The Warlock Of Firetop Mountain

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The Warlock Of Firetop Mountain Page 10

by Steve Jackson


  .

  348

  A large, ugly head pokes around the corner and a Troll emerges from its chamber.

  You are in a pit, a little bruised but not too seriously hurt. You look around as you get back on your feet and can see two passageways: a short one to the south which opens into a small chamber, and another heading northwards. You are a little worried about the crash your fall has made, and even more by the gruntings you can hear coming from the chamber to the south. Before you can collect your thoughts, a large, ugly head pokes around the corner and a TROLL emerges from its chamber. Your ankle is twisted and you cannot move quickly, but the Troll is ready for a fight. You will have to face the brute. Turn to 331 - but if you have a Potion of Invisibility, turn to 51.

  349

  You walk a few metres down the passage and find yourself at a dead end. You may either return to the crossroads (turn to 267) or investigate the end of the passage (turn to 30).

  350

  As the 'turbulence' surrounds you, you can feel the jostlings of many small fish. They start ripping your flesh with vicious bites and you realize that you are surrounded by deadly PIRANHAS!

  If, during your struggle with the Crocodile, you have wounded it, you are lucky and most of the fish attack the bleeding reptile. If you have not wounded the Crocodile, then the fish may go for either you or it. Throw one die. If you throw a 1 or 2, the majority of the Piranhas go for you. If you throw a 3-6, the majority attack the Crocodile.

  Treat the Piranhas as a single creature. If, as a result of the above, the majority of the fish attack you, their scores are:

  PIRANHAS SKILL 5 STAMINA 5

  If, as a result of the above, the majority attack the Crocodile and the remainder attack you, they have:

  PIRANHAS SKILL 5 STAMINA 1

  If you win you can swim to shore. Turn to 7. You may eat Provisions here - and restore 1 LUCK point.

  351

  You arrive back at the junction and turn eastwards. Turn to 76.

  352

  As you approach you feel his eyes burn into you with considerable power. You begin to weaken under his gaze. Lose 1 STAMINA point. You are gradually losing your own will. Will you try to draw your sword and fight him (turn to 74) or look for some other means of attack in your bag (turn to 279)?

  353

  You lunge at the old man as he leaps towards you with outstretched arms - and run him through the chest with your sword. You curse as you realize that he was making no attempt to attack you; his wild excitement must merely have been relief after having been imprisoned for what had apparently been a very long time. You will now get no information out of him on the perils of the adventure ahead. Turn to 314 to progress up the passageway.

  354

  You are standing at a bend in the passage where you may go either west or south.

  To go west

  Turn to 308

  To go south

  Turn to 52

  If you want to check for secret

  passages on the way westwards

  Turn to 14

  If you want to check for secret

  passages as you go south

  Turn to 234

  355

  You grope along the wall but can find no way of escape. The noise is causing you to scream in pain! Subtract 1 SKILL point. You may try either the east wall (turn to 181) or the north wall (turn to 265).

  356

  The old man looks at you, accepts your greetings and bids you sit down. You sit at the table and notice that he is glaring at you. His piercing stare is becoming hypnotic, but you realize this and break eye contact. He opens his mouth to speak and to your amazement, instead of an old man's voice, the whole room resonates to a powerful voice which seems to be coming from the walls themselves. You throw a glance back at the man and can see him changing before your very eyes. He is of imposing height. His tattered old rags have become robes of velvet and gold. His black eyes are fixed directly on yours. He has been expecting you ... Turn to 358.

  357

  The passage runs for some distance northwards and then starts to open into a large cavern with rough walls. There appears to be no way through. Will you return to the junction (turn to 269) or enter the cavern (turn to 57)?

  358

  The Warlock ready for battle.

  The battle will call upon all your reserves of strength and cunning. Your adversary has disappeared, and now stands at the far end of the room in front of a door with two locks. How will you approach him:

  Grip your sword firmly and advance towards him?

  Turn to 142

  Look through your pack for a weapon

  to use?

  Turn to 105

  Look around the room for another

  means of attack or defence?

  Turn to 389

  359

  You are at a crossroads.

  To go north

  Turn to 190

  To go south

  Turn to 94

  To go east

  Turn to 121

  To go west

  Turn to 385

  360

  The door slams shut with a loud bang behind you. You find yourself in a passageway running ahead northwards. You follow it for several metres, until it bends to the west, and continue onwards. Some way down the passage you come across a narrow opening in the north wall and decide to go through. Turn to 89.

