And then the strange sounds of the forest are silenced by a blood-curdling howl that cuts through the tulgey wood, threatening to send an already anxious Alice over the edge.
Take an Insanity test and if Alice passes, turn to 367. If she fails the test, turn to 347.
496
The fiend-like queen’s beautiful countenance twists into an ophidian hiss as the vampiric Red Queen launches herself at Alice, intent on drink her blood and sucking her very soul from her body. (The Red Queen has the initiative.)
RED QUEENCOMBAT 11 ENDURANCE 12
If the Red Queen wins three consecutive Combat Rounds, she bites Alice’s neck, draining an additional 2 Endurance points and 1 Combat point from the poor child. If Alice defeats the vampire, turn to 398. If not, her adventure ends here, as a bloody prize for the usurper of the throne of Wonderland.
497
This riddle is taxing indeed. Nonetheless, if you think you know the answer convert the word into numbers using the code A=1, B=2… Z=26. Add the numbers together, and then turn to the paragraph with the same number as the total.
If upon reading the paragraph you turn to it makes no sense (meaning you have got the answer wrong) or you are unable to solve the riddle at all, turn to 477.
498
Fascinated by what might have made the log its home, Alice bends down and peers inside. She jumps back again when she comes face to face with a larger than life Stag Beetle. Now aware of Alice’s presence, and clearly considering her a potential meal, the beetle scuttles towards her, its huge jaws snapping in anticipation of devouring the wretched child.
Alice is either going to have to defend herself, once again (turn to 508), or she will have to use The Pen is Mightier ability to save herself, if she can (turn to 518).
499
The Slithy Toves try to snare Alice with their sticky tongues, bite her with their needle-sharp teeth, and claw her with their strange corkscrew talons. Manoeuvring herself cunningly upon the narrow path, she is able to make sure that she only has to fight them one at a time. (Alice has the initiative.)
COMBAT ENDURANCE
First SLITHY TOVE 6 6
Second SLITHY TOVE 6 5
If Alice slays the creatures, she hurries off again through the swamp. Turn to 286.
500
Having given herself over to her bloodlust completely, the Red Queen starts to transform. Shedding her royal robes and her human skin, the vampire takes on the form of a monstrous blood-red serpent-woman. Hissing like a cobra, her sinuous body writhing with an almost hypnotic rhythm, the Gorgon strikes! (The Gorgon has the initiative in this battle.)
GORGONCOMBAT 12 ENDURANCE 14
If Alice somehow manages to slay the transformed Red Queen, turn to 125.
501
Before anything untoward can befall her, Alice flees, running pell-mell through the tulgey wood, until she sees the battlements of an ancient fortress looming over the tops of the sickly trees.
Turn to 512.
502
Leaving the hall she enters a long passageway that ends at a closed door. From beyond this door come the sounds of crying and screaming and a lot of sneezing. Every now and again, this cacophony is accompanied by a tremendous crash, as if a dish or kettle has been broken. Halfway down the corridor another door leads off to the left.
Should Alice make her way to the door at the end of the passageway (turn to 454), open the door halfway down the corridor first (turn to 239), or turn back and leave the house (turn to 249)?
503
The gardeners run at Alice, dropping their paintbrushes and arming themselves with spade-shaped trowels and garden shears.
If Alice is still able to use The Pen is Mightier power, and you want her to now, turn to 13. If Alice can still use the Curiouser and Curiouser ability, and you want her to use that instead, turn to 308. If she is unable to use either of these abilities, or you do not want her to, turn to 26.
504
Feeling a shiver of fear raising the hairs at the nape of her neck, Alice quickly closes the book, hoping that this will dispel the apparition. But the spectre remains there in the corner of the library.
As Alice watches, the ghost’s mouth drops openly impossible wide and its features become the fleshless visage of a skull, as a blood-curdling scream rises from its fleshless throat.
Books start to fly off the shelves, battering Alice. (Lose 2 Endurance points and add 1 to Alice’s Insanity score.)
What should Alice do now?
Flee from the haunted library? Turn to 464.
Try to drive the Ghost away? Turn to 474.
505
With a leathery creak the bird turns its glass-eyed stare on the child. “Ah, Alice, it is good to see you again.”
“Again?” Alice says, in consternation.
“You mean you don’t remember?” the Dodo says, crestfallen.
“I am quite sure that if I had a met such a curious bird before I would be able to recall the occasion,” says the child, primly. “What I mean to say is that you are, quite clearly, a Dodo–”
“Yes, that’s right, a flightless bird of the pigeon family endemic to the island of Mauritius.”
“–and seeing as how you are extinct, our meeting would have surely made an indelible mark upon my memory.
“Oh dear, oh dear, oh dear,” mutters the bird. “A classic case of somnia-related amnesia. But then I suppose it was some time ago.”
“What was?” asks Alice.
