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FIGHTING FANTASYBOOKS

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NICHT DRAGON

beneathils monstrousclaws!
Fv"1 lhe hSeldrv t onc..veof DrdSon. \ poher.a. to nop
cterlLre. A l'Lrdn \e!o ir reeded a he.o rle YOU: VdnJ 'he
monstrousadveBa.iesarefanAedaAainstyou, but along the way
you may ffnd ancient artefa.h to help you in you quest.
Ultimalely, however, only exhao.dinary heroisn will itand
againslthe Night D.agon Dde YOLja..epl the quest?
Two dice,a pnciled m eraserare all you need to emba* on
this stming adventure,which.oms compltewith its onn
elabo.ale combat system and a score she;t !o .ecord you

Many ddger, lie aheadand your su..es is anythinsbut cedain.


Pohqtul .or.e-ol, enemie,ale idnsedap!,.sl yor it. up ro
\ oL, ro de.,de w1!h ,oure !o foll;w. wlich o;nse"nd
. ro isl dnd
whi.h foes lo fight.The Nisht Drason mustbe sto:ppedr
Fishtins Fntas! Gqnebooks
SteveJacksonand Ian Livingstone
A THEWARLOCKOF IIRETOP 26' CRYTI OF THT SORCERER
MOI'NTAJN
1 THE qTADEL OF C}IAOS
,7 ST R STRIDR
23 PHANTOMSOF FEAR present
3 THE FOREST OT DOOM 29 MIDNICHIROGUE
4 STARSHIP TMVELLER ]O CH SMSOFMALICE
5 cIT./ OF THIE\'FJ ]l BATTLEBLADE WARRIOR
6 DEATHTM? DUNGEON J' SLAVESOF THr AIYSS
7 ISI-ANDOF THEIIZARD KINC
],( STEALR OF SOUTI
9 CAT'qNS OF IIIE SNOW ]5 DACGERSOFDARKNESS
l,^''ITCH ]6 ARMIESOF DEATH
rc HOIJSEOF HELL
11 T II$,|,AN OF DFITH J3 VAULT OF THT VAMPIRE
,_SPACE ASSASS]N _

4 TEMPLEOF TRROR . 4T MASTER OFCHAOS Keitfi Martin


15 THI RINCSOF KETHER 42 BLAC( I,EIN PROPHECY
16 Sf]\S OF BLOOD
1Z A?IIOINTMENTT^ITT}IF EAR
4J THE KEEPOF THE LICH LORD
,t.+LEGENDOF THESHADOW
Illustraledby TonyHough
13 REAELPIANEI
4 DIMONS OT THEDEEP 4' SPECTMLSTALKE'\s
20 SWORDOFTHESAMUMI 46 TOWEROF DESTRIJCNON
21 TRI,{L OF CIIAMPIONS 47 THECNIV'SONTIDE
4 RODOTCOMMANEJO 4 MOONRUNNT:R
2] MASY\sOf MAYHEM 49 STEGEOFSARD TH
24 CREATURE OF HAVOC R'IURN TO fIRETOP
2' BENEATHNIGHTMARE 'O MOUNTAIN
CASTU 5T PLAGUE OFTHEUNDEAD
st EJrd$ds SoRCERY
1 THI g]AMUTANN HILLS J TIJEsE!'E{ SERPENTS
KT',{R6- CIT\?ORT OF TMTS ,( THt CAOWNOFKNGS
'
FIGHnNG FANTASY- Th. LlhoductoryRoleplayingG.ne
THc RIDDLINGRF^WR - F{E Thrilin8 Advs*Uc
II| Fighling fdt.ry NoEl3
THI TROLLTooTH WARS ChaosInvrde Alansir
DEMONSTEATER - CbaddaDatnme R.tums
SHADoWMASTER Ch.ddr Dall@ ud Dath
'flE Aft{G.d Fis[&'g Feky qdd
OUIOITHEPrI fGhungfanhyMocleE
TITAN ThaF,shtineFutiN World
D. N( EONET!"-A;lnrcdu. r 01,o thc!a oddoi Rol..pldyns
Clmca
BLACXSANDI- More Advacd FiStrtinSFrntasy

PUTFINBOOKS
Pasdn
PurGh<rby cd? CoNTENTS
Pqm B6b ud. i7 wiiBfib ''l.L:E LdJ.n uo F Eulnd
P.n!u3d&Us lr.,,7J Huds ShRr, Nd Yo . Nq Yo* rmla UsA
Pnsu 3@r, AudEl! Lu. r,irlswood,vttd Audnllr,
Pdslh Boo}5cinrdr Lrd, E ,Al@n AvlnE, Tobnb, oihno C$i4 q' ,-
P.nsd Bok NZ) Lrd, 4*1F wrlruu lrord, Au(k:id rc, N.w Zerhnd
Phsi n""h Lrd. R4t6.d c{&e H:frdlA}odl! Mid.n*& En8hd
INTRO D UCTTON
FiEtpubtJd r9r,
7
cdmepr6p"rghr a9 skverackrci.ndranLrns*onq ,ee, ADVENTURE SH!!T
rlxt ropy'i8hl@ (!ith Mrdh rrr
22
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1. nml n*ht or th. rutls hs ba$ rd.a 24

Tvp.nr by Didx lnEm{ onrl Ltd. Bway, suffoll


N IGH T D R A GON
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F{!ts n rb Uirld sbb oI hdo tft hol b dd lubid


to th ond'tLon th* I shJl not by lry of kadeor othwiL !. l!',,
r sold,hird oui, or orh@is ciEuhicd yith@t ttu putlhhd ,
pnq.6*d in my Iom ot biidL$ or .owq dh* rhrnthrl in
rhxn it is puHkhli :nd withdt : ririlr ddhor hcludiis thr
E{dlid l{hs inc.d o rhr flbigd Flldla
I NT RO DUCT I O N

Beforeembarkingon ihis adventure,you must 6rsl


rvorkout your strengLhs
andweaknesses.You usedice
to delermrneyour iniLialsKrLL,srAMrNA and LUCK
scores.On pages22 2j there 1s ar, AdamfureSheef
wdlch you may use lo record the details of your
adventure On it you will 6nd boxes for recording
Y OU T S K ILL, S TA MIN A A N O LU C K S C OTE 5

You are advrsedeither to recordyour scoreson Lhe


.ldaenLureSheefin pencil or Lo make photocopiesof
fhe page for use in future aLtemptsto complelethis
adventwe

Skill, Stamina and Luck


Roll one die. Add 6 lo this numberGo this scorewrll
bebetween7 and rz)
Roll two dice Add rz to the total rolled (so thrsscore
rvillbe betweenr4 and z4)
Roll one die. Add 6 to this number(so this scorewill
bebetween7 and r.z)
ln this adventure,you play the role of a very skilled
adventurer whose talenls have been developed
through experienceTo reflect lhis, you may Bain
eddilionalsKrrr,srAMiNAand/or LUcKas you choose
You have two 'points'to spendto adjustthesescores;
for each 'point', you can do one,of three.thingsl Battles
indeasesKrLLby 1, increaseLUCKby 1, or mcrease
You will often ffnd yourself reading paragraphsin the
5rAMINAby 2. You can makeeachchoiceonly once
book which instruct you to 6ght a aeahre of some
(you can't use both cholcesin order to inseas gxltl-
sort. An option to flee may be givery if not - or if you
bv z, for exarnple),nor may yoll ingeassxllL or
choose to attack the seature anyway - you must
rucx abovea maximumof r: Whenyou havedecided
resolvethe battleasdescribed below.
how Lo spendthese two preciouspoinls, record the
final numLersfor your srtlr, STAMINAand Lucx in Fi$t, recordLheopponmt'ssKrLLand srAMrNAscores
theboxes on the AdoenluteSheet in the tirst vacanl Monster EncounLerBox on yout
Ad,tenlureSheelThe scoresfor eachcreatureare given
For reasonsthal .will be exPlainedbelow, sxlll,
every time you have an encounter.The sequencefor
srAMrNAand LUCKscoreschangeconsLanllyduring
combatis then:
r. Roll two dice for your opponenb.Add ils sKrLL
score.This total is the deaturds Attack Skength.
e. Roll two dice for yourself- Add your ovm srrrr
score to the number rolled. This total is vour
Attack Strength.
additionscannotraiseany 6coreaboveits lrifitl fiSure,
excepton rare occasionswhen you will be instrucbed j. If your Atta& Strength is higher than Lhatof your
accordinglyin a particuldParaSraPh opponent,you havewoundedit: proceedto slep4.
and gen- If your opponent'sAftack Strengthis higher than
Your srln scorere{lectsyour swordmanship
yours, it has woundedyou: proceedto step 5. If
eral Fishtins expertise lhe hi8her the better' Your
.core ."flectsyour generalconstitution.your both Attack Strengthsare Lhe same,you have
sr
^vri^ avoided eachother's blows; start the next Attack
Round from step r, above.
4. You have wounded your opponent, so subtract 2
points ftom its sr^MrN^ score.(You nay use your
d personyou are. Luck and magic.arefacls of life in t-ucr here to do additionaldamage see below.)
the excilingfantasyworld you areaboutto expJore Proceedlo step6.
5. Your opponenthas wounded you, so subtract2
If you are told to fight your enemiesone at a time,
points fiom your own srAMlNA score.(Again, you
you fight them individually - one at a time and in
yo* rucr here to reducethe damage
order. You must overcome the first before you fight
your opponentdoes Loyou - sie below.)Proceed
-"y,,r"
the second and so on (if you are facedwith more than
to step6.
two enemies).
6. Make the appropriate change to either your oPPo-
nent's or your own sraMINA score (and to your
Luck
LUc( scoreif you usediucr seebelow).
At various timesduring your adventr.:re,eilher in batLles
7. Begin Lhe next Atlack Round (rePeat stePs 1-6I or when you find yourself in a sifuation in which you
conlinues
Theseqr.rence untilthe srevlra of either
could be eilher Lucky or Unlucky (details of Lheseare
you or your opponent has been reducedto zero
given in the relevantparagraphs),you may call on your
(death).
LUCKto makeLheoutcomemorefavourable. BuLbewarel
Using rucr is a risky business,and if you are Unlucky,
theresultscouldbe unfortunateor evendisashous!
Fighting More Than One Creature
The procedure for using your lucx is as follows, roll
two dice If the numberrolled is lesslhan or equalto
your curent LUCKscore,you havebeenLuckyand lhe
result will go in your favour. If the number rolled is
higher than your currentLUcKscore,you have been
Unlu&y and will be penalized.
otner,
This procedureis lcrown as Testingyour Luck.Eachtime
If you are told !o fight your enemiesall together, you you do this, you must subkact 1 point from your
shoulddeterminethe Atta& Strengthfor all lhe com-
currenlLUc( scorc,whetherthe outcomeis successfu]
batants indivrdually each Attack Rolnd Only the
or unsuccessfr:ll
You will soon realizethat, the more
you rely on your rucx, themorerisky thiswill become.

Using Luck in Battles


In certain paragraphsof the book you will be told to
have slain him, to reducebheodds againstyou. Having
TestyourL ck)yo:uwlll thenbe told the consequences
overcomeone enemy,you lhen 6ght any that remain
of your being Ludq or Unluclry. However, in battles
you alwayshave LheoPtionof usingyour LUCKeither
Restoring Skill, Stamina and Luck
to inflict a more seriouswound on a creatue you have
just wor.rndedor to reducethe effeclsof a wound a SKiII
creaLure hasiustinflictedon you. Your sxrrr scorewill not changevery often during
your adventure.Occasionally
a paragraphmaygive an
If you have just wounded an oPPonentyou are fighF
hshuction to increaseor deceaseyour SKILLscore.
ing, you may Testyout Luckas descibed above. If you
Your srtL scorecannolexceedits .lzifrrzl scoreunless
are Lucky, you have inflicted a severewound and may you are specifically instructed to the contrary- You
deductz exlra points from your oPPonent's sraMINA
will have the chanceduring this adventure to acquire
score(so Lhalyour blow reducesits STAMINAby 4
magic items, includint a Magic Sword, which increase
points,ratherthan the usualz poinls).However,if you your Altack Strength. ff you acquke two Magjc
are Unlucky, the wound was a merc gftze and you
sraMINA Swords,you caimot gain bonusesLo your Attack
must reitore r Point to )our oPPonenl's
Strength for both of them - you can only use one ar a
score(insteadof your blow causingthe usualz points
flmet
of damageto its STAMINA" it does only I point of
oinnagel,
TestingYour Skill
If your opponent has just wounded you, you may lesf
Sometimesyou will be instructedto Testgout Sleill,
your Luck lo try to minimize lhis wound. If you are
This happenswhen you undertakean action which is
Lucky, you have managedLo avoid the full impact of
uncertain of successjhow skilful you are will affect
the blow and may restore 1 Point to your own
(msteadof your opponent'sblow causing2 whether you re successfulor not. You Testyow Skill
STAMINA
points of damage[o your srAMIN,\ it does only r by rolling two dice and adding the scorestogether. If
the fotal rolled is lessthanor equalto your sur; you
polnt oFdamageiButli you areUnlucky.thenyou have
are successftrl.If lhe total rolled is greater than your
laken a more srious blow, and you musL deducL 1
srrrL, you have failed. The relevantparagraphswill
e/r4 sraMrNA point (so that your oPPonmt'sblow
tell you what successand failure meanwhen you Tesl
causesdamageworth J srAMlNA points rather than your Skill. However, you do rof have to subkact any
the usualz)
poinfs from your sKrrl scorc for Tuting your ShlI m
fhis way; this is a crucial dlflerence between Testin2
your Skill and Testingyour Luckt.

Quite often, you may face a difficult lask in which


your s(rLL is tested to the ful! for example,you may srevnre for doing this. If you are told to eat a meal
be inshuded to Test yow 5[111.'adding z to the but you don't have any Provisions left, you must
number rolled. What this meansis that when you roll subhactz pointshom your currentsrrvtli score.
two dice you must then add z lo the [olal, if you had
rolled a 4 and a 3, your modified robl would thus be During your advenlure, however, you should be able
9. You then comparethis 6nal total with your s(lLL to to acquireat leastsomeextra Provisionsto add bothe
discoverthe outcomeof the tesL. stoteyou beginwith This will enableyou Lomaintain
sT^MrNALhroughoutlhe advenLure.However, you
a afid Ptooisio1ls
Sla.mifi cannolcarrymore lhan 12 Provisionsaf any one timel
Your sTAMINAscorewill go up and down a lot during
your adventureas.you fight enemiesand undertake
arduoustasks,As you nearyour goal, youl sraMlN,rt
scoremay be dangerouslylow and battlesmay become
particularly risky, so be carehrl!
Your backpack contains enough Provisions for rz
meals.Youmay rest and eat at any time excePtwhen
fighting, but you may eal only one meal at a time
Eating a meal rstores 4 9TAMINAPoints- When you Luck
eat a meal, add 4 points to your current sraMlNA Your lucx scorewill alsochangeduringthe advenlure
score and deduct r ftom the Plovisions on your as you Testyour l .t. Additions to your lucK score
AdoentureSheet.A separateProvisions Remainingbox may also be awarded when you have been especially
is provided on yottr Adomturc Sheef for rccotd)ng fortunate; similarly, you may be told to reduceyour
detailsof Provisions.You have a long way to go, so Lucr whm you have made an important mistake;
use your Provisions wiselyl Rememberthat your details of such events are Siven in the appropriate
sTAMINAscor may never exceed its lzilial value paragraphs of the book. RememberthaL as with sKrLL
unless you are specifically inshucted otherwise in a and srAMrNAscores,your LucK may neverexceediLs
paragraph. Inilialvalueurlessyou arespeciftcally
Loldthis.
There will be times during your adventure when you Apart from TeslitlSyour Luck, you will also be given
will be told that you nu.cfeat a meal-When you have some opporturities for 'spending' r-ucr. You will be
to do thrs, deduct r point from your Provisions on askedwhether you wish to deduct 1 point ftom your
yow Nvenhre Sheet,but yot do tt f regain any lost current LUCKscorein order to incease your clranceof
Honoru

1O
usual sTAMINAloss causedby physical harm; ihis are about to readyou will be given someextra gold,
varies,dependinghow powerful the Poison is You which you can add to bheinitial amount you aheady
will be told how much darnageyou will sustainfrom Possess).
You may find treasure,h the form of Gold Piecesor
valuableobjectsand items,along the way; you should
record fhese in Lhe Treasurebox on your Aclomlwe
Sheef.You may have opporh[ilies for kading treasure
for equipmenLhelp and jnformationin Lhisadventure,
herbalantidoteswill nof,however,Preventor healthe so be honestabouLkeepingan accuraterecordof how
normal2 ponh of STAMINA losscausedby the physi-
much treasureyou obbainl
cal effecLof a weaponstrikrngYou

I lme
This advenhre is somethingof a race againsttime.
You are not ullder inlense time pressur,but you can't
afford to waste it elthet. On the AdoentureShut there
is a Time Track box. At the start of your advenLure,
the score here is zero. You will be instructedin
EquiPment appropriateparagraphswhen to add to this number.
The higher it gels, fhe harder your final task will be
You slart your adventurevrilh sorDeequlPmentLhat so be carefulwhen you choosewhere to go and what
vou will need for the advenh.rreahead.You have a to do during the arduousadvenfurewhich facesyoul
sword, and you we* leather armour and carry a shield
{or prolection.You have a lanLemwhich allowsyou
to seein the dark.You haveenoughProvisionsfor rz Hints on Play
Your joumey will be perilous and you may well fail on
your first atlempt. Make notes and draw a map as you
explor - this map will prove invaluablein later forays
nole of vour Gold Piecesin the Treasurebox on your in this adventure and it will enable you to progress
AdoentuieSheef(by the way, in the Background you more rapidly to unexploredregions.

18 19
Not all areas contain Lreasue or use6J informationl only Lhe paragraphsyou are inshucted to go to
manv contain traps and creatureswhich you will no Readingother paragraphslessensthe excitementand
doubt full fo"l of. You may take wrong tumings surpd\eduring pLay.The only true way to success in
thisadventureinvolvesminimizingrislqany player no
matterhow weakhis or her initial dice-rolls,shouldbe
ableto strugglethroughboglory.
May the luck of the gods go with you on the adven-
fureahead- for this one vou mav well needitl

The sreat que5tto defeatthe NiSht Drdgon i' a kuly


oerilo'usone.Your final enemyis powerfulfar beyond
ihe sxtrr und sr^rrrrr.rrvaluesof meremortaihumans,
and vou will need powerful magic to defeat your
n"r".i. Th" Night Dragon has many allies,ceatures
of evil and drtf,ress;if vou can defeatsome of its
most powerful allies, you may have Lhe chance to
weakenthe greatDragonitselfbeforeyou evenencoun_
let no oPPorLunity
ter it. You shou-ld Passto do sol
Il will be realizedthat ParagraPhs make no senseif
read in numericalorder''lt is eisentialthat you read
SHEET,6
-A- DVENTURE
+
S(ILI STAMINA LUCK

PROVISION HONOUR NEMESIS


POINTS

TRIASURE TIMETRAC( !QUIPMINT


bul we are few in number and we could not even
defeatthe Stalkersprotectint the monster.The sands
BACKGROUND of Limerun low. Only a great hero could hope to
overcomethe Night Dragon It is an ancientbehg,
more powerful than the Old Ones. The Dragons
'BewareBlacksand!' The words still ring in your ears. lhemselveshave said to me Lhateven a mortal Drason
-the
This is a city ruled by evil, full of thugs and rogues. ,ould not hope to scratch a srngle scale on
Every new moming bringsa slumpedbody in a back Ancient'shide.'
alley, its throat cul from ear io ear. Port Blacksand
An AncientDragonlEvena moftal Dragonis a terdfy-
isn'La placeanyonewanLsto stay in for long.
in8 enemy.How can you possiblyhope to overcome
You're here becausei man you kusted whisperedthat one far more powerful fhan ifs mortal kin? A hr.rman
a greal challengemight be found here for you. You would be destroyed with a singLeflick of such a
live for adventureand greal deeds,and your friend's monsLer'sclaws,
expressionLoldyou that this was no tnvial summons.
The Dark Elf seesyour thoughts reflecledin your
Setting aside your dislike of Bla&sand,you found
yourselfsitting in the Hemlocktavem in Clog Street eyes-There would be no hope at all, were it not for
buriedmagicwhich the Dragonsknow of They say it
until late into the night, waiting Fora messenger
who
could make a warnor powerful far beyond mortal
seemedneverto come.It was long aftr the witching
timils, if the right prson came lo take the sword,
hour, with the tavem about to close for the ni8ht,
shieldand armour of heroesof legend and face the
when you were finally shown dovvn to the cellars
Night Dragon.I sought for sucha warrior for a long
where a mystenous,robed guest was watLing.You
time,yours was the nameI heardmenfionedover and
drew your sword when you found that a Dark Elf
over again.'
awaitedyou, but the weary way he held up his hand
and mumbledthal he was not here to harm you made You are disbelieving,astonishedby what the Dark Elf
you draw baclc says.Suddenlyhe coughsviolently and you seeblood
stainingthe handkerchiefhe holdsoverhis mouth.
Now you listento his strangetale He speaksas if he
doesno! have much time left to him to deliver il. 'l When he canrpeakagairLthereis a terribleurgencyin
have come from the far north, From the Dragon his voice, 'Listen,human.Dragons themselveshave
Reaches. A great and terribleenemyis growing even told me that when the creatureawakens,his shadow
more Dowerhi there, and he will come to threalen all ntll lengthen over all the land and his dreams of
Allanslaif he is not overcome.My peopLehave hied, camageand slaughterwill be a reality.They told me

24
that the Night DEgon waswithin Death'sarmy in the 'Go north to the oort of Rentam, and there take a
war of gods, beforetime cameto Titan and brought roorn at the RuddeilessGalley tavem. Here - take this
the mortalracewith it. Canyou imaginehow powerful silver key and use it to admit yourself to the room
this horror is becomineas il awakens? Never mind there which has been readiedfor you. A messenger
your arch-mages, necroirancers, petty tyrantsand des- will meet you in the tavem and he will tell you how
pots. If the Night Dragon reawakens,they will be to find the Dragon Conclave.Look, I even give you
scatleredlike dust in the wind. As will you ard L the len Cold Piecesyou will needto pay for the sea
Thereare signsalreadyof his stirringfrom Dreamtime; woyage there.' For a moment, the Dark Elf almost
his Stalkershave begun to roam the northem moun- gms, albeit painfully. 'Although you could save some
tains - maraudingrepLilenightmaresthat they are. gold by taking the coasLroad, of course.Please.
I only
Fortunatelybheyare still few, and not yet as shong as askyou to traveland Listen'
they will become,elseI wouldnot be here'
How can you refuse?You take the silver key and the
You notice the heary scarson the Dark EII's arm as ro Gold Pieces,
he gesluresto emphasizethe point, and your iniLial
Ihe Dark Elf gets up and makesto )eave,firsl telling
suspicionof him beginsto evaporate.He conlinues
you that you can sleep in this sale hvem tonight. He
beseechingyour help.
looks back at you with eyes dulled by pain, aad his
'The Dragonssay that they are bound by their own handshave a fine tremor you didn't seebefore.'l do
oath to Kilanirax,therr god and creator.Thrs oath noLwant my peopleto die, any more than you wish
forbidsany mortalDragonto offer forceto an Ancient all the humansin this land to be slaughtered.lf it has
One; should one so much as lift a claw againstan cost me my own life to find you, my people will
Ancient,it would be stru& down at onceby a deadly remember me' He tums on his heel,coughinghonibly,
c1lrse.Thus they are forced to seek help from others and limps out of the cellar.
They are surelynot indulgingin hesor deceigin the
You do not havepleasanf
dreamsftusnight . . .
Conclave,I saw a Dragonof eachtype Gold, Silver,
White,Bla<LGreen.Red Only extraordinary circum Tum lo paragraphr.
stancescouldbring togethera full Conclave;the Drag
ons o{ Law and Chaoshave no love for eachother.
For themto meetmeansthaLa terribledaneermust be
at hand,as they say AJI I ask is ihat you rravel to
meet the Conclave of DraSons and hear what they
haveto say

26
A dark moming sky glowers over Port Blacksandand
a chill wind blows in from the Sword Coasl.You can
head for Lobster l4harf to ffnd a ship bound for
Rentam (tum to 3gl, or leave the city by Weaver
GateLolal<ethe north coastalroad there(tum to zrz).
You may preferlo buy someextra equipmentlirsl (if
you wish to do lhis,hrm to 65).

ThewesLwardtrail to the Mist Crypts is very arduous.


You can get almostenoughLoeat by scroungingand
foraging, but you must supplementthis with two
mealsduring Lhelengthy joumey. Add I Loyour Time
Track,bul aLlastyou reachyour goal.Tum to 2a.

5
The body is that of a man who has beenrobbed,badly
beatenand left for dead.He tries to speakbut you
hushhim lo be srlent.He poinfs east,along a tra&,
and Besturesfor you to help him. You can leavehim
hereand conLinuealong the road (tum to jo4) or you
can carry him along the track, looking for help, even
bhoughit couldcostyou a lot of trme(tum to 176).

You advance,weapon and shield at the ready, as the


monster breathes.You rnust T*t gour Luck.It you are
Lrcky, and i{ you also have a Magic Shield, multiply
the Shield Number by 5 and tum to that paragraph.If
you do nol have a Magic Shield, or if you are
Unlucky,you take the Dragon'sbreathdghL on your
5-5 6

body. Searing,dreadfulheatis all round you; deduct6 Dragonrtselfmay wanderin Dreamtimeand threaten
points from your STAMINA. If you are still alive,tum you; don't be too greedy in takinS th magic there.
to:95. Well then, 1et us make preparation'He ushersyor.r
inlo a sumpLuouslydecoratedlounge with a huge,
5 wonderfullycomJortable couchwhich you sink down
You slandbeforea greaLsnow-caPPed mountainPeak. on very readilylThe Loremasfer61lsa golden goblet
Someintuition leils you that lhis is wherethe armour n,ith silvery, sparklingliquid from a silver decanter
must lie; perhapsLheDragonscasl some sPelluPon and bids you drink it 'Drink, sleep,and dream,my
you to guide you to il . . . who can say?The Peakis L'ravefriend,'hesayssoftly.'Creetthe dreamsand
huge,and you begin to despairof searchingall round destroythe nlghtmares!' You dnnk, and you fall asleep
it for a way in. However, after some preliminary very swiftly
explorationyou find a statuewhich ponts the way, if
you have a viewing ]ens,you can find this sfraight Soon your sensesfeel fully alive and alert, you are
away Otherwise,you mustadd 1 lo your Time Track astonishedto find thal your body seemsto be only
The statuers that of a sLoneDwarf, carvedout of a semi-substantial,
giowing wiih a silvery huej as you
blue stone lhat is dearly alien lo these mountains look down, you seethaLyou are lloatingaboveyour
Following the directionhis hand points to, you dis- physicalbody whichliespeace{ullyon the couch
cover a smallfissurein the rock, leadingdown into
the darkness.Lighting your lantern,you descendand
ffnd yourselfat a crossroads. \Mich tunnel will you ln your presentstate,you possessall of your armour,
follow? tveaponsand equipment,and lhese can all be used
normally (if you consumeitems, such as Potions,
The right-handtunnel? Tum to 19 P.ovisionsand so on, [hesewi]l be lost to you when
The left-handtunnel? Tum to j5 you wake from your currentDreamtrmestate).Like-
The tunnelstraightahead? Turn to 47 \vise,any itemsyou tal(efrom Dreamtimewill become
real when you awaken,and you may add lhem lo
o yaw AdDellture SheetIf you are krlled(your sr,rvru,r
You confessthat you needall the help you cangeLon is reducedto zero or below) during your wanderings
your great quest,and LheLoremasternods,PerhaPsa in Dreamtime,you will not die but you will instanily
Iittle sadly.'Somany dangersfor a mortal to face.No return to your physrcalbody and wake up; if this
one,perhaps,hasever facedsucha challengesincethe happens,tum to 281 immediately.Now you ddft
Godswar itself. Beware a projection of the Night down,deeperdown . Tum to 20.
r9
7 have the Magic Armour, Magic Sword and Magrc
Your Shieldglows brilliantly and all its magicalener- Shield,and you have not met lhe Loremaster,you
gies flow along your arm and up into your body. should add Lhe Armour Number, Shield Number
Regainup to 10 losLsraMINA points,but the Magic and Sword Number Logetherand turn to that para-
Shieldis gone (andyou losethe bonusto your Attack graph If you have tried and failed to obtain either
Strengthit gaveyoLr)Returnto 295 and conlinuethe Sword or Shield,but you have the ofher item, hlrn
fight! to t8. If you haveneitherSwordnor Shield,tum to
44.
a
Add z to your Time Track{or following the route to ao
Carnex Whai you Jind hereis surprising and grim. Therearen'tmany sightsof interestin lsmater,as you
The town is walled,with guardsprowling the battle' tind out during your exhaustivesearchlhrough the
ments keeping their crossbowslevelledat any who place(add r to your Time Track).You do find two
approach.You advanceslowly, maling for the single oddJooking litlle shops,thor.rgh:lhe FirewaterEm-
closedgate on the easLside of the town. Il opensas porium,with a window stacked6rll of exotic bottles,
you approach, allowing you a glmpse of a and a very drrty and run-down little shop wluch has a
prosperous-lookingsettlementinside the walls. Two woodm sign wrth flakrngpaint on which you caniust
guardsdraw swordsas you walk towardsthem,they makeout the letters,'EVIL' If you want lo enler lhe
look uncertarnand one of them challengesyou, de- FirewaterEmporium,tum lo 37 If you want to enter
manding to know your name and your PurPosln ihe other shop,turn to 2j8 If you don't wish to enter
comrnghere.W lyou' eithel will your
Try to bribe the guards? Tum to j58 Buy somesupplies? T1n to 173
Attack the guardsand fight yoL-rr LeaveIsmaLer? Tum to 258
way in? Tum to 22f Relaxin lhe tavemr if you haven't
Try to bluff your way through? Tum to j2 done so before? Turn to:,o7
Backo(f and look for an altemative
way into Camex? Tum to 135 a1
The thief runs into a cul-desacand is forced to lum
ard faceyou, drawing a sword and utlering lhreats.
If you a:e readynow lo 6ght the Night Dragon,you You wouldn'tworry if it wasjust him you had Loface,
lcrown which paragraphto turn tol Otherwise,if you but his accomplice js a scar-faced
cuL-throat
built like a
12-L3 4-45

brick outhouseand he's ho)dinghis sword in a way the number of blows the Chillshadowwill strike as
that suggestshe really knows how to use it I[ you you run away (eachinllicting 2 points of siaMtNA
decidelo fight this pair turn to 1oa. If you want Lo damageto you). If you are still alrveafter this,tum to
back off, you can head for Lobster Wharf (turn lo 554) 75 If yon win this fight, tutn to j47.
or WeaverGate (tum to zr2) but now you will have
no Gold Pieceslft| 14
Westwardsalong a slone-inlaidpassagewaylie the
42. tombsof dwarvenancestorsand mrnersof old, Lheir
Yoq grit your teeth and begin your long joumey to boneslard to rest within the stonethey toiled so long
the lands guardedby the Frost Ciants. This is an andhard to excavate.If you want to exploretne are4
arduous,ba&-breakingmarchindeed;add ro lo your tum to 56j. If you wanLto open someof the tombs,
Time Track,unJess you have a longbow or crossbow, fum to j46. If you prefer to retraceyour footsteps
which will save tim spent huntrnS to supplement and try someother part of the mine complex,tum to
your supplies(if you have erther,add only 8 to your 594
Time Track) Finallyyou pitch carnpat a placewhere
the trail diverges 15
Comemorning,you can takethe northerlytrail to the Half-wayalong lhis peculiarpassagea pair of Wniths
signpostedtown of Ismaher, if you haven'tbeen there simply emergefrom the walls, their hateful,ghostly
before(hrm to 3zz), or continueonwardsto the rising forms set upon drainingthe very Jifefrom you You
peaksof the FroslGianl landsin the east(tum to jj4). mustfight fhemtogether.

