, a guard, an Infernal Machine and the tiny man inside it, a pointy-toothed native, Ejada, the Moon Dog, Skarvench, our credibility as a tactician, any chance of furthering whatever the gently caress kind of relationship we had with Lucie, some unlucky guard, an enormous ceiling spider, a particularly punitive yet otherwise non-descript Judain, the physical manifestation of Hate, a nightcrawler, a particularly bulbous cactus, Necklace of Skulls, a necklace of skulls, some jerk vines, a troupe of post-apocalyptic hell-puppets, a weird future ghost thing, embroyonic cyber-spider mech, pretty much every conceivable thing (x2), the post-apocalyptic speed limit, a second weird future ghost thing (albeit vicariously), the bestest robofriendship we're likely to come across this side of godhood, two traitorous Bocheii, whatever remained of the concept of privacy, Vajra Singh, our last (probably) shot at godhood, the ghoul bros, mamaghoul

Failures: Root'd to death, despair!'d, swallowed and digested by a Colossus beetle, ate a pig and failed to avert an ecological cataclysm, slave'd and toil'd to death, pulmonary arrownation, stabbed in the eyes and left to "live" off the land, lightly dragon'd, tree'd from a great height x2, Countless Swords of the Westermen'd, gale'd, yardam'd, rack'd, pulp'd, flatten'd, eat'd (nobley), rubble'd, cul-de-sac'd, what-once-used-to-be-the-harbor'd, three magical bodyguards'd, orgy'd, bitter life-sucking cold'd, cascade of rubble'd, cold'd, celestial darkness'd, mutant plant'd, second shot'd, hypnotic trance'd, reality ripped right out from under us'd, Volent'd

hackbunny
Jul 22, 2007

I haven't been on SA for years but the person who gave me my previous av as a joke felt guilty for doing so and decided to get me a non-shitty av
Keep our distance

SatansOnion
Dec 12, 2011

Let the bait dangle for a little while. Can't catch anything otherwise!

Now watch as this blows up in our face!

Thuryl
Mar 14, 2007

My postillion has been struck by lightning.
Follow from a distance. I don't really see "hey, wanna be bait for our pirate-hunting plan" being a conversation that goes well.

Snorb
Nov 19, 2010
Keep our distance; if we move in too early, we'll scare off the pirates.

(Also, I'm not sure how or why "If you have a harem outfit, go to this page" was a branch here.)

Mister Olympus
Oct 31, 2011

Buzzard, Who Steals From Dead Bodies

Snorb posted:

Keep our distance; if we move in too early, we'll scare off the pirates.

(Also, I'm not sure how or why "If you have a harem outfit, go to this page" was a branch here.)

Mordant keyword must be a hell of a thing.

Darkest Auer
Dec 30, 2006

They're silly

Ramrod XTreme
Escort the merchant ship, hopefully we'll get wine and dinars as a reward.

Decoy Badger
May 16, 2009
Keep our distance! We would have to go slow to escort the merchant ship, that won't let us get to speed in time to intercept and pursue pirates!

MysticalMachineGun
Apr 5, 2005



Hail for news

Ikasuhito
Sep 29, 2013

Haram as Fuck.

Keep our distance

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 476 posted:

At noon your lookout reports seeing the black sails of the pirates. They are off the starboard bow, closing like a raptor on their sluggish prey.

If you order your vessel to close in and engage the pirates at once, turn to 262.
If you stand off and watch their attack on the merchant ship, turn to 285.

: ...my past piratical exploits shed no light on this current situation.

