Game Library - Scenarios for future games.

Black Crow #04
                                         
   DUNGEONS OF CASTLE BLACK    
                                         
(C) Mg.Beeper & Komissarenko Alexander   
-------------------------------------------------------
       == Preface ==       
                                         
  In the most ordinary fairy-tale queen
trouble comes. In a quiet forest, on his
on the southern borders appears a cunning and insidious
master wizard Barlad Dearth, perfect
mastered the art of black magic. Nobody
does not know from which lands he came.     
  Soon the surrounding residents begin to guard
thread forests, which are dark witchcraft
forces made it mysterious and impenetrable,
with many merciless traps and freezing
some deep swamps.  The forest was overrun by Goblins
us and Orcs are ugly and cruel warriors
Barlada Derta. And in the very center of the forest,
which is now called nothing more than Conception
forged forest, the wizard erected the Black
lock.  No one has been able to reach it and
come back with impunity.          
  But the wizard does not rest on this.
Having learned that a beautiful woman lives in the palace
Princess- the only daughter of the King - he
sends black ambassadors to her father to
ask for her hand. The Proud King refuses
them, but the ambassadors appear twice more. Each
the second time they descend from the sky on the mighty
winged horses.  Only the King can do without
fear of looking into their eyes - so painful
A powerful and formidable force comes from them.       
  But the King is adamant, although he understands:
Barlad Dearth doesn't give up so easily
your intentions.  And so, when the ambassadors
leaving the palace for the third time, the Princess is
scratches with them. Wizard's Spell
takes her to Castle Black, where she
terribly refuses to become the sorcerer's wife.
He, unable to contain his anger, po...
casts her into a magical sleep.               
  Throughout the kingdom, heralds are calling
dared souls, promising any reward to those
who will free the Princess. One by one
they leave the capital along the Main South
path and disappear into the Enchanted Forest. But
no one comes back: Black for-
Mok knows how to keep his secrets...           
Хотите попытаться миновать западни За- чарованного леса, сразится с беспощадными воинами Барларда Дэрта, проникнуть в Чёр- ный замок и разрушить колдовские чары? Не боитесь ли вы? Если нет, то собирайтесь в путь! -= Подземелья черного замка =- As it should be in fairy tales, the journey starts in front of the royal palace. Uz- Nav, why did you come, the guards are seeing you off you into the Throne Room, and you appear before King. Delighted that there is still his kingdom has heroes ready to take risks even with his life for the sake of his daughter, he sends you to the court astrologer and the wizard, the best expert in the kingdom White magic - Mailina. After all, you will have to fight not only with warriors, but also with evil spirits - you can’t live without magic on the road make do. However, even Myleene cannot predict child of all the might of Berlad Dert, and You have very little time to study. He only manages to teach you the most necessary we spells and give some advice. Here are the spells you have learned: CAST OF LEVITIATION - with its help you will be able to rise in the air and fly overcome the obstacle that you encounter tickles. But be careful: the spell works doesn't last too long, and if you don't If you calculate your strength correctly, you can they will fall to the ground before they obstacle or danger will be behind. SPELL OF FIRE - will help you in need moment to createthere is a ball in the air and in the direction use it on your enemies. But in enclosed spaces in any case, they must be used carefully, so as not to start a fire. CAST OF ILLUSION - you will create your enemy the necessary illusion and the ability to those to escape in those situations from which there will be no other way out. But the spell is gone illusions are dangerous witchcraft: after all, an illusion dissipates and the enemy will understand that he has been worked hard. POWER SPELL - will add strength to you and will increase the impact power. CURSE OF WEAKNESS - will make your enemy clumsy and clumsy, will weaken the strength of his blow. COPY SPELL - with its help you If necessary, you can create an exact copy your opponent you will control. Before you get to you, he will have to fight his own A copy whose skill and endurance will be equal to his skill and endurance tee. If your enemy defeats his Copy, then you will have to fight him yourself. If copy will defeat the enemy, then the spell will becomes powerful and the Copy disappears, and you continue you press your way. But if there were opponentsseveral, but you wanted or were able to get a copy create one, then you will have to fight with wasps steel. HEALING SPELL - at any time (but not during battle) will add 8 to you reincarnation. SPELL OF SWIMMING - you will never we saw neither rivers nor lakes, but on the road we Anything can happen. You no longer have time neither learns to swim. But with this spell you can swim across any water new obstacle that you will encounter. But be careful: as soon as you enter- those on the ground, the spell will lose its power. The astrologer warned: your level is th mastery allows you to take advantage of cast spells only 10 times. Therefore you can choose any spells and any a lot of them, but they shouldn’t all be be more than ten. Determine their infection her. Remember: every spell uses - only once, after that you have to you have to cross it out and make do with the rest shamy. Of course you don't know what the enemies are and obstacles will come your way. Pra- the right choice should only be suggested your experience and intuition. Myleene offers two more pieces of advice.Vo- first, to navigate the confusing forest paths and in the castle, if you are up to you will reach it. The map will help you. Draw her as she progresses. Secondly, for many magical sacraments require vol- magical items. Try on your way march to get as many of them as possible - with in case they will help you. But be careful roars: the enemy’s cunning knows no bounds - any traps are possible. After talking with astrologer you will again appear before Ko- role. Nobody knows what you might like needed on the path to victory, so from palace you take with you only the most necessary: sword, flask, backpack and 15 gold lotyh. The king orders one of the heroes Dov will take you to the beginning of Enchanted forests so that you don’t feel the need on your way neither in food nor in drink. On the way you you ask the herald who the Goblins and Or- ki, which you heard a lot about in the palace. He says that Goblins are scary new and disgusting evil spirits growing about the size of a person who has faith and serve the wizard with truth. There are few of them
