The Warlock Of Firetop Mountain

Home > Other > The Warlock Of Firetop Mountain > Page 9
The Warlock Of Firetop Mountain Page 9

by Steve Jackson

306

  You still find no secret passageways. But coming towards you down the corridor you can see a creature-like shape. To find out what is coming towards you, turn to 161 and prepare to fight.

  If you kill the creature you encounter, you can go back along the corridor. Turn to 291. Write down this number so you know where to return to.

  307

  The passage twists and turns and eventually ends in a solid iron door. You listen but hear nothing. You can try to open the door (turn to 134) or you can go back to the junction (turn to 87).

  308

  You are standing at a crossroads. To the west the passageway goes on a few metres and turns northwards. To the north the passageway ends at a door. To the east the passage continues and eventually turns southwards. Looking south, the passage goes on as far as you can see.

  To go west

  Turn to 187

  To go north

  Turn to 54

  To go south

  Turn to 160

  To go east

  Turn to 354

  309

  You draw your sword and wait for the Rats to spring. As the leader prepares to jump, you shout loudly and leap forward at it. Your cry frightens off the other two and they scamper back a few paces. Fight each of the Rats in turn:

  SKILL

  STAMINA

  First RAT

  5

  4

  Second RAT

  6

  3

  Third RAT

  5

  5

  If you win, you may leave through the door in the north wall. Turn to 124.

  310

  Something is not quite right. You landed a fair blow on him, but he appears not to have noticed the wound! You deduce that this Undead creature is not vulnerable to normal weapons. You may choose a new weapon. Armed with this, or your old weapon, turn to 211.

  311

  The room is completely bare, but the floor is covered in a mosaic of tiles.

  The passageway ends in a door at which you listen but hear nothing. Trying the handle, you find that the door opens to reveal a large, square room. The room is completely bare, but the floor is covered in a mosaic of tiles. Two shapes stand out on the floor; star-shaped tiles and hand-shaped tiles. A door on the opposite wall is the only way through. Will you:

  Walk across the room to the door?

  Turn to 305

  Walk across the room stepping

  only on stars?

  Turn to 178

  Walk across the room stepping

  only on hands?

  Turn to 108

  312

  You follow a long, narrow passageway which goes north, then west, then north again and you eventually find yourself at a crossroads. Turn to 308.

  313

  You check over the body. The poor wretch was obviously caught in the same way that you were, but his weaker skull shattered under the club's blow. He wears a suit of leather armour no better than your own, holds a wooden shield on one wrist and clutches a steel-bladed sword in his other hand. In his pockets are 8 Gold Pieces and around his neck is a silver crucifix.

  You may take any two of these items you wish. Write them on your Equipment List and turn to 221. Also add 1 LUCK and 1 SKILL point.

  314

  Further up the passage you see a door in the east wall. You listen hard, but can hear no sound. Do you want to open the door to investigate? If so turn to 223. If you want to walk further up the passage, turn to 300.

  315

  The dead-end appears to have no secret passageways, but you can check by turning to 306. If you don't want to double-check for secret passages, turn to 291.

  316

  The water is icy cold. You start to swim and notice that your splashings are attracting a moving 'turbulence' in the water. Will your strength and stamina hold out? Roll two dice. If the roll is equal to or less than your STAMINA score, you believe you can make it and swim furiously for the north bank - turn to 151. If the roll totals more than your STAMINA score, you decide not to risk it and return to the south bank - turn to 218. You may eat Provisions on the south bank.

  317

  You cut down the Dwarf. He is, as you guessed, dead. Going through the pockets of the two Goblins, you find a large piece of sweet-smelling Cheese. If you wish to take this with you, put it in your pack and leave the room northwards. Turn to 303.

  318

  The passageway ends in a dead end. You may either return to the crossroads (turn to 85) or search for secret passageways (turn to 228).

  319

  To find the secret of the second item you have collected, turn to 221 and investigate. If you have already investigated both items, turn to 81.

  320

  You run out of the room and slam the door shut behind you. You turn northwards up the passageway passing a similar-looking door further up. Turn to 363.

  321

  Turn to 169.

  322

  The drawers are all full of nails, tacks and miscellaneous bits and pieces. In one drawer is a copper-coloured key, inscribed with the number 66 which looks interesting. You may keep this key if you discard one item of equipment you are carrying. Adjust your Equipment on your Adventure Sheet if you want to take the key. The noise from the north gets louder. You go to the north door to investigate. Turn to 96.

  323

  After a few metres you reach another three-way junction. You may go either northwards (turn to 8) or eastwards (turn to 255).

