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The Warlock Of Firetop Mountain

Page 3

by Steve Jackson


  50

  The slain creature crashes to the ground. You go through his garments and find nothing, but a small pouch hangs around his neck. Inside this pouch is a small bronze key, with the number 9 cast into it. You may take this if you wish. Nothing else is of value in the cavern so you leave and head back to the junction. Turn to 269.

  51

  You drink the Potion and can see the look of astonishment spread across the Troll's face. He comes up to you and feels for you, but you step aside and he gropes the air fruitlessly. He thrashes around, clutching for you, but you are easily able to sidestep him. Eventually he gives up and returns to his chamber, just in time, as you feel yourself reappearing. Add 2 LUCK points. You may leave along the passage to the north. Turn to 287.

  52

  You are standing at a T-junction where a passage to the east comes off a north-south corridor.

  To go south

  Turn to 391

  To check for secret passages

  on the way southwards

  Turn to 362

  To go north

  Turn to 354

  To check for secret passages

  on the way northwards

  Turn to 234

  To go east

  Turn to 291

  53

  You charge the door, hitting it squarely with your shoulder. Roll 2 dice. If the number rolled is equal to or less than your SKILL score, the door opens (turn to 155). If the number exceeds your SKILL score, the door shudders but does not budge, and you wince in pain as you hit the door - lose 1 STAMINA point and continue up the corridor (turn to 300).

  54

  You are standing outside a door at the north end of a north-south passage. To go south, turn to 308. To go through the door, turn to 179.

  55

  Roll two dice. If the total rolled is less than or equal to your LUCK score and is also less than or equal to your STAMINA score, then you manage to hold on and manoeuvre the raft across to the north bank (do not deduct a LUCK point). You arrive safely but as you step on to the bank, the raft drifts away and makes its own way across the river to the south bank. Turn to 7.

  If you exceed your LUCK and/or STAMINA totals, the raft throws you into the water and you start to swim back to the south bank. Turn to 166.

  56

  As your sword splashes into the water, a bubbly voice says, 'Thank you!' It now seems that the only way onwards is to swim downstream to the east. You plunge into the water. Turn to 399.

  57

  As you enter the cavern you hear loud footsteps behind you, crunching heavily on the rocky floor. You crouch down beside the entrance in a small alcove in the rock. The steps get louder and you see a great OGRE enter the cavern! He stands over two metres tall and is dressed in ill-fitting garments made from some sort of hide. He carries a large wooden club. You may:

  Attack him as he enters

  Turn to 16

  Try to creep out without him

  noticing you

  Turn to 2

  Try to distract him by throwing

  something into a far corner of the

  cavern

  Turn to 119

  58

  At the corner there is a bench of solid wood, where you may stop and eat Provisions if you wish.

  Cautiously you creep along the passageway. After a short time it turns sharply to the north. At the corner there is a bench of solid wood and above the bench a sign reads 'Rest Ye Here Weary Traveller'. Here you may stop and eat Provisions if you wish (turn to 15) or continue (turn to 367).

  59

  You walk westwards for some time, then north round a peculiar bend which hairpins straight round to the south. Eventually you wind up at a three-way junction. Turn to 150.

  60

  You walk along the corridor, only to find that the way westwards is blocked by a heavy portcullis. You walk back to where you were. Turn to 48.

  61

  As you investigate the cavern, you suddenly hear a scurry of steps behind you and swing round to face the grotesque black shape of a GIANT SPIDER which has been stalking you. The Spider's body is at least a metre across and you quickly draw your sword to defend yourself.

  GIANT SPIDER SKILL 7 STAMINA 8

  If you win the battle, turn to 29. You may Escape from the fight down the passageway after two Attack Rounds and will end up at the junction - turn to 375.

  62

  You continue along the passageway to the east. After some thirty metres it turns to the south. Following it round the bend you eventually come to a stop at a large armoured door. To try the door, turn to 6. If you would prefer to return along the passage and go through the narrow opening, turn to 89.

  63

  As you walk along the corridor, you can see ahead that it is getting narrower. At one point you stoop, and as you do so, a deep, resonating laugh starts up around you. Do you wish to continue? If so, turn to 281. If you wish to turn back, turn to 10.

  64

  The Ghoul dances with glee around your body, lays it next to the others on the ground, turns you over and sinks its teeth into your rump. It is not often it gets fresh meat to feed on.

  Your adventure is over.

  65

  As you spring at the Chieftain, his servant rises to his feet, picks up a hefty wooden stick and joins the melee. But to your disappointment he attacks you! Ungrateful wretch! Seeing this, you may Escape through the door down the corridor (turn to 293) or continue the fight (turn to 372). If you choose to Escape, you suffer normal escaping penalties.