Character Sheet posted:

Jay Sherifman the Nomad

Skills: AGILITY, FOLKLORE, MAGIC, WILDERNESS LORE

Life Points: 4

Dinars: 2

Possessions: Ring, cloak, mirror, water bottle

Codewords: Hajji, Kismet

Kills: Embracer, a guard, an Infernal Machine and the tiny man inside it, a pointy-toothed native, Ejada, the Moon Dog, Skarvench, our credibility as a tactician, any chance of furthering whatever the gently caress kind of relationship we had with Lucie, some unlucky guard, an enormous ceiling spider, a particularly punitive yet otherwise non-descript Judain, the physical manifestation of Hate, a nightcrawler, a particularly bulbous cactus, Necklace of Skulls, a necklace of skulls, some jerk vines, a troupe of post-apocalyptic hell-puppets, a weird future ghost thing, embroyonic cyber-spider mech, pretty much every conceivable thing (x2), the post-apocalyptic speed limit, a second weird future ghost thing (albeit vicariously), the bestest robofriendship we're likely to come across this side of godhood, two traitorous Bocheii, whatever remained of the concept of privacy, Vajra Singh, our last (probably) shot at godhood, the ghoul bros, mamaghoul

Failures: Root'd to death, despair!'d, swallowed and digested by a Colossus beetle, ate a pig and failed to avert an ecological cataclysm, slave'd and toil'd to death, pulmonary arrownation, stabbed in the eyes and left to "live" off the land, lightly dragon'd, tree'd from a great height x2, Countless Swords of the Westermen'd, gale'd, yardam'd, rack'd, pulp'd, flatten'd, eat'd (nobley), rubble'd, cul-de-sac'd, what-once-used-to-be-the-harbor'd, three magical bodyguards'd, orgy'd, bitter life-sucking cold'd, cascade of rubble'd, cold'd, celestial darkness'd, mutant plant'd, second shot'd, hypnotic trance'd, reality ripped right out from under us'd, Volent'd

Darkest Auer
Dec 30, 2006

They're silly

Ramrod XTreme
Attack!

Thuryl
Mar 14, 2007

My postillion has been struck by lightning.
If we wait until they board the merchant vessel, that means fewer and more disorganised pirates for us to fight. Wait.

Snorb
Nov 19, 2010
The merchants can help us get rich enough to warrant the caliph's attention. We fight.

oh god we're gonna get killed by pirates aren't we :ohdear:

MysticalMachineGun
Apr 5, 2005

Thuryl posted:

If we wait until they board the merchant vessel, that means fewer and more disorganised pirates for us to fight. Wait.

I like the way you think sacrifice the merchants to thin out their numbers

Comstar
Apr 20, 2007

Are you happy now?
Be a hero. Order your vessel to close in and engage the pirates at once, turn to 262.

CirclMastr
Jul 4, 2010

Heroes know when to make sacrifices. Wait

Ikasuhito
Sep 29, 2013

Haram as Fuck.

The merchants will be far more grateful if we save them just in the nick of time, rather than before any blood has been spilled. Wait

Brerose
Jun 10, 2016
If we wait, they're going to end up killing the merchants, and if people die by our inaction, that's our fault. Attack.

Cathode Raymond
Dec 30, 2015

My antenna is telling me that you're probably wrong about this.
Soiled Meat
Wait. We must remember that we're not even really a sea captain much less a seasoned pirate hunter, and we'll need every advantage we can get.

Remember, it was like a page ago that that we were loving around in the desert like Allah intended for us. If we survive any of this ocean combat business it will be nothing short of a miracle. We should probably make another pilgrimage out of gratitude.

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 285 posted:

The pirates sail away after looting the merchant ship of its cargo. You can hear their merry shouts from afar as they broach one of the wine barrels.

‘They can’t be true believers,’ says the captain of marines with a sorry shake of his head. ‘Don’t they know of the Prophet’s warning against drunkenness?’

Several of his men sidle away rather guiltily when they hear this. Your reply is more forthright. ‘Much worse than drunkards, they are thieves and murderers. Tonight, in any case, they’ll be held to account for all their crimes.’

You may have spoken too soon. The pirate ship is faster than your own, and soon their black sails drop out of sight across the waves. A few minutes later, the lookout calls down that he has lost them altogether.

The marine captain smacks his fist into his palm. ‘Two tons of camel dung!’ he swears extravagantly. ‘We’ll never find them now.’

If you possess a hawk, turn to 486.
If not but you have LUCK or SEAFARING, turn to 393.

Otherwise turn to 415.

: Not so much.