a3 S K ILL STAM IN A
In each Attack Round atainst the Chillshadow,you FirstWRAITH 8 9
will automaticallylose 1 point of srAMrNAbecauseof SecondWRAITH 8 I
the exkeme numbing cold the honor emanates,so
you mustdestroylhe oeatureswift]yl lf you are struckat leasbonceby a Wrailh, you must
roll one die. lf you roll r-4, you lose I point of sxrr
CH I L L SH A D OW SKI LL 8 ST A M ] N A 7
If you win this fight, will you takeone of the descend-
If you wsh to breakoff combatat any time and flee, ing side-passages (tum to a64) or head towards the
you may do thrs,buf you mustroll one die and drvide pillars and the chamber that lie before you (tum to
the numberroLledby z (roundingfractionsup) This is 592)1
a6-aA a9

a6 few animalsaround,and even the migratingbirdshigh


You placebheseedpod at the fool of the glacierand it in the sky are few and far between.Guided by a
sprouts into a riot of tangled creepersand vines, buming desire to completeyour quest and by an
allowingyou to clamberup it and ascendsafelyto th intuition that guidesyou ever onward,you presson
ro& ledgel Tum to 276 through the snow and ice to your destiny. Add 2 to
your Time Track.You mustnow eat a meal,unlessyou
havea longbow or crossbow,if you have eithet you
canpreseweyour Provisionsby hunLinginstead.If you
hunt,you do not needto eat a meal,but you mustadd
an exLra1 [o your Time Tra& for time spent hunting.
After a night's restlesssleepin lhe bitter cold of the far
north,you setout oncemore underleaden,snow-fflled
skies.If your Nemesrsscoris 6 or highet rum ro j5J.
Ifyour Nemestsscoreis 5 or below,tum to a61

ry
The march away from the mountainsof the Giants lies
downhill, so ifs not too wearying on your legs.Add 2
to your Time Track,and you must now eat a meal.
You think fondly of th Magic Armour you seek;
managinglo evadea hungry grizzly bear last night
made you realizeyou could certainlydo with lhe
protection of ffne armourl You set off on a clear
momin& tum to 2r7. L9
At the end of this tunnel a stone door bearinp
18 dwarvenrures you cannoLcomprehend standsslightly
You set off into the frozen wastesof the northern ajar.The gleamftom your lantern suggestsa guard-
Dragon Reaches.Almost nothing grows here; lhere are room may lie beyond - you can jusL make ouL tables,
trestle benches,and what may be a wooden chest, all The grey passage? Tum Lo 95
coveredin thick dust and cobwebs.If you want to The blackpassage? Tum to 395
enler,tum to 585. Olherwrse,you can ba&track and The silverpassage? Tum lo 45
takelhe passageoPPosiLe if you havent alreadydone
so (tum io 55) or follow the one oPPositethe tunnel 2A
you enteredby (hrm to lz) You gaze up al the forbidding height of an unmislak-
ablemounlainpeak;Lhesunlightglittersoff the streak
20
of fool's gold on its north face.Searchingaround,you
You stand in a misly chamber with six different quickly find a lLtrnel, leading down into darkness,
which provrdesan obvious entrance.If you want Lo
set out down this tunnel,turn to 78. If you preler to
spendtrmelookingfor anotherentrance,turn to 58

The biscuiLis indeeddelicious,buLiL hasanunfortunale


sideeffect. I[ is spiked wiLh a powerful drug, and
shortly alter eating it you find that yor-r mind rs
dulled and you cannotseemto make your body do
what you wish it to do. Soon two black-robedmen
enter,they seeyou and,smilingevi y, leadyou away,
down inlo a ghasLlysacrificial
chamber. Your adven-
hre endshere.
between o and t); add this total to your Time Tlack
When you wish to end your advmLuresin Dreamtime
by waking, tum to 3r (you may do this only when
you ret"m to this chamber!).Now, which of Lhe
passageways wrll you follow?

The blue passage? Tum to 56


The green passage? Tum to j18
The while passage? Tum to 2aB
The yellow passage? Tum to 292
23'24

Travelling along this broken trajl is tncb. Test Vo&r


5h/1.If you are success6i,you negotiateit safely;if
you fail,you stumbleseveraltimeson the treacherous,
ro&y ground and twist your ankle,losing 2 points
from your sreurre Add z Lo your Time Trad<,and
you must now eat a meal.It is mid'aftemoonwhen
you seea large winged creaturein lhe sky, certainly
no bird; your hope, that it may be a Dragon, is
rewarded But what a surpriseyou geL- this is a green
Dragon,normallya dwellerin forestsor jungles,not
rn the cold wastesof the northem landslThe beast
lands close by and simply nods his massivehead
towardsyou. You clamberon to his backand hold on
for dear life as he rises into the sky and flaps imperi
oLrslyto a distantpeak,where he landsand deposits
you besidea huge cave moulh Slepping off your
enormousmount,you seethat the lunnelopensrnto a
vast catr n the mountain,probablyhalf a kilometre
wide.Within the crater,awailingyour descenL down a
seeminglyendlessset of chiselledstone steps,is a
circleof srx huge adult Dragons- black,white, red,
gree& gold and silver You are one of a mere handful
oI peoplealive on Titan ever Lohave beeninvited Lo
sucha conclavelTum to 49.

24
The mirror explodes as iL strikes a great magical wall
of force barring your way. The wall of force rs de-
stroyed,and so is your mirror - but lhe StalkerMage
is unharmedand preparesto do battlewith you! Tum
to 1o8
25-2' 2A-29

25 truck. If you want to take a chanceriding the truck,


A deep,disembodted voicerisesfrom the blanksurface tum to 97. If you would ratherwalk along the shaIt,
of the mirror. 'Hold me by the fumace,'rt commandsl add r lo your Time Trackand tum to :59.
You blanchat the thought,though the flamestherein
are coolinS,placrngthe mirror closeby the fumace 28
would exposeyou to intensehat.If you obey the The stairsdescendfor somedistance;as you go down,
mrror, tum to 141 If you wiLlnot, tum lo 5o8 the grinding noise is mixed with a dull booming
soundand both get louderas you progress.You turn
t6 a sharp comer in Lhe staircas,aad a bony figure
You slandat the foot of the centraltower;a singlesel sLandsbefore youl Clad in heavy chainmail,fhe
of stairsleadsupwar{s.A door standsajar to one side Dragon-likehumanoidhas a bare,yellow-bonedrep-
oi you, and you can seea scrrbeal his deskscribbling tile'sskulland huge,iron-shodclaws.IL carriesa great
shieldwith the designof a skeletaldragon'shead,and
in its other clawed hand it holds a cl:rveo sworo,
drippingwith poisonlWhen you ffghl the BoneStalker
Champio4eachblow it strikeswill inflict an extra 2
pointsoI damagebecauseof the vmom, so you musr
slayit swifllyl
BONESTALKER
stairsoppositeyou, bul in the mrddleof the room is a CHAMPION sKrLL11 STAM TN A 1 4

black'robedman who turns to faceyou as you enter' If you win, hrrn Loa68.
You have disturbedhis work, and his faceis furiousas
he shoutsat you; then his eyeswide& and you realize 29
he knows that you :re an jnLruderlThe black-robed You arehauledin front of the huse cabinof the Great
man swiftly vraveshjs hands,castinga spell.Testyotr Jarlhimself;add z to your Time Track.He's a mon-
Skill.If you are successful,you sfrike the wizard and shous Frost Giant with scarredarms and a missinp left
disrupthis spell;tum to 45.If you fail,h.rrnto 65- eyej he bristleswith body harr whtch looks ltke fur,
and is heavily tattoodinto the bargain.Around the
throne-likechairon which he sits is a colleclionoI his
This mine shaft lads to the iron mines,and rusLed prized heasures and koohies: the sh.rffedheads of
metal rails run along the floor bearing an ancient iron hJge animals and monsters.a pair oF lteel-tipped
5o
3a-32

lances,a giant crossbowsometwo metreslong, and a well fed - and you evenwin 3 Gold Precesfrom your
shield lt's unmistakable, with a blue
white-lacquered jailers,playingdice!Gainl LUcxpoint.Tum to rE7.
chewon and a small blackDraSon detail in the toP
left'handcomer This is what you havecomefor, but
how areyou going to get it? Of course,you startyour 3r
speechwith flatteringcommenlsaboutthe Great|arl's You may wish to wale up, buLyou cannotbe certain
matestyand might, but the wary old Cianl looks at of doing sol Roll one die. If you roll 4 or higher,you
you with hrs one good eye and an exPression on his canawaken;lum to 2E1 If you roll 1 j, you cannotyet
facewhich grvesnothing away.You must chooseone wakeup; turh to 20 if thereareany passages you have
of two shateSieswith lum: either you can suSEest nol yef explored,obherwise you must conbinuerolling
some kind of tnal 9r challengefo obtain the shield the dre until you roll 4 or highea adding : to your
you want so badly (tum to flr if you do this),or you Time Track for eachroll you make.When you finally
can try some kind of trade or bargainingapproach roll 4 or higher,tum Lo 281. If you wish, you may
(tum lo 260 if you try this taclic). spendone r-ucxpoinLto add r to the numberrolled.

'l'm a merchantfrom Rentam,'you sayand the guards


seeyour bulging backpack'Look I'm down on my
luckand I was told that this could be a good placeto
try my fortune' Teslyour Luck If you are Lucky, the
guardsbelieve your story, but they will demand r
Cold Piecefrom you as 'merchant's tax' for enfering.If
7o you are preparedto pay, tum to fjj If you won't or
You open lhe door and admil the landlord of the can't pay l Gold Prece,or if you are Unlucky, the
tavem, togetherwith two milihamen.You tell them guardswill not lel you into the town and they makeit
the kuth about what happenedhere, and they seem plarnlhat ihey arevery suspicious ofyou Will you;
ready to believeyou. 'Bad sorts, these,'says one o[
the milrLiaas he tums over the body of one of the Attack the guardsand fight your
grey-robedmen with his foot. "We'llhaveto lale you way in? Tum to 2zj
down lo the lailhouseovemight,of course,but sleep- Backoff and look for an altemative
ing lhereis not ro bad and franklyyou may be safer' way into Camex? Turn to 1j5
Indeed,a night spentin jail meansyou are warm and LeaveCamex and hy elsewhere? Turn to 75
36-3,

At the end of this preaselycarvedpassagea simple 36


The Ogre whacksyou acrossthe backwith his dub as
woodendoor opensinto a great smithy whoseflames you flee;deducL5 points6om your srAMrNANow, if
and forge passedinto hisborycenturiesago.All is dark you ran for the red door, tum bo r2j If you ran for
and silenLhererSreatanvilsstandlike sentinels, ingots
the yellow door, tum to 292 unlessyou have already
of iron and sLeelare sLackedin piles,tools long rusted
entereda yellow passage;if you have, tum to 146
hang in their racksas if awaitingLheirlong-loslusers.
instead
The smithy is huge; if you want to make a detailed
searchof this unpromising place, turn to 357 Other-
wise, you can follow the lunel opposite, if you 37
You ask the ea8er,squintingGnomeabout the many
haven'falreadydone so (tum to r9), or go down Lhe potent bot[les of dubiousspirits you see around the
passage oppositethe oneyou enteredby (tum to 47). shop 'Bestof lhem alJ,sir is Larssen's Firewaler.Five
Gold Piecesa bottle,srr,and you'll find no belter in all
34 the north, that's the huth.' Now this is a steeporice.
You havebehaveddishonouabty,and the RedWizard so you hagglewith lhe Cnome.who reluctantlyagrees
protesk as you tie him up, You quretenhim with a fo part with this fine ?irit for only 4 Gold Piecesa
gag then take hrs treasure:5 Cold Pieces,a viewing botlle, as long as you br.ryat leastLevobotLles(you
lens,a set of iron keys and somefood (add5 to your cannotcarry morethan four; if you buy only one,you
Provisions).However,you lose l point of HoNouR. must pay 5 Gold Piecesfor it) An empty corked
Tum to 3o8. bottle will cost you r Gold Piece.After makjngany
purchaseyou fancy, you can try the shop with the
'EVIL' sign,if you haven'lyet enteredthere (tum to
25E).Altematively,wili you:
The body is that of a dark-hairedyoung mat he is
bluewith cold and is wearinga simplblackrobe with Buy some supplies? Tum to 375
a knotted blackcord tied round lhe waist There is a Relax in the tavems, if you haven'L
distinctive taltoo on his left hand which shows a already done so? Tum to 2oi
coiled black serpenlwith red glowing eyes (male a Leave Ismater? Tum to 25t
note of this lattoo, and of lhis paragraPhnumber).If
you havean ice pick and wish to chiPthe body away
from the ice, bum to Jz8. If you do not have an ice
pick,or you don'bwish to do this,tum to 1u.
3&'59

5a
You fling open the door and your noseis assaulLed by
the filthy smell of half-Lannedleathersthat are soaking
in reekingOuids.The robed man standswith a bag of
coins in one hand and a dagger in the oLher,while a
nervous raven-hairedyoung arLisanin a leaLherapron
is holding or.rthis handsfor the money.At once,the
hardfacedsword-wielderspinsaroundto 6ght you.
ASSASSIN sK tLLg

EachAttack Roun4 the leatherworker will lhrow a pol


tull of acid at you while you are fighting Lherobed
nan. Roll one die; if you roll a 5 or 6, lhe acid
splashes on you and you must lose3 srAMrNApoinLs
if you roll a r, the acid hits your opponent(and lle
losesJ sraMrNApoints)!If you roll any other numbea
theacidmissesyou both I{ you wiry the leatherworker
fleesbeforeyou can calchhim, but he leavesthe bag
with o Cold Pieces in il. Add r to our \emesisccore.
You headshaightfor the docks;tum ' to rol-

39
You head south-easttowards the iry peaks of the
lrost Giant Mountainsin the far distanceAdd 4 Lo
your Time Track, and you musLnour eat one meal Lo
zupplement your foraging. You find yourself at a
parting of the ways: the south-eastem tmil continues
on towardsthe Frost Giant peaks (if you wish lo lake
this path, tum to 534), while a southbound trail heads
for the town of Ismater.If you wish fo go lhere, and
you havenot doneso before,tum Loj22.
42-43

40 Crypls (hrm to 185) or set out eastby south for the


The srnrling wizard is ready to strike you down, so landsof the FrostGiants(tum to 64)
you mustbe sr.rreto overcomehim swlftlyl Remember
to deductany srAMrNApoints from his total Lluough
blowsyou havealreadyinflicted. Beyondthe secreL door liesa smallchamberwith beds,
REDWIZARD SKI LL 11 STA M I N A 1 5
a table and chairs,a hideousmural of an elongated,
reptilianskull,and two other ilemswhich interestyou,
If you reducethe Wizard'ssrevrr.tr to 3 or below,he a smallwooden chestand an iron-banedcell which is
will surrenderand beg for mercy, offering you informa' lilled with thick, yellow-grey fog. On one charr is a
tion in rewardfor his life but can you possiblyhust spareseLof grey robes;you may take theseif you
him? li you spare$is life. you may risk recervinga rr'ish-You can feel the chill radiating from the foggy
sneakspellattacklIf you decideLo sparehim, tum Lo cellwhereyou stand;while thereare keyson the table
248 If you decideto slay him, you can do so auto- tvhichmay 6t the cell, and you think you can see a
matically;tum to 285 murlg/form within it, you feel an auraof evil emanat-
urgfrom wifhin it. So,wilJyou:
4a
The Dwals want to know whereyou are going now, Try to open the woodenchest? Tum to 166
and sinceyou don't wanl Lo Sive away the naLureof Open the cell door? Tum to 91
your questyou rnumblea few words about headrng Leaveand open the other door across
south to some crypts, or maybe far east Lo explore Lhelargeroom? Tum to gro
Giant lands, although you don'l niention the Lore- Decideit's ijme to get out of Carnex
master.A particularlyancientDwarf sagelooks you and leavethe town? Tum to 7j
up and down and says simply, 'lf you are seeking the
sword which was usedby Lhehumanwhose armour 43
you now wear, that does indeed lie below the Mist You have eniereda smallguardchamberwith n:Ifled
Crypts.If that is whereyou wish to travel,Hero, we olanketson the bed,a woodenchesfundera table,and
know an undergroundpassagenetwork that will take some curved knives hanging in a rack on fhe wall.
you there more swiftly and safelythan the hazardous fusing from the bed is a black-robedassassin, with a
passes of Lhesurfaceworld.'If you want to takeup the .ial of blue Lqurdraisedto his moulhj)ou surmise
offer of a dwarven guide to take you to the Mist :hat he is drinlcng a Potion, so you strikewith your
Crwts, fum to 115 Altematively,you canleaveSlate ;feaponto sbophimt Roll Attack Strengthsfor both of
Peak and travel overland southwardsto the Mist ]ou (he has a sKrLLof 10) If you have the higher
tE-45 46-47

Attack Strength,tum bo95; if he hasthe higherAttack If you win, you're still in danger.The door atop the
Skength,tum Lo7j stairsaheado{ you opens and a black-robedAgure
peersround the door towardsyou; Lhenhe slamsthe
44 door shut again You must move swiftly now. If you
The Tomeof theReaches showsthal lhe runeshereare want to flee and leave the town, turn to 75 If you
waming srgns.Specifically,the runes tell of guards want to ascendthe stairsand gei at the man you,ve
beyondthe doors,and thal a chieftainis buriedsome' just seen,you should do so swiftly; if you wanr ro
wherebeyondthe door bearingthe plaque They also perform any actions fnst (drinking a Potior! usinS
tell you of a nasty spikedlrap on the door whichyou PoisonAntidote, etc.)you must make a list of how
will be able to avoid now thal you have been fore- many actionsyou'r going to take.If you makethree
wamedl The runeswam any who come here not to or fewer,tum to aaa If you makefour or more,turn
offend the spiritsof thoseburiedon the other side of to 126,
the doors and to show due respeclio the dead The
?omealso informsyou Lhatone of the runesshows 46
that the chieftainburied beyond ruled his clan for Ii you have a rope, you can Lie one end round fhe
thirty years(male a noteof thrs).Now, will you open: top of the well and clamberdown into the mist safely,
but you must leave the rope behindyou (crossit off
The door with the plaqLre? Turn to 21o
The door oppositelhe one you
enteredby? Turn to 99
The door oppositethe one with the
plaque? Tum Lo511 your srAMrNATurn to 2or,

45
The snarlingblack'robedspellcasterdmws a poisoned 4'
kniie to defend himself; the venom is very toxic
and, for ihe first lhree Attack Rounds,if he strikes
you the poison will rnflicl a:r exha J poinLs of
damage to your srAMrNA- Afler three ALtack
Rormds, the venom will have dripped from the Descendthe spiralstaircase? Tum Lo 206
blade. Follow the side-passage? Tum to j.1z
BLACKW]ZARD s KrtL 9 Co down the stepsahead? Tum lo 296
4&'49 49

48 Gold Dragon speaks,his voice booming in this vasl


The door to lhe dark chamber of the Night Dragon audrtorium.'lL is not often that DragonEldersmeet in
this way, human We only meet when a greaLdanger
threatensus all We have to tum Lo a human lor help
againstthe waling menacewe all face.You have been
chosen-'The Gold Dragon pusheshis huge, three-
mehe head in your direclioD his eyes are red and
rheumywith age,but they shinewith expectatron and
this). Not all may be included as oPtions in the vigourdespilehrsuntoldyears.

The Silver Dragon speaksnext 'Our messengertold


you of the Night Dragon?'You nod slowly 'Then all
1'ouneed Lo know is Lhereasonwe have askedyou
lo comebeforeus The Ancientwas overcomebefore
by human heroes They had powerful magic with
rvhich to defeat him. We know where that magic
may be found. There is a great sword,hrddenrn Lhe
desolateMist Crypts south-westof here The en-
irance to them lies below a tall mountain with a
sco(eof the Night DraSonwhen you
Lhe sr.AIv.rrNe streakof fool's gold nearits peak.To the north west
encounterit the longeryou have takento get here, ies magic amout craftedby the greaLestdwaNen
the tougherthisbrutewillbel altisansof their age and losL when their dan dis
yolu wlll be appeared from Tilan. SlatePeakwas their old fortress
Now, if you have the Tone of the Reaches
able to read the runeson the door before you Turn to home Far to Lhe east and south can be found a
the paragraphwith Lhesamenumberas Lhe{irsLpage magic shield, lost among the Jublez - the Frosl
of the book which tells you about Dragon Runes lf Giants,a much tougherracethan most of their kind.
you do not havelhis book,tum to 386. All these artefacLshave great power against the An-
cient.An exceplionalhero armedand protecledwith
ihesecould vanquishhim, shouldhe be encountered
49 before his sleep is wholly ended. You may even
The Dragonsare silentas you clamberdown the stePs prevailwithoul all thesethings - though wilhout at
and stand before them wiLh your head bowed. The Ieasttwo you would {ind it impossibleto overcome
50-52

the Mght Dragon.'Thereis one obviousquestionleft:


whereis the Ancient?Tum to 5o9.

5o

Armour, multiply the Armour Number by 4, add the


Sword Number,and subtractro to get a total, then
tum to the paragraphwith Lhatnumber(add: to your
Time Tra& before you do!) If you srill seekeither
Armour or Sword,tum fo 2a9.
man - you may not know it, but the shadow of lhe
Night Dragonand its appallingservartsare upon you
As the greatreptilefallsbeneathlhe hail of yow sword now You rhustbe an enemyof the Cult, and for lhat
blows, there is a subtlechangein the air, as iI some re?sonyou may be a friend.IFyou want ro teammore
ol the Nighl Dragonyou mus{headfor Camex.But at
a.ll costs beware the ...' Sr_rddenlya wide_headed
arrorv is protrudrng from the back of his neck at a

Theyknow you haveslainthe monstetyet Lheircurseis


not fully lifted.They feelwithin thirbodiesthat they
havemorelife within fiem, theyarenot cused with the
somnolence of manycenturies,yet theymustfind some
otherheipin retumingthemto fleshlyform.Nevertheless
they aregratefulto you, anda pair of artisansmakeoff iurn to 26E,
with yourarmourto repairit in the smithy.Tum to r.52.

Looking careh:lly all around and wifh your heart


racing,you tum up at the backyard of fhe tavem as
The twisLingpassageslopesgently up and around
from the mounLain'score closer Lo the rock face and
then ba& inwardsagain Add r to your Time Track.
Finally the lengthy passaSeopensinto a cavemous
chamber made from the same fibrous and rubbery
matedalyou've grown used to in thrs bewrldering
mountaincorc.All thereinis black,edgedwith metallic
blues,greys and silvery hues,and directly opposile
you is a smgle exit Standrngbefore iL is a horror
which you know to be the Night Dragon's final
servantand guardlan.lt has its arms crossedand it
appearsquiLeunconcemed at your approach.It slands
lhree metrestall, with a human-shaped Lorso,buL its
greatDragonJikeheadseemsalmoslLooheavyfor its
squatneck Lo support lts elongatedLimbsare heavily
muscledand end in greaf clawedhandsalmosthalf a
metre across lts tatleredblack-and-srlverrobes bear
the emblemsof coiledserpenlsand spide/swebswilh
skulls at the centre,and as iL moves slightly you
are revoltedto seechunksof rolting fleshfall from ils
body.

'Come to me, litde one,' it breathesin a ghastly


raspingvoice,'l fearyou notl' Will you:
Rushat the monster? Tum to a56
Use a longbow or crossbow to fire
at the ceature? Tum to 999
Throw a Magic Minor at the
creature(f you haveone! Tum to 24
54-55 55

t4 seli Two of the men are awake and ready to fight


You havefailedin your bid to gain the Magic Sword with their odd, curved blades.You must fight them
which you came seeking,but all may not be lost. togethen each Aftack Round, detennine Attack
Eventua.llyyou ffnd a way out of fhe cavem and crawJ Strengths for all three of you. Only the combatant
along a narrow sinkhole to the surface.Add z to your rvith the highestAttackShengthwill inflict a damaging
Time Track,and you must now eat a meal-If you do blow that Attack RoLrnd.After four Attack Ror:nds,
not possessboth the Magic Armour and the Magic the third man will have woken and be ready to join
Shieldyou sought,and you wish LoseLout to find one the fray as welll
or other item, tum to j59. If you have both these
items,you know the Armour Number and the Shield S K ILL STAM JN A
Number.Multiply LhqArmour Nr;mberby 4 and add airstPILCRIM 8 7
that to the ShieldNumber,then tum to Lheparagraph Second PILGRIM a 7
with the samenumberas thaf total, If you have also ThirdPILGRIM 6 6
tiied and failedto obtarnthe Magic Shieldyou sought,
you carmoLhope to prevail on your quest and your If you win, you searchthe bodies You can take 5
advenhre endshere. Cold Pieces and enough Provisions for four meals
trom them,buf you also 6inda stmngemark tattooed
on Lhe forearm of each man. The symbol shows a
h.venfy+kanded spiders-webpattem with a blackrep-
tilan skull at its centre(makea note of this paragraph
as the one whereyou observedthis dsign).Add 1 to
]our Nernesisscore,then you resumeyour disturbed
slumber,tum to 225.

55
You start from sleepjust after midnightwhen one of
the cloakedmen stumblesas he headstowards you
You see the knife in his hand gleamingin the pale
moonlight, and you grab your sword to defend your-
56-54

56 ,9
The blue passagepulsateswrlh light as vou glide Two speckalfiguresemergefrom Lhewalls and howl
along it; you feel as if you are walking on alr - and at your approachlThey are afraid of your magical
suddinly a door appearsin the passagewaybefore light, but lhey also hate you and wish to slay you
you. You open it and 6nd yourselfstaringinto a great Tesl yow Ln| addinS 1 to the dice roll for every
mazeof mirrors.A strong,tall 6gurestePsout befor point that your Nmesisscoreis over Z [f it is Z or
you: it is a reflectionof yowself. The warrior bears beiow, you need not modify the total rolled on the
down upon you with weapondrawnlYou must fight dice).If you areLucky,Lumto fl6. If you areUnlucky,
yourselfttYour opPonent has the same srlr-r and rurnro 15.
STAMINA scoresas you do, but you havesomeadvan-
tages.Your mirror'Jmage enemyhasno magicalitems, 6o
and he has no LUCKpomts.Finally,you car distract Beyondthe door lies a hall which almostLakesyour
your aller ego during ore Attack Roundof the combat breathaway,suchis its sheersizeand lhe intricacyof
you face, and during that Attack Round you can its decorationIt must measurea hundredmetreson
perform one action - a free hit on your duplicate eachside,with a ceiJ;ngfifteenmetreshigh Standing
ideduct2 points from his sreurr,r), drink a Potion, rvithin the hall are rank upon rank of stone Dwarfs,
etc.lf you win this combat,fum to ro4 immedrafely. all sfaring at the far end of the hail, where fhree stone
Dwarf chiefbains standon a raiseddais.On the walls
hangflagsand pennants,their colourslong dulled by
With an efforl you pushopena manholecover to find age,and racksof battleaxesA long mural etchedin
storeroom;you Suess
yourselfin a large,semicircular stone runs along the walls, showing Dwarls at war
that you must haveemergedinsidea tower The sLore overcomingtheir hatedenemies,Giantsand Orcs and
has nothing of use to you jusl wooden planks,
Coblins You can almosthear echoesof the war cries
emply sacks,srmpletools and the like. A swift search l'hich must have resoundedfrom thesemighty walls.
revealsa secretdoor as the only exit from thrsroom, .{nd, as you look, the Dwarfsbegin to move!Slowly,
so you openit to seehrhatliesbeyond Tum fo u5. painfullyslowly,and with a stiffnessbom of centuries
ot slumbeathey tum and shufflearound to look at
5A 1ou. One of the chieftainsponderouslystretchesout
Searchingthe area round the mountainis time_con- an arm,and a voiceso deepit seemsto comelrom the
suming.Add 1 to your Time Track.If your Nemesis core of the world itself booms,'The hour has come
scorers 5 or highet tum to a31)lI lt rs 4 or below, The Hero has come to liit our curcer'A raggedcheer
tum to 169 risesfrom the hmdredsof stoneDwarfs,who beginto
6a-62 63-64
throng round you It seemsthat your quest must doorsand exits,and your manhasdisappeared. Worse
havemany goalsbeforeyou reachjourney'send!Tum still, when you get back to the E r/im,orrthe Dark Elf is
Lo159. dead.The ship'scaptaintellsyou that he spokeonly a
few words beforehe died;'Go north-north-wesr arong
6a the Stormdrake Pass.'Now, will your
Yor.rhide yourself at some distancefrom the main
track into the town, and wait- Add 2 to your Time Buy some extra equipmmt or food? Turn to 2J6
Track.Eventuallya grey-robed,ta1l,leanfigurestrides Sellsomefurs,iI you havesometo
away from Camexalong lhe trail. You can't useyour sell? Tum to 58
weapon[o best effect- his robeswill be uselessas a LeaveRentamfor StormdrakePass? Turn to ryg
disguisejf you've,chopped them to shredswith a
keen-edgedsword. Becauseyou have to pull your
pr.rnches,you must subtract z from your Atlack
Slrengthduringthisfight!
GREY ASSASSIN sxrll 9 STAMINA 1l)

lf you win, you takethe mar's robesand pull themon


over your armour.You headfor the main gateswiLh
the cowl of ihe robe pulled firmly down over your
face,and the guardslet you pasbLumlo jJJ.
6j
TryinS to rush Lhewizald, your legs are errsnareo
oy
a magrcalwhirling bola which wrapsround them and
DrinSsyou crashingfo the ground!Deduct 2 points
hom your srAMrNA.WhiJeyou are ge ing up and
readyingyourself to fighl. the wrzdrd castsanother
spell to strengLhen
himselftTum to 45 to fight him,
but you must add r to his sRrLLand 4 to his
STAMINA
62
You spend some fruitless minutes in a warehouse 64
Packedwith crabes,
boxesand sacks,there You arealmostfollowingyour own fooLsteps,
heading
6S

back the way you camq add 4 to your Time Track The spiked boots will be useful in walking on icy,
and you must now eat a meal.You are backat the fork slippery groun4 and the liqueur is invigoratinS and
in the trail once more, so you have a c-hoiceoI where skengthening(regain4 lost sraMtNA points when
to go. You canheadsouthto Camexif you havenot you empty the flask) The viewing lens helpsyou to
been there before (tum to 8). AltemaLively,you can se disfant locationsmore clearly when you look
continuesouth-east;add z Lo your Time Track and throughit, and it also actsas a magnifyingglass.The
turnto j9. ivory polar bear just catchesyour eye, you don't
kaow whetherit may be or not. The Potion of
'-rseful
suvrre, when dnmk, allows you to regain lost
srAMrNApoints equalto half your Inilial scorelrouno
fractionsup) The Potion oI r-ucx,if drun( allowsyou
to restorelost LUCKpointsup to half your lnifial score
round fraclionsdown) Potions and lioueur can be
drunk at any time, except during comba't.When you
have decided what to buy, amend yo:r. AdvenLure
Sleef accordingly; you rnust keep a minimum of 2
6S
Cold Piecesfor Lhejoumeysto come!Now you must
You can buy almost anything from the unscrupulous Testyour Luck. If you are Lucky, you get safely to
merchantsof Port Blacksand,but your most likely LobstrGate if you seeka ship (tum to j54) or to
may well be:
purchases lVeaverGaLeif you're headingfor Rentamby road
Steelmirror 3 Gold Pieces .tum to zrz). If you areUnlucky,trrm to 77.
Rope r Gold Piece
Longbowand arrows 4 Gold Pieces
Classbottle r Gold Piece
Spikedbools 4 Gold Pieces
Icepick 3 GoJdPieces
Flaskof Iiqueur 3 Gold Pieces
Keg of beer 3 Gold Pieces
Viewing lens 4 Cold Pieces
Carvedrvory polarbear 4 Gold Pieces
Pobonof srAMrN^ 8 Gold Pieces
Potrono[ LUcK 5 Gold Pieces
56-5,

