Re: Los Misterios de Babilonia - La Saga del Cruzado 4
Publicado: 20-Oct-2025, 21:43
La 464 la elección es al azar porque no entiendo la lógica
Foro de debate sobre el Proyecto Aon Español y la web Lobo Solitario Español, así como todo lo relacionado con el mundo de los libro-juegos
https://www.projectaon.org/es/foro3/
5.5.
Your fingers stiffen slightly and move down towards the card on the left of the first row. You swallow hard and turn it over: disaster! The card depicts a skeleton locked in a cage suspended from the ceiling of a dungeon.
The fortune teller struggles to hide his disappointment. “The tower,” he finally mutters. “Fate sometimes decides this way, traveller. Perhaps you were not meant to complete the quest you have undertaken. Who can say!” You shudder: what do the man's strange words mean? 'Unfortunately, there is not much more to say. Farewell, traveller,‘ he concludes in a tone that brooks no reply. Emptied of all will, you get up and turn your back on the cards and the fortune teller. Like a sleepwalker, you head towards the fork at the entrance to the Games Quarter. Suddenly, furious cries ring out behind you: ’Arrest him! It's him! I recognise him!' Without giving you time to react, strong hands grab you and disarm you in seconds. Three Babylonian guards stare at you sternly; you try to explain that you are innocent, that you have committed no crime, but no one believes you. You are the victim of a serious miscarriage of justice!
But this does not prevent the guards from beating you, insulting you, and then chaining your hands and feet to the damp and filthy wall of a tiny dungeon. Your adventure is about to end, without you having had a chance to understand why! That is what the cards have decided...
222.222.
You don't know which card to choose, so you decide to leave the decision to chance. You place your hand on the second row of cards, run your fingertips over them and stop abruptly on the second one from the left. You turn it over slowly, revealing the image of a woman with a beautiful face, her eyes hidden by a blindfold tied behind her head. She feels like walking in the wind, in an ever-changing landscape: deserts, then grasslands, mountains, oceans. Lost in contemplation, you do not notice that the fortune teller is immersed in deep meditation. “She is Namtar, Destiny itself, that you have revealed, traveller,” he finally says. ‘I understood, when I saw you approaching, that you are destined for an exceptional fate: this card confirms it. But what we both do not know is the path that will lead you to the fulfilment of that Destiny; however, I see that the road is still long and dotted with adventures. If you do not die along the way, you will see more corners of our universe than all other mortals...’ The fortune teller's words echo endlessly in your mind, and in a flash of intuition, you perceive the countless possibilities that your existence offers you, each bearing a different Destiny. But the fortune teller continues: ‘The hand of Destiny holds human lives, traveller. If you wish, you have the opportunity to turn over another card from my deck.’
If you accept his offer, go back to 255 and choose a card you have not yet turned over, then go to the paragraph indicated on the back of the chosen card.
If you prefer to stay here, go to 35.
443.443.
As you brush against the second row of cards, you feel irresistibly drawn to the second one from the right. You pinch it between your thumb and forefinger and turn it over, revealing the thin ray, burning like fire, that occupies almost its entire surface. 'Your lion's mane and fierce courage have made you a protégé of Shamash, god of the sun,' comments the fortune teller. 'You will illuminate the existance of those who cross your path, or destroy them with the fire of your righteous wrath. There are no alternatives. Yes, traveller, the sun shines down on you with the magical power of its rays, and its eternal light shines in your heart." At these words, you feel a beneficial energy spreading through your body. Now your muscles conceal the strength of a lion: increase your Strength score by 1 point for the rest of the adventure! The fortune teller's eyes have not left you for a moment, and the man has carefully observed the effect of his words. ‘I hope I have shown you a side of your soul in a new light, stranger. Is there anything else I can do for you?’
Go to 489.
464.464.