  66

  The door opens and you find yourself in the passage leading back to the riverbank. You return to the river and may now either go for the door in the middle of the rock-face (turn to 104) or go down the passage running off eastwards along the riverbank (turn to 99).

  67

  You pull on the rope and a small door swings open revealing a passage into a north-south corridor. Will you return to the crossroads (turn to 267) or go through the secret door (turn to 177)?

  68

  The two GOBLIN torturers look at each other amazed, then look at you. They chatter to themselves and then indicate for you to wait while they go off and get another Dwarf to give them some more fun. They disappear out of the room and you cut down the Dwarf who is, as you guessed, quite dead. You decide it best to leave and press on northwards up the corridor. Turn to 303.

  69

  Some way along the passage, the corridor bends round to the north and you follow it until you reach another junction. At this junction you see an arrow cut into the rock, pointing to the north, and you decide to try this direction. Turn to 244.

  70

  You follow the cobbled corridor east, then north, then east again and finally north until you wind up at a crossroads. Turn to 267.

  71

  As you look in, you can see a strange Goblin-like creature in leather armour asleep at his post.

  There is a right-hand turn to the north in the passage. Cautiously you approach a sentry post on the corner and, as you look in, you can see a strange Goblin-like creature in leather armour asleep at his post. You try to tiptoe past him. Test your Luck. If you are Lucky, he does not wake up and remains snoring loudly - turn to 301. If you are Unlucky, you step with a crunch on some loose ground and his eyes flick open - turn to 248.

  72

  You now have a fresh set of armour, equivalent to your own. Decide which of the two you wish to keep, throw the other away, and turn to 319.

  73

  The passage ahead leads you northwards. The rocky floor becomes sandy until eventually you are walking on a sort of coarse sand. You notice the passage is widening and ahead you can hear a flowing river. You continue until you find yourself in a large cavern through which a river flows. Turn to 218.

  74

  Test your Luck. If you are Lucky, you break his gaze and can prepare to attack. Turn to 279. If you are unlucky, you are under his control and drop your sword at his command - turn to 118.

/>   75

  You sit back and rest from the exhausting battle. You may eat Provisions here. You prise the jewel from the still statue. It is heavy in your hand and is worth 50 Gold Pieces. You put it in your pack. As you explore the room and the statue, you notice that one of its breastplate sections is loose. When you open this, a small key is inside. You examine this and notice the number 112 on it. With a smile you put the jewel and the key in your pack and set off back to the junction. Turn to 93, after adding 3 LUCK points - you have a valuable artefact here.

  76

  You arrive at another junction. An arrow on the wall points northwards and you decide to proceed in this direction. Turn to 244.

  77

  Several metres up the passageway you arrive at a junction where you may turn either west or east. Set in the rock on the north wall is a small recess where you may rest and eat Provisions without being seen. If you wish to take Provisions here, do so. Afterwards you may set off either eastwards (turn to 345) or westwards (turn to 18).

  78

  The passage ends at a solid wooden door with metal hinges. Listening at the door, you hear strange mutterings and the clatter of what could be pots and pans. Whatever is in there, there are several of them. Do you want to go through the door (turn to 159) or turn back (turn to 237)?

  79

  The passageway ends in front of you in a dead end. If you wish to search for secret passageways, turn to 137. If not, return to the crossroads at 267.

  80

  The key fits the lock and opens the door. You find yourself in a large boathouse. Various boats, in different stages of construction, are lying around. Apart from the door behind you, there is another in the north wall. As you enter, the Skeletons stop their work and crane their bony necks around to look at you. They pick up planks of wood and hammers and advance towards you. There are five of them. Do you:

  Smile nervously and back out of the

  door into the passage?

  Turn to 129

  Tell them you've come about buying a

  boat?

  Turn to 123

  Tell them you're their new boss and

  order them back to work?

  Turn to 195

  Draw your sword and prepare for

  battle?

  Turn to 140

  81

  A noise startles you, prompting you to leave the room quickly. You walk up to investigate the north door. Turn to 205.

  82

  The door opens to reveal a small, smelly room. In the centre of the room is a rickety wooden table on which stands a lit candle. Underneath the table is a small wooden box. Asleep on a straw mattress in the far corner of the room is a short, stocky creature with an ugly, warty face; the same sort of creature that you found asleep at the sentry post. He must be the guard for the night watch. You may either return to the corridor and press on northwards (turn to 208) or creep into the room and try to take the box without waking the creature. If you want to try to steal the box, Test your Luck. If you are Lucky, he does not wake up - turn to 147. If you are Unlucky, turn to 33.