56
You find a nanow, rocky crevice where the stream
rushesto the suface,and you judge that there is just
enoughair abovethe water for you to push yourself
along on your back.Mercifully, you have not gone
many metresbefore lhe passagewidensand you can
crawl on all fours.You head onwardsand you soon
locale the outtlow of the town sewersby the evil-
smellingcunenLwhich flows into the stream You
splashalong the sewer aqueductand are about to
arrivat a junctionof sewerswhen you spot a sinuous
rvaveheadng through the waler towards you You
draw your weapon just as the monsLerbreaks Lhe
surface. ILis a many legged,slimy,yellow greenworm,
in its skelelalreptilianhead,dripping6lth and ordure,
its jaws openwide to savageyou with iLsrazor-sharp,
knifelong teelhl
\ECROW ORM SKILL 9

ii the Necroworm bites you even once, you have


acquireda diseasefrom its 6lthy bite but this disease
rvill tale some while to incubate If you win, when
leave Camx you will find that yotr IniLial
-voLr
STAMINAscorels reducedby z porntsuntil you can
tmd a curel However,you lind 5 Gold Pieceson a
half'eatenbody.Now you headon; LurnLoa95

6y
Youtrudgebackup the sLairs,add 1Loyolrr TimeTrack
Backat the crossroads,you canopenthe door opposile
you,if you haven'Ldoneso before(turnLo66),or make
lor thedooropposiLe theenLrancepassage(turnto 1jj).
6A-yo 7a

6A using your Magic Shield, and you will sulfer no


You're nol really experiencedat haggling over the damage.However, if you do this now, lhe Shield will
sellingprice of furs,but you pocket5 Gold Piecesfor nolbe ableto blocka breathattackfrom the realNight
Lhethreebeaverskinsyou were given - and you can Dragonwhen you meetrt, and you must makea note
alwaysusesomeextmmoneylNow, will you: of thjsl If you choosenol to use the Shieldto block
the brealh,you must iose 6 STAMINA poinls.Turn to
Buy someextra equipmentor food? Tum to 216
Male for the RudderlessGalley
tavem, if you haven'l already been
there? Tum to 286
LeaveRentam,i{ yor.r'vesLayedlhe
night here? Tum to r7E

69
You raceacrossthe snow to aLtackthe evil enslavers
of the haplesschainedpeople. You must fight the
grey-robedmen separately as Lwoparrsof opponents,
,a
and they will not be easy to defeaLsinceLheydraw
You sLaggerbackwardsas your final blow slays the
vicious,senateddagSersto strikeyoul
gjgantic opponentyou have struggledso long and
SKI LL STAMINA hard Lo overcomelYou can hadly believeit. You are
Iirst ACOLYTE PAIR 9 10 dazed, wounded and bleeding and faint with shock,
Second ACOLYTEPAIR g a1 and adrenalinis pouring through your body. You sit
down wearily with your headin your hands,shaking
If you win, you free the chainedmen and women. uncontrollablyAnd lhen you see,wrfh utLerhorror,
They seemdazed,barelyin commandof their senses, what is happeningnow The slimy, acidic cocoon
but you commandLhemto makeLheirway backsouth round the Dragon's corpse is sliLheringover the
and they obey your inslructions.You have saved gror:ndand wrapprngitself round the Nrght Dragon's
many souls6om ce arn deathin the lair of the Night skull-headThe red glow in the eye sockeLs, though
Dragon;gain r uorouR pointl Tum bo258. dim, is begrnningto increasein strengLh. The ghastly
thing rssomehowresurrecting itselflThis is too terrible
7o to be true - but it is happening.Now you have a
If you wish to, yott can deflectlhe Dragon'sbreaLh m.rcial choice to make. You can flee LhemounLain;if
75-r4

you do this, Lum to 535. Otherwise,you makewhat 73


preparationsyou can and prepareto deal with what The assassin drainshis Potion beforeyou can stdke-
everanimaLes itselfLofighl you agairyturn to 98. and becomesinvisiblelIt will now be very difficultfor
you Losensewherehe is. You reLreatto the doorway,
preventinghim from escapingand raising the alam,
but he will fighl you Tum to 93, and you must sut)
tractI lrom your Attack Strengthwhenfightinghiml

The Chieftain lays his sword first uPon your left


shoulder,then on your right, and you feel a surgeof
strengthflow from the magicalsword inLoyour body 74
Your musclesstiffen then relax. The effecl of the Wilh a Potion of Invisibilityyou could sneakinto Lhe
magic he has grantedyou is thrs:for one, and only camphere,past the guards,and have somechanceof
one, Attack Round in any combat wilhin lhe Mist enteringthe GreatJarl'scabinand stealingthe shield
Crypts,you can auLomatically have the higherAttack T\e campis nois', too: drunlenGiantsare(arousing
Strenglhand your blow will inJlicta massive6 Points the night away,wolveshowl, and,while you won't be
ofdamageto the STAMINA of your oPPonentl You may silent,you canhope that the cacophonywill help your
choosewhen to use lhis awesomepower, but the noclr.rmaliniiltration. Add .z to your Time Track {or
magic w l be iosl ouLsidethe Mist CryPts,so use it lhe wait. However,this is sneaky;it's theft, and not
wiselylYou risebeforethe Chieftain,and in a moment very honourable.You will lose 1 poinl of HoNouRiI
of strangeemotion you bow to each other. Gain 1 you stealthe shjeld If you haven'tenleredlhe camp
HoNouR point. Now you return to the anLechamber and wish to do this insteadof making a sneaklheff,
beyondthe tomb rooms;tum to 552. you canstill do so by tuming to 29.
75
zq,
Otherwise,you make yourselfinvisible as dusk falls

you.are Lucky,you regain r point oF rucKl If you are


I ucky.tum to 25o.lf you areUnlucky,fum to too.

retum to Camexevenif you are offeredth chanceto


do so in laterparagraphs.
Now. do you havethe larzr
o[ the Rea'hes'l
lf you do. yor.rwill hdve noted three
7a

7a
The dark tunnel haistsand Lumsard leadsto a long
:-_r descendinS flight of carvedstone steps.Strangeand
unfamiliarnmes are etchedinto the walls alongside
the stairs,and the arr is chilly here.Peeringinlo the
disfance,aLleastas far asyour lanlemshedslight, you
hnally seea stonelandingwith a door beforeyou in
the distance.You set off in that direction and get a
tremendoussurpriserA pair of Skeletonsseemalmost
to melt out of Lhestoneon eitherside of the passage
asyou advancelTheir bonessurlacefrom Lhestoneas
if breakinga wave of waterand the yellowedbonesof
theseLrndead monstersseemto be rmpregnatedwith
bone themselvesYou guess,rightly, that lhey may be
;:a much tougher than ordinary skeletons,and you
backinLoa comer so thal you can fight Lhemone at
a tlme.

S K IL L STAM IN A
FnstSTONEMELDER a 9
Second
STONEMELDER 8 I

If you win, your troublesmay not yeL be overl The


secondStonemelder doesn'Lfall to piecesat your fhal
blow; its bonessimply reel backacrossthe room and
sinkinlo the stoneof lhe wall, and as you look on in
honor they begin to rise agam! Testlon Skill.If yol)
are successful,you get to the far door, open it, then
closeiL behindyou lo escapefrom lhe Slonemelder, so
turn to 3gr. If you fail the test,you w have Lofight
the secondStonemelder a .econdtime beforeyou can
escaPe
,g-Eo 6r

79 get it repaired.You canonly hope that the answerlies


It seemsthat few of the ordinary villagers are allowed somewherein this dungeon,where you found it. Make
to leave the village.You have a long waiL;add u Lo a note of Lhe number of rents (call it the Armour
your Time Track and you rnust now eat a meal. Number).Now, you can open the door oppositeyoLr,
Eventually a villager with a small cart and a donkey if you haven't already done so (tum to aro), or go
approaches,morosely stumbling along the lrail. You backalong the passageand up the steps(tum to z5r).
near him, keeping your weapon sheathed to avoid
frightening him, and greet him Politely; but ifs dear
he'sabsolutelypetrifiedwith fear.'Look,I just want ho
find out aboutany seceLway to get into Camex,'you
plead,If your Nemesipscoreis 4 or higher,tum to 96.
If your Nemesisscoreis J or lower,tum Lo39o

8a
TheWizard-Wraithdissolvesinto wispsof acridsmoke
asyou strikethe final blow. His staffremains,but it is
an evil thing and you do nol wish even to touch it
However,exploringthe bacl of therockledgereveals6
8o Gold Pieces- and a beautifll sword which oositivelv
You push open the door to an arrnoury chamberand qackleswith magicalenergy.This is what you camefor
ffnd a single item hanging on the bare stone wall in an a,nd,as you take it, its balance feels perfect in your
otherwise feafurelessroom. It is a shining suit of stel- hands.Acrossthe hilt andpommelis seta broadbandof
linkdchainmailarmour!You canscarcelybelieveyour finy moonsLones; 60 in all (makea note of the numberof
good fortune at finding so swiflly what you cane to gems;callit theSwordNumber).TheMagicSwordadds
seek- but as you take it from the peg on which it 1 to your AttackStrengLh in all combats,but when you
hangs,you seethat it hastwelverentsin it. It is simPly fight a Stalkeror the Night Dragon itself, this sword will
unusableas it is,and somehowyou'regoing to haveto add a full I points to your Atta& ShengthtYou hold the
A2-43 A+a6

broken down and the landlord, accompaniedby lwo


militiamen,rushesin. You'vejusf beendiscoveredin a
room with four deadbodies, apparentlylooting one of
themlIf you decideto Biveyourselfup, tum to 4g. lf
bhanan hour, although it seemsmuch longer, you are you preferlo jump out of the window,tum to ao9
out oI LheMist CrypLsand sLaringat the setLingsun
a4
You havegot a few metresup the vine when the Ogre
swatsyou to fhe groundwilh a blor.rof his enormous
fisL.You lose4 suunrA poinLsbecause of theheaviness
o[ the blow; you fall and must now fighl Tum lo roz

85
YeLmore leg-wearying marching time is spent travel-
ling into the far high peals of Lhe north-westem
Dragon Reaches; add 4 lo your Time Track,and you
to get a toLal; tum to lhe paragraPhwith that number mu.t now eat anothermeal.If your Nemelisscoreis 4
Ifyou sLillseekeitherArmour or Shield,tum to 559 or highextum to 33o. If it is j or below,Lumto 5

E2 a6
Unfortunately, the acid lhe Stalker-Magewas PrePar- You fling open the door and starllelwo men. one jn
grey robes,one in blacL .eatedat a Lable.poring over
somepapers.Aided by surprise,you lash oul at the
grey-robedman who is near you and wound hjm, he
draws a heaqT knrfe to fend off further attacks The
which makes you scream in agony; deduct 6 Poinls black-robed mar rs trying to get to a bell-pu1lrope at
from your srevlr.r,r.If you arestill alive,turn lo 4. the other sideof Lheroom,clearlyhe is going to raise
the alarmlYou havea choiceof straLegyhere-You can
Aj continueattackingthe grey acolyte,in which casethe
You Lake3 Gold Piecesfrom lhe bodiesof the cloal<ed black-robedassassinwill not 6ght until you have
men and are just about to take a Pieceof paper from hlled the gey acolyte.If you preler to attack the
the inside pocket of one of them when the door is assassin,then you must fight )our two enemies
a, AE

together, but this will make it much harder for Lhe the man'sbody only bonesremait but the great two-
asiassinto raiselhe alarm.Chooseyour shategy,then handedglittering sword in his bony handsshinesin
fight your opponenbs. the light of your iantem and the jewelledne&chain
roundhis throat also gleamsand shines.Desprteyour
SKIL L fearyou arecuriousand you move slowly towardsthe
CREYACOLYTE E 8 enthronedcreatureAs you advance,a red glow sud'
BLACKASSASSIN 9 denly sparksfrom the sunken,empty eye socketsand
ihe undeadthing risesfrom its thronelYou may be
If you win, how many Attack Roundsdid you needto able to placatert. If you know how many years Lhe
slay lhe blackassassin?If you took more than seven Chieftain n:led hrs dan, multiply Lhatnumber by five
Attack Rounds,add.2 Lo your Nemesisscore.If you and lum to that paragraph lf you don't, and your
neededsevenor fewer you need nol do this. You'd Nemesjsscoreis 4 or higher,fum to 2o2. I{ you don't
like to searchhere,and examinethe papers,but dare know how long he ruled.and your Nemesis\cofe is i
Will you,
you risk the Lime? or lower, tum to 254.If you wanl to rush and attack
the Chieftainanyway,hrn !o zr5.
Leaveand open the door in the
righLhandpassage? Tum to ij3 aa
Leaveand descendthe winding slans, The pyramidalshapeglows with yellow light, and fine
if you haven'tdone so before? Tum to 54o tenLacles dse in alarm on its surface.As one, the
Searchthis room? Turn to 596 shadowyformsflit towardsyou then fuseinLoa greaL
pool of darkness. If you do not have a Magic Swor4
you cannotfight the ChillshadowHorde and you will
be slairy your advenhre ends here If you do have a
Magic Sword, you can fight, but the odds are stacked
againstyou and you cannoLretreat now. In each
Atta& Round, you automaticallylose r sr,c.vrri,{
a7 poinl due to the intense cold radiating frorn the
You advancewrlh hepidation tlrough the archway, Lo Chrllshadow Horde!
find yourselfin a LombchamberevenbiSgerthan the CHILLSHADOW HORDE sKrLL
9 srAMrNA1j
first. Again there are ranks of tombs here, but your
attenlionrs drawn to the great stonethroneat the far If you wi4 the pyramrdalshapeis pulsingwith brilliant
end o( the room - and to lhe thing seateduPonit Of Li8ht,its sizeswellingup! You now havea choice:you
69
9o
can flee and follow the twisting passagewaybelow ask the cat to use its teleportation power to take you to:
(tum to 53), take one preparatoryaction suchaseatint a
mealor drinking a Potion (if you do this, hrm to rE9), or The Sword? Tum to zr
attackthe shangepyramidimmediately(tum lo ary). The Armour? Tum to 5
The Shield? Tum to 5r9

9o
You ask the Dwarf what he knows about lhe Dragon
Reaches,and he looks at you with a glint in his eye.
Dangerous lands. The last civilized town there is
Ismaler,norlh-eastof Rentam I do havesomeinteresL
in an old story aboul the Dragon Reaches,I musf
admit. There are legends of a lost dwarf dan below
SlatePeak,a gteat Brey mountainfar to the north-

A9
The LoremasLer's caL addressesyou. You could use
some help looking for the magic you seek.I can lake
you whereyou want to go now.' If you have two of If you want Lo buy lhe dwawen coir! you must give
the specialmagicalkeasursyou have been seeking the Dwarf z Gold Piecesfor it (if you br.ryit, add it to
and you feel that you can set off for the Night yottr Adodlure Sfuet and record the number of this
Dragon's lair skaight away, you may wish to go there paragraph next to it). You can now turn in for the
now; i( you do, tum to 255.If you decideto makefor night (tum to iZ5), or ask about the grey-cloakedmen
a magical heasurewhich you sbill seek - sword, (tum to 332) or the areagenerally (tum to g7\ if you
armour or shield - the Loremastergives you an amu.let haven't aLeady raisedthe subjecl.
which you can use just once and it will transport you
to a placetwo days'marchsouthof lhe Night Dragon's
mountain lair (make a nole that you can do this by
tuming lo paragraph289; the amulet can be activated
at any time, excpt during a combat).So will you now
9a
Opening the cell door is a mistake; you felt the evil
wibhin, and now the obscured figure within the cell
leaps out at you and fog swirls round yoq numbing
and chill. Lose 2 STAMINApoints, and you musl
subtractr from your Attack Strenglh in your fight
wilh the bizarreenemywhlch has emergedfiom the
fogl lAtrite scaledand replilian,the horror has a mu-
tatedform, wiLh grosslyforeshortened hind limbs and
elongatedfront limbs ending in shovel-Likedaws, and
its body is squalandpowerful.
MUTATED
WHITE STALKER s(rLLI srAMrNAIj
If you win, will you:
Try to open the chesl here, if you
haven'Lyel attemptedthis? Turn to a65
Leavehere and open the door
oppositeyou? Tum to 3ro
Backtrackand leavethe town of
Camex? Tum to 75

92
Nevill looks like the kind of fellow who might know
almosl anything, lhough you can'L afford Lo give
anything away about your quest Will you ask him
about:
Grey- or black-robedmen? Turn to a6o
Frosl Glantsto the east? Tum to 129
The Dragon Conclave? Turn to 198
95-94
9'
want to head straight down to the docks (tum to 167)
or burst into the roorn and confront the men insiie
(hlm to j8P

BLACK ASSASSIN sKrLL10 srAMrNA13

94

High Priesl alreadyhas Stalkemoul in the wasteland, CHILLSHADOW S(ILL 6 STAM I NA7
and we have an assassinat fhe docks.Here,syour
money,spy. You have servedus well.' Now, do you If you wirt' you now seered and silver doors in this
roomi rt you want [o .un to one or the ot]rer and
trv
96-94 99

fo flee for your life, tum to g77. If you wish to fight ableto act.You cannotget at it to strikewith a hand
the advancingmonster that remainshere,tum to a85. weapon,its thick cocoonpreventsthis.You may drink
any Potion you have, use a charge from a Magic
95 Mirror (if you have one), eat some food (yo! cannot
The frightened man looks at you dosely. 'l was aftaid eat more tllan two meals as part of your foul actions)
you might be one of the High kiest's spies,but I or drink liqueur(if you have any).Two acfionsare of
dont think you are,' he whines in a scaredvoice. particularnote.If you havea Potion of Invisibilityand
'There's only one way I knows ol Down by the wish to drink this, tum to rj5, If you havea longbow
sheam,east of the town, there'san entranceto the or qossbow and wish to shoot at the skull on the
underground waters; the sewersof tl town run into grormd, tum to z3o. If neither of theseis among your
it. It would be very difficult, but you might be able to four actions,tum to 3o5-
crawl along Lhesheam,into the sewers,and 8et into
Camexthat way.' He looks around,fearfulthat some- 99
one may be watchinghim 'I musLBo. lf I am lale Pushingopen the door here takesa real effort, sinceit
reLuming,my family wi)l be killed.The grey men,they is jammed and swollen within its frame, but it ffnally
have them as hmtages, you know. If you makefor Lhe gives way with a loud <reak.In front of you a set of
tavems of the town, you'll be watched. Stay away steps descendsto a round charnberwith what looks
Irom the graveyardson the north-eastside of town; Iikea well in its centre;andto your right a passageway
they'll checkyou there,like lhey will if you headfor headsinto the distancethen tums directly aheadof
the northem towers where the High Priest and his you. If you want to investigate the passage,rum ro
men :re Noiv I must leave.'He plods off along the 138- If you want to exarninethe round chamber,tum
Dath. You decide to make for the stream and the to j76.
undergroundpassagqtum to 66.

97
Teslyour Skill.II you are successful,you ride Lhetruck
rormd the circuit of the old iron mines in safety.If you
fail, you oash going around a tight bend and you
mustlose2 srAMrNApoints.Tum to 2j9.

96
You may perform four actions before the monster is
aoo
ao2,
You sufferthe misfortuneof being spotbedby a guard, Forfunatelyfor you, the Ogre isn't very skilful,but he
who seesyour footprintsleadingout acrossa patchof is exceedinglytough: when he hits you, his hearrydub
snowright at lhe very edgeof the camp- he can'tsee causes j pointsof damageto your sr,lv:rr insteadof
you, but he knows approximatlywhereyou are and
the usual.2,so you mustovercomehim swifllyl
hc aLtacksl
You must slay him quicklybeforehe raises
the generalalarm.Fortunately.becauseyou are invi5 WOODLAND OGRE sKrLL6 sraMrNA21
ible,he cannotaim his club at you very accuratelyard If you win, will you:
you may sublract3 from his Attack Strength
Climb the vine if you haven'tdone
FROSTGIANT STA M I N A T 5
so? Turn to j48
If you win, you jusLhave lo hope that the noiseof Untie the Ogre'ssack? Turn LoJ75
your battlewmf unnoticedamongthe other soundsof Enter the red kee door? Tum to r23
the campat night Tum to r5o Enierthe yellow passage? Tum Lo292

aoa ro3
You must ffght th thief and his thug associate
togther.
SKIL I S TA MIN A
THIEF 77
THUC 8g
If you want to breakoff combatand rwr away af any
time, you may do so - leavingall yotr gold in lhe
handsof the robbers.Tum lo 354 tf you wanLto go
to tobster Wharf or to ztz iI you want to head for
Weaver GaLe If you win, you regain your stolen
money/and the thief has an exka 4 Gold Piecesjn a
leather pouch Tesfyout Luck a1ajnl If you are Lucky,
you can leave the sceneand mate for Lobster Wharf
(tum lo 554)or WeaverCate(tum to 20) Otherwise,
somemilihiamen arrive,so tum to 229.
ao4
The mirrors before you are crackling with sparks of
light and a shadowy form is rising up from one of
them.To eiLherside o{ you a passagewaysuddenly
opensup from the phalanxesof mirrors - one red, one
silver. EveryLhingis a roar of confusion and unpredict-
ability as a honific, four-armed,four-faced humanoid
stepsouLof a mirror in fronLof you and advanceson
youl Will you:
Fight the Minor Demon? Tum to 581
Fleedown lhe red passage? Tum to 123
Fleedown lhe silverpassage? Tum to 146

ao5
The guardsdraw their weaponsat the sight of the
corledblackserpentwilh glowing red eyes.'lmpostor!'
one of themcriesout. 'None of LheBlackBrotherhood
would fail Lo wear his robes here!'You are swiftly
surounded by guards and overwhelmed Your adven-
tureendshere.

ao6
Nevill hasthe followingusetulitemsfor sale:
Potionof srevlNa 7 Gold Pieces
Pohonof rucr 4 Gold Pieces
Potronof Invrsibility 6 Cold Pieces
Bottleof Catstink j Gold Pieces
Vial of smokepowder 2 Gold Pieces
Tattooing inl and needle 3 Gold Pieces
PoisonAnLidote 1 Gold Pieceperdose
PoisonSalve g Gold Piecesper vial
ao6

The Potion of Invisibility has a self-explanatoryeffect.


ao7
Evjl-smelling, green,gluey Ca[stinkis a valuab]eitem: Teslyour Luck.If you are Lucky, the gas does not
it tfuows off your scent any pursuing wolves or dogs; ignite;but if you are Unlucky,a flareeruptsround you
sprayedon the ground,iL confusesthem hopelessly. hom a pocket of dangerousmethaneano you rose4
Smokepowder (Nevill will give you a 0int and taper sT,4MjNA
to makea fusefor it) may be a usefuldecoy.camou- Points.Turn Lo5ry
flageor obscurement, and who knows when this may
108
be vital to you?The PoisonAntidote canbe useda/f/ You close in on Lhe true Hrgh Priest of the Night
a combatto cureall damageto your srAMrNAdue to Dragon'sCuJtof DarknessJ You must subtractr from
poison sufferedin that combat.PoisonSalvecan be your Aflack Strengthwhen fighting him; the stench
smearedon at any time: it negalesall damagecaused whichexudesfrom his rotting fleshnausates
you asiL
by poison duringthe next combat when a poisoned entersyour nostrilsand Lhroatand makesyour eyes
weapon is usedagainstyou Nevill has only one of water.For fhe first two Attack Rounds,the Stalker-
eachitem, savefor PoisonAnLidoLeand Salve.Make
any purchasesyou wish, and a$ust your Adoenlure
Sleef accordingly. When you're done, you can chal
casually to Nevill to find out whether he knows
anythinghelpfulto you (tum to 9z); alternatively, will pointsfrom this attack(z of thesepoints being caused
by a form of poison).Thereafterthe Stalker-Magewill
Shopabthe FirewalerEmporiun? Tum lo 37 attack with a poisoned shortsword;if he has the
Buy ofher supplies? lr$ to 3r3 higher Attack Skength, you will lose 2 srAMlNA
Relaxat the tavemsoI Ismatecif points lrom the weapon below, plus an exfra 2
you haven'Ldone so? Tom to 2,oJ srAMrNApoinfs due to poison,The poisonwill have
Leave Ismater? Tum to 268 evaporatedfrom fhe bladealter lhree AbtackRounds;
thereafter,his hits will causeyou to lose only the
normal2 sTAMTNA points
BONE STALKER-MACE sKrLL1j sraMrNA16
If you win, you know thal lhe sin8le exit passage
Ieadsto the lair of the NjShl Dragon.If you are ready
to go there,tum to 4E. If you wish to spend lime
exploring this chamber,tum to rZE.
ao9 your Skll.lf you are successfiJ,you descendsafely; if
If you are the only living Prsonin the room,you can you fail, you (all and must lose 2 srAMrNApoints.
easilyescapebeforethe door is brokendown; tum to Tum to j23- AJtematively,if you don't want to risk
jgz. If Lherearemilitiamenin the room with yorr you the fall, add 1 to your Time Track and go back to Lhe
mvst Testyout Still, adding z to the number rolled lf mainmtrance,tum to 192
you are successful, you evadethem and jump down
inLo the back streets,where you evadetheir PUrsuiL raa
But now you're going to be hunted by the milifia, Tie Great larl gets your drift very qurckly.His eye
which w l make your quest very difficult in future- gleamswilh mischiefandhe leansforwardto scnrtinize
Tum to jgZ. If you fail, tum to r43. you dosely.'Well, runt, I am a giant of honour.Is that
not so?'he saysas he turns to his followers.They all
murmurin agreement.'I[ amusesme that you seeka
challengeto take this shield we have had for so many
decades.Not many sho* folk would daret You are
brave- stupid,but brave- so I shallaccept.'He rises
to his feet, yawns and stretches,then Iazrly picts up
his mormous,double-handed stoneaxe.The Greatfarl
is probably sevenmetrestall and, quite honestly,he
looks as if he could have you for breakfast.Fighting
him would be the toughesLfight you haveeverhad in
aao your life. Unfortunately,you don't have Lo fight him.
After a wearying crawl you find a trapdoor in the His cabindoor swingsopenand his son and champion
passage,you gently raiseit and peerthrough.You are shdes in. He is introducid as Bagghurdand,while he
looking drrectlydown on to a crossroads of passage' looks about as smart as a rock he makes his father

pit hap below: Thrr cor-rldiust be paranoiaon your tum to 2o4 If you decideto backdown,tum lo ryo.
part, but you camol be surelIf you have a roPe,you
may descend safely (but you must leave the roPe 472
behind);tum to 525.lI yo't haveh't,you must Test Backaboadship, you are graciouslygiven somehot
aas-art

boiled Greel for lunch. It has the taste and texture of below his name suggeststhat he may be found in the
boiled boots flavoured with fish oil, but al least it's northem towers of Camex-Now, will you:
hot and nutritious. The misl is beginning to lift and
Open the cage here, if you havent
despite the caPtain'sgloom, the shiP arrives at its
alreadydone so? Tum lo 9r
destinationiustbeforedusk Tum Lo5o4.
Leavethis room and open the door
opposite? Tum Lo5ro
Leavethe breweryand makefor the
Lowers? Turn to J85
Backlrackard leavethe towlr of
Camex? Turn to 75

Your dwarven guides lead you along endlessBloomy


passages,buf their exceptional {urderground senses
alert them to prowling monsters befor. .,r". y."
would have detecled lhem. Your feet are sore with
marchingfor two days (add + to your Time Track) by
the time the DwarG show you a descendinS, grey-
mistedpassageway leadingdown into a fog-occluded
aa' chamber.'ThereLe the Mist Crypts,'your guide says
Without a Magic sword, yolr cannot harm th grimly. 'May the gods go with you therelWhat you
seeklies in Lheir depths; be sure to keep heading
Chillshadowllts numbing cold freezesyou and you
become oaralvzed,You stand, rooted to the sPot, downwards.'You makeyour way acrossthe slippery
unubletJmove for what seemslike ages.Roll one die, floor of lhe cavdm and, peeringthrough the gloom,
you seea door emerging{rom the mistsdirectlyahead
and add the numberrolled Lo your Time Track Then
the BoneStalkeradvancson you . . . Tum to 36a of you. Thereis also a side-passage leadingupwards.
Ii you c-hooselo makeyour way upwards,tum to j55.
at4 lf you decideto open the door instead,tum ro aj:.
The signaturerads 'scalmagzapdn. so you make a
note oithis name he may be someonein a Positionof aa6
authority here, and certainly the small tower symbol You walk safely along the passageway,although your
aa,

Ieet sLickto fhe glutinousmuckon the floor. W l you


aaa
follow one of the descendrngsidepassages(tum to
164) or presson forwardto the pillarsand chamberin
fronl of yoLr(turn fo j92)?