Page 415 posted:

You send your men clambering up over the huge door, but they cannot find any way to open it. At last you are forced to admit defeat. You return to Cairo and report to the Sultan that the pirates’ lair lies beyond an unbreachable stone portal.

He is obviously disappointed, but he puts a cheerful face on it. ‘You found out more than any of my own agents were able to,’ he says. ‘Perhaps I can find a wizard who can force the portal to open. Take this reward for your services.’

You are given a bag containing 50 dinars.

Add this sum to your money, then turn to 349.

...it feels like there's a page or two missing here.

Page 349 posted:

Leaving Cairo on foot, you head along the banks of the Nile. Soon you have left the fertile farmland behind, and you head on into wild territory where the Sultan’s rule of law does not extend. Crocodiles splash the dun-colored water, sliding down off the sun-drenched banks as you pass. You see boats plying their trade, but they stay in midstream. A lone traveler in these parts might easily be a brigand or a mad wizard, and the few peasants you see are fearful of approaching you.

Beyond the river-bank lies a waterless wasteland. Soon the soles of your feet are hardened like leather and your tongue sticks to the roof of your mouth. In all directions the horizon is lost in a hot flat haze. Lose 1 Life Point unless you have either WILDERNESS LORE or a full water bottle. (If you use a bottle, note that it is now empty.)

After days without seeing another soul, you reach an oasis. High palm trees sway against the sky. They are a rich dark green that almost looks black against the dazzling dust-draped landscape.

If you stop off at the oasis, turn to 473.
If you continue past, turn to 15.

: How could this possibly go wrong?

Character Sheet posted:

Jay Sherifman the Nomad

Skills: AGILITY, FOLKLORE, MAGIC, WILDERNESS LORE

Life Points: 4

Dinars: 52

Possessions: Ring, cloak, mirror, water bottle

Codewords: Hajji, Kismet

Kills: Embracer, a guard, an Infernal Machine and the tiny man inside it, a pointy-toothed native, Ejada, the Moon Dog, Skarvench, our credibility as a tactician, any chance of furthering whatever the gently caress kind of relationship we had with Lucie, some unlucky guard, an enormous ceiling spider, a particularly punitive yet otherwise non-descript Judain, the physical manifestation of Hate, a nightcrawler, a particularly bulbous cactus, Necklace of Skulls, a necklace of skulls, some jerk vines, a troupe of post-apocalyptic hell-puppets, a weird future ghost thing, embroyonic cyber-spider mech, pretty much every conceivable thing (x2), the post-apocalyptic speed limit, a second weird future ghost thing (albeit vicariously), the bestest robofriendship we're likely to come across this side of godhood, two traitorous Bocheii, whatever remained of the concept of privacy, Vajra Singh, our last (probably) shot at godhood, the ghoul bros, mamaghoul

Failures: Root'd to death, despair!'d, swallowed and digested by a Colossus beetle, ate a pig and failed to avert an ecological cataclysm, slave'd and toil'd to death, pulmonary arrownation, stabbed in the eyes and left to "live" off the land, lightly dragon'd, tree'd from a great height x2, Countless Swords of the Westermen'd, gale'd, yardam'd, rack'd, pulp'd, flatten'd, eat'd (nobley), rubble'd, cul-de-sac'd, what-once-used-to-be-the-harbor'd, three magical bodyguards'd, orgy'd, bitter life-sucking cold'd, cascade of rubble'd, cold'd, celestial darkness'd, mutant plant'd, second shot'd, hypnotic trance'd, reality ripped right out from under us'd, Volent'd

Thuryl
Mar 14, 2007

My postillion has been struck by lightning.
All things considered, that was probably a good outcome compared to actually having to fight pirates.

The fact that we're given a choice on whether or not to stop at the oasis convinces me that something horrible will happen to us if we do, so let's stop there and find out exactly what.

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Cthulhu Dreams
Dec 11, 2010

If I pretend to be Cthulhu no one will know I'm a baseball robot.
Go to the Oasis

Why did we even set out over the desert? What the hell?

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