  361

  You snatch the key from its hook. It has the number 125 inscribed on it. But your lungs are bursting. Roll two dice. If the number is less than or equal to your SKILL score, you make it across the room to the door (turn to 136). If it exceeds your SKILL score, you are forced to take a breath of poison gas. Reduce your SKILL score by 2 and your STAMINA score by 3 and dash for the door (turn to 136).

  362

  As you try the walls up the passageway, a secret door opens up along the west wall. Turn to 177.

  363

  Further up the passage on the west wall you see another similar door. You listen at the door and grimace to hear the worst singing you have ever heard in your life! Do you want to go into the room to investigate this hideous din (turn to 370) or walk on up the passageway (turn to 42)?

  364

  As you push the knob, a small stone doorway slides open. You can either ignore it and return to the junction (turn to 256) or you can climb through (turn to 373). You must make your decision quickly, as the door shuts of its own accord in a minute's time.

  365

  The Orcs attack you one at a time.

  SKILL

  STAMINA

  First ORC

  6

  4

  Second ORC

  5

  3

  Third ORC

  6

  4

  Fourth ORC

  5

  2

  Fifth ORC

  4

  4

  If you win, turn to 183. If you wish to Escape during the battle (don't forget your penalty for this), turn to 237.

  366

  You are following a passageway which leads ahead to the north. After several metres it bends sharply to the east. You continue eastwards until you eventually come across a narrow opening in the north wall. You may go through this opening (turn to 89) or continue eastwards (turn to 62).

  367

  You arrive at another junction in the passageway. If you would like to turn westwards, turn to 235. If you wish to go east, turn to 323.

  368

  The Warlock's laugh resonates in his chamber. 'We will see which of us is the mouse!' he cries, and he holds his hand in the air. As he snaps his fingers, a blue flame streams from his hand at you. Lose 3 STAMINA points. You will have to try something else:

  Draw your sword and advance

  Turn to 142

  Try something else from your

  rucksack

  Turn to 105

  369

  You swallow some of the liquid (turn to 109).

 
; 370

  Seated around the table are two small creatures with warty skin, dressed in leather armour.

  The door opens to reveal a small room. The room is dirty and unkempt. A straw mattress lies in one corner. In the centre of the room is a wooden table upon which a candle burns, lighting the room with its flickering flame. A small box rests under the table. Seated around the table are two small creatures with warty skin, dressed in leather armour. They are drinking some sort of grog and, by the way they stagger to their feet on your arrival, you assume they are very drunk. You may either draw your sword and leap forward at them (turn to 116) or slam the door quickly and run on up the passage (turn to 42).

  371

  Safe for the moment, you investigate the cavern and find a passageway which continues to the west. Turn to 274. You may rest and eat Provisions before you continue, and add 3 LUCK points for defeating the Dragon.

  372

  The battle commences!

  SKILL

  STAMINA

  ORC CHIEFTAIN

  7

  6

  SERVANT

  5

  3

  Fight them one at a time. If you defeat them both, turn to 21.

  373

  You are at the south end of a north-south passageway - at a dead end. If you go northwards you will reach a crossroads. Turn to 85.

  374

  The Skeletons do not notice you and disappear through the door into the Boat House. Breathing a sigh of relief, you press on to try the door at the north end of the passage. But before you go, you may eat some Provisions and you may add 2 LUCK points for evading the Skeletons. Turn to 207.

  375

  You arrive back at the junction and this time turn northwards. Turn to 5.

  376

  You may collect all the copper pieces on the table. They are worth a total of 4 Gold Pieces. Then you can leave through the door. Turn to 291. You may pause to eat Provisions, and you may add 3 LUCK points.

  377

  As you draw your sword, the WINGED GREMLIN flaps into the air and attacks you, while the old man rushes over to the bookshelf, touches a book and escapes through a secret doorway that opens for him. But you must fight his pet.

  WINGED GREMLIN SKILL 5 STAMINA 7

  If you beat the Gremlin, turn to 196.

  378

  You wipe your bloodied sword on the mattress. The green blood leaves a slimy stain on the straw.

  Stepping over the bodies towards the table you flinch at the foul stench of the creatures. You pick up the box from under the table and examine it. It is a small wooden box with crude hinges. The name 'Farrigo Di Maggio' is inscribed on a brass name-plate on its lid. If you wish to open the box, turn to 296. If you decide to leave it behind and leave the room, turn to 42.

  379

  As you prepare to strike the box, the rumbling sound gets louder. You lift your sword high and prepare to strike. As your blade comes down on the box, a loud crack deafens you and, from one corner of the room, a small bolt of lightning darts through the air to the sword hilt, sending you reeling across the room.