417
Yotr will neverhave faceda skangerenemythan the
magrcalPyramidalCell now in fronLof you. The Cell
cannotattackyou physically,but il can (andwilll) use Co where? you ark. not ltopping to thinl how odd
magicalenergyto attack In eachAltack Round,if you you look talkingto a cat.
have the higher Athck Strentth, you can strike lhe To lhe loremasler,of course'fhe cat saysimpaliently.
PyramidalCell and disruptits metabolism, so it cannot 'Jt'sonly a few hundredkjlometres
use magic.I{ it has the higher Attack Strength,il will awiy.,Vour heait
sinks at bhe thought of a long distancemarch after
usethe magicalforceavailableto it to strengthenitself your strength-sappingexculsionsin thehillsandmoun-
or to attackyou;roll onedieandconsultlhe tablebelow fains.Howevet the cat jumps inlo your arms,looks
to discoverwhat happens. into your eyes and puns, 'Quite a srmple spell rea.lly.
DIE ROL L EI I ECT Lel'sdo it.' Everythingturns into a bluewhite haze
r * r to Cell'ssrrrr roundyou and you feelvery unsteadyindeed.Tr.:rnlo
: Cellregainsz sraMrNApoints 265.
3 You aredrainedof 1 LUCKpoint
4 You lose2 5TAMIN^points aa9
i You lose3 srAMrNApoints You don't wale from your sleep.your body is left
6 You lose4 STAMTNA points with its throatcut for the northemwolves to find,and
your advenfureendshere.
PYRAMIDAL CELL sKrLL10 srAMrNA11
It you win" and if you havean HoNouRscoreof 3 or
higherard you havea Sphereof Light,add 1lo to the
SphereNumberand tum Lo that paragraph.If you do
nol havelhe Sphereof Li8ht,or if your HoNoLRis
less than 3, you descend and follow the passage
below;tum to 55.
420
Oncemore you open the door with easeand you peer
into the room beyond.It is a weaponschamber,with
stone axes,a couple of shortswords,Lwo swords of
larger size (usableby humanslike yourselft),small
qossbowsand polearms.However,you can't simply
enterandlaker.rhaterer you like.Barringyour way i.
a StoneDwarf of bizarreaspecL: his body is coveredin
stony spinesand bolh hrsarmshold lenglhsof barbed
sLone,rathei like petrifiedspears.As you watch, the
stone ftgureje*s shffly into life and beginsto move
lhreateninglytowardsyou! If you want to 6ght the
StoneDwarf, tum to 282 If you wish to closethis
door and go elsewhere, you can do so,you may open
the door opposite if you haven'tyet done so (tum Lo
8o),or you canreLumup the steps(tum to 2j2)

a2a
The cowardly wizard falls at your feeLand thanksyou.
You are disgustedwith the 5rghl,but he gives you
what lreasurehe has:7 Gold Pieces,a set of iron keys
which, he tells yoq will open lhe door further down
thecorndor and somefood (add4 to your Provisions)
You bind and gag him, and push his r,'riggling body
undera tableout of sight.Turn Lojo8.

a2
During the first day at sea,you need lood to keep
.1
yourselfwarm againsLthe freezingchill of the north
wind; you must eat a meal As dusk begins to fall,
there is a commotronon de& as a lookouL yells,
'Greels!Two of 'em on lhe port sidel'You soon find
425-424 425

out whaLa Greel is, when a metre-lhick,white-funed wheeling overheadand an occasionallethargicro&


necklungesover Lheport bow and a brutish,eel-like Lizard skittering away Irom your footsteps. A few
head darLstowards you. The beast opens its black- thickieaved succulents hug the ground tighLly, the
lippedmouth to displayrows of backward-pointing only plant Life you can see This is barren terain
teethaslongasdaggirs.You mustfightfor your lifel indeed,br-rtyou feel fortunaleat having avoidedany
monstersduring your first day'stravel,and you sleep
GREEL SKI LL 9 STAM I N A 1 5 safely in a small cave.Add z to your Time Tra&, and
If you win, turn to 2o8 you must now eat a meal. The following day you
sooncometo a fork in lhe trail No*h-no h-west,the
trail is hardly perceptibleany longer,pointing to the
You feel yourself being suckedalong the Pulsating no{h eastemfork is a badly weatheredwooden sign,
length of the endlessred passageunlil you find your where you can just make out what is left of the
selJback in the chamberyou first arrivedin Tum Lo orj8inalinscriplioniit sayssimply: 1O lS ER'.
You cannotdecipherthe lelters in Lhemiddle-If you
wanl to head north-eastwards, tum to 5:z If you
vr'anL
to go to the north north-west,tum to 25.

425

724 The town is broadly divided in halt with the bigger


StormdrakePass,which grows narroweras the peaks housesand those of merchantslo the norLhand the
of the Dragon Reaches margrnbegin to ascendround homesof ordinaryJaboure$and a*isans!o Lhesouth.
ft, is not a well-travelledpath. The only signsof life You ffnd a little food shop tucked away in a side
you see as you trudge along the rocky hack are birds sheet;if you wanL to get extra Provisions,you can
a25-a2J a2E-L29

buy them at 1 Cold Pieceper meal here.The major you (add .z Lo your Time Track); the new steel linlcs
features of Camex appear to be Lhe very large arrd showhardly any sign of the old rentsin the armour.
spacious a group of three
gravyardsto the north-east, You may add r to your AttackStrenglhrn all combats,
LowersstandinSbehind a curtain wall to the north, but when you enter the mountainlair of the Shadow
some fine gardensio lhe north-wesl, and a large Dragon you may add 3 to your Atlack Strength,
breweryto the south-wesLTherearealso two taverns thanksto the magicalpropertiesof this armourlGain r
on LhesouLhsideof town.\Alhere*ill you 8o to now? LUc( point.Tum to -22o.
The tavems? Tum to 142
The gardens? Tum [o ry5
The brewery? Tum to 2o9
The towels? Tum fo 58j
The graveyards? Tum to 355

a28
The Red Wizard reachesthe end of the passagewhile
you watch him leave.As he is abouLLo disappear
throughthe door at the baseof the spinalpassage, he
trms and yells an oalh at you, and castsa spell!A
a26 globe o{ fire flies from his fingers. Iest yout Luck 1I
You have takentoo longl Grey- and bla& robed men you are Lucky, you are able Lo duck back into his
are swarming into Lheroom from downstairs and you room and avoid the ball of flame, but if you are
are trapped. You are swifLly overwhelmed and taken Unlucky,you are hit by the spelland you musrrose4
to a ghasdychamberof sacriffce. Your advenfureends srAMrNApointslThm Lheheacherous Wizard is gone
here Turn to jo8

427 429
The Dwals reLum your newly repaired chainmail to You casuallymention LheFrost Gianls to Nevill and
L50
4a-452

he grins knowingly. 'Ai, well now, there'san easy armou, tum to 2j2 and searchonce more in the upper
way of impressingthem. Neat little trick if one of dungeonlevel.
them gets nasty and you have to accepta challenge.
GeLyourselfa botlle of firewaterfrom old Benskens ata
the Gnome, and an empty one spare-Fill the empty To your chagrin you cannot make out the signafure
one up wlth water - no one'll know in that dark-green here,so you Learup the nolel Now, will you:
bottle - and sealthe cork agarn.Then,if a Grantgets
nasty, challengehim to a fight - after you've had a Open the cage,if you haven'talready
botde of fiewaler each.They never say no to that, done so? Turn Lo 9r
you know. Give the Giant the real stuff while yor-r Leavehereand open the door
&ink the water. Artually, buy as many botdes as opposite? Tum to 3ro
you've got the gold for. If you're headinglhat way, Backtrack
and leavethe town of
yor.r'llneed all the firewateryou can get.' Now, will Carnex? Tum to 75
you:
atz
Ask Nevill aboutgrey- and black- Beyondthe door, you walk along a shorr ano very
robed men? Turn to a5o narrow length of cut stone passagewayuntil you
Ask Nevill aboutLheDragon come Lo a seconddoor, which you open wiLh ease;
Conclave? Tum to r98 steppinginto the chamberbeyond, the door closes
Leaveand shopat lhe Frrewater silenLlybehind you, and now it rs absolutelyflush
Emporium? Tum lo 57 wilh the wail You realizehow well designedi secret
Shopelsewhere for supplies? Turn to 373 door it is from inside this roor& and you wonder
Relaxin Ismaterstavems,if you n'heLheryor: should look for other similar hidden
haven'talreadydone so? Tum to zo7 portalswithin the cryptsbeyondtTurn Lo2o1.
LeaveIsmater? Turn to 268

430
Standing in front of the door beyond the statue,you
shor.rldhave the armour you seekbefore you go any
further; if you have the armoul you lnow the Armour
Number. Multiply thaL number by five, then tum to
the paragraphwith that number If you don'l have the
a33-a55

Beyondthis plainwoodendoor is a very long passage


whichrisesup a gmtle slope,with setsof stepscu[ in
it every twenty metres or so. Along the high ceiling
run heary stone and metal pipes; despite the solidity
of the material they're made from, they seem to
pulsateand thob in a slow rhythm.In lhe {ar distance
thereappearsto be a spiralstaircase leadingupwards,
but there are three door6 beforethal two on your
right, one closeand one distant,and one on your left
in beLweenYou have a strong feelingthat trying to
smashthe pipeswould definitelyraisethe alarm and
you don'l want to risk Lhat.So,will you,
Open the nearerright-handdoor? Tum to 389
Open the left-hand door? Tum to a8i
Open the further right-hand door? Tum to 299
Head for lhe spiral staircas? Tum to 252

454
You rush the Giant and starlle him with your lirst
blow, but lhen he raiseshis axe to fight you You
were warned Lhat these Frost Ciants were tougher
than most, and now you're about to find out al first
handl
FROSTGIANT sxrLl10
If you wirL tum to jZ.
Pl'NU{:
i:
7Y:;+\f 455
::- ),":
!--
I - You retreat a liltle raay and Lry to form a plan for
gettin8 into Camex undetectedand bypassingthe
a35-a37 134

difficult. During each Attack Round, wheneveryou


have a lower Altack StrengfhLhanyour enemy,you
mlust Test yout 9kill. lt yott ever fail the bst, the
Stalkerbreathesover you and its foul breathweakens
you, you will have to subtractz poinls from your
Atlack Strengthduring the rest of this combaf,and r
point kom your Attack Strengthin the next combat
you face.
one of the ordinaryvillagers(turn to 79); or SivinguP
and going somewhere else(turnto 57o). CREENSTALKER sKrLL1r: sraMrNA10

' If you win, and you slay the horror, its eyesgazeat
a35
you wiLha malignmenaceas iL perishes, asif someone
You tell the Dragon thaf you do not want him lo
- or somelriag- elsewas still looking at you. Add r
suffer the curse an Oath-breakingbrings, and he looks to your Nemesisscore.Now you can continueyour
at you with mingled relie{ and unce*ainty- Gain 1 searchround the mountain(turn to 169) or reLumLo
HoNouRPoint Now whetedo you want to 8o Lo? lhe funnelentranceyou know of and enLerthere(tum
South-westto ihe sword? Tum to 288 b 7a)
North-wes[ to Lhearmour? Tum Lo 2a7
South-eastto the FrostGian[sand a'a
the shield? Tum lo 59 You follow lhe passagewayto the tum and beyond it
towardsa door in lhe distance. Then from behindyou,
a great iron-barredportcullis slamsdown from the
As you make your way towards the eastem face of ceiling,completelyblockingthe pathback Frombefore
the mounLain,a black-cloakedcreatr-:reLwo mekes tall you comesan ominousbangingat the heavy wooden
leapsout from behrnd the cover of a large ro& to door, as if somethrngon the Iar side were frying Lo
teL outl You strainto lift the portcullis,bul it is very
heavy.You can now [ry one of two slrategiesYou
can Lry to force the portcullis up by the exerciseof
susLained strengLh.If you do this,you areallowedtwo
wisprof noxious8as
at you and foetid.brown-yellow altempls before the door operrs.At eachattempl you
drift out of its fanged mouth! One of the NiSht must TesLyour Skil, and you need only one successLo
Dragon'sStalkersis uPonyou, and battling it will be escape;but you musLadd 4 to the numberrolled on
15r144 r42-143

the dicel AltemativeJy,you can try a single mighty agony.Deduct5 pointsfrom your sreurre. However,
heave.You get only one such atternpt; you must lesf the mino/s bloodstonesare glowing brilliant ruby-red
your Skill, adding r to the mmrber rolled, but the effort now, and something of the fumacds heat seems to
is indeed miShty and you pull a muscle(deduct2 havebeen&awn inlo thosepulsalinggemstones. you
points from your sraMINA and you must subtract1 may add 2 points to yoln hilial STAMTNA score,and
from your Attack Strenglh for lhe nexb combat).I[ makea nole that when you meet the Nigh! Dragon
you fail,tum to 165.lfyou aresuccessful, the portcldlis you may subtract3 from its sr MrNAscorelNow tum
opens,you escapeand it doses behind you; Lum to to 306.
a82,-
t42
' 439 You will leam no[hing of interestin the Lavemsof the
You are beyondthe reacho{ the angryOgre when he town. Local people acfually move away from you, and
triesto swaLyou out of the vine - but now the huge their tall is very guarded.lf you are wearing grey
brute hugs the baseof lhe large vine and is trying to robes, add r to your Nemesisscore,there ire no
shakeyou out of \tl Testyow Skilloncemore,if you robed men in the tavems here! Choosesomewhere
are successful,hun to 3i48;but if you farl, fum to a58- els to visit, where you have not been before. Will
you head fon
740
'l have an urgent appointmentwith High PrreslScal- The gardens? Tum Lo 17,
magzaprinin person,'you announcewith all the auth- The brewery? Turn to 2o9
ority you can muster.'The breathof the Andenl will The Lowers? Turn to j85
be upon you if I am delayedin my businessl' If your The graveyards? TuIn to 5jj
Nemesisscore is 7 or higher, you must Testvour Lrck;
if you are Lucky, you are allowed to past so fum to 143
26. If you are Unlucky,tum to lo5. If yow Nemesis
scoreis 6 or below, the guardstremblein Lheirboots
and leLyou enterthe centraltowe4 turn to 26

r41
Your hands,arms and face throb wrth pain while you to your Time Track). If you did try to escapethat
hold the mirror close to the fumace for a few seconds, way, they hold you for five days (add ro to your
then you are forced to retreat, biting back a cry of Time Track).Then they turf you out, Tum to 587.
144-145

144
Dragging yourself through the aperture, you have
ascended into a domedhemisphere of a chamberwith
what looks ljke the starry skiesin Lheheavensabove
you, blueand yellow twinklng Lghtscascading from a
lhousandstalactitelike growlhs high above Brilliant
sparksof light flashfrom one glowingpoint to anoLher,
hacing out a vasLsplder'sweb of scintillatingcolour.
In the middleof this chamberis a plramidal creaLure,
half transparenL and gelatinous,wilh tenLaclesthaL
project up into the dome and down into lhe rubbery
floor. Round the pyramid {Lit dark, wraith-like shapes
that radiate a chill you can feel where you stand.You
have no idea how dangerousentry may be, but you
sensepowerful magic at work, and a thrill of fear races
up your spine If you want to stepforward,tum to 88.
It you prefer lo descendand follow lhe twisting
passageway below,lum to 5g.

145
You are almostaLthe top of the glaclerwhen a clatter
of rockscomesLumblingdown on your headlLose2
sraMrNA points. One heavy stone hits you on Lhe
foreheadand dazesyou, you must subtractl from
your ALtackStrengthfor Lhecombatyou're abouLLo
face.You manage to hang on to Lhe ice and not be
swept off by this assault,gain 1 LUCKpoinL.lMren
you get to your feet on Lheridge you lace a skeletal
aLtackerarmed with a long, barbed polearm weapon
with which it has a long reach,makingit difficult to
get at. IL managesto wield this with one bony hand
while gripping a curved dagger in the other lo attack
146-t+, 4A

you i{ you do manageto get closelIf the Skeleton slamsinto your body; a blackweb-patternof magical
rolls r7 or higher for its Attack Strength,it will hit energydrawn from centuriesof dreamsof destruction
you even if you have the higher Attack Shength(if and death wraps round yoq cutting into your body
you have, you bolh land blows in the sameAtta& and limbs.Your magicalarmourmay saveyou from
Round),and if you don't TesLyour Skill successfully this; TestyourLuck,addingj to the toLalrolled.If you
aJter such a blow you will slip and iall on the ice If are Lucky,yow armourabsorbsthe spelll If you are
you fall, you musl subtract 4 liom your Attack Unlucky,you lose4 pojnts from your sr,lrlrvl arrdr
Strengthin the next AttackRound. polnt from your sKr!1. You drag yourself onwards
down the steps;tum to 27a
SKELETON SKILL8 STA M I N A 7

If you win, tum to 275 144


You rise lo your full height and challenge the Frost
Giant championLodrinl a bottle of frewater with you
before lhe ffght! The onlookersgasp as one Ciant.
You hand Bagghurd the real stuff, and you yourself
drarn the water in your own botlle Bagghurd is
certainlylooking somewhatcrosseyed aiter he has
labouredto finish the drink, and you can deduct 2
from his Atta& Slrength during the coming fight.
145 Return to ao4 and ftght.
You have wanderedinto a maze of passages which
confuseand disoientaLeyou. Roll one die; if you rol)
4 or 5, you emergefrom the mazesafely;tum to zo If
you roll a 6, tum [o 566. If you roll 3 or below,add r
to your Trme Track and roll the die again unLil you do
roll 4 or higher.If you wish, you can sPenda LUCK
point Lo add 1 to the numberrolled on the die; but
you can tum lo 355 only if you acfuallyroll a 6 on
the die

147
You are almost half-way down the stePswhen a spell
$2-455

149
Your weaponshrivelsin lhe fiery blastof the breath Dwarven artisans,slill sLonyand awkward, tale some
that envelopsyou in a cloud of dreadfulheat and time to repair the chainmailarmour for you. Add 5 to
smokelLose6 srAMrNApoints.If you are still alive, your Time Trac( but Lheydo a fine job. The chain
You rush your enemy,Lumto 295 armour is light and supple,and rt adds r to your
Attack Strengthin all combats,exceptaSainstStalkerc
and the Night Dragon againstwhom it adds z to
your AttackStrengthlTurn to 22o.

455
The FrostGiant leapsto his feeLas you approachand
holdshis axe LhreaLeningly abovehis head;buLsome,
thing tells you he's mther wary of you and his gestr_re
is jusl bluster 'Im looking for the Chieftainof your
people,'yousaywith all the ar.rlhorityyou canmuster.
'Oh really?'he replies.fihy would LheGreatJarlwant
150
'Chieflainof thirty years'greatleadership to seeyor4 Shofty?' You both bluster for i whrle, bul
and mighl, I
what il comesdown to in the end is that this Frost
do noL comeLorob your tombs,'you cry out, hoping
Gianl will take you to the Great Jarl'scamp if you
for the best.Now, what is your Nemesisscore?lf iL
gjve him an appropriate gift. You have to give the
is 4 or higher tum to ryj If it is j or lower Lurnto
Frost Giant 4 Gold Pieces,a botlle of firewaLeror a
flaskof liqueuras a bribe.If you arewilling to do this,
amend your Adoatture accordingly and tum to
Pushing open the door to the brewery, a strong
r9o. If you don't have any of these jLems,or are
'fuet
simply too meanto give this Gianl anything,matters
smell of hops and malt comesfrom the barrel-filled
are Soing [o be much more difficult for youi tum to
roorn you enter There is a door to your dght, one
to your left, and one in {ront of you. \r'{hich will you 374.
oPen?
The door Loyour left? Tum to 245
The door before you? Tum to 3,41
The door Loyour right? Tum to 221
454-455

454
Beyond the half-opendoor is a very strangelaboratory
indeed A tall, lean,satumineman in red robestrimmed
with black rises from his seaLat a table fflled with
glassglobes,reto.ts and pipes,Criss-crossing the wall
and ceiling above the table are strang, tentacle-like
growths which pulsate,making the squelchingnoises
you heard outside.They run into the walls of the
room, and colouredliquidsfrom the alchemicaiglass-
ware are drawn fhrough tubes into these peculiar
growths A pile of brokeo reptilianskdls lies on the
lar side of Lheroom, and in a huge bell jar a half-dozen
reptile brainsIIoaLin black brine. A large fube runs
hom this vessel to the largest of the tentacles,which
pulsatesconstantlyand dripsglutinousslimeon to Lhe
floor. This is peculiar enough,but you have no time [o
ta.ke in the 6ne details; the wizard is readying his
attacklTo beginwith, the wizardwill attemptto pull a
lever besidehis large work-table,When he wins an
AttackRound(hehasa srrrr o[ rr) he will do so,tum
to j84. When you win Atlack Rounds,you will inflicL
damageon him; if you manageto kill him ouhight
withoul his ever having the higherAttack Strengthin
ar Atta& Round(hehasa sr^MrNAof 15),tum to 76.

455
For a secondtime your contact has been slain by
assassinsl The EIf managesa few words before Lhe
poison on the dart kills hirn. 'North-north-west,' he
coalcs. 'along StormdrakePass.Frost Giants have - - .
Take them firervater,lsmater ..' and then he is dead
What will you do now?
aS5-a5A 459

Buy someextraequrprlentor food? Turn to 2j6 459


Sell themfurs,if you havesomelo You do not interrupt the chieftarnas he explainsthe
sell? Turn to 6E plighLof his people.They are cursedto live as beings
LeaveRentamfor StormdrakePass? Tum to 98 of stone,a GreaLWyrm appearedin their minesand
turnedthem Lo stonewith its terrjblepetrilying gaze
a56 The Dwarfsbelievelhe Wyrm appearedDecause rney
You run full pelt rnto a banrerof magicalforce,aad il disturbedan ancient evil sleepingfar to the north
feels as if you have run straight inlo a rock face when their mrnes spread far and wide below the
Deduct f poinls from your sreuIN,l, and now you Dragon Reaches.They also believe that you have
must TestyourSkill If you are successful,lum to 1o8 come to slay ihe Wyrm and lift their curseof ages
Ii you fail, tum to 568. They seethe Lomannouryou cany, and they ofler !o
repairthis if you slay fhe Wyrm. You have a honible
sLrspicion that what they call a Wyrm rs rn reality a
457
Basilisk,whrch tums people to sLoneif they meel iLs
'Quiet enough,'the Dwarf says as he takesanother
gaze;but you have no choice You heft your sword
gulp of strongale.'There'sa village,Shamdale, north
and agree to slay Lhe monster Agarn the Dwarfs
of lhe woods and not much else before yer get to
cheer,and they guide you through the great hall to a
Rentarn.But I have seena FrosLGiant or two to the descendingpit cagewhich leadsdown Lo the mines
north east,allhoughI haven'lheardof them attacking The ancientmechanismwhich operaLesit begins to
hunLersor trapprshereabouts. You don't want to be
dank, and by some minor rniracleit delivers you
fightingany of them- lhey'reas toughasmy boots lf safelyLo the deepmines.Add r to your Time Track
you've got some Erewaterwith you, though, they'll
Opening the barred iron door, you step on ro wer,
drinl themselves stupid on it. Drunlards,they are.'If
cold rock and breathein dank air. Water d ps every
you want to askthe Dwarf aboui someLhing else,you
wherein lhe gloomhere.andthesilence i, asominous
canaskabout the Dragon Reaches (turn lo 90) or the
just as the darlcressyour lantem barely illuminates.You
men in grey (tum to 337);or you can tum in for
can follow a mine shaftleadingrn one of four direc
the nighl and get somesleep(turnto 275) tions,will you go.

a58 North? Turn to 27


You land heavily in falling off the vine. DeducL 5 South? Turn to 242
points from your sTAMINAand now you are forced to West? Turn to 14
fight the enormousmonstet tum to lol Tum lo 5o2
a52-a65

a6o though four of them are a force to be reckonedwilh.


Nevill's demeanourchangesabruptly; he looks filled tum to 69.
with fear,'Wallshave ears,'he hisss,'nevermention
those men! They come ftom Carnex They brew aie a62
there,so they say, and they do deliver it here, but
they're bad, vile, blackheartedscum.Don'l speakof
them herel'He ushersyou ouL of hrs shop.Now, will
you:

Shopat the FirewaterEmporium? Twn to j,


Buy some supplies? Tvrr.lo 573
Relaxin lhe tavems,if you haven't
done so? Tum to 2o7
Leave Ismater? Tum to 268

101
The new day is bitterly cold. You lose z srrurr.r
points because of the wind ch:ll as a galewhips across
the fiozen plains, unless you have some Firewater. If
you have,sippingit will keepyou warm and you need
lose no STAMINApoints (sinceyou take a sip only,
you do nol have to removethe Firewaterfrom your
Adoenlure Sheel)You arenow closingin on lhe moun
tain rangeLo the north,and Loyour left you see,some
distanceaway, a column of figures heading north.
Takingcareto concealyourself,you approachthem to a63
take a closer ]ook. You see that a hundred or so
ragged folk, chained together, are being shepherded
along by a group of four grey robedmen;periodically
the slavesare being slruck wifh cruelwhips by their
captors.lf you decide to leave well alone here tum [o
a58.If you decideto attackthe grey-robedmen,even
L64-a66
a67
CREYACOLYTE S KIL TE STA M I N A 9

If you win, will you:


Head for the door to your right? Tum fo j41
Make for the door oppositeyou? Tum to 245
Leave the brewery and explore
elsewherein Carnex? Tum to j5j

164
The passages o.rrvearound to join one anotherand
descend into a huge,barrenchamberin whicha massive
ring of threemetre-fallbonesstandsround the walls.
ThoseneatesLyou are blunt, those further aneaoare
sharpand tooth-shaped You realizethat this is a kind of
modelof a giganticmoulh Exploringthis huge cavem
would lakemuchtime;if you wish to searchit, turn to
549. If you want to go backup the passage and retrace
your steps,add I Loyour Time Trackand rurn ro 392.

a6s

wearinggrey robes,they aresuspicious


of you, but you
marageLobluffyourwaythrough,gain1 LucKpoin!,but
you mustalsoadd 1 to your Nemesisscore.Tum to :6.

a66
The keys on the tabledon't fit the chesl and thereare
no keys on fhe bodies of the Assassinsyou have slain.
Trying to plse open lhe lock on the chest,you must
a6a-a69

a68
By the time you reachthe boltom of the stans the
grinding and booming soundsare deafening.Peering
round the comer of the stairs with your 6sts over
your ears to shut out the sound,you see a bizarre
scene.You are sLandingon lhe left-handside of an
ovif room which has huge, hery, sLoneprts sunk at
eachside,and hammeringup and down rnto Lhem- as
if grrndrngsomeLhing at the bottom of the pils - are a
parrof stonecylinderswiLhfire blackenedbasesBum-
ing arcsof steamingred liquid fly up from the pils as
ihe columnshammerdown, and this liquid looks as ii
it could be boiling bloodl Standingin lhe middle of
the room is a very powerfi-rlJookingand bewilderingly
strangeobject:threemekesLall,the 6gureis madeoul
of stoneandi[ looksratherlike a skeletalDragoa with
very powerful hind limbs terminating in great clawed
blocksof red-veinedblack rock It is standingon its
hind legs and metronomicailymoving ils forelegsup
and down; the columns rise and fall in unison with its
movements. The obvioustoughnessand power of this
juggemaut-statue give you pausefor thought.If you
wish to attackthe statue,turn to 274. If you wish to
dimb backup the slajrsand searchelsewhere, Lurnto
51.

a69
You don't find anoLherenhance,but do discovera
clump of tleshy, thi&Jeaved plants growing in a small
gully. The leaves and roots are fairly tough, bul
[hey're nourishing and you may add 3 lo yor-t Pro-
visions.Garn1 LUCKpoint and fum to 78-
ar2-473

470 If your srAMrNAscoreis below 20, you have to pay


You respect6:l1ysay that, having seen the awesome the full fare of ro Gold Piecesand tum to 122,
might of the Great Jarlls son, he is clearly the mosL oLherwise you mustLravelby land(Llrn to zrz).
powerfulfighter that Titan has ever seenand no one
could possibly hope to match him Your flattery saves 472
your skin, but you have backedout of a challengeyou You sland in a bare guard chamber wth a very
suggested, so you must lose 1 point of HoNouR.The slrangerising passagewaylo your left. The slope of
Frost Giantssneerat yolr, and you can'tnow suggest Lhepassageis very steepand the surfacesof the floor,
some form of barter. You have to slinl away from reiling and wall. are Lnobbled,almoslbony in appear.
their camp and spend the night out in the wilds. Tum ance.All the surfacesdrip wilh a thin, slipperyjelly
to 298. whichwill male climbingvery difficulLand dangerous.
If you havea magicalseedpod and you chooseto use
it here,you know how many shipesit has,multiply
that number by Lwenty and turn to the paragraphwith
that number.If you do not have il or do nol wish to
useit, Lumto 2o5.