The cards swirl before your eyes in a colourful whirlwind. You don't know which one to choose, but suddenly a kind of luminous halo surrounds the last bone tablet that the fortune teller has placed on the table. You have the impression that a small spark is flickering on its back, an irresistible temptation for your hand. You caress it with your fingertips, then turn it over: to your surprise, you see that it is completely black, or rather, opaque, with a surface that absorbs all light. At this sight, the fortune teller cannot help himself and leaps backwards, as if scratched by a wild cat, then a pained expression appears on his face. 'Fate often interferes with the best-laid plans, stranger. There is no doubt that you were destined for great things... but it has been decided otherwise. The card you have turned over is called the Void! In its depths there is nothing, neither shadow nor light; neither life nor death. The Void swallows the souls of the living and reduces them to empty shells, prisoners of Araltier, the land of no return, sealed by seven gates guarded by Eushkigal, sister of Ishtar. The bodies remain on earth, reduced to automatons, but the soul is imprisoned forever in another dimension, perhaps in the hands of some demon..."
As the fortune teller utters these words, you feel your spirit leaving your body! Enormous hands grip it tightly and imprison it in a tiny cage with invisible bars. You are still on earth, sitting in front of the fortune teller, but your body can no longer move because it has been deprived of its will! Your soul is prey to the forces of evil that have imprisoned it and, unfortunately for you, this horrible fate will continue for eternity...
Realmente poco más, le indicamos al adivino que queremos dejar de jugar con sus cartas:profesorinternet escribió: ↑22-Oct-2025, 11:40 Lógicamente nos quedamos con la fuerza, pero si decidimos quedarnos con las 222 y no queremos coger ninguna carta más y pasamos al 35, ¿qué ocurre?
35.35.
‘Thank you for the offer, fortune teller,’ you reply. ‘But the powers of your game seem a little too extensive to me, and I don't want to push my luck. I'll have plenty of other opportunities to take risks!’ Shaking his head, he accepts your decision. "In that case, traveller, I am glad that my modest talents have been of service to you today. After all, my hand is but the instrument of Destiny.‘ After a pause, he adds, ’Before you set off again, is there anything else I can do for you?"
Go to 489.
489.489.
You lean towards the fortune teller, aware of his real powers. He gestures to remind you that you must speak into the shell like his. “Of all the people I've met in this neighbourhood,” you begin, 'you seem to me to be the wisest, fortune teller. Can you help me? If my steps have led me here, I suppose it wasn't chance that was my only guide. Listen: I am looking for a wise man called Barsip. They say he appreciates the game. Have you seen this man? Do you know where he is?" You hold your breath, placing all your hopes in the hands of this strange man.
After a moment's reflection, with a knowing smile playing on his lips, the fortune teller decides to speak. "I know Barsip, and I'll tell you where you can find him; but wait until the early hours of the night, so you're sure to catch him. At the Gate of Sin, turn east, take the road on the right and follow it to the end. You will come out in the square where the sage's dwelling stands, on the border of the Games Quarter.‘ Finally, the information you were looking for. You want to thank the fortune teller, but the man raises a hand to calm your enthusiasm. ’Barsip must defend himself from the dangers of Babylon, traveller. Before entering his house, you will meet the guardian of the place, a truly horrible being. If you see him, just say, “Good evening!” and he will let you pass without any problems..." Apparently, the fortune teller really likes your astonished expression, as he bursts into cheerful laughter. You would like to ask him for more details, but he continues to laugh until he cries. You cannot understand the reason for such hilarity, and this disturbs you quite a bit! You stammer a few words of thanks and leave the fortune teller with the strange sense of humour behind. Go to 200.

200.200.
The few hours of feverish waiting that remain seem to never end. You walk from shack to shack without stopping at any in particular, occasionally pushed by passers-by less courteous than you, and let yourself be carried along by the pulsating crowd. When the streets finally become deserted and the hustle and bustle of the Games Quarter fades away, you decide that the time has come to act: if Barsip isn't home now, he never will be!