  Test your luck. If you are Lucky, your sword has shattered and lies on the floor, but you managed to release your grip just before the lightning struck. If you are Unlucky, your charred remains have formed a small black outline on the floor. Next time, do not try to strike the chest! If you were Lucky, you may try to use keys from your rucksack. Turn to 139.

  380

  You are in a narrow east-west corridor. Looking westwards you can see a crossroads ahead. You go on to the crossroads. Turn to 37.

  381

  The passage ends at a wooden door, trimmed in iron. Various inscriptions adorn the door, but none makes any sense to you. You listen, but hear nothing. You may either open the door (turn to 84) or return to the junction (turn to 280).

  382

  You hold the Eye up in front of him and the jewel gives off a dull glow. You point it towards him and he shrieks! He backs away into a corner and a beam of light shoots from the jewel. As it falls on him he sinks to the floor and a remarkable transformation takes place. He starts to shrivel and grow visibly old in front of you. His skin wrinkles and cracks and he slowly becomes an amorphous heap in the corner. After some moments, the jewel stops glowing and you approach the lifeless bundle of cloth; his robes are all that remain. Turn to 396.

  383

  You can see a number of Skeleton-men working on building a boat of some sort.

  A sign above the door reads 'Boat House'. The door is firmly locked but a small barred window allows you to look inside. You can see a number of Skeleton-men working on building a boat of some sort. They move in a series of quick, jerky actions, rather insect-like.

  If you have a key clearly labelled

  'Boat House

  Turn to 80

  If you want to try to break the

  door down

  Turn to 264

  If you want to return to the

  riverbank and try another route

  Turn to 129

  384

  The door opens into a passage which you follow northwards. Shortly you reach a bend and follow it round to the east. Several metres on, you reach a junction at which you may either go north (turn to 262) or continue eastwards (turn to 307).

  385

  You travel westwards for several paces, then the passage turns to the north. Some way up, you reach a junction. You may go south (turn to 114) or west (turn to 297). To the north, the passage ends shortly at a dead end. If you wish to go up here, turn to 398.

  386

  You climb on the raft and start to punt your way across the river. The going is not easy. In the middle of the river the raft seems to take on a will of its own and bobs up and down dangerously. You realize it is attempting to capsize itself and throw you into the river! You may either trust your strength and luck to hold on and keep punting to the north side (turn to 55) or jump into the water and attempt to swim back to the south bank (turn to 166).

  387

  You try the keys. Not one will turn. As you try to turn the third key, small catches drop and your last memory is a sting of pain as three small darts pierce your skin. Each is treated with a quick-acting poison.

  Remember not to use this combination of keys next time!

  388

  Your sword flies out of your hand, into the air and you must leap aside as it comes down on you. It grazes your cheek as it falls. Lose 1 STAMINA point. You decide you'd better leave the room. Pick up your sword and turn to 90. Lose 1 more SKILL point in fear of the Warlock's power.

  389

  Test your Luck. If you are Lucky, turn to 289. If you are Unlucky, turn to 112.

  390

  The Ghoul twitches and dies at your feet. You search its body and find little of interest. A couple of earrings, worth 1 Gold Piece between them, are in one of its pockets. You may take these. If you haven't already searched the first body, you do so and find 5 Gold Pieces, which you may also take. You may also stop here, rest and eat Provisions. You can add 2 LUCK points for killing the Ghoul. Now you may either press on northwards (turn to 120) or search the second body (turn to 393).

  391

  You are at the south end of a north-south corridor. Looking northwards, you can see a passage coming off from the east wall. Do you want:

  To go up to this passage?

  Turn to 52

  To check for secret passages as

  you walk northwards?

  Turn to 362

  To go south, following a bend

  to the west?

  Turn to 48

  392

  You are in a north-south corridor. You may go either northwards through a large wooden door (turn to 206) or south (turn to 329).

  393

  You search the pockets of the other body and find 8 Gold Pieces, a bottle of liquid and an old piece of parchment. You may take these items. To read the parchment, turn to 212. To test the liquid, turn to 369

  394
>
  You crane round to see a large black shape shifting towards you. As it approaches you turn cold.

  The boots are well-fashioned in a deep red leather. They are much sturdier than your own and fit you well. You try a few steps but are horrified to find that you cannot move, and the boots seem to be gripping your feet with considerable force. As you struggle to free yourself, you hear a crack and a smash as a stalactite falls from the roof; you crane round to see a large black shape shifting towards you. As it approaches, you turn cold. Several metres away is a GIANTSPIDER, at least a metre across, advancing towards you on spiny legs, mandibles clicking nervously in anticipation of its next meal. You draw your sword to defend yourself as it stalks you. You cannot move and thus must subtract 2 from each dice roll you make to calculate your Attack Strength.

 

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