ara
lf you have a sraMrNAscoreof 20 or more,the first
male looks you over and decides you're a strong
fellow, so you can geL passagefor a mere 4 Gold
Pieces,if you re preparedto work aboard ship, slaving
aLrope-tarringand deck-scrubbing You'll get a bunk
to sleepin, but youll haveto provide your own food! The glowing red eyes of the undead Chieftain6x
If you want to acceptthis offer and can pay, you must themselvesupon you, boring deep into you \r'y'henit
double the number of meals which you are told to speaksin a low, rasping voice, it does noL seem
consurneduring lhe joumey aboard ship; tum to a22. hostile.You are wise to reveremy might, warror. I
ar4 ar5-a76

see that you are markedb/ an enemy I have no love damage to the st^|,rrre of your opponent, but it is
for. It is still within my power, warior ro grvc you then deshoyed. You may do this during any Attack
aid. f you are wo*hy.' The cratureraisesits sword Round, in addition to your normal weapon blow.
wilh a threateninggesture.'I offer you a bargain You Iry'henthe Minor has no chargesleft it will be useless,
must 6ght and overcomeme, and I will guide you so you must keep a record of the chargesyou have
within lhis placeand granLyou somepower from this used. Now, there are passageways to be explored.
sword althoughit is not the one you comeseeking Will it be,
here. If you aft too craveq begone and teave me to
my rest.' Will you accept the challenge to duel with The white passage? Tum to 218
the Chieftain(tum fo 36j) or leave(tum to 5j2)? The red passage? Tum to 12j
The silverpassage? Tum to 146
474 The yellow passage? Tum to 292
The Demon is gone and the mirror it emergedfiom is
now shattered;but somethinghas been lefl behind 475
Lying at the base of the broken mrrror'shame is a The gardens are pretty and eleganf, but towrsfolk
silver Magic Minor with a hundred bloodstoneswink- again avoid you. The only noteworthy feature you
ing at you Fom its filigree rim (make a note of the find is a sluce which appears to drain water away
number of Sems as fhe Minor Number). This Magic fiom an omamentallily pond, and which you surmise
Mirror is a very valuablefind (8ain 1 LUCKpoint):it may also lead down into the sewersbelow the town.
car pe orm many functions. It has three charges of No one seemsto be aroundwa[chingyou so, if you
magic left inside it, and you may use a charge at any wanLLogo down into the sewers,tufn [o 195 Alterna
time, exceptduring combat,for one of the lollowing trvely, you can explore some part of Camex which
purposes. You may command the Minor either to you haven'tyet visited.Will this ber
show your reflecfion as a strong, powerfii warrior
(whenyou do this, your srrrr will be restoredto iLs The tavems? Turn to 42
ful|, Initiallevel)or to show you in the best of health The brewery? Turn to 2o9
{lhi5 will eilher cure any diseaseyou rnay acquireor The towers? Tum to j83
restore your STAMINAto its lfiilidl value, as you The graveyards? Tum to jj5
choose).Finally,as long as the Mirror hasat leaslone
drarge left, you can commandit to fly at an opponent 1rb
in combat and explode in a vortex of flying glass and You have to carry the man for half a dozen kilornetres
metal shards;if you do this, it will innict 6 points of before a kapper with a sled overtakesyou. The burly
a7A-aAo

trapperrecognizesthe victim and sayshe comes{rom the numberscorrespondingto the lettersin his name,
the vrllageof Shamdale, sevenkilometresfutlheralong multiply lhe total by 3, then lum to that paragraphIf
The lwo of you unloadfurs and goodsirom Lhesled, you have a magicalseedpod, mulliply the nurnberof
put the mjured man on rt, and you help by carrying shipesin thepod by.zr, thenlum to that paragraph-
the bulky furs along lhe road to Shamdale.You
deliver the man Lo his family, who make him as a78
comfortableas they can. The weatheris dosing in, If you'releavingRentarn,there'sa passwhichyou mus[
nith chill.*leetrngrain driilrngdown from iron-gre1 find If you know Lhenameof Lhepass,converLiLinto a
clouds,and you'll not get to Rentambeforedarknow numberusingthe following code:A = a, B = 2, C = 3
You ar invited to slay rvith the family; they will give . . Z = z6 Add, the nr.rmberscorresponding to the
you somefurs by way of thanks,as well as hot lood lettersin the namelogetherthentum lo lhe paragraph
and a comfortablebed for the night Add u to your w:th Lhatnumber.If you don'Lknow Lhenameof thepass,
Time Trackard gain l pojnt of HoNouR.Now tum to youmustvisittheRudderless Galleytavem,tum to 285
304
479
A cone-shapedfog of superfrozen magical cold is
headingtowardsyou! If you havea Magic Shieldwith
you, you know the Shield Number. Tum to the para-
graph with that number If you do not have it, you
musl lose 6 srAMlNA points becauseof the intense
cold o( the Dragon'sbreathlTum to 211.
477
Your missileshootsharmlessly away into Lhedistance. r8o
The cuning Night Dragon castsa spellaLyou which The statuetakesLhecoin in its hand,looks at il, then
will af{ectyour Magic Armour, if you have some.You ha;rdsil back to you. Il slandsas if aLease.movinS
must subtractr {rom the bonuslhis Armour gives Lo awayfrom the door.Tum to r5o
your Attack Strenglh,as it developsmetal{atigueand
rust.You've got to ffnd a way lo descendlIFyou wish
bo climb down the steps,turn lo r47 If you have
Winged Boots,you know the nameof the man who
wore thembeforeyoq converthis nameinto a number
u s i n gth e cod eA = LR= 2, C= j...2= 2 6 .A d d
a81

aEa
You rushup the stairsand Lhrowopen the door to Lhe
highestchamberof the lower Acrossthe room stands
a snaiing High Priest, shroudedin a black miasma of
magical energyj one hand holds a scimitar glowing
with brilliant, cracklingblue light, the other holds a
short,slimwoodenwandwhichglowsfiery andbright
You haveno fime to Lakein the hideousdecoraLion of
the room, wiLh its mummifiedbodies,skeletal6gues,
vast statuesof Dragons and similar honors; yor.r're
fighhngfor your life!
In eachof the {irst four Altack Rounds,the High Priest
will dischargehis cracklingmagicalwand at you. This
is in additionto his scimilaratlack.In eachround you
rr.ust Testyour 5kill, adding 5 lo the number rolled. If
you fail, you will be stru& by a magicalbolt and lose
4 poinbsoI srAMrNA.In addrlion,the evil scimitarthe
High Pdestusesinflicts f points of damageto your
srAMrNAwith eachsuccessful hit. You are up against
a truly tenifying enemy
HICH PRIEST S K ILL 11 STAM IN A 1 5

If you win, your Nemesisscoreis reducedby 2 points,


for you have slain the High Priest himsel{,and his cult
will be too disorganizedto pursue or harassyou
(thoughhis Stalkersmay still be prowling the Icefinger
Mountains!).Add r to your Time Track You now
have a choice,if you want to leave Camex immedi-
ately,you'll be ableto gel to safety;turn to 75. If you
want Lo stay and explorethis chamberfor treasure,if
only brieflt tum to j15.
aEz-aa3 aa4-aA5

aEz a84
Backon lhe oLherside of lhe portcullis,you oughLto You row all day and night and most of the next day,
6nd somewhereto exploremore worthy of your time just hoping that your navigationalinsLincLs
as to the
Lhanthe unpleasaqL dead-endyou just walked inLo direcbionof norlh are good. You must eaL2 meals
You can go ba& to Lhe antechamber(tum to 532) or during your joumey, and by Lhe Lime you reach
descendthe stairs to the chamberwilh the well (tum CorpseBay yor.rare frozery exhaustedand feeling stiff
to 376). all over.You desperalelyneedrest and hot food! Add
2 to your Time Track and fum to 5o4

a85
The grisly Bone Stalker radiates a ghastly, sickening
stench and you must subhact r from your Attack
Strengthwhenfighting it. You canreply to the attacks
by its raking claws in one oI two ways, you can lighl
normally or you can try to direct your blows at the
hand whlch holds the amulet you seek.If you decide
to takethe latler course,you mustdeduct3 from your
Attack Strength,but if you win an Attack Roundyou
severthe claw and grab the amulebturn to 269. You
can changeyour atbackstrategyin any Attack Round
You can also flee this combal at any time and make
a83
for one o{ the doors by tlt\ir.g to jz7
The door half-way along the passageoPens into a
simple antechamberwiLh a closed door aheadof you
and another door, slighdy ajat to your riSht A dis-
tinctly disturbing squelching sound is coming from
behindthe opendoor.Will you,
Open the door aheadof you? Tum to 225
EnterLheroom beyond the half-open
door? Tum Lo 154
lusl takea peekround the half-open
door? Tum lo 551
aa6 $7-aAE

BONESTALKER sxl!L g
a87
You can feel your life-energy being sapped by the
lf youwin,tum to 312. mirrot lose 5 srAMrN^points!The bloodstonesglow
with a fiery, magicalenergy and a rather unpleasant
aa6 :rgh come,,from it. Betler.better,'it croons. j have
You Loil and marchthrough lhe rocky hills until you my own fate and desliny,warrior,It is not for you to
find a safeplaceto sleep.Add 4 to you Time Track know what they may be However,in this placemy
and now you must eat a meal. fate is intertwinedwith yours. Look!'As the mirror
falls silent, the pounding stone colurnns cash dol^rn
In the moming you 6nd a hack going eastwardsfrorn
your path and a dear signpostreading 'CARNEX'. inlo fhe pits and are silent!You may add r point to
your s(rLL (both yoLr cment and Inifial score),and.
You can delay your.travellingand spendsome time
makea note that you may subhactr from the srrn of
foragrngand hunting here for extra Provisionsif you
the NiShl Dragonwhenyou encounteriLlTum to 67
arevery shortof suppliesEachday you spendhrmting
and gathering, roll one die and halve the number
rolled (rounding fractions up). This is the number of
exka meals you gather after feeding yourself for the
day; if you have a longbow or a crogsbow you can
add an extra unit of Provisionsto your stockseach
day You may spendas many days as you wish doing
this,bul you mustadd 2 to your Time Trackfor every
day you stay.When you'rereadyto kavel onwards,if
you want to make for Camer not having been there
before tum to 3a. If you are heading south to get to
the Mst Crypts, march on: add 4 to your Time Traclg a88
As the Mountain Basilsk tums itslf to stone, a Srear
eat a meal, and tum to zr If you are heading north to
sigh resonatesthrough the entirc mine complex as the
get to SlatePeak tum to 85.
fliJ\e o[ ages is lifted. Your Vagic Minor gain. r
chargeas it absorbsthe magicof the Mounlain Basil-
isl s being.and you gain 2 LUcx points:You relum lo
the pil cage,and the Dwarfs haul you backup to the
dungeonsabove the mines.They are retumed to their
earthly flesh, and they are abuzz with life and energyt
a89-a9o aga

Dwar6 scurry to and fto: some are brinSing food, Jarl and about a hundred other Frost Giants. Pitched
magically conjured from a huge ston comucopia,and tenLs,massivewooden cabins,flo&s of livestockand
lhey give you all you can take (restoreyour Provisions hungry-lookingSnow Wolves abound.You're begin-
total to its maximum). Artisans hurry away, carrying ning to wonderwhat you'vewalkedinto. Turn to :9
your armout they head for the emithy, where the
forges are alreadybeing rekindled.They apologize that
they have no Cia s to roast for a feast,but if you stay
a month or two . . . Of couEe you cannot-Tum to at7

a9a
The Harlequin tests you with puns, conundrums and
puzzlesgalore,but youre equal to the task. Oddly
enough, he doesn't seem to care that you're using a
book to counter his word games.Well, I supposeyou
a89 win. Never liked these things anyway,' he says as he
Decidewhaf your actionwill be, thm TesfyourSkill.lf takesoff his boots and throws them to you. You now
you are successful, you geL Lo the pyramidalcreature own the Harlequin'sWinged Boots;to be more accu
before it can use i[s magic againstyou. If you are rate,lhey are gliding boots that allow you to descmd
rmsuccessful,you take too long; a glowing beam of safely bhroughlhe air in a gentle glide. The Harlequin
magicalenergy flows from the pyramid hto your chest, snapshis fingersand dismissesyou; the cloud castle
and you feel a terrible dawing pain clutching at your vanishesin a yellow hazeand you are back where you
heartard vitals;lose4 sr^MINA points!Tum to aaz started.Tum to 20.

490
The Frost Giant marchesoff at a good pace,iL'sclear
he enjoyswatchingyou haveto half-walkand half run
in order to keep up with him. He's soon joined by
another Frost Giant, and shortJy before the end of the
day you find youself in the encamprnentof the Great
192-193

492
As you get close to where the gold lies, you can see
rormd the door - and what's beyond it tums to look
at you Clothed in ngs, filthy and decrepit, the
zombielike horror crouchesover lhe last scraosof the
Dwarf il has a-lnostfinishedeating. As the undead
thing advances, your stomachheavesas a wave of its
repulsivestenchwashesover you. You must subtract
.z from your ALta& Strength when fighting lhe Stench
Ghoul,so powerfulis its disgustingodour.
STENCHGHOUL S K ILL6 STAM IN A 9

If the StenchGhoul hits you threeLimes,tum to j98.


If you win, hrm lo 277.

19t
You are half way Lowardsthe archway when you are
stabbed in the back by an invisible opponent! You
must lose z srAMrNApoints, plus 2 more srAMrNA
points due Lo poison:yotlr enemy'sblade will inflict
this additionaldamagefrom poisonfor the nexLLhree
Attack Roundsif he strikes.While you carnot see
your assailant,
you realizetoo lale lhat he waskeeping
watchaLthe door behindyor-rl
INVISIBLEASSASSIN sKrrl 1j sraMrNA1j
If you win, the limp form of your assassinenemy
reappearsas the effects of his Potion of Invisibility
wear off. Exploring his room hrms up nothing except
a little food (add r to your Provrsions),so you c:m
either press on towards the archway (tum to 26l or
retreaL andretumto the mainpassageway (tum to joa)
19Fa96 rE -a9a

a94 is also coated with poisorl. so you must lose a further


4 STAMINA pointslYou fear there may be more traps
here,retum to 2j4 and choosesomewhereelseLogo,
if you wish to leave.Altematively,turn to r1o if you
decideto riskiL andpushopenthe door anyway.

497
Sneakingup to the tururelentrance, you pressyourself
flat againstLherock faceon one side,sbrainingto har.
There is no soundfrom withrn, so you dash forward
into the gloom, using your lanlem to see by. The
future.Tum to 5E7. passageway is shorf and leadsaf once into a cavem
with a himel directlyoppositeyou. A pair of Skeleton
Warriorsin heaq' chainmailbar your way; you can
495 fight thern separatelyin the tunnel.
You iudge that you ane now sbanding at a cenkal
intersectronof the sewersbeneath Camex From here, SKIIL
smaller tunnels lead off to the north-wesb, north, FirstSKELETON WARRIOR g 6
north-east and south-west-Follow one of the sewers Second SKELETONWARRIOR g 6
which you haven'tkied before;in eachcase,you will
find yourself at a location in Lhe town after you've If you win, you race swiftly through this guard
pushedup a manholecover and emerged from the dramberand down the far passageto a crossroads
sewers,Will you 80: Tum Loj23.
North'west? Tum to 1r5
North? Tum to 57 a98
North-east? Turn to 27j Nevill Iooksrathercoldly at you. 'l wouldn't menLion
South-west? Tum fo t85 Dragons hereaboutsif I were you,' and he looks
aroundfurtively as if expecLingsomethingot sorneone
490 to leap out of lhe shadowsat him. He pushesyou
As you try to force open the healry door, a large towardsthe door of his shop,bul not be[orewhisper-
metalsDikeserinqsout of the wall and jabsyou in the ing, 'lf you're offered help by a Dragon there ifll
leg. You los 2 si,rvrra pointsfiom the spike and it pensh if you accept.They're all bound by the Oath,
r99F o1

you know.'Then you'reout in the streetand the


door
ot the shopslamsshut behindyou. Will you now:

Turn to 5z
Tum to 55

Tum to rot
LeaveIsrnate Tum to ,68
2.)2

loo

,oa
You standin a small,oval-:hapedcavem:its ceilingis
obscEed by mist and two doors stand at opposite
ends of the roorn where the walls have been cfriselled
2o4
The Frosl Giants form a circle round you. Bagghurd's
doting gianlesswife oils his skin while he dons hrs
hear,lzbattlefurs and readieshis greataxe.The Gianls
begin to chant their hero's ruune as you square up
againsteachother.You must call on all your ability if
you are to have any hope of success herelOf course,
you may have a special trick lo help you out (you
rnusLhave a boltle of firewaterleft for this trick, of
course).If you have,you loow Lhenameof the man
who told you about it; tum his nameinto a number,
using the followingcode:A = 1, B= 2, C- 3 ..
Z = 26 Doublethat numberand tum to the paragraph
with the samenumber.Otherwise,fight onl
BAGCHURD
If you reduceBagghurd'ssrevrr,r to z porntsor less,
he surrendersand you are victoriouslThe Greal Jarl
spilsat your feet,Liftsup the shieldand hurlsil at you
while his son snivels over [he wormds you have
inflictedon him. Tum lo go7

205
Ascendingthis slimy, slippery indine will be very
difGcultindeed ]1ou mtst Testyour Skill twice, adding
2 to lhe number rolled each time. Howevet if you
have spikedboots, you need not add -z to the dice
rolls;if you alsohave an ice pick, you may subtraclr
Fom the dice rolls. If you are successful, you ascend
the passagewaysafely. II you farl, you slither and fall
and musLlose 1 sTAMINApoint bhroughfalling back-
rvards for some metres You ca Test llofi Skill as
often asyou needin orderto ascend,bu! eachaLtempt turn to the paragraphwith the samenumber.If you
you make to climb lhis passagewill add r Lo your don't havsucha coin,you will haveto ffght the huge
Time Track. guardian.

When yor.rreach the top, you are standrngin a dant MASSIVE DWARF STATUE sKrlr_
9 srAMrNA16
chilly chamberwith spongy walls, and in front of you lfyou win, hun to 1fo.
is a door, of sorts-Il actuallylooks more like a valve,
with rubbery flaps which you will have to open
Above the valve thereis a knot of blue-veined, thick
fibrous tissue which pulses just like the pipes and
tmtacles below. You can force open the flap (tum to
j52) or plunSe a weapon into the knot of tissue
hoping that thrswill damagewhaLevrprotectionsLhe
Nighl Dragonhasin this bizaneplace(tum to 579).
20,
Ismater's tavems are much like those anywhere else:
rough, none too dean, wrth a dimtele somewhere

206
eye,you seethat he is leananddark-hairedand hasa scar
After descendingfor some foty metres,the spiral on his faceanda LatLoo on oneofhis forearms.
Willyou:
staircaseends at a landint A massivestone statue, Go over and challengethe robed
resembling a three-meLre-highDwarf with a huge man? Tum to r57
stone axe, stands in fronb of the only door in this Go over and talk to the robed man? Tum to 295
chambel it extends a stone hand towards yotr, as if Leaveand buy some zupplies? Tum to j73
expctingsomekind of token or offering.II you have Leaveand exploreIsmatet if you
a dwarven coin, you know the numberof lhe para- haven'tdone so? Tum to 10
graphwhereyou obtainedil. Doublethat numberand LeaveIsmaterand headelsewhere? Turn lo 258
208 :5r. If you wouldrathertry to bluff your way past,
The other monsterhas killed two o{ the sailors,but tum lo j54.
the huge furred Sea Serpents'corPsesale now being
dragged aboard and skinned.The fur is largely ruined 2ao
from sword and daggerthrusLs,bul the meat can be Beyondthe door with the plaqueis a huge chamber
sold, even though it's as tough as old boots You with scorcsof slone tombsstretchingout beforeyou
leave the sailorsto their messy work and get some In the far dislanceyou think you can just make ouL
sleep.Add u to your TimeTrack an archway leading to another chamber;standing
besideit area pair of skelelalfigures,cladrn Lomcharn-
In the moming,you must eat anothermeal.It's foggy mail and carryingswordsandheavyshieldsWill you:
today, with a creepin8sea mist making naviSation Try examiningsomeof the tombs? Tum to 249
drfficult, and one or two ice-{loes go drifting by as Make for Lhearchway? Tum to 38o
you peer into the gloom. One particularfloe. some
Leaveand open Lhedoor opposite,if
distanceawa], catcheiyour eye as fhe misl Lhins you haven'talreadydone so? Tum to jla
momentarily;you Lhinkyou can seea dark shapeon
Leaveand open the door to your
the ice, thoughyou cant makeout any deLailstf you
lelt/ Tum fo 99
want lo ignoreit, h.rrnto 1a2.If you want to ask the
captain to let you go over in a rowinS_boatand
2aa
investlgatelhe object,Lum[o J94
You have to face whaL is only a shadow of your final
enemy on this great quesL but as [he huge creature
209 lungesat you with metre-longteeth and claws it is
The brewerystqprisesyou r/hen you reconnortreit. It sLillone whichmspiresLerrorin youl
looksjust like any ordmarybrewery,excePtlhat many DREAM DRAGON sKrL!12 srAMrNA16
of the grey-robedmenyou havenotrcedspyingaround
in Carnexare wanderingin and out of it. It may well If you wirl a great sigh resoundsround the cavem as
be thal more than the productionof fine ale is going the DreamDragon fadesaway into nothingness. Gain
on wilhin the place.You wait until most o{ the robed 1 LucK point and,because you have destroyeda part
men have disappearedfrom view then you walk of the Night Dragon's strenSth,make a note that
through Lhe open gate into the back yard of the when you finally meet the Night Dragon you can
brewery A singlegrey robedguardstandsat the back subtract1 from ils sKrLLand 2 fiom its STAMTNAI
door of the building.If you want to attackhim, tum to Now you walceup; tum to z8r.
242
After leaving Port Blacksand{ar behind, days of deter-
mined marching bring you to lhe small village of
Marzail,jusl over half-waylo Rentam.YoLlmusLeat
three mealsIrom your supply of Provisionsduring this
time and add 6 to your Time Track. In Marzail, there's
an inn wherc you can stay and get hot food and a
good bed for bhenight, if you pay z Gold Pieces(you
will regain 4 sraMlNA points for this rest) Altema-
fively,you can sleepoutdoorsfor free(but you regain
no STAMTNA pojnLsandyou musl eatanothermeal).

In [he moming, you continueyour footslog a]ong


ihe coastroad,which conlinuesalongmore undulating
Lrain.As you get to the clest of one hill, you hear
chantingbelowlPeeringaround6om behindthe cover
of a boulder,you see a group of three grey-cloaked
men walking sloyr'ly along the road in fronL of you;
they are swinging small incense-burnercand chanting
as Lheygo. To the east,you canseea plumeof smoke
risingfrom Lheedgeof somepinewoods Will you:

Approach the grey-cloakedmen? Tum to z5z


Malce for the woodland? Tum to 582
Avoid both, detourwestwards,Lhen
continue north? T]utrr.to 2ZE

243
The door has beenlelt ajar.You overhearsnatchesof
conversaLion:one man saying to another, '. . berthing
today.Stophim and LheIool won't know whereto go.
It must be done'You realizethey are refening to a 245
ship that is aboutto arrive If you decideto checknew As you advanceon the Chieftain,he raiseslhe point
arrivalsat the docks,tum to a67 lt you want to go on of his great sword levei with your chestand lires a
eavesdropping, tum to 94. II you prefer to enter the bolt of cracklingmagicalenergyat you! Roll one die
shop,tum to 58. and add r; the toLalrs the numberof sraMrNApoints
you lose from this attack.Now you musl fight the
advancingundeadmonster,hrn lo 254
214
At the final deathof the Ancient,a Sreatmoan rises 2a6
from the depthsof the mountainand a warlingsourd You know you are aboui to die, and you cry out for
flows acrossthe chamberlYou hear rumblingcoming any help from anyone, or anything, which might be
from far below; abrive you, a couple of spearJike awareof what is happeningto you. If you have a
sLalaclitesbreak from the ceiling scoresof metres Magic Shield,divide the Shield Number by ro and
above and narrowly miss you You have time to h.rrnto lhe paragraphwith that number.If you do not
perform tr{o actions(eatinga meal,drinking liqueur, have this iLem,retum to 295 and fight to the death,
or quaffinga Potion of Staminaare your best betsl) thoughit will probablybe your ownl
before you musLrush lo leave the mountain Your
questis done,but you still havelo get out alive! 247
The rest of the day is spent marchrngthrough the
You run, like one possessed,through tunnels and ro&y hills beforeyou 6nd a safeplaceto sleepAdd z
pd\(ages.as ror|t Fallall roundyou. tentaclesexplode
to your TimeTrackandnow you musLeal a meal.
ir"m wallsand thrashaboutmindlessly and goutr oi
steamingliqurd spurLfrom broken pipes along lhe Next moming you soon ffnd a south-westernturn
Drasonspine.You must Tesf yorl Slill three limes; ing hom your path clearlysignposted,'CARNEX'. I
time you fuil,you mustroll one die, subtractingr you want to makefor Carnex,not having been there
"u.h
from the numberrolled (to geLa numberbeLween zero already,tum to I If you want to press on north-
and l). This is the number of points
srevlr.r,r. you lose wesLwards,tum to 85.
through being sprayedwith acid, batlered by ro&s,
and similar misfortunes- and you cannot stoP to 2a8
recoverlost STAMINAPoints in any way snce the You siridealong what lookslike a long, dark tunnel;a
placeis collapsingroundyou! If you arestill alive,tum point of white light at the end grows largerand larger
as you feel yourselfbeing drawn Lowardsit You feel
249

almostweightlessand distinctlydisorientated, andyou 22()


must subkac! 1 from your Attack Strength until you If you havea dwarvencoin and wish to give it to the
enter a different-coloured passagewayYou ache to Dwarf., you know the nr.rmber of the paragraphwhere
take somethingof this warm, wonderful light with you FoundLhecoin. TripJethat numberand tum to
] ou: lhe airy, immensechamberyou are now in seems that paragraph.If you don't have this item, or you
welcoming and comforhng indeed. You are hardly don't want to give il to LheDwarfs,tum to 9.
swprisedat all when you see the ghostly shapesof
ftiends and membersof your family emerting from 224
the paler glow at the comers of the room but then On the other srde of th;s door lies a guardroom with
the scenechangeslThe people'sfacesare snarlingand hard pallet beds,a tableand a few chairs,and similar
filled with hatredfor.you, and they rush at you with spartanfumishings,A grey-robedmar is lying asleep
arms outslretchedio rake you with taloned hands, at the far end of bheroom.You seesomefood on the
eagerto tear you limb from limbl You can stay and table;if you wish to takeit, turn to 16g. If you prefer
fight them if you wish (turn to 255),or you can flee to leave, for fear of waking the sleeping guard, you
towardsa ruby-colouredglow you now seefaintly in can make for the door opposifethe one here if you
the disfance(tum to rz5). haven't done so before (tum to 245) or the one to
your right as you emerge(tum to j41).

249
Usingyour Potioryyou creepup to a pair of Skeleton
You decideto get as much distancebeiweenyourself
Warriorguardsin a chamberjusLbeyond the entrance
and the Frost Ciants as possibJe,in caselhey Lum
They do not react to your presence,so you move
hostile You marchlong and hard right through the
quietlypastand down a passageoppositethe enhance
night and into the followingday Add 2 to your Time
to a cossroads.Tum [o 325.
Track,and you musteat two mealsduringthisarduous,
prolongedexercise.
The next day, you have a choiceof roulesto follow Attackingthe guardsis surcidal.ReinforcemenLsarrive
If you wish to make for the town of Ismatet not swiftly irom lhe battlementsand you run the risk of
having been there beiore, turn lo j2, If you are being overwhelmed!Teslyout Luck.If you are Lucky,
headingwestwardsfor the Sword,turn to 2 li you you canrun away,evadingthe chasingguards;hrm Lo
vrish to strike out north-eastfor LheArmour, tum to 75.1f yoll areUnlucky,they overpoweryou and your
47. adventureendshere!
224
The Skeletonsatlack and you must fight them together.

S K ILL
First SKELETON WARRIOR I 6
SecondSKELETON WARRIOR 8 6

\4lhenyou reducethe sraurN,l of one of theseSkel-


eton Warriors to zero or below, however, your fighl
isn't over. The Skullof eachconlinueslo fightl If rises
inlo lhe air from lhe scatteredpile of bonesand fliesal
you, the jawbonegapingin a hideousparody of a grin
so as to be able lo bite you with greatereffecL!Only
when you have destroyed lhe Skulls as well will your
6ehLbe over.

S K ILL
FirstFLYING SKULL E 4
Second ILYING SKULL E 5

If you win, tum to 87.

In the room you 6nd a gruesomecupboardwhich


conLainsrows of reptiles'briltle skulls,elongatedlike
those of Stalkersyou have seen.From the room to
your righL, you glimpse red robes; lhere is clearly
t 2f 23o

someonein there- perhapsa wizard,judging by the archwaywhichopensdirectlyinto anotherchamberA


flashof glassware you think you saw in hrshand- so rosy glow comesfrom Lhearchway,and you feel heat
you close Lhecupboardquietly. You can wedge the emanating fiom there even where you are standing,
door shut if you like;use an ice Pickfor thrs,or jam a some twenty meLresaway Will you open the door
crossbowinto the doorframe(this will ruin the bow, (tum to 45) or go to the archway(lum lo r9j)?
however)Will you now.
EnterLheroom contaimngthe red
robed figure? Tum to a54
Peekround the half-opendoor? Tum to 351
Leavequielly and exploresomewhere
Tum to fo8

226
No one wishesto lalk about the men in 8rey, but
somedark,hoodedeyesare watchingyou - Add r
to your Nemesrsscore.You have to conlinuelooking 229
for eithera placenamedEndimion(tum to 55:) or a You intonea formulafrom the book,and the runeson
personwith that name(turn lo zzz). the door rn ftont o[ you glow with magicallight then
dim; tum Loj88, and you may iSnorethe instructions
in that paragraphconcerningsKrLLloss!
Retumingto Lhegrormd,will you:
UnLiethe Ogre'ssack if you havm't 230
done so? Tum to J75 GeLting in an effective shot against the cocooned
EnLerthe red treedoor? Tum to 12j vrill nol be easy.If you arepreparedto useup
creah.rre
Enterthe yellow passage? Turn to 292 two of your actions,one of your shoLswill be success-
ful and you may deducL2 poinLsfrom the srAMrNA
228 scoreof lhe NighLDragon'sskull when it rises.If you
are unwilling to do this, retum to 98 If you use up
two acLionshere, decide on your other Lwo lf they
indr-rdedrinking a Polion of Invisibility, rum ro 25j.
Otherwise,tum lo 306.
2,54-253 234-235

234 You 6nd yourself standing on a frozen plain, staring at


Fortmately for you, this outside guard is a rnute a distant range of vast, qaggy mountain peaks-lfou ll
mable to cry out for help when you atta&! However, know how to get there, trust me,' says the cat. Sest
his disabilityis compensaLedfor by his great shength, of lu&. Rather you than me, I must sat bul lhen
and he rvill no! be an easyopponentto overcomeas you're the hero and I'm iust a cat, aren't I?' Leaving
his shortsword arcsthrough the air at youl you with that faintly troublingthoughLthe cat sjmply
GREYASSASSIN SKI LL 9 disappears. Tum to 289.

If you wi+ tum to rSr. 234


The plaque'srrmes and symbols are indecipherableto
you unlessyou havethe Tomeof theReaches.lf you do
have this book, tum to the paragraphwiLh the same
number as the firsl page which tells you about Ward
Runes.If you don't have the boolj you must open a
door here;will it be:
The door with lhe plaque? Tum to 196
The door opposite the one you
enteredby? Tum to 99
The door oppositethe one with the
plaque? Tum ro 5rr

Back in the main passageway,you can take the side-


tuming to your left (tum to ji42) or descmd the
spiEl staircase(tum to 2o5), or you cirn descendthe
stone steps,if you haven'Lalreadydone so (Lom to
295).

'Let us be gon now' saysthe cal and the Loremaste/s


home vanishesbeforeyou evm have time to say good- 236
bv.. This combat will be grim inded. Each time you are
255 46-257

shu& by the Wraith Horrde,you mvst Testyolar ikill. 236


If you fail, you will lose I point of sxrrl.in addition to You can buy the following items in Rentarn:
the damageto your srAMrNAcausedby the blows;
your lost sxrll will retum to you only when you
Steelmiror 4 (JOIdrreces
Longbowandanows 5 Gold Pieces
awakenl
Rope 1 Gold Piece
WRAITHHORDE SKI LL 9 STAM I N A 1 4 Glassbottle r Gold Piece
Spikedboots 4 Gold Pieces
If you win, the bright glow in this chamberflares so
Ice pick 5 Gold Pieces
inberuelythat you are forced to close your eyesfor aa
Extra Provisions r Gold Pieceeach
instanb r,vhenyou re-open them, you see that a small
Flaskof Walrus Oil z Gold Pieces
glass sphere has appearedout of nowhere and is
bobbing in mid-air in front of you. Looking at it When you've completedyour purchases, amendyour
closely,you seethat it is a multifacetedgem - it has .A.doenfure
Sheetaccordingly. Now, will you make for
244 facets, to be exact (make a note of this as th the RudderlessGalley tavem, if you haven'Lbeen
SphereNumber).The Sphereof Light will glow gently there before (tum to 2E6), or leave Rentarn,if you've
when you so comnand if you lose yor.r lantern, the alreadyslept and restedhere (tum to r7E[
Spherewill light your way in dakened places.It also
has power against the Night Dragon itself. You will
be instructedas to the Sphere'suse when you meet
Lhe Ancientl Now, it is tim to follow one of lhe
passageways which you can see in the distance;will
it be:
The red passage? Tum to a2,
The silver passage? Tum to q.6
You wait in the relative coolnessof the room adiacent
The blue passage? Tum to 56
to the fumace chamber,and afler a while the surging
flameseemsto die down a little; add 1 to your Time
Track. If you have a Magic Mirror with you, and if
your HoNouR scoreis 2 or higher,divide lhe Mirror
Number by 4 and hrm to the paragraph with that
number. If you do not have the mirror, or if your
HoNouR scoreis 1 or below, kun to ,oE,
23&-219

258
You push open the creaking green door of the shop
wilh some hepidation. There's a confusion of rubbish
inside: stuffed animal heads and rugs hang &om the
walls, sackso{ gnrbby grain are stackedhaphazardly
againstone another,and shelvesarepackedwith glass
boLtlescontainingralherdisgustingthingsjn coloured
flurds.Il looks,and smells,as if no one hascleanedthe
placefor a decadeor two A shufflingsound comes
irom behindlhe counter,and a wizened,little, mrddle-
agedman with lank, greasyhair and a pair of pince
nez glassesperchedon top of his huge beaky nose
peersanxiouslyup aL you from his perch on a five
leggedfootstool.'Erm,Nevill's the name Can I pos-
sibly be of some assistance?'You mutter something
about his shop sign, still Lrying to take In the contents
of this weird shop. 'Ah, erm, yes, well, it's Neoili, thafs
my name. Oh yes- Says "evil", does it? Letters flake
of[, you know, must get it repaintedsometime.'The
Iittle man's demeanoursuddenlychangesto one of
alertness. 'l've got no time [o spare,young fellow,'he
saystestily.'Cot any gold, eh?Got somethingsmight
interstan advenhrer like yourselfl'The curiouslittle
manbringsout kays of bizarreomamentsaJd rubbish
andrummagesin sackfulsof dehitus,but most of what
he hasis useless. However,threare someexceptions.
Tum to ao6.