“Our meeting,” replies the Dodo. “But never mind that now. Let us start again. Raphus Cucullatus at your service” – and then adds, almost as an aside – “but my friends call me Raph.”
“Pleased to meet you,” Alice says offering the bird her hand – but not feeling it proper to call the Dodo by his first name – the Dodo offering her his wing in return.
“Time is short and on the path ahead you will meet all manner of menaces.”
“What do you mean?” says Alice, unnerved by the Dodo’s words.
“The Queen of Hearts has issued a decree that if you return to Wonderland you are to be killed or captured, and taken to her palace in chains. But the truth of the matter is that now you are here you must enter her palace, unseen, and put an end to Her Majesty before she can put an end to you.”
“But why does it have to be me?” Alice asks, baulking at the enormity of the task that has been set before her.
“Because this is your dream – your nightmare. But I can offer you some assistance, even if I can no longer leave this perch. “To reach the Queen’s palace you will first have to pass through the maze. When you enter the maze, go south, then east, then north, then east, then south, then east, then north, to reach the heart of the labyrinth, for the quickest way through is via the middle.”
(Add 1 point to Alice’s Logic score for gaining this useful piece of information.)
“And what about after that?” asks Alice.
“I am afraid that after that you are on your own, for I have never been further than the middle myself.”
“Oh,” says Alice, feeling more anxious than ever before.
“Now you had better be on your way,” says the Dodo, nodding towards the walnut-panelled door. “He is waiting for you.”
Curious to know just who is waiting for her, Alice bids the Dodo goodbye and makes her way across the dusty room to the other door. Upon reaching it, she slowly turns the handle… Turn to 516.
506
In fear of her very soul, Alice runs from the throne room. Behind her, the Red Queen launches herself into the air to land right behind the wretched child. And then suddenly the Executioner’s huge axe is in her hands and, her muscles granted new strength by the adrenaline rushing through every fibre of her being, she swings it at the harridan. The gleaming blade describes a lethal arc through the air befo
re hitting the Red Queen in the chest, sending her crashing to the marbled floor behind her.
Turn to 398.
507
As the Paper Tiger lays the final killing blow against Alice, she feels as if she is coming apart at every wound the cat’s card claws have opened in her pliant flesh.
As the parts of her body tumble away from each other through the mist, she sees a hideous face form amidst the clouds. It is that of an ugly woman, with a large pointed nose, and wobbly double chins, and she is wearing a crown. The eyes in the face are spheres of molten iron and fixed on Alice.
The woman begins to laugh – a booming, raucous sound that threatens to either deafen Alice or drive her mad. (Add 1 to Alice’s Insanity score.)
Just as she is feeling that she cannot bear it anymore, everything fades to darkness and Alice opens her eyes…
Turn to 9.
508
The Stag Beetle’s jaws are as sharp and as strong as garden shears. (The Stag Beetle has the initiative.)
STAG BEETLECOMBAT 7 ENDURANCE 6
If Alice wins the fight with the forest inhabitant, turn to 488.
509
“‘Twas brillig, and the slithy toves did gyre and gimble in the wabe,” Alice whispers as she regards the strange newt-like creatures creeping towards her. “All mimsy were the borogoves…”
Her poetry recital is cut short by a sudden squawking sound, and a pair of thin and shabby-looking birds, their feathers sticking out all round, drop down from the branches of a gnarled tree onto the path. The strange-looking fowl pluck the Slithy Toves from the ground, one each, and gulp them down whole.
Just as Alice breathes a sigh of relief, thinking that she is free of the threat posed by the Slithy Toves, the Borogoves advance towards her with curious strutting steps, and she is forced to defend herself.
If Alice is able to use The Pen is Mightier ability to resolve this battle in her favour, turn to 519. If not, or you do not want her to use that ability now, turn to 265.
510
At a right-hand turn in the maze Alice finds a blackberry bush growing and scoffs a handful of its ripe fruit to keep her hunger at bay. (Add 2 Endurance points.)
Which way should she go now?
North? Turn to 184.
East? Turn to 304.
511
“Who are you to challenge Tweedle-dum –” says the left-hand head.
“And Tweedle-dee?” asks the head on the right.
“Queen Alice!” Alice declares with greater confidence than she is actually feeling.
Take a Logic test. If Alice passes, turn to 43. If she fails the test, turn to 30.
512
And so at last the trees part and Alice finds herself standing before the ruined walls of the ancient fortress. Cautiously she steps through the open gates of the crumbling gatehouse and surveys the tableau that awaits her within.
The castle is manned by stone statues of men in armour, some of them even on horseback; an entire army turned to stone. What could have petrified these warriors, leaving them as silent sentinels of this forgotten fortress?
On the other side of the courtyard stands the keep, its walls the colour of ivory.
If you want Alice to pass between the ranks of petrified warriors in order to climb the steps to the entrance to the keep, turn to 447. If you think she should explore the courtyard first, turn to 479.
