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The Warlock Of Firetop Mountain

Page 5

by Steve Jackson


  The cavern is at least a hundred metres across and must be the home of this GIANT. A large table and two chairs are along one of the walls, and it is here that the creature sits. Intent on his meal (a large pig), he is unlikely to notice you. Around the rest of the cavern you can see his straw mattress, a great furry pelt which may be his blanket or a shawl, and a huge stone-headed hammer, which you would have no hope of budging. A fire burns in one corner of the cavern, under a hole in the ceiling. There appears to be no other way through the cavern. Will you take on this brute (turn to 163) or return to the junction (turn to 351)?

  139

  During your adventure, you will have come across various keys and should have collected some of these. You may now use three of these keys to try to open the locks on the chest.

  Each key is identified with a number. To determine whether you have the right keys, add their three numbers together. Now turn to the section which has the same number as this total, where you will discover whether you have used the correct keys.

  If you do not have three numbered keys, this is the end of your journey. You sit on the chest and weep as you realize that you will have to explore the mountain once more in order to find the keys.

  140

  The Skeletons advance and force you back to the door. The leader approaches, with two behind, and the final two behind them. Resolve the battle by first fighting the leader:

  SKELETON SKILL 7 STAMINA 5

  and then fighting the pairs. Both members of a pair will have a separate attack on you in each Attack Round, but you must choose which of the two you will fight. Attack your chosen Skeleton as a normal battle. Against the other you will throw for your Attack Strength in the normal way, but you will not wound it if your Attack Strength is the greater, you must just count this as though you have defended against its blow. Of course if its Attack Strength is greater, it has wounded you in the normal way.

  SKILL

  STAMINA

  1st Pair:

  SKELETON A

  SKELETON B

  6

  6

  5

  6

  2nd Pair:

  SKELETON A

  SKELETON B

  5

  5

  6

  5

  If you win, turn to 395.

  141

  When the old man learns of your quest for treasure he becomes angry and bids you begone - he'll have nothing to do with fortune-hunters. His dog senses his anger and snarls menacingly. You may either smile, thank him and exit through the south door (turn to 66) or you may stay to try to pacify him (turn to 111).

  142

  His booming voice calls out, 'Poor fool. Do you think you could match my power with your puny weapon?' You continue with determination. 'If it is a simple brawl you want, stranger, then I shall give you your last!' and with these words, he vanishes and reappears behind you. You swing round to face him and the fight starts. But this is a battle to the death. There is no escaping here.

  WARLOCK SKILL 11 STAMINA 18

  If you win, turn to 396.

  143

  Suddenly a large tubular head breaks through the surface, twists around in the air and picks up your scent.

  You squat on the sandy bank. As you prepare your meal you notice a movement in the sand a couple of metres to your left. The movement becomes quite turbulent and you spring to your feet, sword at the ready. Suddenly a large tubular head breaks through the surface, twists around in the air and picks up your scent. The smooth, segmented body of a GIANT SANDWORM rears up and sways over in your direction. As it does so, a large orifice, with short, spiky teeth, opens in what must be its head. You must do battle with this creature.

  GIANT SANDWORM SKILL 7 STAMINA 7

  If you win, turn to 44. If you want to Escape, after three Attack Rounds, you may dive into the river and swim downstream (turn to 399), but you have lost the Provisions you started to eat.

  144

  The creature catches your eye with its own gaze and you find yourself unable to control your own actions. It beckons you forward. You move slowly towards it with your mouth gaping open. It tells you to throw down the stake. As you look down at the stake, you suddenly feel a surge of power return to your own will, and you fling the stake at him from close range.

  Test your Luck. If you are Lucky, turn to 101. If you are Unlucky, turn to 217.

  145

  The box has fallen to the ground during your fight with the Snake and out of it has fallen a bronze-coloured key with the number 99 carved into it. You may take this key with you (note it on your Equipment List) and leave the room. Add 1 LUCK point and turn to 363.

  146

  You find no secret passages. You return to the crossroads and proceed either northwards (turn to 366) or westwards (turn to 11).

  147

  You leave the room and open the box in the passage. Inside you find a single Piece of Gold and a small mouse, which must have been the creature's pet. You keep the coin and release the mouse, which scurries-off down the passageway. Gain 2 LUCK points and turn to 208.

  148

  As you search the body, you try to avoid looking at the terrible face, grey and decomposing. Maggots crawl from its nose and mouth. You jump back startled when its eyes suddenly flick open! Just in time you avoid a vicious slash from its long sharp fingernails. It quickly springs to its feet and eyes you with a sadistic leer spreading across its mouth. Turn to 230.