259
Not greatly refteshedby your sleep this bitterly cold
night,you continueyour joumey next moming and aL
midday you 6nd yourself on top of a rocky outcrop,
lookingdown af a FrostCiant herdingsomegoalsin a 24\
shallowvalley below. The 6-x-cladGlaat standssome If you are wearing grey robes, the statueswill not
six meLrestall, and his stone axe may be crude buL it's attackyou when you approachLhevaulL tum to 27j
probably bigger thar you are. He's sitting with his II you are not wearing grey robes, the slalueswill
back to you, eating one of the goats, so you could raisetheir sLonyweaponsand attackyou - and,by iJl-
probably surprisehim wilh a sneakrear atLa& if you fortune, a black-robedman emergesfrom the vault at
want to (tum to r3,4). If you would rather try talking this very moment The alarmis mise4 and you have
with him, tum to r53. If you want to ignore him and to flee! Trying to escapethe Lown, you must lesf
sneakpasthim andon eastwards, tum to 37r yourLtck. II you are Lu&y, you manageto get away,
bLrtyou must roll two dice and total the numbers
240 rolled;this rs the numberof srAMrNApoints you lose
The Dragon speakstd you as you wheel through the from arrow shotsand crossbowbolts fired at you by
skies.'The Ancienl has one greal weakness. Light will guardsas you flee.I{ you are strll alive,tum to 75. If
blind and dishaclhim, if you can find magical ligh! to you are Unlucky,you will be capturedand sacrified,so
fling into his face.The greatesLof all magicaltreasr.rres your adventureends herel If you have a PoLionof
the LoremasLercan guide you to is the MaSic Mirror InvisrbiliLy,
howevet you canescapeautomaticallyby
within the Dreamtime.Make sr.rreyou find this; yor.rr drinkingit without losing any sr,tvrr,t pornts,turn
questwill be far harderwithoul it. the Minor calls ro 75.
for sacrificeon your part,do not deny it'
Hours pass and the Dragon finally lands at your
chosendestinaLionBut just as he doesso, he gives a
terrible cough and chokes on his own blood as you
slagger away, honified at his convr-:lsions.The Dragon
hasbrokenthe Oath by giving you aid,and as a result
he is dying This eventwill be sensedfar away. . add
1 Loyour Nemesisscore.Now, which destinatrondid
you choose?If you choseLo be taken to the swor4
tum Lo 2a. If you choseLo be takento the armour,
tum Lo5. If you choseto be takento the shield,lhe
BewarelThe mine shaft here was an experimental
Dragon has takenyou most, but nol all, of the great
excavationand the pit propshave all but roLtedaway
distanceto it, tum to 5j4.
wiLhage.This mine shaltlooksvery hazardous indeed.
t45-244 248 t16

If you want to tum backand try somewhereelse,add ,45


r to your Time Tra& and tum [o 59a. If you want to You open the door very slightly;insideyou see two
continuedespitethe obvioushazards,tum to 265. grey-robedmen at work over great vats of steaming
liqui4 wilh a blacl-robed man supervisin6 them. He
,45 soon leaves,setting off down a spiral staircaseat the
You have reachedthe heart of the maze,and there are far side of the room, leaving the grey men to their
two possible ways out of here Before you is another labour. One of them breaks of( chunks of a biscuity
of the oddly-walled passages;it is brownish-black in substance and aurnblesit into the vats while the othe.
colour and rises gradually up, twisting around at the grins. You catch fragmentsof conversation;'Thafll do
top oI Lhemaze Directly above you is a small aperture it . . . the HiSh Priest says this drug is perfect, Lhey'll
in the Lissueof the ceiling,and you can seefaint blue be slavessoon. . . slavearmy'sneededLomove some-
and yellow lights twinkling beyond that hole. If you thing . . . in the Lowers,I shouldn't be surprised.'You
want to follow Lhetwisting passageway, tum to 55 If don't lsrow what they're talkinSabout,but you make
you want to ascendto the hole aboveyou, you think a note not Lo eat any biscuitsyou may find and to
you can get mough grip on the walls here to ascend stay well dear of the beer!Now, will you'
safely;turn to q4
Enter this room and attack the men? -[trn to
327
Enter this room and try to bluff your
way through? Turn fo 282
Try the door oppositethe one you
enteredthe breweryby? Turn to j41
Try the door oppositeyou, if you
haven'Ldone so before? Tum Lo 221

tr'6
On a chill grey day you trudge round the town
24 asking for Endimion and again getting no helpful
You hurl the glowing Sphere at the Night Dngon's lsponse; late in the aftemoon you see a grey robed
eyes, and it reels back from the blinding light with a hgure disappearing in tfuough the back door of a
howl of ragel You gain one fte attack on the creahfe, leathertanne/s workshop.If you want to follow the
and you may subtracL1 from its Attack Strenglh for [he man, fum to 215- Otherwise,hhat'sthe end of this
first five Atla& Roundsof this combat.Retumto 495. day;you can spendthe next one askingfor a person
247-244 249

namedEndimion (tum to 272) or for a place with that eyes never meet yours, although you susp\ct there's
name(luln to j52). some truth in what he has told you about the mounlain.

247
The door gives way even as you touch it and flies
backwards, revealinga yawning abyssof howling cold
beyond!Skeletalarmsand clawedhandssprout from
the stone walls round yor.r,pushing and dragging you
into the ce*ainty of death. TaI yow Skill, adding 3 to
the numberrolled on the dice - and, if you fail lhis
Lest,youl adventure.ends herelIf you wish, you may
spend LUCKpoints to modify the dice roll. You may
spendup to 3 pointsof lucr and for eachpoint spent 249
you can subtractr from [he total rolled on the dice
(but you must decideto do Lhisbefore you roll the
dice!).If you are successful,you extrica[e yourself fiom
the trap and flee to the other door here; tum to 326.
beFore.youhave lost 4 points From your srAMlNA
271E thJough its attacks. Lose l point of HoNouR: you're
You demand that lhe Red Wizrd tell you all he not here to rob tombs! Now the Skeletons in the
knows, and you may sparhim. Rushinghis words, the distanceare marching towards you and you are forced
tenifiedman saysthat he is in chargeof the Dragon- to fight, tum to :24.
spine,as this level of the mountainis called.He tends
the fumace, back down the coridor, and the strange
tentaclesand tmdrils in this room, 'They radiate along
the prpes,bhroughoutthe DragonspineThe firmace
feeds them, and Lhe alchemical pteparations I make
here also toughen the Ancimt One. Everything is
drawn into Nithtskull above, where the Arcient is.
Look, spare me, please,I was brought here as a
pdsoner I'm not a servantof evil.' He beginsto sniffle
and sob.You don t believehirn for a momenl his lying
250
You open the door lo the farl'scabinand seeamonga
pile of trophies the shield you have come for -
lacqueredwhite, wilh a blue chevron and a black
dragonmolif You grab the shreldand run as fast as
you can, but you have one problem. While your
Potion preventsGianLsfrom seeingyou, if doesn'l
prevent Lheir blood-crazed,slaverrngSnow Wolves
hom smellingyou oull If you havesomeCatstink,you
canthrow the beastsoff Lhescent;tum to 5o7 If you
do not have this, two of them are upon you flght
now!You mustfight themtogether
S K ILL S TA MIN A
Firrt SNOW WOLF 88
SecondSNOW WOLF 88
If you win, turn Lo 5oz

The Harlequin'sodd Jestingand riddlingis too difficult


for you you are a wardot not an expert on the
obso.rreand the triviall You are an8ry at his talmts
and challengehim to a fight for the boots.'Ah! A man
of violence!'hesmirks 'Know LhatI have the beating
of you,' he wams ominouslyas he rises to his fet
You see that he is lithe, very lean and suppleand,
while he doesnt look tough, you guessthat he wrll
be very hard to hil If you decidethat you don't wish
to fi8ht after all, and you admit defeat,the Harlequin
wrll dismissyou and send you back to where you
camefrom; tum to zo. If you wrsh to fight, draw your
weaponanddo your besbl
252-254
255-256

HARLEQUIN s(r!L IJ If you wi4 you can [ake the bejewelled chain Iiom
If you win, turn Lo5o5.

25t
You nm to catch up with the men, who seemhappy
enoughto shareyour companyalong the road.Thiy it. Searchingthe tombs here might prove to be very
are pilgrims,they say,headingfor a northem Lemple dangerousafter this touth fighl, so you leave lhe
to Sain leaming. They are quiet, hard faced men and tomb rooms and refum to Lheantechamber.
they soonretum to theirdirgelike chanting.However, Tum to
332.
they share a little food with you at the end of the
day's wal( and you'prepare to sleepout under the
255
starsin this strangecompany.Teslyour Luck 1l you
are Luclq/,tum to 55 If you are Unlucky. tr_rrnto rr9.

Unfortmately, the Night Dragon can automatically


deteclinvisiblecreatureswith its magicalvision.You
gain no advantage by drinking this Potioo but you
have wastedone action.Decidethe actionot ac ons 256
left open to you. If they includeusing a rongoowor
crossbow.hlm to 23o. Otherwise, fum to 506.

2514
The undeadChieftain rises up and advancesupon you. even more startled when it starts to talk to you! Killed
His great sword is a powerful weaporyif he has an fh High Pdest,hmmm?Not a bad start at all. you
Attack Strength of 20 or better in any Attack Round,
and if this is higherthanyour Attack Strength,a blow
frorn this sword will causeyou to lose j points of
sr^MrNAratherthanthe usual2.

UNDEAD CHIEFTAIN sKtL!11 srAMrNA12


257-258

257
number.Altematively,you canmale a directapproach
Drawingyour weaporyyou advanceon lhe grey-robed
to lhe Lunnelenhance(tum to r97) or searcharound
man,bul two heavilybuilt ruffiansstepinto your paLh.
'We don't haveany troublein here,'one of them says in the generalareaof the entrance,althoughthis will
be Lime-consuminS (turnto 294).
as he looks down at you It's easy for him to look
down on you, sincehe'sbuilt like an Ogre The enfire
tavemis staringat you, and word of your foolhardiness 219
Exploringbheiron mines,roll one die; you may add I
,. goinS !o get around Add r to yor.rrNemert s.ore
to this die roll if you spenda pomt of LUCKto do so.
As you backaway,the robedman slipsout by a side-
lf you roll a 5 or 6, tum lo 5r7 if you roll any other
door and is gone.Lose1 LUCKpoint.Now, will you:
number,tum Lo59r.
Leaveand buy sohe supplies? Tum to 373
Leaveand explorelsmater,if you 26o
You haggleand bargainfor the shield,sayingit nill
haven'Ldone so? Turn io ro
help you in a quest againsta Breat evil which will
LeaveIsmaterand headelsewhere? Turn to 268
oLherwisedestroy the land. That doesn'timpressLhe
Great Jarl at all All he wants to l,oow is what you re
258
going to grvehim for the sheld.After muchprolonged
You make camp for the night Add 2 to your Time
haggling, in which he has an advantagesince you
Track,and you must now eal a meal.You know lhat
have to be deferentialto him, you must offer him the
your fate will soon be upon you, and your sleepis
following:ro Gold Pieces,one magicalitem (a Potion
uneasySti)lyou wakeup just beforedawn,and before
of Luck or Staminacounts as a magical itemJand two
the sun hasrisenin the sky you standa half-kilometre
bottles of fuewater. If you're prepared to give up all
away from a single tururelmkance beneatha huge
theseitemsfor the shield,you must have them all If
mounLainwhich, cunously,is not ice capped,unlike
you do, you know how many degreesproof the
the others here.You simply know this must be the
firewateris; mulliply that numberby threeand turn to
NJght Dragon'slai4 but whaLwill befallyou within,
lhe paragraphwith the samenumber.If you don't
no one can knowl If you have a Potion of Invisibility
have all these items to give, or if you aren't prepared
and wish to useit to get pastthe enhancetrjrmel.you
to give them up, the Greal Jarl won't Sive you
l ow the name of the personwho sold it to you
ihe shield.You can try to issuea challenSeif you
Converl his nameinto a numberusing the codeA =
wirh (iurn lo 111, or leave the camp and try to
1, B-2, C=j . 2=26, then add them together.
rhinkup someotherplanfor geLtrngthe 5hield\tum
Tnple that bolaland tum to the paragraphwith that
to 294)
26a
Thee grey robedmen are standingin the room and a
body lies sJumpedon lhe be4 the window to fhe
docks beyond is open. The men have coshesand
knives,and they've beenexpecLingyou They are all
dark-harredand havean evil glinl in their eyes;as one
of them slamsthe door shu! behind yoq you know
you'regorngto be lucky to survivethislYou canfight
them one at a time in this enclosedspaceas you back
into a comerof Lheroom.

SKILL STAM IN A
rirst ASSASSIN 87
second ASSASSIN 88
ThndAssAsstN 68

lf you win, you turn over Lhebody on Lhebed; iL is


thaf of a Dark Elf, presumablyLhepersonyou were
expeclingto meet.His throat has been crushed,and
he'sbeyond help Franticallysearchinghis body, you
find 3 Gold Piecesand a silverplaqueclutchedin one
hand with a singleword hastily cawed inlo it: 'Endi-
mion' Outsidefhe door there'sa commotion;someone
is barging on it, askingwhat's been going on Will
you:
Open the door? Tum to 5o
SearchLhebodiesof your attackers? Turn to 83
Leave Lhroughthe open ydndol,r'? Turn to ro9

262,
The spiral staircase nses many scores of metres and,
uniortunatelyfor you, it's a trap.You are hali-wayup
255 264

lhe sLepswhen they all suddenly rehact, leaving the open, and it's hard work! Add 1 to your Time Track
slairwell as a lelhally slippery helter-skelterride back Eventually you manage to escape,and it's time to
to the bottom. You tumbleover and ovet baLLerinS exploreelsewhere. Turn to i8r.
yourself against Lhewalls, and land heavily in a crurn-
pledheapat the foot o[ the stairs.Deducl6 ftom your
STAMINA. Just as bad, i( you are still alive you thrnk
you can hear a dull booming sound coming from
above and slightly to your right, as if aomealarm had
beensounded.Add 2 to your Nemesisscore-Choose
a door which you have nol yet opened;as you look
down the corridorIrom the oppositeend to that you
enteredby, will it be:'
The nearestdoor? Tum to 299 26/
The middledoor? Tum Lo 183i 'Thereis slillaplaceyou might considergoing Lobefore
The furthestdoor? Tum to j89 you assaultthe lair of the Night Dragon himsell The
town of Camexlieswestofthe DragonConclave, anda
253 cult of the Night Dragon has risen there The High
Before you can force the portcr-rllisopen, the door in Priestlives in a great Lowerto the north of the tor-1.n,
and
the distance splinLersas axe blades smashthrough it, hehasusedmagicanddruggedfood and drink to enslave
and a horde of skeleLons lorce it open. They come its inhabitants:Someare sacrificedin dread LemDles.
charging along the passage, wielding swords, axes, olherswillbeu:edLoformLhebasis oianundead armyin
even halberdsto strile you down! You can fight them the serviceof lhe Dragon.The placeis a den of evil.
as if they were two groupsof monstersin this Passage- Thereis a magicalbook there,the Tomeof lhetuaches,
way, one groupat a time. whichwill be helpfulto you in the Dragon'slair, for iL
containsmuch lore on Lherunesof Draeonkind and the
S( I LL STAMINA
magic lhey contain within them Camei is a oangerous
HORDE
FirstSKELETON 7 aa and evil place,but you cor-rldachievemuch good Lhere.'
SecondSKELETONHORDE I ao
If you decide to malce for Camex, tum to j4j If
If you win, you find nothing of value on the skeletons you prefer Lo challenge the Night Dragon at once,
or in their empty guard chamber along the Passage. sincea detour to Camex wil-l use up more preciorrs
Thereis nothing [or you to do but force the portcuJlis hme, bumto 2jj.
26s-266 t67

265 refieshmmt hasa wonderful effect on you, restoreyour


Testyour Skll. If you are successh:l, you manageto sreurre and r-ucr to their Inilial valueslYou areonly
avoid a minor roof collapse,althoughyou do get hit too readyto listento lheblue-robed savanttell you how
by somefalling rock; lose z sr^MrN^ points.lf you he may be able to help you Tum to ,95.
are unsuccessfr:I,you 8et hammered by a deluge of
collapsinSrocksand ore. Roll two dice and add their
totals' you lose that rhany sr,{MINA points, plus 1
point from your SKILLbecause your swordarmis badly
damagedby a heavy rock landingright on it. Br.rfyou
may 6nd your enemyhere roll one die If you roll a r
or 2, tuln to 3r.Z (you can subhact 1 from the number
rolled on the die if j'ou spenda point of LUCKto do
so).If you roll any othernumber,tum to 59r

266
You rise from your knees,groAgy and giddy ftom the
effects of the powerful magic which has broughl you
here.Yourfelinecompanionis siftinSat theothersideof 25'
a largestudy,readinga smallleather-bound tome Seated Peeringcarefirllyround the archway,you are sickened
behind a grard mahoganydesk and looking at you by an awful sight before you: two iron-clad and
quizzicallyisa slim,tall,youngmanwith awell-groomed glowing, skeletal,DragonJike forms are standingin
blackbeardandpiercing,steely-blueeyes.He puts down front of a frlnace,heavyshovelsin their hands.Eitra.
a hearrycrystalball and looks you over appraisingly.'So, ordinarily, the fumace looks as if it is sculpted ftom
this is the hero come to saveAllansia,'he saysdrily. huge, stone-coatedbone, althoueh no normal bone
You'd bettercomewith me.Thisway.'You hardlyhave could withstandthe white heat oJ the flameswithin
timto takein theclutterofbooks,charts,glowingmagic Even more oddly, the ribcageJikefumacewall seems
and Cheelahknowswhat elsein this room beforeyour to be pulsing,as if inhalingand exhaling!You don't
host hastakenyou by lhe handand guided you through want to think about what is buming in the fumace
a door to a dining room. The man inkoduces himself as and you cant see whal lhe creatureshere use for fuel.
the Loremaster,and he dismissesany qu$tlons you may They do nof appearto have seenyou, so you can
haveby plyingyouwith food andsparklingspringwa[er leaveand reium to the mainpassage, if you wish (tum
whilehe tellsyou why you havebeenbroughlhere.The to jo8), or mter andattackthem(hlm to j51).
t6A-27o 274-272

268 srAMrN^ points up to one-halfof youJ Inifial srAMrN^


Add z to your Time Track for time spent in the scorc(round fractions up).Tum to 9.
village. If you have not yet been to the Dragon
Conclave,you must do so now; manchoff east-north- 274
eastwardsand tum to 23 Otherwis, you must march You are at the baseof the great stone stept your feet
on to a locationyou haven'tvisited before;add 2 to on the hard, bony terrain of the Night Dragon's
your Time Track.Will you joumey: infemal lair. The Night Dragon's clawed forelimbs
Eastwards to the landsof [he Frost wave jerkly as it summonsthe energy for anolher
Giants? Tum to 554 spell Il wreathesitself in dark shadowsand flickering
North Lhennorth-east to Slate Peak? Tttlr, to ta7 shades,and lhis obscuritywill makeit difficult to see
South then west lo the Mist Crt?Ls? Tum Lo t and hif ef{ectively.Unlessyou can counterthis effect
by using a Sphereof Light, wheneveryou win an
269 Attack Roundagainstthe Night Dragonyou must roll
The monsLershrieks in agony as you sever its hand one extra die; if you roll a O your blow will strike this
and snatch the amulet! Now you must escapeswiftly. shadow-magicsurrounding the monstet inflicting no
The morster gains a free attack upon your back (lose2 damageto its sr^MrNA! Worse stilL the horror is now
sr^MrNA points) but you get Lo lhe door of your about to breathe on you as it dean its rnuors-6lle4
choosing;tum to 5ar. drooling throat! Will you:

Standyour ground? Tum to r99


Use a longbow or crossbowand fire
al the Dragon? Tum to 49
Throw acid at the Dtagon, iI you
have ary? Tum Lo 82
Rush the monster? Tum to 4

2ro
A Dwarf chieftain acceptsyour gi{t and says it was You spend a wasted day asking around for a persort
minted a cenfury before even he was bom. The Dwarfs with the name of Endimion, but all the people you
are delighted to have it back and in retum they give question shaketheir headsand go about their business
you a Potion of Stamina.You can drink this at any and you get nowhere. If you want to spmd another
time (except during a combat), and it will restore lost day trying this same shategy, hrm to 246. Alterna-
t r-271 215

tively, you could try looking (or a placecalledEndimion Strength oI 2j in any Attack Round (even if this is
(turn to 552) or sLartasking questionsaboul the grey- lower than your AttacJ<Strength), iL will hit yotr,
robed men, if you haven't already done so (lum to loock you down and stamp on you {or a total of 6
215). points of damage!

,75 STONE IUGGERNAUT sxrrr fl srAMrNAiE


You appear to be alone inside a huge oypt complex. lf you win" and if your HoNouR sconeis r or higher,
Many small sts of steps descend to side-vaults, so do you have a Magic Mirror? If you have triple the
that simply exploring the place takes quile a while. Mirror Number and tum to thal paragraph.If you do
Add r [o your Time Track. The only other exit not have the Magic Mifior, or if your EoNout score
appearsto be a spiral stair.ase leading down lo a lit is zero or below, leave and tum to 62.
passageway, but lurking besidethe sLaircase are h,T,o
pools of darkness which are certainly not nalural 275
shadows.They hover in th air and, as you approach, Add z to your Time Track for the day's travel before
they seem to eryand slightly in size. Whm you are you turn in for the night. ln the moming, you set off
some 6ve metresar,vay,they rush together instantane- along the northerly coastal road once more. You
ously and form a single. spectral.shadowy form which should make I to Rentam by the end of the day, you
glid6 towards you; now you can feel the magical cold hope;bu[ you must eat anothermealnow. After two
of the Chillshadow! If yotr have a Magic Sword, bum hoursor so, you spot a body slumpedon the ground
to 15, If you do not havea Magic Sword,you cannot in the road aheadof you. It couldbe a trap,so you're
harm this being You lose 6 ETAMINA poinls from its wary. Will you invesligabebhe body (tum to J) or
aLtacks as you to
flee;ifyou survive,tum 75. makea deLourround il and push on to Rentam(tum
to 504)7
274
The expressionlesstuggemaut huns to meet you as
you race down the stairs and across the chamber.Its
enormous 'feeF seernto glide acrossthe room as you
approachit and it attacks you with heavy stone ffsts
and a combinatron bite and headbutt; whateverit hits
you with, you're gojng to get hit hard (you will lose 3
sr^MrN^ points from eachblow of lhis monstrosity).
Worse still, if the Stone Juggmauthas an Atback
275-2n

276
Across the ledge, a shadowy figure is materializing out
of the thick blue misl a wraiLh-form, shrouded in a
silvered black cape, half subsLance and half ghost,
gripping a black, iron-tipped staffl You can perform
two aclionsbeforeit is readyto 6ght you; you cannot
harm it until it has fully materialized.Eating a meal,
ddnldng a Potio& drawing a charge ftom a Magrc
Mitor (if you have one)or using someother magical
item, eachcomprisesone action.Decidewhal you're
going to do, and then readyyourselffor combaLlThe
materiahzed Wizard-Wraithwhich standsbeforeyou is
a tenifying opponent.For the first four Altack Rounds,
he w l try to shike you with hrs staff.If he has the
higher Attack Slrength,he wili discharAea vrcrous
eleclricalshockinto you, usingup the magicof his fell
weapon"and you must lose4 srn"lrr-n poinls Aiter-
wards,the WrzardWraith will rend at you with his
bony, talon hands, these blows inflicl Lhe usual z
poinlsof damageto your srAMrNA-
WIZARD-WRAITH sKrLL10 sraMrNA14
If you win, the Wizard-Wraithmay havedrainedsome
of your sKrLLIf he struckyou with hrs claws (a hit
from hrs staffwill not have this effect),roll one die If
you roll 1-4, the chill oI his touchhasdrained1 poinl
of SKILLfrom you Tum to 61

You pick up i Gold Piecesfrom the floor, and wifhin


the Ghor-rl's
lair you find someitems the creaturehas
lal(enfrom victims it has slarnand eaLen a tope, an
27E 279-r$o

empty glassbottle, and a botlle of dark reddrshbrown 279


liquid with a tom label on which you can just make Lord Azzur's militia have no real interestin thieves,
out the words, 'Larssen's Firewatet, Brewed in bul you've certainly causeda rumpus so they escorL
Isma '. Fxtracting the cork arrd sniffing the you to the Watch-house They delain you for hours,
liquid Lellsyou that it's a very, very poLenlbrand, interrogateyou over ard over agairl then extract j
and if you drink il you 1l ffnd it hard to put one foot in Gold Piecesfrom you for wastmgtheir limel Add 1 Lo
front oi the otherl You take Lhesettems.There'sno your Time Track;if you had no money for your bail,
other way out of LheChoul's lair, so you retraceyour they debainyou ovemight and makeyou slop out the
sLepsi tuln to 332. cellsin the moming Go you must add an extra 1 to
your Time Track).When they releaseyou, you can
male for Lobster Wharf (Lum Lo 354) or Weaver Gate
(turn to 2a2)

2ra
Most of the SlalkerMage's apparel,quiPmenLand
the like is evil, fouled with rotting flest! and the
chamberitself is pecular, containingmany knobbled
and sin ous groh'thsof tissueand Lhickcordsshealhed
in fibrousmalerial.In one cup-shaped growth you ffnd
a smallquantrtyof a smokingliquid which is clearly 28o
acidic.If you havea glassboLtle,you can takesomeof You manage to prise open the lock, and the lirst
this organic acrd if you wish. However, lim spenL objectyou grab fiom the chestis a sleeklealherbag.
here is spent at a cost: when you meet the Night This contains4 Gold Pieces,
but it is alsomagicalThis
DragorLyou mustadd 1 lo its 5TAMINAscore,sinceif bag can carry weight, up to a cerlainlimit, without
is now beginning to awaken swiitly as you cut a weighing you downl Wibh this bag, your normal
swalhethrouShits homeandprotecLorsl Tum Lo48 maximum number of Provisions carried is not lhe
t8a-r82
243

usual 12 but is increasedto 17, since the bag can but you may take one if you wish bo, together with
contain5 units of Provisionsand still be weightless! some crossbow bolts. You can also take either of the
Gain 1 LucK ooint for this forhmate 6nd. You also two swonds;one ir a normal sword which is no better
6nd a vial of iattooing ink and a needle here, and a
note whichreads:'lncreasethe frquencyof the Walch.
You must procure further sacrificesso that I can create
further Stalkers,we must slay the idiot the Dark Elf
messmger recruited in Blaclaand. Obey me, or the
breath of the Andent will be sure to fall upon you!'
The note bearsa signature which it is very difficult to
make out. If you have a viewing lens, tum to 114. If
you don't have this, tum to r5r-
Now, do you want to open the door opposite,if you
28a haven'talreadydone 50 (tum to Oo),or make yor,rr
'Well, then,' the Loremastersaysgrimly, 'Lhereis much way backup the stonesteps(turn to a5z)?
for you to do yet!' If you have the Magic Shiel4
Magic Armour and Magic Sword you sought, or if
you have Lwo of theseand failedto obtain the other,
turn to 5o1 If you still seekat leastone of them,tum
to 89.

282
The StoneDwarf is a dangerousenemy.EachAttack
Round,if his Attack StrenSthis three or more points
higher than yours, you breakyour weapon skiking the
pehified body of your enemy. If you do this, any
blow you strikesubsequently can inflicl only 1 point
of damaceto the Dwarf 's sraMINA.
285
STONE DWARF sn!! 6 Althouh the Red Wizard is very evll killing him in
cold blood is dishonourable it is an evil act. l-ose r
If you win, you can take someweaponswhic-hftay be
Pointof rorroun andgain r Nemesis point.Now you
of use to yor.r.The crossbowslook very frail with age may searchhis laboratory;hlm to 76.
244-186
zgf 2EE
2E4

WHITESTALKER SKI LL 9 STAM I N A 1 1

If you wi4 you snatchwhat little sleepyour frayed


nerveswi)i allow you thisni8ht; tum to :j9.

2E5
You push up the manhole cover and find yourseJfin
the backyard o( a brewery. There are a couple of
tavems near by, so you could make for them (fum to
r42) or enter the open back door of the brewery (tum you are wearing grey robes, the men let you pass;
to 451). regain1 point of LUcKlT'utrlto31r.