  83

  Test your Luck. If you are Lucky, you make it out through the north door - turn to 360. If you are Unlucky, turn to 154.

  84

  Seated at the table is an old man with a long grey beard, and squatting on his shoulder is a small winged beast.

  The door opens into a small room, comfortably furnished with a table, several chairs and a large bookcase which covers one wall. Seated at the table is an old man with a long grey beard, and squatting on the old man's shoulder is a small winged beast. This creature is no more than six centimetres tall. It has two arms and legs; its skin is a dusty grey colour. It has tiny sharp white teeth and its wings are folded behind its back. The old man says nothing as you walk in through the door, but he beckons you over to sit down at the table. He is tossing in his hand two small white objects. Will you:

  Sit down as he tells you?

  Turn to 204

  Leave the room and return

  to the junction?

  Turn to 280

  Draw your sword and

  rush forward?

  Turn to 377

  85

  You are at a crossroads.

  To go north

  Turn to 106

  To go south

  Turn to 373

  To go east

  Turn to 318

  To go west

  Turn to 59

  86

  A huge jaw yawns open in front of you. By the size of it, the CROCODILE you are swimming towards must be at least three metres long. The beast slaps its tail in the water and glides towards you. You must fight two Attack Rounds.

  CROCODILE SKILL 7 STAMINA 6

  Your combined thrashings attract a 'turbulence' in the water that you had noticed before and this now makes its way towards your part of the river. Out of the corner of your eye you notice this and must decide what to do. If you believe that the Crocodile is on its last legs and you wish to continue the battle, then do so. If you win, turn to 259. Otherwise you can keep the beast occupied in the faint hope that this mysterious visitor will help you in some way. Have one more Attack Round and turn to 350.

  87

  You arrive back at the junction and this time turn northwards. Turn to 262.

  88

  You enter another small room, bare except for a fountain in the middle. Not a particularly grand affair, the fountain is a small carved fish, and a short jet of water comes from its mouth. A wooden sign hangs from the fish and this bears a message. It is written in Goblin tongue, at which you are not very proficient. The first word you cannot understand, but the others read:'... NOT DRINK'. But you are extremely thirsty. Will you drink from the fountain? If so, turn to 216. Otherwise you can pass it by and leave through a door in the north wall (turn to 384).

  89

  You climb through the opening and find yourself at the top of a narrow staircase leading downwards. Cautiously, you descend the stairs... Turn to 286.

  90

  You open the door into a narrow passage and follow it northwards. Some metres up the passageway, it turns to the east, then turns to the north. However, at this second bend, there is a small alcove in the rock. It seems a convenient hiding place and a large rock forms a comfortable seat. You may stop here and eat Provisions if you wish. When you have rested, continue northwards. Turn to 253.

  91

  If you are lucky, your cheating will not be discovered. Test your Luck. If you are Lucky, you get away with it. Roll two dice to see how many Gold Pieces you win. Mark these on your Adventure Sheet and turn to 131.

  If you are Unlucky, the four notice you are dealing from the bottom of the deck. They pick up axes from behind their chairs and turn on you. Turn to 20.

  92

  You arrive back at the junction in the passage. You look left to see the cave entrance in the dim distance but walk straight on. Turn to 71.

  93

  You arrive back at the junction and this time you turn northwards. Turn to 8.

  94

  You walk along a passageway that runs due south, then turns west. After several metres, it ends at a three-way junction. You can check for secret passages along the way (turn to 260) or go straight to the junction (turn to 329).

  95

  You find nothing remarkable about the weapons, in fact not a single weapon looks more useful than your sword. As you search the debris, you hear a deep thumping from the north followed by a scream which sends a shiver down your spine. You rush to the north door to investigate. Turn to 205.

  96

  The door opens into a short corridor about fifteen metres long. There are two doors, one at each end. You now realize what the noise was. More Skeletons! Four of them, armed with swords, are running down the corridor towards you.

  They don't appear to have seen you and you notice a slight recess in the wall which may be a useful hiding place. You decide to try it. Turn to 374.

  9
7

  In the midst of all this clutter, you see a little old man in a grubby white gown swaying to and fro in a rocking chair.

  A voice bids you 'Come in!' and you walk into a small room furnished with a table and chair, shelves, cupboards and the like, all of which have seen better days. Plates, bowls, cups and hundreds of old books line the shelves. In the midst of all this clutter, you see a little old man in a grubby white gown swaying to and fro in a rocking chair, still humming happily to himself, his eyes fixed on you, but seeming at peace with the world. He bids you 'Good day.' Do you:

 

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