  149

  As you watch the living mural, you are unaware of the speed with which your candle is burning. Suddenly it flickers and goes out! You again begin to hear the piercing screams and their pitch grows to an unbearable level. You drop to your knees clutching your ears and crawl towards the wall. Which wall will you crawl towards:

  The east wall?

  Turn to 181

  The north wall?

  Turn to 265

  The west wall?

  Turn to 355

  150

  You are at a three-way junction

  To go north

  Turn to 222

  To go north

  Turn to 297

  To go south

  Turn to 133

  151

  You gain ground on the 'turbulence' in the water but a few metres from the north bank you notice two sinister reptilian eyes on the surface of the water watching you. You are swimming straight for them. If you decide you'd rather not face the owner of the eyes, you may turn round and head straight back to the south bank at full speed - you arrive exhausted, lose 1 STAMINA point and turn to 218. Alternatively you can risk the eyes ahead - turn to 86. You may try a detour which will send you nearer the 'turbulence' - turn to 158.

  152

  Resolve your battle:

  DRAGON SKILL 10 STAMINA 12

  If you win, turn to 371.

  153

  As you put the two swords into your belt, your new one seems to take on a mind of its own. It cuts your leg (lose 1 STAMINA point) and, as you draw it out, it turns rubbery in your hand. It's useless now so you fling it into the river. It seems that the only way forward is for you to swim eastwards down the river. You plunge in and start swimming. Turn to 399

  154

  As you move, the creature's eyes flash open. He sees you and slowly gets to his feet. His breathing becomes heavy and he stalks towards you. You must stand and fight him. Turn to 41.

  155

  A torch hangs front one wall lighting up a small armoury room stocked with swords, shields, helmets, daggers arid the like.

  The door splits along its length and you can wrench the timbers apart to let yourself in. A torch hangs from one wall lighting up a small armoury room stocked with swords, shields, helmets, daggers, breastplates and the like. You examine the weaponry and find nothing appearing superior to your own sword. However, a circular iron shield with a golden crescent at its centre catches your eye. You pick it up and feel its weight on your arm. If you wish to take this shield it will aid you in bat
tles by helping to fend off wound damage inflicted by a creature on you. If, in future during a battle in which you are using this shield, a creature wounds you, you may throw one die. If you throw a 6, the creature inflicts only 1 point of damage instead of the normal 2. If, for some reason, the creature would normally only inflict 1 point of damage, then a successful roll of 6 would mean that no damage is done. However, the shield is heavy and you will have to leave behind one item of equipment (adjust your Equipment List) to be able to carry it.

  You now leave the room and continue up the corridor. Turn to 300.

  156

  You charge the door with your shoulder. Roll two dice. If the number rolled is less than or equal to your SKILL score, you succeed - turn to 343. If the number rolled is greater than your SKILL, you rub your bruised shoulder and decide against trying again. Turn to 92 to return to the junction.

  157

  The door opens into an east-west passage, which turns north after several metres. To follow this direction, turn to 4. If you decide against going through the door, turn to 329.

  158

  The water around you bristles with activity, as if an invisible hand is dropping unseen pebbles into the river. You gulp - PIRANHAS! - and you begin to feel their sharp teeth biting into your flesh. You kick with your limbs and slash with your weapons to keep them off until you reach the south bank. Treat the Piranhas as a single creature.

  PIRANHAS SKILL 5 STAMINA 5

  Resolve this battle.

  If you win, you manage to scramble out of the water and lie panting on the south bank. You may eat Provisions here. Turn to 218.

  159

  You open the door into a large room which can only be the dining room of the same warty-faced creatures you now recognize. Sitting round a large table are five ORCS busily drinking and dribbling their bowls of rat-gizzard soup. All are involved in a rowdy argument as to who will get to chew the rat bones left in the large soup cauldron, so they do not see you enter. You may be bold and prepare to attack them (turn to 365) or you may not relish the prospect of taking on five of these creatures and try to escape. If you wish to leave the room, Test your Luck. If you are Lucky, you get out without them noticing (turn to 237) - there is no penalty for escaping. If you are Unlucky, they notice you. Prepare for battle and turn to 365.

  160

  You follow a long, narrow passageway which goes south, then east, then south again until you eventually find yourself at a crossroads. Turn to 267.

  161

  Make sure you have noted the reference as instructed on the last page! You will return to that reference after dealing with the creature you are about to encounter.

  Your tappings and scrapings at the rock face as you search for secret doors and passageways resound through the dungeon corridors. Various creatures roam freely through the underworld and your noises have just attracted the attentions of one of the following monsters.

