by Dane Barrett
52
Leaping back amongst the rocks, you rush forward, tumbling periodically to evade small blasts of fire from above. You dare not look back for fear of the dragon being immediately upon you. As you proceed, you notice yourself having to hop down over steppes and ledges as the decline of the hill intensifies. Suddenly you skid to a halt, having reached the upper edge of a cliff-face. A shadow passes above you which ripples as more fire plummets downwards. Spying a tree growing out from the side of the cliff face a few feet below your location, and which leads to what looks like another ledge, you make a desperate leap for safety! Roll 2 dice. If the result is equal to or lower than your AGILITY, turn to 64. If the dice roll is higher than your AGILITY, turn to 239.
53
You swiftly kick the ladder away, and it topples sideways along the length of the wall. It flies too wide from where you intended it to go, however, and while it lands heavily upon some ill-fated enemies below, it isn't enough to prevent another wave of orcs from surmounting the parapet. You bring your blades to bear and jump forward to attack them. You must fight three at the same time!
ORC FLAILMAN: FIGHT 6, HEALTH 3
ORC SWORDSMAN: FIGHT 6, HEALTH 3
ORC AXEMAN: FIGHT 5, HEALTH 4
If you defeat these three, you and the rest of the guards finally manage to dislodge the remaining ladders from the wall. Add 15 to your RESISTANCE points. Everyone is panting heavily, trying to regain their composure before the next assault hits. It is while you are taking this breather that you notice the western ballista has ceased firing. You also observe the lack of arrow volleys coming from the centre parapet now. Will you move back towards the centre of the wall (turn to 232) or climb the stone steps to the western tower (turn to 399)?
54
As you step out from your chosen hiding place in the shadows, your silent steps allow you to take Fagen by surprise as you plant a swift boot into the back of his knee, knocking him off-balance. He attempts to swing his arm at you in retaliation, but you catch it and turn him around, throwing him against the nearest wall. The sorcerer dodges your next attack and tries to wrap his arm around your neck to secure a chokehold, but you run your feet vertically up the stonework of the wall, allowing you to slip your body up and over him. As Fagen whirls around to face you, you launch a straight kick into his torso which takes him off his feet. Subtract 1 from Fagen's HEALTH. Clearly angry at being knocked over, the sorcerer conjures a handful of dark matter and tosses it at you. Spinning away you manage to evade the toxic substance as it splatters over the wall behind you, melting the bricks in a cloud of hissing vapour. Not wishing to face the same fate as the masonry, you retreat from the alleyway, running down the next street. If you have lowered Fagen's HEALTH to 8, turn to 271. If not, continue reading.
“Fool!” Fagen shouts after you. “Continue to hide around corners, if you must! Regardless of what portals you may emerge from, you'll not win this battle!”
Once you are sure that you are out of the sorcerer's sight, you quickly look around trying to decide how to harry him next.
Will you attempt to surprise him around an alley corner (turn to 81),
drop on top of him from a balcony (turn to 34),
attack him from under a drain grill (turn to 90),
ambush him from one of the windows (turn to 366)
or try to sneak up behind him again as he passes by (turn to 166)?
55
The pressure of the situation gets on top of you, and you cannot think of a suitable action to give Zabel an advantage against her opponent. As the guard grabs her from behind, you begin to launch arrows at him, the first of which plunges directly into his back. This causes him to release Zabel long enough for her to draw her blades, and within moments the fight is on. You are careful not to shoot Zabel by accident, but this also means you cannot cut loose and launch arrows wantonly. You pick your shots, while Zabel handles the close-quarter combat, and finally, you watch as the enormous guard topples off the ledge, sliding and bouncing his way down the cliff. While you have won this fight, you are dismayed to witness Zabel closely examining the side of her torso. It appears she may have been wounded during the battle. If you haven't already done so, write down the keyword FALLS. Zabel eventually moves on, disappearing into another cave further along the ledge. With your comrade once again out of sight, and no sign of Babin, it is now time for you to move onto the western path around the ridge to meet up with your fellows on the other side. Turn to 152.