  324

  As you burst through the door, the old man turns to look at you, not in the least perturbed by your intrusion. Suddenly he vanishes! He reappears against the wall and, as you spin round to see him, he laughs. Not the feeble cackle of an old man, but the booming laugh of a much younger man. Again he disappears, and reappears in another corner of the room, glaring at you and taunting you with his evil laugh. You swirl round just in time to see him disappear again. This time he reappears in the air above you and slowly floats down to you. His glaring eyes make you shiver as they approach. Turn to 358.

  325

  You place the helmet on your head. It fits well. A glow begins to fill your body and you seem to possess a power and confidence beyond anything you have felt before. The helmet is blessed with magic and will allow you to add 1 point to all future dice rolls when computing your own Attack Strength during combat so long as you wear it. Note this on your Equipment List and return to the junction (turn to 87).

  326

  A small room with bare rocky walls. On the far wall hangs a golden key.

  You enter a small room with bare, rocky walls. On the far wall hangs a golden key. There appears to be no way through the room. Do you want to go for the key (turn to 35) or leave it and return to the junction (turn to 229)?

  327

  The body on the floor turns visibly older in front of your eyes. The face looks fifty, then ninety, then well over a hundred years old. The skin rots and the eyes decompose as you watch. You notice a movement coming from the creature's chest. As the remnants of the Vampire decay, a small black face breaks through its chest. It resembles a small black shrew, but as it frees itself and unfurls its wings you realize it is a bat. You lunge at it, but it flaps away into the darkness.

  You search the whole chamber quickly (remember, there are several other coffins there!) and find 30 Gold Pieces, a book, and a Y-shaped stick. You may take these items (enter them on your Adventure Sheet) if you will leave behind one item of Equipment you are already carrying.

  You can leave through the west door. Turn to 380. If you are hungry you may take Provisions here, and you can add 3 LUCK points for defeating the Vampire.

  328

  Both pieces of wood are Y-shaped and smooth, as if washed up from a river. You may put these in your pack and then either leave through the north door (turn to 73) or stay and examine the rope (turn to 125)- If you take the pieces of wood, you must leave behind one item from your pack.

  329

  You s
et off and find yourself in the middle of a north-south passageway. There is a door in the western wall of the passage. Opposite the door is a passage going off eastwards. To the north you can see a door some metres ahead. To the south you can see a junction. Which will you choose:

  The door in the west wall?

  Turn to 157

  The door to the north?

  Turn to 392

  Eastwards?

  Turn to 299

  Southwards?

  Turn to 238

  330

  The barrels contain a clear brown liquid. You sniff it. It smells like rum. You taste it. It is rum. You cup your hands, pour some in and take a swig. You gasp - by golly, it's good! Restore 6 points of STAMINA and 1 LUCK. Turn to 81.

  331

  The creature is man-sized but its long arms look very powerful. Resolve this battle:

  TROLL SKILL 8 STAMINA 8

  If you win, you may head northwards (turn to 287).

  332

  You find yourself at a door blocking the east end of an east-west passage. To go through the door, turn to 329. Looking westwards, the passage turns to the north. To go this way, turn to 4.

  333

  As you swing your sword at the creature, it reaches out and catches the blade in its hand! Your weapon is almost ineffective against the considerable strength of the creature. You realize this and panic, but you must fight on.

  VAMPIRE SKILL 10 STAMINA 10

  If you defeat the Vampire, turn to 327. If you wish to try to Escape, which you may only do after 6 full Attack Rounds, you will have to be lucky. Test your Luck. If you are Lucky, you may Escape through the west door (turn to 380). If you are Unlucky, you must continue this fight for a further 6 Attack Rounds before trying to Escape again. If you roll an 11 or 12 and you are Unlucky (i.e. your current LUCK score is below 11), then turn to 224.

  334

  As you speak the old man rises to his feet. 'Oh my, oh my, a stranger!' he starts. 'Well, do come in, the shop is open. What can I get you? What would you like to buy? What takes your fancy? Which way are you headed? North? Well?' You tell the old man your story. He listens intently and replies, 'Oh yes, in that case you will undoubtedly need one of my Blue Candles. That will be 20 Gold Pieces please. Cash if you don't mind. Yes, I know it's expensive, but isn't everything these days? Not so long ago these were only 5 Gold Pieces each; but you know what has happened to the price of candlewax since the Long Dark Night - oh, but you probably don't since you don't come from these parts. Never mind. I can guarantee it's still worth the price. You might need it sooner than you think

  If you decide to buy a candle, pay for it and add it to your Equipment List. You are getting a little tired of his constant prattling. Leave the room and go northwards. Turn to 292

  .

  335

  Turn to 182.

  336

  An old man in ragged clothes is slumped asleep on a bench made from half a rowing-boat.