2E5
2E8
The sign of the RudderlessGalley swings, creaking,to A fulJ day's marching brings you to a parting oI the
289-t9., 294

ways along the trail and here you make camp and daws, but you rnay deduct only I point &om your
rest. Add z to your Time Trach you must now eat a slAMrN . lf you roll 5 ot 6, you are hit by the
meal.If you now wish to follow a south-wesLerly path creafure'spoisonous tail; the blow does no damage,
leading to the Mist Crypts, add 4. to your Time Track but you lose J points from your srrvru becauseof
and tum to 2( Altematively, you could take the trail the poison it iniectsl
westwards,siSnposLed to Camex,if you haven'tbeen
there before (tum to tz). DRAGONIMP SKILL 10 STAM IN A 5

If you win, rehm to J9t and continuerolling dice


289 untilyouroll a 6.
When you have a chance to check lhe contents of
your backpack,you fnd that the Loremaster'smagic 294
hasrcplenishedit for you duringyour magicaljoumey Cliding down across the cavem, you startle the
here you now have a full supply of Provisions with
youl Now you musl headno.th to the ffnal,desperately
dangerousnemesisyou will haveto face.Tum lo rE.

defmsive magic well. You now stand some twmLy


metresfrom lhe huge monster, and it rcars ibshead to
breatheover you What will you do now?Will you:
Stand your ground? Tum to a99
Use a longbow or crossbow to fire
at the Dragon? Tum to r49
Throw acid at the Dragon, if you
have any? Tum to 02
Rush the monster? Tum to 4
290
You haveencounfered one of Lhewanderingguardians
of the labyrinth, a vrcious,scaly Imp with a barbedtail
and cruellittle clawslThe creatureis not toush,but it
movesvery fdstand is hard to hit. If it has the higher
Attack Strength in any Attack Round, roll one die. If
you roll 14, the Dragon Imp rends you with its
292-29,+

You feel yourself llying along the passageway,and


soon you are soaringabovepale clouds,gleamingin
the sun, far away from any passage A cloud island
lies aheadof you, so you ascendto it and land in a
pelumed garden.Drinking the pure spring water here,
listening to lhe faint &one of insects, brealhing in
Lheheady fragrancesoI flowers and herbs, you don't
seelhe Harlequinuntil he sils down on a mossyrock
and grins playfully at you. He's dressedin an exLra-
ordinarily odd fashion" in quartered yellow-andJilac
pantaloonsand ierkin;and the strangeyoung mdn is
fiddling with the shoelacesof a very 6ne pair of
heavy, grey, calfskinboots he is wearing 'I think
these are whal you want, if you enjoy flying,'he
saysas a tiny pair of wings sproutsfrom lhe heelsof
the boots.'But you must answermy riddlesfirst!'If
you have fhe Tomeol the Reaches, turn to the para-
graph with the samenumberas the first page of the
chapteron Riddles If you don't have this book, tum
Lo25r.

295
Who are you loohng al?' you enquireas you siL
down besidethe robed man, staring deep inLo his
eyes.If your Nemesrsscore is 4 or hrghet lum !o f57.
If it is 3 or below, Lum to 3o3.

294
Add r to your Time Track, but you find a crevice in
the rock face a third of a kilometre or so from the
main Lunnelentry You wilJ have to squeezealong a
295
296-29,

verJrftrrrow passageto explore here. lf you decide to are terrible indee4 each will cost you STAMINA
3
do this, tum to rro; if you think btter of it and want points!
to enter by the main tmnel, tum to r97.
NICHT DRAGON sKtLLa7 STAM IN A 3 2

If you win, tum to 7r. If your srAMtNAis reducedto


4 pointsor below,fum Lo2a5.

296
At the boftom of the chiselled stone steDsis a sma.ll
landing with a pair of small wooden doory just over a
mehe high - clearly Dwarf-sized.If you wanl to open
the right-handdoor, tum to r2o. If you preferto open
the left-handdoor. tum to 8o.

297
295 You higger a hap in the ches! putrid reeking gas
Now you must fight your nemesis,the Ancient and begins to pour our of it fflling your hmgs. You reel
mighty NiSht Dragon. Its Sreatmouth is filled with back coughingand spluttering,lose2 srAMrNApoints.
teelh as long as your foreann, and the mighty Now you can either soss the large chamber outside
power of its clawedlimbs and thrashingtail is evi- and open the door oppositethe one by which you
dent - rt is a truly appallingenemy to confrontlYou enteredthe assassins'
room (fum to 5ao) or makeyour
must now add any modifiers to ihs SKILL and way backand leave Camex(hrrn to Zj).
sr,/rMrNA to the basic values shown below These
are already hlgh, but when you have added the modi.
fiers they will be truly terrifying! You may apply
fwo final modifying numbers: if you have a Sphere
of Light to counteractthe darkless of the Dragon,
you know the SphereNumbeq turn !o the paragraph
with that number.Additionally,jf yotr have a Magic
Sword from the Mist Cry?ts, the Dragon is afraid of
this weapon and will automatically lose the ffrst
Attack Round while it hesitatesin fear. But its blows
2,9&-2,99

298 Iantem will be of no further use to youl). If you are


The shield you seekis inside the larl's cabin.If you successfiJ,tum to ry2 If you fail, or if you don'l have
wanL to fry some subterfugeto get at it, you must an ice pick (or you decidenot to bolher picking lhe
have somethingto aid you. If you have a Potion of lock), you can smash the door down, This will take
Invisibility, you loow the narne of the man you time atd it will surely raisr the alarm herq if you do
bought it from. Convert his nameinto a number using thit tum to 522.
f h e cod e ,A= L, B=2, C=3... and so o n t o
Z = 26. Add, up the numbers corresponding to Lhe
letters of his name, and tum to the paragraph with
that number. If you do not have this Potioo you
cannot hop to get p3st the many guards round the
camp; if you have not entered the camp before you
cando so by marchingup to il now (tum to 29),but if
you havealreadybeenin the camp,turn to 50.
500
The Minor speaks to youl A ghostly, disembodied
bass voice comes fiom it. Now you need me' lhe
voice says greedily. You need to stop the Blazing
Crusher,else the Ancient wiJI grow stronger. Up to
now, your quesLhasbeenso strangethat you consider
a talking minor may just know what it's talking about!
Teed me. I need life energy,just as the Crusherdrinks
blood!'If you agee to thit tum to a8Z.If you do not,
299 leaveand Lumlo 67
The door is locked You can open it in one o{ three
ways If you have a set of iron keys,you can simply 304
trnlo& the dooc tum to r7a. If you have an ice pick If you have alreadyvisited Camex, tum to 2j5- If you
you may be able to pick the lock here though an ice havenot been to that town, t|[n to :6+
pick is a crude tool for sucha task. Testyotr Skill; you
mustadd 3 to the numberrolledon Lhediceanless you 502
useoil to lubricatethe lock (you may useWalrusOil if Eastwardslies the GreatMine, lhe mosf spaciousand
you have it; otherwiseuse LantemOil, but then your extensiveof all the dwarvendeep tunnels.You stride
303 304-305

cautiouslyalong the winding mine shaft,and as you 5o4


delvedeeperyou cansmellgasin Lhemine.Evenyour You round the coastline of Corpse Bay and arrive in
shutLered lanLemmay be a hazard,igniting the gas If Rentam Add z Lo your Time Track This is a hading
you want to dim your lantem, you may be vr.rlnerable outpost where 6i trappersand huntersmix wilh fisher-
to hapsl You mus[ also subtract2 from your ALtack men and, you have no doubt, some Sword Coast
Skengthin combathere,unlessyou have a Sphereof pirales.FrosLis forming on the wooden roofs of the
Light. If you want to dim your lantem,turn to 3rri 1f lown's warehouses,Lavemsand homes even as you
you do not dim it, tum to 1o7. look. Dour faced people are hurrying through lhe
cold, to get home to their suppersand bumrng wood
tues!Will you:

Try to buy someextraequipmentor


food? Tum to 2j6
Sell somefurs (if you have any)? Tum to 5a
Headstraightfor the Rudderless
Galley tavem? Turn to ,i86

505
The Harlequin vanishes- leaving only his bools
behrndlYou takethem;theseareWingedBoots,allow-
ing you to glide safelythrough the air, and you will
303
'Pardonme, I musthavemadea misLal,'the man says be instrucledrn therruselaLeron. You look aroundfor
smoothly 'l did not meanto attracLunwantedatten- a way back from the cloud island,unsureas lo how
you got here;when you tum around,the Harlequinis
tion. Allow me to leaveyou in peace.'He geLsup to
go. If you want to aLtackhim, lurn to 257 lf you wish behindyou
to follow him, tum to 344. If you preler !o leL him 'You didn't play the game,'hesayssLernly.'Youare a
leaveand yourselfgo elsewhere in the town,will you:
drshonourable wreLchand you deservethe ill-{ortuneI
Leaveand buy somesupplies? Tum to 575 placeupon you!' You must deducLr point from your
Leaveand explore Ismater,if you xoroun and r point of lucr (Iromboth your current
haven'Ldone so? Turn to ro nd Initial :Ucr scoresl)and the tricksterdismisses
LeaveIsmaLerand headelsewhere? Tum to 268 you with a waveof the hand,tum to zo.
306-307

306
The skull of the Night Dragon suddenly sprouls skel-
etal, spideriike legs and its cocoon falls away as it
scutLlesacrossthe cavem floor to atta& you! The skull
is a good four metreslong, and its wickedly sharp
incisorsare capableof ripping a bloody gash right
acrossyour body or legs.Wisps of acid smokense
foomthe monstrousskullasrt closesin for lhe kill!

NIGHT DRAGON SKULL sxrn er srAMrNA12

If you win, turn to 2r4

507
The Shieldwill add r to your Atlack Strengthin all
combats- and il has other magicalqualities,which
you will not leamo{ until the dght circumstances arise
- sr.rfficeit to say that il may well saveyour life h Lhe
Night Dragon'slairl On the backof the Shieldseventy
iron rivets have been sunk to hold the {ront part snLrg
to the backof the Shield.The numberof rivets is the
ShieldNumber,so makea note of this.

If you are ready to faceLheNighl Dragon now, you


know the numberof LheparagraphLo tum tol Ii you
have Magic Shield,Magic Armour and Magic Sword,
and you have not yet mel.the Loremaster,add the
Shield Number, Armour Number and Sword Number
togebherto get a total, then tum to the paragraph
wiLhthat number If you haveboLhArmour and Shield
and you tried to oblain the SwordbuLfailedLodo so,
mLrltiplythe Armour Numberby a and add this to the
3o&-5o9 tao-5La

Shield Number; tum to the paragraphwith the same they hold sway over the town of Camex - beware
number as this total. lf you still seekeither Armour or that place! All this takes time to leam, so add 1 to
Sword, tuln to ,19. your Time Track The Condave has told you the
essmce of your task now: to find sword, shield and
,o8 armour,and the Loremastertoo It is time to meet
Standingin the main long passage,with your backto your destinylTum to 378.
Lheway you camein, you can explore somewhereyou
haven'tbeenbefore.Will you:
3ao
Open the ffrst right-hand door? Tum to 589 A short flight of stone steps lies beyond lhe door;
Open the secondright-handdoor? Tum to 299 descending Lhem,you cometo a single,narrowpassage
Open the left-handdoor? Tum to 1E5 which you iudge leads northwards.The passageis
Make for the spiralsLaircase? Tum to 262 desertedand eerily silent, but it is lit by torches
buming and cracklingin wall-sconcesevery ren merres
or so. At the end of the passageis another flight of
to9 steps, this time leading upwards to a trapdoor. You
The Black Dragon grins in a way you do iot 6nd
llave a very shong intuition of evil lurking behind this
enhrely wholesome,he has a hrmgry look about him.
doo4 if you still want to press onwards, lift the
The Ancient lies to the north of here. But we do not
trapdoor and tum to 5Z-If you decideto beat a retreat
know where; the Loremasterknows how to 6nd the
from Camex, fum to 6-
Ancient's caves We lsrow that, if you find sword,
shield and armour, you will find him; we also know
that he hasa wanderingservantof shangeaspectwho
travels in the IcefingerMountains By great good
fortuneyou mighbencounterhim though,from what
liltle we know,he will not be what yor.rexpect!'
The Dragons give you further information. The Stalk-
ers which serve the Ancient are reptrles,mutaled
Dragon hatchlingsstolenand distortedby magic.The
Dragons look angry when they speak of these 5a\
creaturet and they warn you that Stalkersgrow more You peer into another antechambeibeyond the door
numerous as time passes!There are also robed mm, This room contains the rotted remains of old robes
acolytes and assassins,who serve the Ancient, and and doaks scatteredabout the 0oor, and you see the
343-515

glint of gold coins lying on the ground close to


anotherdoor opposite Howevet you can heif some The wizard grabsfranticallyat a lever besidehis desk
disgusting snarling gmnts and slobberings coming and pulls it - nothing happens!You strike him with
fiom beyond that half-open door! If you want to try your sword. He panics and draws a dagger, rather
to get the gold or frnd out whaf is making those thanusinghis spells!Gain 1 LUCKpoinL now ffght the
noises,tum to 192. If you'd Ether go somewhere else, wizard!
rurn ro 552.
REDWIZARD SKtLt 11 STAM IN A 1 3

If you reduceLhewizard'ssrAMrN^ to I or below,he


wrllsurrenderandbeg for mercy,offeringyou informa-
tion in exchangefor sparinghis life - our can yt,u
possibly trust himZ If you sparehim, you may be
risking a sneakspell attacklIf you decidenot to kill
hjnr tum to 24E If you decideto slayhim, you cando
soautomatically; tum to 285.

3L2 3t4
You have the Magic Amulet the nightmare-monster You open the door - and yustfarl to takein the scene
guarded.This protectsyou againstthe sKlll-draining quickly enough A guard by the side of the door
ef{ect certain undeadcreatures(especiallyWraiths) can rvhacksyou hard over the headwith a cosh.Deduct-z
have on you- Roll one die and add 1 lo Lhe number points from your srAMrNA You are grabbedby the
rolled (unlessyou roll a 6); the total is the numberof throat and draggedinto the room while you are still
chargesin the Magic Amulet.EachLimeyou are told slrugglingfor your sword, and now you're in deep
you must lose l point of sKrLLbecause o{ the blow of troubleJTumto r6L
sucha creature,you canusea chargefrom fhe Amulet
to nuJlifythis effect.If you havealreadylost any sKILL
points,you can use the Amulet to undo them (using You grab a handfulo{ items,avordrngthe evil wand
one or more charges,of course!).When the Amulet and scimitar the HiAh Priest used You may take a
has no chargesleft, rt will protect you no longer Potion of Stamina,which you can drmk at any time
Having taken the magic Amulef, you may leave by Lexcepfduring combats);when drunk, it will restore
the red door (tum to 1r5) or the silverdoor (turn to lost srewrNa pointsequalto half your laifrnlsrevrre
1a6l {roundftacLionsup) You caaalso takea book labelled
3L6 515

Tomeof theRmch*; whlle most of it is gobbledegook magicalwork is done up there- I'm only an underling.
!o you, fhere are Lhreesectionson runes which look If you canrisk it, havel in the dark.Ther'slesschance
important (and which you can understand)Make a of athactingthe aLtentions of the Undeadup there.If
note of [hese:a chapteron "VVardRunes'starts on you see twinHing blue-and-yellowlights, best kep
page44 of lhe book; a chapteron 'Riddling'startson away The Shlker-Magehas the Chillshadows at work
pale a91,a seclionon 'DragonRunes'startson Page [hereand you don't want to meet them.Mind you, if
zz9. Finally you snatcha hand6:1of papersfrom the you put a stop to whal lhey're doing,you'd destroy
desk and glance tfLrough them briefly. The imPortant someof the magic the Night Dragon will be able to
notesgive you pausefor thought!The BoneFumace use It's nol fully readyto wake up yef, buf if you get
is the essentiallhing for tougheningLheAncient' the into its lajr. 'he shudders'Oh, and don't wasteany
Chillshadowsincre4sehis magicalpowers;lhe Blazing time going dom aay of the sidepassages up there,
Crushermakeshim strong.All are now in place,and they just descendLo Lhejaw simulacrumGreat p)ace
his Awakeningcannotnow be slopped. . .' You don't to get chewedto piecesor ffnd yourselfin a cloud of
wastetime readingLhepaeansof praiseto the Night fire.I mean,this piaceisn't cdled Nightskullfor noth-
Dragon and the insaneevil thaLthe High Priesthas ing. I['s not an exactreplicaof a real skull- but then
scribbleddown. You've got to get out of here lf you the Ancient's skull isnt exactly normal, even by
have Winged Boots, you can glide down from the top Dragon standards.The Stalker-Magers usually some.
of the tower and escapethe [ow4 hlm to ?5 (you where around fhe eyes; the Ancient's in th upper
may also usea Potion of Invisibility,if you haveone, brain.of course-'
to escapesafely).If you haveneitherilem, you'vegot The Red Wizard preparesLo hurry off down the
to run for your life and hope you will be able to elude passage Lowardsthe exil but canyou trust him not to
pursuers You m]'Ist TestVour Luck: if yo]u arc Lucky, raisethe alalm?If you decideto let him 8o, tum to
tum to 25,bubif you areUnlucky,tum to 16.
u8. If you decideto slayhim, you cando this with a
surprisealtack,tum to 283 If you decideto tie him up
3a6 andgag him, despiteyour agreemnt, tum to 34.
The wizard rummagesthroughhis deskand extractsa
handfulof gold and somefood for his plannedjoumey
'Right then,'he saysin a briskvoice.'Nighlskullabove
is wherethe Stalker-Mage is rousingthe Ancient.He's
the head of the Cult of the Ancient; Lherobed men
servehim He used lo be human,but ... well, if you
get to seehim, you'll know what I mean-The Powerful
547
A huge, lumbering, grey-brown lizard, some five
mehes in lengLh,is heading straighl towards youl
Hissescomefiom its wide mouth,and rts yellow eyes
glow in the darlnessLikethose of some wild beast.
This is no ordinary Basiliskyou facerLhisis a much
larger versiorl a Mountain Basilisk- and it is a truly
deadlyfoe! You must decidehow to fight it here If
you have a Magic Mirror, you know the Minor
Number Double that number,then h-rrnto that para-
graph (firstmakinga note of the SKILLand STAMINA
of the Mountain Basilisk).Olherwse, you can frghl
the Basiliskusing a steel miror and looking away
from the monster, or take a chanceand fight normally
while looking at your opponenL.If you look righl at
the Mounlain Basilisk,you fight normally,buL every
Attack Round you must lerf Vout L ck- If you arc
Unlucky even once, you y/ill be tumed to stone and
your advenLure endshere!If you chooseto look away
while fighting,you cannotbe tumed to slone,but you
must subtract4 from your Altack Strengthfor lhe
duraLionof this combat. If you fighl wrth a steel
mirror,you cannolbe petrified,but you must subhact
z from your Altack StrengtheveryAttack Rourd The
MountainBasiliskwill not be pehifiedby looking into
a sLeelmirro! it is so wily and cunningit knows hovr'
to avoid sucha falel
MOUNTAIN BASILISK SKILL
8 STAMINA
1]
If you win, Lumto 51
r16 349-3to

5rE ,49
The grem passageis damp and moss-coated. You 'lust out of rangeof my teleporlingabilitiesright now,
walk over heavy, peaty soil until you emerge into a l'm afraid,'the cat says,'but I canLakeyou mosl of the
bower where fems, shrubs and flowers grow in a riot way there.' With a wave of its paw, Lhecat takesyou
of greenery. At the base of the kunk of each of two to a cold eastemDlain with mounLainsin the near
kees is a door, one red and one yellow, both opm and distance-The Jublea the Frost Giants, they're over
Ieading to a passagewayof the samecolour. An owl there,' the cat says somelyhat needlessly. 'I've put
eyes you quizzically from a ttee branch and hoots something in your backpack to help you out with
derisively. You see a huge trailing vine hanging ftom them.'You look insideit to find fhat you now possess
a kee canopy so tall you carmot make out its upper two bottles of Larssen'sFirewatet guaranteed12o
reaches,and al the bop of the vine is a clusterof degreesproof, which you didn't have before.'Don't
purple'stripedgreen seedpods. ln the distanceyou drinl it, whateveryou do. One glasscankno& an Orc
canheara boomingsoundwhidr is getting louder,as out. Half a bottle will seeoff a woolly mamrnoth,they
if something extremely large.wascrashingthrough the say. Just don't drink any of it yourself!' The cat
woodland. Animals around here are growing skittish vanishesin a puff of gingery smoke;tum LoJJ4.
and neeinginto the distance.Will you:
Run down the red passage? Tum to a2j
Enter the yellow passage? Tum to ,9r
Climb the vine? Tum to 5E6
Wait and seewhat happens? Tum to jjg

120
You plant the seedpod at the bottom of the slippery
ncline, and a rioh of vines and creepersexplodes hom
the pod, expandingand writhing up the passage. You
canclimb thesewith completesafeLyWhen you reach
the top, you are standingin a dank chill chamberwith
spongy walls, and before you is a door, of sorts.It
3ta-5rt 525

resembles a valve, with Ebrous and rubbery flaps conductyour businesshere.You could seekwork if
which you need to push open, rather than a door you'revery low on supplies,you couldbuy equipment,
Above the valve is a knot of blue-veined,thick fibrous explorethe villagefully, or hangaroundin the tavems
Lissuewhich pu-lsesjust like the pipes and tentades and inns of the town to seeif you overhearanything
below. You can force open the gap (tum to 362) or of interest.Willyou
plunge a weapon into the lnot of tissue,hoping that
this will damage whatever protections the Night Look for paid work? Tum to j97
Dragon hasin this bizaEeplace(tum to 529) Buy some supplies? Tum to j75
Explorethe village? Tum lo 10
Relax in the tavems? Tum to 2oZ
tra
You lose 5 sravrr1r points as you plunge the s?her
deep into the numbing cold of the dark core of the
cell.You almostlaint at the painlvhich shootsup your
alms and into your chest,and you reel backwardsin
shock as you draw the sphere out again. lts light has
nr.rllifiedthe darlness! You gain 1 point of rucr (this
inqeasesyour hifial Lucr also).Better still the Night
Dragon will be weakened by the deshuction of Lhe
magic here, Make a nofe thaL when you meet Lhe
Night Dragon,it will not be able to use any magic
spells against you lf a later paragraphdirecls you to
suffer adverse effects from such a spell you rnay
ignore thi6 entirely! Now you must descendand follow
the twistingpassageway below;tum to 5!
AL the cossroads,one passageway leadsback Lo the
32t main tlumel entrance;you stand with your ba& to this
Ismateris a large village nestling in the foothilli of the one- The passagein fiont of you ends in a door, as
forbidding northem and eastern mountains; hsdera,
fur+rappers, nomadic hillsmm, merchantsand even a
handful of barbarian warriorc make il a lively place.
You need to sleepand rest (add 2 to your Time Tra&)
and you must then eat a meal Next day. you may ominousindeed.Will you:
324-325 327

Open lhe door in front of you? Tum to 1JJ


Open the door to your right? Tum to E6
Go down the winding stai.s? Tum tb j4o

324
You are hardly likely to find the armour you seek
herel Add r Lo your Tirne Track Even the food in Lhe

your HoNouR scorels 1 or below, turn to


306_

326
3ta 529

r to lhe numberrolled if you only havea longbow);if voice,hoping they canheatyou. TesfyourLuck.Ityou
you arc success6J, you can strike one wrth an adow are Lucky, yor.r'll be picled up; tr.rn to rr:. If you are
before you rush in with your hand weapon (you may Unlucky, you'll have to row north in lhis small boal
deducLz srevrN,r points from the first enemy you tum to a84.
face).If you have neither type of bow. you msh your
enemiesat once.You must fight both of them together, 529
and in the fint two Attack Roundsthe secondGrey You shatterthe stafuetteon the stone floor - and a
Acolyte will ky Lo hurl a large melal ladle, full of howl, which seemsto freeze the very marrow of your
boiling yeasty slime,ovr youl lf he has lhe highest bones.comesfiom far, far away. The passagewayis
Attack Strength,you get a facefulof scaldingliquid disappearingand you are being suckedinLo a huSe
andyou haveto lose.3srAMrNApoints. cavem through a Lunnelof screamingwind and fog,
You fall heavily as you are fhrown forward inlo the
SKIL L
cavem (deduct z points from your srAMrNAl ano
FrrstGREYACOLYTE I 9 beforeyou stands lhe Night Dragon.. or, aLleast,
SecondGREYACOLYTE 9 9 someform of the honor within the Dreamtime It is
If you win, you descendthe spiral staircasein order to only a Fojectio& not the real thing, but it is a truly
get closer [o fhe mystery of what lies below the terrifying enemy. Nearly thirty metres long, the sleek
brewery; fum to j47 blackDragon seemswhole,complete unlikethe half-
skeletonstaluetLe - savefor its head,which is a three-
32E metreJong skull. A great rumbling rises from the
Chipping lhe body out of the ice, you manageto turn Dragon'schesLand its mouth opens;it is aboul to
it over, and you dig out of the ice a pouchcontarning breatheon youl Testyotft Skill. If you are successful,
4 Gold Piecesand some frozm Provisionsin a bag you manageto dodgethe Dragon'sbreath;tum to zf.
(add z lo your Provisions).A singlesheetof vellum If you fail, tum to ry9.
has wriling on it; il has been renderedillegible by
being soakedin freezingsea-vrater - with the excep-
tion of a few words that you can just makeout on one
fragmmt of the scroll To your an:rzemmt, you see
your o rn name written there, and also the phrase
'town of mex'. You go back to your rowing-
boat, only to find that the Blqckheai has disappeared
into the Lhickeningfogl You yell al the lop of your
55e554

350
From behind a massiveboulder a black-robed figure
some two and a half metres higb leaps out at youl
This is no human;it has a great, reptilian head with a
massive,fanged moubh, and its four-fingered dawed
hands are as sharp as sfeel and as heavy as rock.
Snarling and foaming at lhe mouth, the black-skinned
Stalkerrushesat youl
Tat yout Skill. you fail, it knocks you down ard
stampson yoq deductj srAMrNApoints,and subtract
z points from your AtbackStrength for Lhefust ALtack
Round as you slruggle to your feet If you are success-
tuI, you may fight normally
BLACK STALKER sKrLL10 srAMrNA11
If you win, you makea fortunale6nd; lhe Stalkerhad
just killed a pair of mormtainharesand you disturbed
it beforeit couldconsumethem.The meatis suf6crent
for three meals(add 3 to your Provisions,and regain 1
LUCKpoint) Tum to 5.

534
Unfortunately, as you stand by the door for a few
seconds, moving into positionLo Lalea look round it,
a tiny, Imp-like crealure suddenly appearsin the air in
front of your face and stabs al you wilh a sharp
needlelDeduct r point from your STAMINAThe Imp
fleesLosafety,but the door has swrnS open and now
you will be forced to fight the dangerous enemy
lurkingin the room beyond.Tum to r54.
33t-tt3 334-t55
explore fhe town openly, noL losing much time, or
You standin a bareantechamber with threedoors,not you can keep your head down and be much more
induding the one you c?unein by, which is now at circumspectin your explorahol lf you want to explore
your back. The door to your left bearsa heavy brass openl, fum to ro5. If you decide to take exka time
plaquewith many signs and synbols; the othersare and be more care6:1,add 2 Lo your Time Track and
unmarked. If you wish to study the plaque, and yorl trlrn to 125.
havm't done so before,tum to 2t4 Allemalively,if
you now wish to open a door which you have noL
354
previouslyopened,will it be: Another weary day is done as you head into the high
foothills that border the normtains; add z to yo:ur
The left-hand door? Tum to a96
TimeTrack,andyou mustnow eata meal.Ifyou havea
The righlhand door? Tum to 5aa
The door in front of you? Nemesisscoreof 5 or higher,and your Time Traclcscore
Tum to 99
is 4Ji or highet tum to 294. Otherwise, tum to 2j9.

You flee from the Night Dragon's lair. Who can

time,but it will dreamits aw6:ldreamsof slaughterand


atrocities fhere; before many yean lave passeo,some
one else will have to brave the terrorJ of its lair if
Allansiais Lobe saved.You havecomeso far,anddone
Now you re inside Camsg you sensethe duonic fear so much good that the exhaustingmarchbad home
and tmsion that dominate the place. Everything will bedreadfullydispiritingforyot. Butyouradventure
appearsnormal, but the facesof Lhe folk scurrying endshere,just shortof the success you sought.
hither and thither are tumed away from you, and small
knots of grey-robed men sLandnonchalanfly at street 555
corners,watching all who pass by. This is clearly a You hurl lhe seedpod down on the grourd below; a
dangerousplace full of potential enemies.You can great vine sproutsup from it and you damberdown
v41o
as fast as you can!Testyout Skill,If you are successful,
53s
you get down safelyas a bemusedDragon watches huge Ogre a good ten metres tall and carrying a
yor! unsure how to reacb if you fail, you fail the last {
club twice the size ol you, stainps into the dearing
ten mekes or so and hit the ground hard, losing f and licks his lips when he spots you. Something
srAMrNApoints.As you take some time getting up, appearsto be w ggling inside the sack which he
lhe Dragon is ready to attack by spelll Tum to 2Zr- dumpson the grourd, and yo, are gornginto that sack
as dinner unless you act swiftly. If you decide to nrn
for one of fhe tree doon, choose which one then turn
The Dwarf spits into the wood fire which warmsthe to J6. If you wish to climb lhe vine tum to E!..If vou
cabin. 'Bewareof them,' he hisses.'The grey 'uns, decideto fight the Ogre,tum Loao2.
they're just the srnall fry, but the ones in black robes,
they're dangerous.Bad men. Seenone or two in the
woods, headingnorthwards.I heard tell they re makin8
for the DragonReaches. Comefrom someplacnorth-
west of there.Don't you mrx with them.'Now, if you
want to ask the Dwarf about something you haven't
enquiredabout already,you can ask about the Dragon
Reaches(tum to 90) or the area around in general
(tum to 152),or you can just Lum in for Lhenight and
get somesleep(turn to 275).

359
You pushopena carefirllycraftedsecretdoor and find
yourselfstandingat the top of anotherflight of stone
steps,which leads right back down ain! If you want
to follow these stept hlm to 76. If you'd rather
backkackand take the door in the cavem to which
yow Suideled you, tum to aj2.