56
Leaning out the window, you observe several ropes strung onto this building which span out over to a neighbouring structure. These lines appear to be used for drying clothes, as several garments are draped over them, some still fresh and dripping from their recent wash. There are even more ropes suspended above and below you, but none in a position that would allow you to continue along the side of your current building. You do spy another window further along from your present location, but the poorly-maintained wall here lacks the necessary handholds to make a straightforward traversal possible. Suddenly, sprinkles of water scatter across your head and shoulders from above. Peering up, you spot Zabel sitting on the rail of a balcony situated on the opposite building. She waggles a clothing line, shaking more water from the hanging garments, before cutting the rope with a knife. You reach out and grab the line before it swings away from your reach. Realising what Zabel is alluding to, you discern you can use this rope to wall-run across to the other window. Roll 2 dice. If the result is equal to or lower than your SENSE, turn to 240. If the dice roll is higher than your SENSE, turn to 48.
57
You break through the wall of your temporary prison, just in time to witness the burning ceiling plummeting towards you. With a quick jump and roll, you skirt across some broken floorboards and exit the building through a hole in the wall, finding yourself in the alleyway outside. The structure's collapse has seen you emerge from the bottom floor. A hand grips your shoulder, and you are relieved to find Arinzo has appeared by your side. Turn to 363.
58
As you enter the room, you neglect to check the corners on either side of you before stepping forwards. From the shadows flies a spear, which clips you across the chest before embedding itself in the wall beyond. It shreds some of the skin underneath your clothing, drawing blood. Subtract 1 from your HEALTH. If you are still alive, you turn to confront your attacker, and are faced with a tall man dressed in highly mobile armour trimmed with gold and silver. He is an older man though he looks physically strong, and the mild scars and shiny burn-marks under his chin betray a soldier who has seen many a battle in his time.
“I see the roaches have decided to come to us, rather than wait to be burned from their hiding-holes,” he growls, and you recognise the gravel in his voice as being one of the people who you overheard talking earlier. “Though I hate to deprive my Tannurat of an easy meal, I would not waste his abilities on a worm such as you.”
“Do you intend to eviscerate me with words?” you ask. With that, the man produces a second spear with a solid wooden shaft and silver tip. He twirls it in his hands as he begins to circle around you.
“I am Dysidious!” the soldier exclaims. “Take that name with you to your grave, to warn the underworld of my eventual arrival!”
“There's no need,” you reply, drawing your parrying rapier and longsword. “I have your keys to the underworld right here.” The fight commences!
DYSIDIOUS: FIGHT 9, HEALTH 6
If you reduce Dysidious' HEALTH to 4, turn to 144.
59
You begin to move carefully but swiftly across to the prison tower. Just beyond the halfway point, where the cable is suspended at its lowest point, you find yourself having to combat an unexpected crosswind which shakes the metal rope violently. Roll 2 dice. If the result is equal to or lower than your STRENGTH, turn to 243. If the dice roll is higher than your STRENGTH, turn to 234.
60
You carefully blend with the shadows, becoming o
ne with the ground, the wall and the trash that is strewn around the alleyway. Your training has always served you well, enabling you to become almost invisible to anything but the most observant eye. Of course, hiding from a master of magic is a whole different level of expertise! You hold your breath and remain still as Fagen approaches your position. As he passes by, you step forward to perform a flanking attack!. Roll 2 dice. If the result is equal to or lower than your AGILITY, turn to 54. If the dice roll is higher than your AGILITY, turn to 166.
61
Continuing along the stream, which quickly develops into a small river, you are forced to dip beneath the water periodically to evade short blasts of fire from above. You dare not look back for fear of the dragon being immediately upon you. You eventually reach a deep pond which terminates at a cliff face, releasing a torrent of water tumbling into the depths below. A shadow passes above you which ripples as more fire plummets downwards. You will have to make a quick decision if you do not wish to be burned alive! Will you leap down the waterfall (turn to 78) or dive into the deep pond (turn to 194)?