  You are in a small, foul-smelling room. You notice two doors: one to the west and one behind you to the south. The furniture in the room is sparse and has been made mostly from bits of old boats. There appears to be nothing of value in the room, but a bunch of keys hangs on the wall. An old man in ragged clothes is slumped asleep on a 'bench' made from half a rowing boat, snoring loudly. Next to him is a vicious-loo king brown dog with red eyes and black teeth, whom you have awakened and who now is eyeing you suspiciously. A deep growl is coming from its throat. You may:

  Tiptoe an exit through the south door

  Turn to 66

  Bang on the door behind you and

  cough a few 'Ahem's' to wake up

  the old man

  Turn to 172

  Leap across the room with sword

  drawn to cut down the dog

  Turn to 249

  337

  You find no secret passages, but as you press the walls, you hear a click. You feel dizzy and slump to the ground. When you come to, the surroundings look strange. Turn to 267.

  338

  You approach the statue cautiously. A scampering behind you makes you flash round ... but it is only a rat. You feel at the jewel, but it is solidly in place. You try to work your sword in behind it and as you work, you hear an ominous creaking noise. To your horror the statue is beginning to move! You jump down and draw your sword. The IRON CYCLOPS cranes its head round towards you and steps down from its pedestal. You must fight!

  IRON CYCLOPS SKILL 10 STAMINA 10

  If you win, turn to 75. If you want to Escape during combat, you can run through the door back to the junction. Turn to 93.

  339

  The lock was obviously inadequate; it flies off and lands on the floor several metres away. You lift up the heavy lid and your eyes widen as you see the gold sheen coming from within. A fair number of Gold Pieces are inside. In one corner lies a small black bottle with a tight glass stopper, containing a liquid of some kind. Also in the chest is a silky black glove. But as you are admiring this treasure you hear a soft click and wince in pain as a small dart shoots forward into your stomach. Roll one die and subtract this number of points from your STAMINA to determine the effect of the poison on the dart tip. If you are still alive, turn to 201.

  340

  You try various items of equipment against the gaze of the painting, but none seems to work. You may try any of the following if you have them:

  Slash the painting with your sword

  Turn to 388

  Hold a jewel up in front of it

  Turn to 31

  Plunge a wooden stake into it

  Turn to 241

  Throw cheese at it

  Turn to 45

  341

  The old man glares at you as you enter the room. You may either apologize, explain that you lost your way and leave through either the door in the west (turn to 46) or south (turn to 392) walls, or alternatively you may try to talk to the old man. If you want to talk to him, you can either be pleasant (turn to 220) or you can demand that he answers your questions (turn to 191).

  342

  The Wererat slumps to the ground. You search his body and find 2 Gold Pieces, his fare from the last crossing. You curse him for trying to overcharge you. Add the 2 Gold Pieces to your Gold and row yourself across the river. Add 2 LUCK points. As you moor the boat on the north bank you look back at the body. It has vanished! Turn to 7.

  343

  The door bursts open and you fall headlong into a room. But your heart jumps as you realize you are not landing on the floor, but plunging down a pit of some kind! Luckily the pit is not particularly deep and you land in a heap less than two metres down. Lose 1 STAMINA point for your bruises, climb out of the pit into the room and leave through the door, heading westwards. Turn to 92.

  344

  You sheathe your sword and walk up to the water. Is it safe to swim? Although you cannot see any immediate signs of danger either in the water or around its banks, there is no way through on the north side of the river. You suddenly notice a gleaming sword lying on the river bed several steps in. You wade in to retrieve it. It is light in your hand, far less cumbersome than your own weapon, and it has a keen edge. This marvellous weapon will add 1 point to your SKILL whilst you use it. Note this on your Equipment List. A mysterious voice speaking directly to your mind seems to be telling you to throw your own sword into the river. Will you? If so, turn to 56. If you want to keep both swords, turn to 153.

  345

  You follow the passage eastwards for several metres, then it turns to the north. Shortly you reach another junction where you may either go straight on (turn to 381) or you may turn right, into an eastwards passage that soon turns north (turn to 311).

  346

  The luck of the cards may or may not be with you. You have two choices.

  You may leave all luck to the cards. Throw two dice. If the number is even, then you lose this number of Gold Pieces or all your Gold if you don't have enough. If the number is odd, then you win
this number of Gold Pieces.

  Alternatively, you may use your LUCK to help you win. Test your Luck. If you are Luck}', throw two dice to see how many Gold Pieces you win. If you are Unlucky, throw two dice to sec how many Gold Pieces you lose.

  Make the appropriate alterations on your Adventure Sheet. If you won, you may add 2 LUCK points for your good fortune. When this is done, turn to 131.

  347

  Turn to 182

 

‹ Prev