видел. И совсем уж никто не видел Орков. Говорят только, что они повыше и по силь- нее. Но и с теми, и с другими лучше не встречаться. В пути вы ещё раз обдумы- ваете последний совет, данный Майлином: Барлард Дэрт достаточно могущественный волшебник, чтобы даже малой частицы его мастерства,handed over to especially trusted soldiers, it was enough not only to resist your spells, but also impose live on you, no less fast and strong. Be careful! But here the royal estates come it's over. Here you have to dismount: the forest is is bewitched and will not let the rider in. Herald says goodbye to you, and soon only a distant the sound of hooves reminds you that you were not one. And Black, mysterious and motionless - The Enchanted Forest is waiting for you... If you are prepared for those unexpected the people you will have to meet, expect this wonderful one in the near future new game. р.s. I will sell the plot of this game inexpensively. ----- AFRICA ON FIRE Hello, my friend! Do you want to listen a fairy tale? Today I will tell you what new games are prepared for you by stupid guys rammists. Now the circle of young nativists Zevtsev concept is being developeddiversity different models of fratricidal wars. Imagine that you are a UN observer, who was sent to Central and South-Eastern exact Africa for resolving the arose- our conflict. You are not armed yet. Study the memo handed over for completion. tion of the task. Maybe she can tell you how get out of difficult situations in which you you'll get there. TYPES OF WEAPONS OF NATIVE TRIBES CENTRAL AND SOUTHEAST AFRICA (theory and practice of fratricide - war. UN Observer Memo.) * War elephants with a rocket launcher "Hail". After the first shot, the elephant is torn off head and headless body bears the dock further into the jungle. The rider can swing a saber. From manual equipment - In addition to the woodpecker, the native has bloodsucker spider ligatures and blue eggs thrush (in some versions these are go- blue thrush;-), using them as pomegranate* Giraffes. Used in foggy weather. Invo- they are perplexed and take flight enemy with an unexpected appearance from the mana and roar in bad Ukrainian (in non- which versions - in literary Berber- skom): “Totya Asya has arrived!” * Frost-bitten woodpecker. A dangerous weapon in the hands of a skilled native tsa. Being a service weapon, it strikes vulnerable spots on the enemy's body, not covered with a bandage. Spit woodpecker considered poisonous. * Mercenaries. Purchased from Antarctica at wholesale the price of hordes of penguins in black and white suits adapted to suit ditch wind conditions. Destroy personal composition, biting enemy hippos and forcing them to belch the landing right into the water farms with crocodiles. Hippopotamus without personal composition - a living monument to water pollution home. (Hint: to repeat the Denia hippopotamus in combat readiness need to be sprinkled with rose petals. Touchy the hippopotamus perceives such actions, like mockery. Maybeor run out onto the reg and trample the sprinkler, or return to the jungle for a new landing party). * Natives on running ostriches. Representatives of the motorized infantry. During short but fast runs a native is capable of spitting out the eyes of 7-8 black to our brothers. During the period of burying the head ostrich in the ground design is pa- the brunt of the fratricidal war, the guard subject to the provisions of the Constitution of UNESCO. * Jerboas. Extremely dangerous. Mobile hunger- new hordes are sent to the enemy's location at night. Having kidnapped the main commander of the pro- green grass, jerboas hiding in the thick jungle, where, having abused him, tor- They eat it fiercely. * Turtles. Psychic weapon. They crawl into the position of the enemy troops and lie non- noticeably in the sand. If you accidentally step on on their shell, emitting a heart-rending cry, biting exclusively on toes and ears, thus making enemy troops unable to violent and scattered. They create demora- the licking mood is unbearableheart-rending screaming. * Moles. Shell-shocked and deaf, they dig holes for jerboas. (HINT: after your plane will fall in a waterless desert, try making friends with the mole. Moles can used as a Tamagotchi in Tomi watches leisure time for a paratrooper. Tame him (feed boiled pearl barley porridge with carcass- ears) and play rounders with him and bottle for undressing). * Hamadryas. Used by the natives as long-range hand weapons. During My flight hamadryas shits a few units of enemy military equipment. Landing swearing, does not surrender, but continues guerrilla warfare, putting heaps on personal belongings of senior officers. * Hippopotamus. Infantry fighting vehicle. Swimming up to the be- regus, burps the landing party, which from the woodpecker mi to advantage bites into the ranks of the enemy - ka. Short summary: computer game "Fratricidal Wars"maximum at is close to real conditions and will teach children tey and teenagers strategies and tactics from- efficient battles and regional wars, and also love for nature. We are waiting for your suggestions.

Share your thoughts about the article