62
Knowing that a crosswind may hit you once you are away from the walls, you take one of the greased metal loops Zabel gave you and use it to secure the front strap of your longsword's sheath to the cable. With this precaution taken, you push yourself away from the clock tower and use your hands to pull your body safely across to the other side. Once you arrive above a balcony projecting out from the prison tower, you hurriedly detach yourself and make your way over to a metal door before attempting to unlock it with one of the lock picks supplied to you by Zabel. These towers haven't seen upgrades in many years, so these entrances don't present you with much of a challenge as you detect the satisfying click of the lock being released. You head inside and start searching for signs of the people you are here to rescue. Several cells line these walls, each with solid iron doors with small barred windows set into them. Most of the rooms prove to be empty until you reach the far side of the second passageway, where you finally discover four cells with occupants; Mayor Vadul, two of his personal guard and the Wizard Ullucus. All have been stripped of their possessions except for the clothes on their backs. You signal the Wizard as to your presence, and he immediately recognises you as a member of the Thieves Guild before pointing an aged finger at the door. Turn to 349.
63
You creep forward along the middle tunnel, being careful not to make too much noise in case anyone is still lurking in the area ahead. You emerge into another cavern, even smaller than the last one; more like a square room cut from the surrounding stone. Do you have the keyword BONE? If so, turn to 199. Otherwise, turn to 337.
64
Your body drifts through the air, almost flying, and the insides of your stomach churn as you look down at the vast emptiness which accompanies a fall from a great height. You desperately stretch your arms out, wrapping your fingers around one of the branches of the tree you targeted when you jumped. You attempt to follow through with a swinging motion, to launch yourself over to the next ledge. Roll 2 dice. If the result is equal to or lower than your STRENGTH, turn to 115. If the dice roll is higher than your STRENGTH, then your fingers are unable to sustain a grip upon the branch, and you slip away from the tree altogether (turn to 239).
65
You reach the top of the eastern tower, peering out beyond the front of the ballista. So far these great defensive weapons have kept back the lizard riders, though there are several still alive within the ranks of enemies below. You duck instinctively as the ballista crew, seemingly led by Babin who appears to be thoroughly enjoying being in control of such a weapon, swings around to aim at another target. Stepping to a safe spot behind them, you decide that everything appears to be under control on this tower and so head back down the stone steps. Turn to 128.
66
You are still contemplating what to do about this man when he pauses in his search, swings about suddenly and hurls his hook in your direction. You manage to dodge the initial attack, only to have your leg pierced by the hook as your attacker retrieves the weapon using its chain. Subtract 2 from your HEALTH. If you are still alive, you emerge from the shadows to face your adversary.
“I detected the sweet aroma of fresh carrion nearby,” he says, though his voice gurgles as if filled with bile. He whips his chain around in front of himself, forcing you to circle around to look for an opening. “My babies thank you for contributing to their banquet tonight, though they are still partial to an appetiser of living flesh!” With that, the man opens his mouth, releasing what seems like hundreds of fist-sized centipedes. They crawl out from his throat, down his body and onto the walls, floor and ceiling. You have no idea how his insides could hold so many of the creatures, but what you do know is you have no choice but to fight them!
CENTIPEDE MASS: FIGHT 5, HEALTH 6
If you win against the centipedes, the man then steps forward to attack you with his hook and chain.
CHAIN-MAN: FIGHT 8, HEALTH 6
If you win against both opponents, turn to 143.
67
Leaning over the railing, you can see that the builders of this trap have layered the bottom of the platform with razor-sharp wire; deadly to anyone attempting to push through it, but not so harmful for those possessing a pair of cutting shears! Taking out the instrument Arinzo had the forethought to give you before you left the hideout, you slide yourself under the platform and begin cutting your way along the underside of the walkway. Before long you have bypassed the mechanical trap altogether, climbing back onto the pathway on the other side. Sparing a chuckle at the amount of time it must have taken the orcs to build that monstrosity of a device only for it to be defeated by a simple tool, you follow the walkway to the far riverbank and make your way up to the rear of the enemy encampment. The leader's tent now looms ominously ahead. Turn to 288.