513
The Alice-Jabberwock staggers back, under the concerted attacks of Alice’s allies, coming dangerously close to the edge of the chessboard and the bottomless, lightless void beyond.
For a moment it looks like Alice might have won the battle without even having to lay a blow against the beast. But then the monster rallies, the child’s face atop the serpentine neck and dragon-like body twisted into a hideous snarl. Alice shifts her grip on the Vorpal Sword and prepares to fight for her life one last time.
(Alice has the initiative in this battle, but the Vorpal Sword will only cause 3 Endurance points of damage to the monster’s iron-hard scales, rather than the usual 4.)
JABBERWOCKCOMBAT 8 ENDURANCE 9
If Alice slays the Jabberwock, turn to 520.
514
But presently the Thing began
To shiver and to sneeze:
On which I said “Come, come, my man!
That’s a most inconsiderate plan.
Less noise there, if you please!”
“I’ve caught a cold,” the Thing replied,
“Out there upon the landing.”
I turned to look in some surprise,
And there, before my very eyes,
A little Ghost was standing!
He trembled when he caught my eye,
And got behind a chair.
“How came you here,” I said, “and why?
I never saw a thing so shy.
Come out! Don’t shiver there!”
He said, “I’d gladly tell you how,
And also tell you why;
But” (here he gave a little bow)
“You’re in so bad a temper now,
You’d think it all a lie.
“And as to being in a fright,
Allow me to remark
That Ghosts have just as good a right
In every way, to fear the light,
As Men to fear the dark.”
Alice closes the book and there, in the corner of the library, is a phantasmal presence.
“What are you?” the child asks the spectre, trying to keep the quiver from her voice. “Phantom, goblin, elf, sprite or ghoul?”
“Ghost will do,” says the spirit, “and I should thank you.”
“What for?” asks Alice.
“For freeing me from my bookish prison.” The Ghost makes a small bow. “But now I must bid you adieu.” And then it is gone.
Alice may now also use The Pen is Mightier ability a total of four times, rather than three. Make a note of this and write down ‘Phantasm’ on Alice’s Adventure Sheet and the number ‘466’ next to it.
As Alice closes the book, ready to slip it back onto the shelf, something slips out from its hiding place within the spine of the book. It is a complicated-looking Skeleton Key. (If you want Alice to take it, note it down on Alice’s Adventure Sheet.)
Alice sees no reason in lingering within in the library any longer and so returns to the passageway.
Turn to 454.
515
As the mutated humanoid hedgehogs bound towards her Alice has the presence of mind to arm herself, sprinting for the bench and snatching up the croquet mallet.
If Alice chooses to use the Mallet in battle she swings it like a mace. Every time she lands a successful blow with the Mallet, roll two dice (or pick a card). If you roll 2-10 (or you pick an Ace up to a Jack), Alice’s strike causes 3 Endurance points of damage to her opponent. However, if you roll 11 or 12 (or pick a Queen or King), Alice’s blow knocks out her opponent, removing them from the fight.
“Shall we play?” says Alice, Mallet at the ready.
Turn to 28.
516
The door opens and Alice enters a snug study. Sitting behind a leather-topped writing desk is the master of the house – the White Rabbit, who looks up in surprise at her unexpected entrance. A Lizard, wearing the cap and clothes of a gardener, and a Mouse, dressed very smartly, after the fashion of a bank clerk, are just as startled to see her.
“In this house we knock before entering a room,” the White Rabbit chides her, “but I suppose I should just be grateful that you’re here at last.”
Turn to 135.
517
In defeating the Paper Tiger, Alice has gone a long way to overcoming her own fears and will be all the better prepared to tackle the nightmare that is consuming her dream world. As the Tig
er dissolves back into the mist, the fog of confusion starts to clear…
Subtract 3 from Alice’s Insanity score and turn to 9.
518
As Alice is backing away from the advancing Stag Beetle she hears a cicada-like hissing behind her and spins round to see a second giant Stag Beetle approaching from behind. Darting out of the way, she watches as the two males begin to battle for possession of the clearing and the tasty meal that Alice might provide.
Not waiting to discover the outcome of the battle, Alice hurries on her way as fast as she can – turn to 488.
519
“‘Twas brillig, and the slithy toves did gyre and gimble in the wabe; all mimsy were the borogoves,” Alice begins.
The shadows either side of the path take on a glutinous solidity and long-fingered hands snatch Alice’s enemies from the trail.
“And the mome raths outgrabe!” finishes Alice.
And then they are gone again, and the path ahead is clear.
Turn to 286.
520
Alice plunges the Vorpal Sword through the monster’s soft underbelly, piercing the Jabberwock’s chest cavity and the heart within. Withdrawing the blade again, she brings it round in a sweeping arc and lops off the monster’s head. Decapitated, the Alice-Jabberwock’s body immediately starts to dissolve into mist. And as it does so, Alice’s mind is flooded with memories long suppressed, of a previous visit to Wonderland.
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