You reach the Sin Gate, a tall brick structure decorated with blue and green bas-reliefs. You linger for a moment at the foot of the building, gazing up at the sky, then follow the fortune teller's directions: heading east, you easily find the road he indicated, where almost total darkness reigns. Soon you are forced to feel your way along the walls, but suddenly the moon emerges from behind a cloud, illuminating the road and, at the end, the square where Barsip's house is located. A low yellow brick wall marks its perimeter. You advance cautiously and quietly step beyond this boundary, but nothing happens; you advance a little further... Here you are at the gate of the garden wall!
You place your hand on the knocker, but a sharp grunt resounds behind you and a warm breath brushes your neck, accompanied by a terrible smell of sulphur! You turn around quickly and see a creature with a shocking appearance. As big as a man, this monster has the twisted face of a gargoyle and scaly skin reminiscent of that of a snake, greenish in colour. Two bat wings, leathery in texture, form a hideous hump on its curved back. The creature's dull face is crossed by an immense mouth lined with sharp fangs. Acid green drool drips from its chin. The monster throws its head back and bares its fangs in a menacing grimace. What will you do?
You attack it. Go to 172.
You talk to it. Go to 17.
You flee. Go to 326.
You use the Magic Eye. Go to 62.
He puesto las opciones por si os despistabais o teníais ganas de acción
17.17.
You remember the fortune teller's enigmatic warning. Risking everything, you raise your arm in a gesture of peace and say, “Good evening! I hope you don't want to hurt me. I'm looking for Barsip.”
The monster shakes its head and its mouth widens even more, in a strange parody of a smile. With a gesture of its clawed paws, it invites you to follow it. You almost have to run to keep up with it: this beast seems to be flying! It leads you into a small passageway you hadn't seen before, where the darkness grows thicker and thicker; soon you can no longer see anything, but despite the darkness, you realise you are crossing a hall. Let's hope that trusting this monster wasn't a fatal mistake! Finally, after a narrow corridor, you enter a room: and what you see leaves you speechless...
Go to 24.

24.24.
In front of you is a man sitting on a simple wooden chair. He is working, bent over a table covered with tablets. Holding your breath, you look around: the room combines the comfort of a living room, the seriousness of a study or meditation cell, and the serenity of a library. But the appearance of this place is not the most surprising thing; what left you speechless upon entering is the identity of the host: the wise Barsip is none other than the fortune teller! “Come in, traveller!” the sage invites you, giving you a kind smile. 'My servant did not seem to impress you much! But I ordered him to be polite today. He is not usually so accommodating,' he explains with a laugh.
Barsip understands your legitimate surprise. 'You did not expect to find me here? Yet you seemed well informed about my passion for games of all kinds. That little trick I played on you wasn't too bad, was it?" This wise man seems a little too playful, but deep down you like him. He hands you a round shell and motions for you to sit down. He snaps his fingers and Thomunculus disappears for a few seconds, then reappears dressed in a white apron and clutching a tray of food and drink. You accept the cup offered by the grotesque servant with a slightly mocking air. ‘And now, traveller, tell me the reason for your visit.’
If Barsip is the first sage of Babylon you meet, go to 118. If you have already seen at least one other sage before, go to 32.
32.32.
You exchange a few travel impressions, discussing the merits of different civilisations. The drink that Barsip has served you has the power to restore your strength: roll two dice to calculate the Life points you regain. Then, seeing that time is running out, the sage gives up asking you more questions about the countries and peoples you have encountered on your travels. "Here is the information you seek, Priest John: the tablet is in the ninth row. Now we must part, for your time is precious!‘ Following Souhsan's instructions, Barsip gives you 5 gold coins and then shows you a simple route to the ’Iron Circle" hotel, where you can spend the night, motioning to his servant to accompany you. You thank him humbly and promise to cultivate your sense of humour more. The jovial homunculus rewards you with a friendly wink before closing the door behind you. Go to 397.