68
The beam continues to threaten you with creaks and groans, but with a steely determination combined with a steady focus of concentration, you make it successfully past the broken section. Lifting yourself back to your feet, you continue onto the next beam. You are now halfway across the encampment, and you see what looks to be the leader's tent ahead, if the size of it is anything to go by. You take a few more steps before noticing another obstacle just in front of your boots; spikes have been pierced through the wood at specific intervals along the beam. Taking measure of the situation, you calculate the distance between each set of spikes so that you can execute some well-timed jumps to clear them. Dancing forward, you skip quickly over the first two sets of deadly skewers before suddenly landing upon something slick, causing your feet to slip out from underneath you! Someone has poured a layer of oil upon this beam! Roll 2 dice. If the result is equal to or lower than your AGILITY, turn to 265. If the dice roll is higher than your AGILITY, turn to 173.
69
You will have to fight these guards, but you needn't do it alone! Babin emerges from the shadows in the far-right corner of the courtyard and attacks your opponents from behind. You must fight the following guards all at the same time while Babin handles the rest.
GEKKA #1: FIGHT 8, HEALTH 4
GEKKA #3: FIGHT 7, HEALTH 5
ORC: FIGHT 6, HEALTH 3
(the following enemy is only applicable if you do not have the keyword SENT)
*ORC SENTRY: FIGHT 6, HEALTH 3.
*If you DO NOT have the keyword SENT, then a further orc sentry appears from an elevated position, armed with a crossbow. Treat him as being part of the combat, but you cannot inflict damage on him until all of the other enemies are defeated. If you DO have the keyword SENT, then the orc sentry is no longer alive and does not participate in this fight. If you win this battle, turn to 74.
70
You have almost pressed your weight down upon the gargoyle when you suddenly spy a series of hairline cracks in the statue which were previously unseen due to a layer of mould which has built up on its surface. Staring intently at the damage,
you realise that the gargoyle would never be able to sustain someone of your size and weight without breaking away from the wall. Frustrated at this latest turn of events, you instead come up with an alternative plan. Peering into the dark of the night, you do your best to signal Zabel, asking her to put an arrow straight into the wooden window shutter. At first, nothing happens, but then a swish and a thump indicate that she has followed through with your request. You carefully lower yourself down to the window, using the gargoyle's mouth as a handhold while balancing some of your weight onto the shaft of the arrow. You then slide yourself down so that you can grab the feet of the statue, which are far less weathered than its unstable upper body. From here you reach over and unfurl the coil of wire, allowing the shutter to open inwards. Grabbing the bottom of the window ledge you pull yourself up and slip into the opening, granting you access to the inner corridor of the clock tower. Turn to 122.
71
Your mind works at a frantic pace and at the last second you twist your body in such a way to prevent your feet landing on the beam. Instead, you drop past it, grasping the edge on the way through and halting your fall while putting the least amount of pressure upon the area with the structural damage. You slowly pull yourself up so that your knees rest upon the beam, and then you tentatively shuffle along, putting some distance between you and the broken wood. Finally, you clear the dangerous area and move onto the next section of the bridge. You are now halfway across the encampment, and you see what looks to be the leader's tent ahead if the size of it is anything to go by. You take a few more steps before noticing another obstacle just in front of your boots; spikes have been pierced through the wood at specific intervals along the beam. Taking measure of the situation, you calculate the distance between each set of spikes so that you can execute some well-timed jumps to clear them. Dancing forward, you skip quickly over the first two sets of deadly skewers before suddenly landing upon something slick, causing your feet to slip out from underneath you! Someone has poured a layer of oil upon this beam! Roll 2 dice. If the result is equal to or lower than your AGILITY, turn to 265. If the dice roll is higher than your AGILITY, turn to 173.