  Roll one die. Consult the table below and over to find out what has come to investigate. Fight the creature as normal. Wandering monsters never carry any treasure. If you defeat this monster, return to the reference you have noted.

  Die roll

  Creature

  SKILL

  STAMINA

  1

  GOBLIN

  5

  3

  2

  ORC

  6

  3

  3

  GREMLIN

  6

  4

  4

  GIANT RAT

  5

  4

  5

  SKELETON

  6

  5

  6

  TROLL

  8

  4

  162

  The passageway ahead runs northwards and you follow this until you reach another junction. Here you may either continue northwards (turn to 23) or you may turn westwards (turn to 69).

  163

  You draw your sword and enter the cavern. The Giant stops in the middle of a mouthful, raises his head and sniffs the air. He swings round and catches sight of you approaching. Roaring loudly, he flings the pig's carcass at you. Test your Luck. If you are Lucky, it misses. If you are Unlucky, it hits you with quite some force - lose 1 STAMINA point. Then he picks up his hammer and prepares to club you with it. Resolve this battle.

  GIANT SKILL 8 STAMINA 9

  If you win, turn to 28. You may Escape after three Attack Rounds down the passageway, where he will not be able to follow (turn to 351).

  164

  You realize that the two Skeletons who have just run off will soon return and expose your bluff. You must react quickly. Will you beat a hasty retreat through the door behind you (turn to 129) or draw your sword and lash out at the remaining Skeletons (turn to 236)?

  165

  The old man thanks you and rather sheepishly ties up his boots. You explain that you mean no harm and he calms down, calling off his dog. He tells you that this area is the only passageway through to the inner chambers. Some years ago the river swelled after a particularly severe spring thaw and cut off supplies from the outside world. All the area's inhabitants starved to death but the Master, realizing he needed defences against the outside world, put a curse on the area. The last remaining creatures became the Undead and now guard the passageways through.

  He starts to inquire about you. Will you:

  Be straight with him and tell him

  of your quest?

  Turn to 141

  Thank him for the chat and leave

  through the south door?

  Turn to 66

  Try to grab the keys and go for the

  nearest door?

  Turn to 249

  166

  You land in the icy water and frantically swim for the south bank. To your amazement the raft turns round in mid-stream and makes its own way back to the south bank. You quicken your pace, aware that your splashings may at any time attract the attentions of any underwater creatures living in the river.

  Roll one die. If you roll a 1,2,3 or 4 you make it safely back to the south bank. Turn to 218. If you roll a 5 or 6, turn to 158.

  167

  You find a secret door which opens into the bend where two passageways meet. To the north a short passage runs into a dead end, and to the east, the passageway reaches a crossroads. If you will step through this secret door into the passageway, turn to 187. If you decide against going through the secret door, close it and return down the passage to the crossroads - turn to 359.

  168

  With the whip in his hand, the Orc Chieftain has been beating his servant, who is whimpering beneath him.

  You open the door to a large room. A large chair behind a solid-looking table suggests to you that someone, or something, of rank uses this room. A chest in the centre catches your eye. In a corner of the room stands a man-sized creature with a warty face, standing over a smaller creature of similar race. With the whip in his hand, the ORC CHIEFTAIN has been beating his servant, who is whimpering beneath him. Will you:

  Attack them both?

  Turn to 372

  Spring at the Chieftain in the hope

  that his servant will aid you?

  Turn to 65

  Leave the room and head back for

  the junction?

  Turn to 293

  169

  One by one all the keys click and turn in the locks. You have placed them all correctly! As the last key turns, the lid of the chest comes free and you open it. Turn to 400 to see what lies within.

  170

  The crucifix is solid silver and worth 4 Gold Pieces. Record this on your Adventure Sheet and turn to 319.

  171

  You are standing at the north end of a short north-south passage. You are at a dead end. To investigate the wall, turn to 337. To go southwards, turn to 187.

  172

  The old man's eyes flutter open. He sees you and grabs for a half oar lying by his bench. You tell him you mean him no harm
but he remains on guard and eyes you cautiously. Although he looks harmless enough, his dog could be dangerous. The man's boots are undone. Will you:

  Rush the dog with your weapon

  drawn?

  Turn to 249

  Ask the man questions regarding

  your quest?

  Turn to 141

  Tell him his boots are undone?

  Turn to 165

  173

  Silver weapons only will be effective here. When the creature inflicts its third wound on you, turn to 24. If you defeat it before this happens, turn to 135, or you may Escape through the north door (turn to 360). If you can use 'The Giver of Sleep', Test your Luck. If you are Lucky, you hit and the creature dies instantly. If you are Unlucky, you miss.

 

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