Ao
If your Nemesisscoreis 7 or higher,tum to ,6. If il is
6 or below,fum to r.6E.
!44-112 345

341 tum to j24 Altematively, you could retum to the main


You are in a dus$ storeroom packed with sack of passageand follow the stepsdown (hrm to 295) or take
Bratl empty barrels,vials of yeasts,thids gluey malt the descendingspiral staircas(tun to 206).
extract and the like. There are some ceriunic Pots hene
fflledwith a pleasant-smellingbiscuitysubstance, which 345
may be nutritious.If you want fo eal some,tum to ,r. 'Let's Bo,' says the caL,and belore your eyes the
If you wish to leave by openmg the door to your Loremasterand his home vanish beforc you even have
right, tum to a45.If you wish to leaveby oPeningthe time Lo say goodbye.As you rub your eyes lo clear
door to your left, tum Lozzr. your head, you 6nd yourself looking al a walled
town wrth trails leading south-westand north-west
away from the place.Guardsprowl the baltlementso{
the [owrl their crossbowsleve]led at anyone who
approaches. There is a singleclosedgate on the east
sideof the town, the only obviouspoint of entry.
Might well be another way in there,' the cat says
offhandedly. You could ask a local Or try bribing the
guards at the gate. Thm agair! you could wait for one
of the grey robed murderers, despatch hinr, take his
robes and ky to get tfuough that way. Up to you,
really. Anyway, that amulet -' th cat points with a
paw at an amuleLround youl neckwhich you hadn'l
542 realizedyou werewearing '- usethat when you want
As before,the passage is preciselycarve4 and thrsone to be takenlo the Night Dragon.The teleportingwill
hasintricatedecorationsand murals.It endsin a Sreat Ieaveyou a coupleof days'march north to his lair'
pair of wooden doots, which you push open easily, You can use this amuletat any time, exceptduring a
despitethir six-mekewidLh.Beyondthem liesa great combat to 8el to the Nighl Dragon'slairj note that,
dininehall with massivetablesandbenches, all covered when you do this,you shouldturn to paragraph:89.
in dust On lhe wall behind the high fablea pair of great Now, as the cat bids you good luck and farewell then
shieldsaremountedunderbheheadof a fearsome Giant disappearsin a puff oI gingery smoke, you set off
with canineteeth like tusks;in the distance,doors oPen towards the gates to seewhat you can see of Camoc
into the kitchns lt will take you a long time to search The gatesopen and a coupleof armedguardschallenge
this great chamberand beyon4 if you want to do tho you. Will you:
51H4t
t45
Try to bribe the guards to let you in? Tl'trn to j58
two Abta& Rounds,the wizard will cast a spell at vou,
Attack the guards and fight your way
and you must TcstHI5 ikill (his sKrrl is ir), If he ts
in? Turn to 2rj successful,he will inflict 4 points of damage to your
Try to bluff your way tfuough? Turn to 5z srAMrNA a6 a ball of drill numbing black-magical
Back off and searchfor anotha way
energy slamsinto your chest. If he fails, he will lnfi*
into Camex? Tum to a55 this damageon the skulls,sincehe aimshis spell awryl
You fight the whole group of skulls as if they were
34 one oPPonent.
The man slips into the back alleys of Ismaterwith ease
and surprising speed,and you soon lose track of him- FLYINGSKULLS sKrrLg STAM IN A 1 0
Deducl r point fiom your LUCK Bemoaningyour il[-
If you defeat the slc.rlls,you still have to hce the
fortune, will you now,'
wizard, who is drawing a heara dagger to plunge into
Leaveand buy some supplies? TUfn to 373 youl Tum to 40.
Leaveand exploreIsmatr,if you
luven't done so? Tum to ro 546
Leave Ismaterand go elsewhere? Tum to 268

STAMTNA
pointsand 1 LUCKpoinl. Tum Loj91.

515
A group of reptilian skulls comes flying into the
chamberlthey will attack you by biting and battering-
They can prevent you Setting at lhe wizard here, so
you are forced to fight them first. In each of the Iirst
347

347
You descendthe spiral sLaircaseand walk as quietly as
you can along bhewinding stone passagewaybeneaLh
it. You must have travelleda hundredmetresbefore
you observea slighlly open door aheadof you. Seeing
and hearinSno one,you open the portal and advance
inLothe chamberbeyond.However,you almostwish
you hadn't when you look around:dark bloodstains

ffi splatterlhe wallshereand,in the cornersof the room,


sLandsLonestaLuesof a ghastly DragonJikefigure.
The statuesof the skeletalDragon radiaLemaliceand
haked, and you realizethat you have stumbledon
some Lerribleden of evil here There is a single door
other than the one you have enteredby, but you
haven't time to check it closely!A secretdoor to
your nght tlies open and two men rush our ar you
Fortunately,your alert sensesallow you to get to the
doorwayso that you canfight theseenemiesone at a
time. The fust is a grey-robedassassincarrying a
curved dagger which is poisoned;if he strikes you
dunng the first three Attack Roundsof combat,the
Polsonon his weaponwili causeyou to lose -:.extra
srAMrNA points in addiLionto the usual weapon
damage.After lhree ALtackRounds,the poison will
havedrippedoff his weapon In the first Attack Round,
the black-robedman will casl a spell and a glowrng
cloud of claw shapedblack wisps of smokewrll fly
from his hands and plunge into your chest, caustng
you xcruciaLingpain, deduct j points from your
STAMINA.Then Lhe black-robedman will draw a
sword and fight you if and when you overcomehis
fellowl
/e-19 550'354

SKIL L and, as you stand aL the far end, a deep rumbling


GREYASSASSIN 6 comesfrom below yo1l and Lheenfire cavem sLartsto
BLACKASSASSIN 9 ffll with smokeand tiny explosionso[ ffretYou remem-
ber that many Dragonsbreatheffre,and you're stand-
If you win, you can explore behind the seset door ing in the strangemouth of the mountain . . . You race
your enemies entered by (tum to 4.2) or open th
other door in this room (tum to 3ro). Altematively,
you can decidethat it's time lo leaveCamex;rum !o

points._Youdimb backup the passagewayyou entered


by as tast ai you can and male for the far end of lhe
odd ductile cavemabovq tum to jgr.

550
Your shield standsfast against the {iery breath of lhe
Dngon and absorbsit harnrlessly!Regain I LUcK
point. Now you rush the monsteq turn to z9j.

35a
the guardsbum to faceyou as you approachthem.
Each is a two-mehe-tallStaller with red, scaly skin
and thick Iimbr and they are powerfi.rlly musded
beneaththeir heavy armour. They will strike you with
the metal shovels they carry, and you must fight them
344 together.The extremeheaf of the room fatiSresyou,
You reachthe top o{ the vine safe\ and take two of
and after four Attack Roundsyou must subtract 1
the seed pods. They are bulky lhings, heavily shiped from your Attack Strength.
with sixteen shipes along their melon-shapedmass
(makea note of this). Now, if you have slain the Ogre, SKILL STAMINA

fum to 227. If you have not done so, fum to ,55. FirstRED STALKER 10
SecondRED STALKER 10
549 If you wiry the fumace suddenlyflaresup and the heat
Explorhg the huge bony charnbertums up nothing herebecomestruly oppressivelWill you now:
352-353 354

Searchthis chamber? Tum to 325 The eye-socketsof the diseased,yellow-bonedskull


ReheaLinlo the nexl room and wait are fiery orbs of malice and yoir shr.rdderlo see the
awhile? Tum lo 23? rotting piecesof flesh which fall from its skeletalform
Leave,retuming Lo lhe main as lhe monsLeradvances upon you. As you readyyour
Tum lo 3o8 weapon to fight Lheadvancinghorror, you must sub-
PassaSeway?
tract 1 lrom your Altack Shength because of the
nauseating slench which wafls towards you from its
You spenda first fruitless?ay looking for a place with decomposingbody!
Lhis name. Afler this, for every day that passes,roll BONESTALKER SKILL 9 STAM IN A 1 2
one die. When you roll a 5 or 6, tum Lo a67 If yo:r
wish, you can increasqthe numberrolled on lhe die by I[ youwin,tum to 161
: by spendinga point of LUCK.If you tire of this.
you canlry lookingfor a personnamedEndimionltum
to 222) or ask queslionsabout the Srey-robedmen,if
you haven'lalreadydone this(tum to zz6).

354
LobsterWharf boaststhe scurviesL seamenin all Allan-
sia. Half of lhem look as though Lheironly reasonfor
not brawling on the docksideis becauseLhey'retoo
drunl to raise their fislst After yolr queries have
extractedsome foul oaths and cur.esfrom theseevil
A hideousfigure in tatteredblack robesleaPsout at brutes, you ffnd oul that the Blnckheartis sailinq for
you from behinda snowdnft.It was obviouslylying in Rentdmwithin the hour. Ite ship'sfirst matetell:-you
waiLfor you! It hasa vaguelyhuman-shapedtorso,but lhat passagelhere will cost you ro Gold Pieces.If
its clawedhandsare as inhumanas its replilianskull. youre preparedto pay that, and you've got the
55t557
money, hun to fl. If you can't Pay thaLmuci (or
you re too mean),you can try to ha88le (furn to a71) t56
The side-passagesoon terminates at a long set of
or you can mafte for weaver Gate and take the ascendingsteps;you think you @n see a door at the
northem coastroad (tum to zr:).
top of them, but you cannot be swe sinceit is a long
way off. If you decide to walk up and open the door,
tum fo jr9. If you want Lo retum and opm the door
on [he lower level at the errd of the cavem, rum r<r

35'
Nob here,'the man saysquietly.'Be oulsidethe back
yard of this tavemat midnighttonight.Coie alone.I
may be able to heJpyou.' He gets up and leaves.If
you want to meet him at this rendezvous.add r to
55t your Time Track and you can meet him by tuming to
Walking nonchalantly round the edge of the grave- 52; otherwise,will you:
yard you see a couPle of Srey- and black robed men
l-eaveand buy some supplies? Tum to 325
maling their way in and out of a partiorlarly large Leaveand explore Ismater,if you
vault. Standingoubide the entranceto it are two haven'tdone so? Tum to 10
sLonestatuesof armouredskeletonsA grisly motif, LeaveIsmaterand eo elsewhere Tum lo 268
you thinlc, and you see their headstum very slightly

exploresomeolher areaof Camexwhich you haven't


already looked over; will you go to,
The tavems? Tum to r42
The brewery? Tum to 2o9
The towers? Tum to 3i65
The gardens? Tum to 95
354-35a

354
The guards look fearfrrlly at each other as you show
some gold to thern One looks over his shoulder and
mutters,'None of them greyrobesabout. All right
then.Cost yer four gold.'You must pay the guardsz
Gold PieceseachLobe allowedpast.If youlrereadyto
pay them,tum to 333.11yo won't or cant pay ttus
much,will you,
Attack lhe guardsand fight your
way in? Tum to 22j
Try to bluff your way lhrough? Tum to j2
Backoff and look for an altemative
way into Camex? Tum to ij5

559
You need rest after your exertrons, so you 6nd a
shellered place to sleep. Add 2 to your Time Tradq
and you mus[now eat a meal.When you arereadyto
set out on your havels again,you can headnorth to
where the armour lies (tum to 186) or east to the land
of the Giants,where the shield you seekis located
(turn to 12)

360
You handover the itemslhe GreatJarlrequestsand in
retum takethe shield.Tum to 5o7.

56a
You awalen. ssearning with fhe memoriesof a tenible
njghtmare. and it takesa long time for your nerves to
calrn-Add r to your Time Tmck and tum to 281
562-351 565-555

562 565
Beyond the strange valve-door is a thick-walled duct The undeadChieftain risesup and advancesupon you
with walls of the same spongy grey substanceas the His great sword rs a powerful weapory if he has an
door itself The duct is some twenty metres long and, AtLa& Strengthof 2rl or betterin any Altack Round,
three-quartersof the way along it, a pair of side- and if lhis is higher thanyour Attack Strength,a blow .
passages slopedownwards.At lhe md of the duct is a frorn this sword will cosl you J points of sr^MINA
seLof sinuous pillars of bristly, rubbery tissue which raLherthanLheusualz
appearto extend into a distant dramber,although you UNDEAD CHIEFTAIN sKrLL11 srAMrNA12
can't see what may lie therein Irom where you are
sLanding.It is very dark and gloomy here, with no If you reducethe ChiefLain's sTAMINALo 2 or below,
natural lighting. If you are using a lantem to lighL he acceptsdefeaLand returnsto Lhisthrone.He sum-
your way here, tum [o 1'5.If you are using a Sphereof mons you to him and says,'You are worthy. I could
Light, hlm to 59. If you are willing to risk walking have done with more like you among my Wardogs.'
along in the dark, with the footing here treacherous, He shetcheshis sword around in an arc, indicaling the
tum to 1i6 many tombsbeforehim. 'Now hearmel Belowhere,in
the blue mists, skulksthe spirit of our clan shaman-
wizard. His heachery and infamy brought shameand
363
The catacombcomplex is laid out inkicately with death to us; he came to serve a namelesscult of
many sub-chambers, and exploring it takes a long darkness- one you loo will have lo face.It is he who
time. Add r to your Tim Track and you must now stalkslhe depthsLhere,and he who blo&s your path
eat a meal.Roll one die; if the numberyou roll is 4 or lo the sword you seek.To find hrm, jump inlo the
higher, tum to 5r7 (you may add r to the number welll'HegrinsaLyou;theeffectis unnerving.Theloneof
rolled on the d1eby spendrnga poinLof LUCKif you the Chieftain'svoice changes,becomingmore stem.
wish).II you roll 3 or below,tum Lo391. As in life, in deathI am a man of honour.'If a skeletal
visagecould give a wry smile,this one just did. 'Lay
down yor:r weaponand kneelbeforeme Showme hust.'
364
lf you are wearing grey robes, you can pass by the Now, if you want to kneel before LheChieltain as he
guard,who doesnot challengeyou. If you don't have raiseshis sword,fum Lo72 If you preferto leaveand
grey robes,when you speakhe doesn'Lreply to you; retum to the antechamber you enteredby, tr.rmLo332.
Test your Luck. If you are Lucky, you do bluff your
way past;tum to 15a If you are Unlucky,he drawsa 566
sho sword Loallackyoui tum to 2Ja. Somethingvery bizane is happening:you wander inLo
36rs69 tro-r7a
a complexconfluence of passages wherehanginghour
glassesfilled with multicoloured sandare flowing back-
wards - the $nd is flowin8 up into the top half from
the bottom! You may subtracLr from your Time
TracklTum to uo as you wander,romewhafbemused,
The Dragon Reaches? Turn to 9o
into the dramberyou fust arrjvedin.
The grey-doaked men? Tum to 537
367 Gmeral information about the area? Tum to rj7
All you hlm up during a long searchis a singleGold
Piece. You can't lift the ingots, and the tools are 370
useless.Add r to your Time Track. You can now [,eavin8 Camex behind yo+ it's time to go elsewherc
follow the tunnel opposite the one leading to bhe
smithy,if you haven'talreadydone so (turn ro r97, or
go down the passagefacing the one you mtered by
(lum to 47).

564
You shuggleto ffnd a way roundthe banier.rinceyou North-west to Slate Peak? Tum to E
cannolseeiti by the time you manage!o do this, the South-westto the Mist Crypts? Tum to 268
Stalker-Magehascasthis spell.A silvery web of glowing Fareastto the landsof lhe FrosL
magical 6re expands from lus daws and wraps itsell Giants? Tum to 39
round your armsand chest.Deduct 4 points liom your
st.rurv,r, and you must subtractr from your Attack
StrenSthwhen Eghting the Stalker-Mage.Tum to roa-

369
The Dwarf acceptsyour gift with a smileand ushers
you indoors. You're soon eating 6ne rabbit stew and pre-eminmt. As many as a hmdred Frost Giants,
quaffin8 dwarven ale, and the Dwarf bellsyou his together with large 0ocks oI livestock and Snow
nafte is Darkflint.He doesn'Lsay why he lives here, Wolves, are roaming around. Clearly, any kind of
and you don't ask For your part, you tell him only attackwould be suicidal You could try walking into the
that youre malcing(or Renlam.Iys grovrinSlate and, camp(tum to t9) or circlinglhe perimeter,spyingand
while you don't fear the Dwarf, yorire noL surewhat tryjng to thinkup \ome indjrectapprorch(tum to 299).
372-375

572
The door flies open, and two snake-likeffguresdart
ouL from lhe room behind it. They are skeleLal, buL
LatLers of scalyskin hang round their skullsand upper
vertebraqand Lheirspinesare shod wiLh iron. Their
jaw' gapeopen,revealingrazor-sharp incisorteeth as
long as your 6ngers,and Lheyriseup and sway before
you! Resistingtheir hypnoticswayingwill be difficult
Roll one die and add your nolrour score If the total
is 6 or below, the strangeswayingof the snakesdulls
your mind and makesit hard for you lo act swiftiy
and shike effectively, you must sublracL2 fiom your
Attack Strengthin this combat.If the lotal is 7 or
higher,you areunaffected. You must 6ghLlhe magical
Iron Seryenlslogetherhere,and eachhasa venomous
bite. For the 6rsl three Altack Rounds,if one of lhe
Iron SerpentsbiLesyou, you lose 2 srAMrNApoints
throughbeing brLten,and anoLherj srAMrNApoints
from the venoml

S K ILL S TA MIN A
ErstIRON SERPENT 88
SecondIRON SERPENT

If you win, turn to 172

373
In lhe ordinarytrading-postsof Ismater,you can buy
thefollowing.
ExLraProvisions 1 Gold Pieceeach
Rope 1 Gold Piece
Longbowand anows 5 Gold Pieces
574-375 376-5n

Glassboltle r Gold Piece your facelYou feel {aintly ridiculous,buf the animafs
Icepick 3 Gold Pieces saliva has a soothing; healing effect; regain 4 lost
Flaskof Walrus Oil 3 Gold Pieces STAMTNA pointsand 1 point of rucx!Now, wrll you:
4 Gold Pieces Climb the vine, if you havm't do so? Tum to 348
Other items these simple shops supply are hardly Enterthe red tree door? Tum to o3
usefrJ to you - thick firs, evil-looking animal traps, Enterthe yellow passage? Tum lo z9z
harpoonsand the Like.After making any purchasesand
adjusting your AdoenlureSheetaccordingly, will you 376
CareF:lly checking around in Lhebare stone chamber
LeaveIsmater? Tum to 258 revealsno hidden secretdoors or other exils except
Explore the village, if you haven t the door you enteredby. There is only lhe well, and
done so? Tum to 10 thi& mist obscr.:resvisibility only a couple of meLres
Relaxin the Lavems, if you haven't down. You easilyIind a stonelo drop down the well;
Tum to 2o7 from the soundit makes,you judge fhal thereis solid
done so?
ground not too far below - perhaps four or five
metresdown- For the tirne being, you need Lo rest
374
A genLle,tinHing voice dses from the gem-sphere. here; add -z to your Time Tra& and you must now eat
'We are very dose now I need the essenceleft here a meal.When you wake up, if you have a rope. you
Lookl' At a mental urging from Lhemysterious sPhere, could use it to descendfairly safely, you think If you
you can now make out an inky pool o( darknessat lhe )ump, it may be a little hazardous.If you decideto
base of the pyramidal cell as the lights begin to fade tal<eeilheroplioD tum to 46. If you want to backtrack
Intense,manow-freezin8cold is beginningto radiate and searchan areayou haven't visited before,you can
from this dark core, and the sphere is asking you to retum to the antechamber(tum to j32) or tale the
plunge ib into Lhat chill. You will suffer considerable passagewayto the lefl al the top of the stairs to this
darnageif you agreelIf you consenlto LhesPhere's chamber(turn to rjE); male a note of this paragraph
demand,t'rm to 3zr. If you refuse,descendand follow ntlmbet however, so Lhat if you need to reLum here
you cando so,
thepassage below;tum to 53.

3r7
A dappled deer escapes{rom the sackand tums to nm Horibly, youl feet seemto be stuck to the floor! It rs
off into the forest - but, before she does, she licks almosl impossibleto run awayl The monsterbehind
3r8-3r9
Jao-A1.
The-tw: Chillshadows
mergero form a stronger
l1:l
q-eature.EdchAttacl Rorrndyou ffght,you wiJl
p-ont-otsrevlre bec_ause los! r
you are;tanjingwithinthe
ot heezinecold that sunounds
;#!s it" .p"*J

CHILLSHADOW skrtL g
If you win,tum to 36r.
342 343
you it will try to drag you into the Demonic Planes,if thal. Standing behind you is a Dwarf, he is wearing a
the Demon Teslsits Skill successfully, you will be chainmail vesL and is lapping lobacco into his briar-
draggedtowards the mirrorl Howevet becauselhjs is wood pipe,a two-handedbattleaxehangingfrom one
Drearntrme, you canuseyour willpower Lores$t;you wrisl 'Nosy, aren'tyou?'he saysnonehalantly'I( you
may then Testyout Skill and, if you are successful,you want resl and sheltet my adventurousfriend, I'll want
can resisLthe pril of the Demon. If you fail, however, somethingin retum'
you wale irffnediately as the Demon dragsyou down;
Lumto 35a Also, insteadof shiking LheDemon,you The Dwal rsn't after money,having liLtle use for it.
may try lo smash its mirrori this is difficulL because You can stay and talk wllh him if you will give him a
Lhereare so many mirors here If you want to try this Potior; a flask of liqueur, or a smallkeg of bee4 Lumto
in an Atlack Round,.the Minor Demon will auto- 369. If you don'l haveary of these,or won'l part with
maLicallyshike (you lose z srAMrNApoinls) and you !hem,you'll haveto sleepoutsidetonighl rurn ro 275.
mnst Testyon SkiLI,adding 3 to lhe number rolled. If
you are successful,you smash Lhe mirror and the
Demon is dravm, shrieking, back into the realns of
nighlmaresl
MIRROR DEMON sKrLL10 srAMrNA10
If you wi4 by slaying the Mirror Demon or by
banishingit, tum to r74.

342 543
Skirting round the palh taken by lhe pilgrims, you As you approachthe walled Lowers,you can seethat
head eastwardsand enter th woodlands Il is very there are severalwell-armed guards al the gate, lheir
dark below the light excluding evergreensand Lhe chainmailarmour gleaming under their loose-fitling
ground is bare, save for a lhin carpeling of pine grey robes. You have to form some plan in order to
needlesand cones.A hazeof blue wood-smokeleads enter, Lhegreat central tower clearly seemsyour best
you to a wooden cabin.A woodcutter,you expect, beLfor discovery.You could advanceand 6ght your
but you couldn'tbe more wrong As you creepup to way through;if you wish Lo do this, tum to zo5. If
the backdoor,pastLhepilesof choppedlogs,someone you think you know the nameof the High Priesthere,
tapsyou on lhe back and you whirl around,wondering you couldusethis as a way of getting through.If you
how on Tibananyonecould have surprisedyou like do, tum the mans nameinto a numberusine the code
344-5as ja6-3a1

A = 1 , R=2 , C=3 ... Z= 26 and lurn t o t h e


346
paragraphwith that number. If you have seen battoos The Ogre advanceson youl Testyour Skill. If you are
on the arms of the robed mery and you have taltooing successful,tum lo r39. If you fail, tum to 158.
inl< and a needle, you could mark yourself with a
tatloo which youve seen,thenhope that lhis will get
3E1
you past the guards.If you do, you lnow Lhenumber You'veonly got on,eleadaboutwhereto go nexL:the
of lhe paragraphwhere you saw the taLtoo;triPle thal silver plaque with the word Tndimion' on it. You are
number and tum to lhe paragraPh with the same forced Lo spend valuable time here in Rentam trying
number If you don t want to - or you can't use any of lo find out what lhis cluemears Eachday you spend
lheseshategies,Lhm there is no altemativefor you here, you must add u to your Time Track. If you are
but to leave the tow4 Lo avoid the attention of the beinghuntedby lhe militia,you musl roll one die each
suspiciousSuardshere)tum to 75. day; if you roll a 6, tum to 194. Also, each day you
have Lopay for food; you musf deductr Gold Piece,
344 or r unit o{ Provisions, each day you are in Rentam.
The wizard pulls the levet and a Srindrngsound canbe If at any time you get desperatelyshort of food you
heardfrom Lheroom outsrdelIf you wedgedthe door can spend one day doing menial labour in the town
thereshut,tum to gr5 Ifyou didnot do this,tum lo 545 and eam enoughto buy 3 Provrsions(but you must
add 2 to your Time Track if you do lhis). Now, how
345 will you try lo find oul what this single clue,
As you push the door open with your shoulder,Lhe 'Endirnion',means?Will you:
runes glow, then boil into a flare of fire and smoke
You jump back,yelling in pain as you survey your Look for a place called Endimion? Tum to j52
blstered skin. Deduct 3 points {rom your sraulre Ask around for a person narned
Wors! shll, a searchof the guardroomrevealsnothing Endimion? T.'Jtrr.to 2r2
buL dust and dirt. The chest conlainsdirty dothes, Try to 6nd out more about Lhe
mostly rotted lo ragsevenin this dry place.The stone grey-robed men? Tum to 226
axeshereareof no useLoyou beinglong bluntedand
designed for dwarven hands, not yotlrs. You have
wasledyour time here Backtrack,lhen take the pas-
saBeopposile,if you haven'talreadydone so (tum to
jj), or the one opposile lhe hrnnel you entered by
(tum to 47)
568

388
As the door opens, runes on it glow and drain your
vital energies;deduct r poinl from your sKrLL!Now,
you are slanding on a rocky ledge above a cavem so
vast you cannoteven seeits far walls Leadingdown
ftom the rocky ledge is a pair of winding, crumbling
sLonestaircases,which descend61ty mehes or so In
the middle of Lhe cavem is the Night Dragon itself
Your heart sinks as you Lakein its unimaginably huge,
hideously warped and evil form. The monster must
measurefo y mehes from nose to Lail,and its black,
scalyskinshimmerswith metallicblueandsilverthread-
ing. Ils skin seemsLoo tighL for its body in places,
while in others iL hangs in uselessfolds; yellowed
bones protrude through iLs ribs, wings and here and
there along its limbs and tail lts huge head is half
skeletal,as is the powerful and lengthy neck of lhe
Ancient One Sunomding the horror hangs a thick
nelwork of gluey, gelatinousshandsrvhich dlp smok-
in8 acidon to the cavefloor-An icy-blueglow bumsin
theeye-sockels of themonsterwhenit Bazesup at you
Thosecold fires look as deep as the DemonicPlanes
themselves. The jaw of the gargantuan Ancientslowly
dropshalf openand a deepbreathresonaLes round the
endlessgloom of lts nighLmarecave. The monster
advances a metreor two with a foul squelchingsound
comingfrom the cocoonof slimeround its body, but
now il is breaking free. If you wish Lo use a longbow
or crossbow to fire aLthe Nighl Drcgon, .:urrl.rc a77
Altematively,you needto {ind a way dovrryyou have
Lhreechoices.If you wish to go down the sleps,tum
to 147. If yo.u have Winged Boots, you know the
3ag 390-392

nameof the man who wore them before you, convert 306) or advanceon the door oppositeyou (tum to
hjs nameinto a numberusingthe codeA = r' B =.u, 22a).
C=3 . Z=26 Add, the numbers corresPonding
to the leLtersin the name,multiply the total by 3, then 390
tum lo Lhatparagraph.If you have a magicalseed The man will noL meet your gaze. 'I don't know
pod, multiply the numberof shipesin the pod by zr noLhing,I don't. I'm just a farmer Leaveme aloneor
then tum to Lhalparagraph. I'll shout for the guardsand then you'll be for it' He
wandersoff along the trail Warhng for another towns-
349 man seemspointless;you'll wastea loLof time waiting
You are hardly surprised to discover the lwo and it doesn'tseemas if they want to help much.So,
chainmailclad SkeletonWarriors in the bare stone now will you try to ambush one of the grey-robed
chamberbeyond this'doo4 they are guardinga door men (turn to 5r) or give up and leave Camex (tum to
opposiLeyou. You leap to attack but they have an 370)7
unpleasantmode of atLackthemselves. They seemto
be madeof too many bones,with a plethoraof ribs
394
and extralimb bones;as you advance,Lheextrabones You seeno sign of the monsteryou seekdespiteyour
detachthemselves andfly at you in an arcof battering, searching;add r Lo your Time Track Retuming to the
lacerafing,bony missiles!Iest yout Luck.If you are junctionof the variousmine shafts,choosea direction
Lucky,you duck out of the way of most of the bones you havenot takenbe{oreWill you go:
and must lose jusL 1 STAMINAPoint lf you are
Unlucky,you are hit by severaland have to lose 5 North? Tum lo 27
STAMINA points.DisorientaLedby lhis unusualassaulL, South? Tum to 242
you cannot ba& inlo a comer before the Skeleton Wesa Turn to 14
Warriorsare upon you, and you mustfight themboth Tum Lo3o2
together
392
SKI LL ST A M I N A The pillarsreactto your presencand move together
WARRIOR
rirstSKELETON 9 a to form a wall in front of you! You have a strong
SecondSKELETONWARRIOR 9 7 inluition that cutting lhem to shredswith a sword
miSht be fun, but it would cerLainlysummonpowerful
lf you wi& you can eitherreLumto the marncorridor guardsyou'd rathernot face.You larow you're close
outsideand choosesomewhereelseto go lo (tum to to the Night Dragon now You can force a way
ll') 595
394
through the wall, but you'll be squeezedand cnrshed are many magicswhich you could call upon Lo assist
at a cost of 4 points from your STAMINA.You can you. Because
I neversleepor dream- I am a guardian,
reducethis damageto 1 point if you use oil (lantem and Buardiansdo not rest- I do nol know wherelhe
oil or Walrus Oil) to coat your body and armour so
that you reduce the ftiaion and make it very dif{icult
for the ffbrous pillars to grip and compressyour body.
Once through, you 6nd yourself in a pecu.liarrnaze
of winding, bristin& narrow passageswiLh semi-
transparent walls made of the same fiblous material
Finding a way through the folds and tums of this
maze is not straightforward Each attempt you make go seeking.helptherein, you may succeedin the blinl
adds 1 to your Time Track, and you must roll one dre. ol an eyelidin Titan'stime - or you may be dreaming
You may chooseLospenda LUCKpoinLat any time to [or hours.Do not enlerthe Dredmtimelighlly.,
add r Lo the numberrolled on the die. If you roll a r
If, afterhearingthis,you decidethaLyou would rather
on any aLtempt, tum lo ugo.lfyou roll z-5, you simply
rcsumeyou quest at once, fum to r8r If you wish to
wander around for a while, unable to 6nd an exit. ff
you roll a O tum to 2,{3. seekwhatever help you may in the Dreamtime, tum
to 6.
595
'Thercis little I canadd to what the Dragon Conclave
has already told you. However. I have studied all I
could conceming the Night Dragoo and I have oF
served his awakening from [he Dreamtime. Indeed, I
am a guardianof that time,if you like, my magichas
slowed his emergencefrom his ornrnphantasmsand
shadows.Now my magic will no longer suffice Lo
hold him, not after theslong centuries.'For a mommt,
the man looks old and weary; he may appearyormg,
but you realize that he is older than any mortal ever
[o have walked Titan's many lands. 'l know that
within the straneehidden illusions of Dreahtime there
595-395
397-399
think better of it and row back immediately, tum to
door opposite the enkance passage(tum ro r5g1 or
aa2.
descendthe winding stairs(tum to J,aoF

395
The black passagewayis utterly barren.Your footfalls 597
You cangel mmial labouringwork haulingbundlesof
male no sound as you walk along it; it seemsto
turs and logs, for a meagrez Gold Piecesa day rplus
absorbsound into itself. Of all the placesyou may
free food and board). Each day you spend working,
havevisitedin this odd realmof dreams,[his one feels
you must add z to your Time Track, and time is
more real than any other, oppressively,unpleasantly
sLandtwo doors, preciouson your questlWhen you've finishedyour
real At the end of the passageway
one red,one silver.If you decideto openthe red door, work stint,will you now:
tum Lo12j If you opt for the silverdoor, tum to 145. Buy somesupplies? Tum to 373
Your alLernative standsbetweenLhedoors;on a bare Explore the village? Tum to ao
ebony tableyou sea statuetteof the Night Dragon, Relaxin the tavems? Tum Lo2o7
no more than ten centimetrestall It is a skeletal,stark
thing sculpted with its bones protruding tluough
59E
ribcage and wings, and its head is an elongated, The ffnalblow paralyzesyou! Now your opponenthas
reptilian skull with great incisor teeth and deep,sunken fresh meat lo feastupon. Your adventureendshere.
eye-sockets- You could pick up the statuetteand 6nd
out whetheryou can extractany magic kom iL (tum
to j61), or hurl it to the groundand smashit (tum to
329)

596
The notes refer to work being done in the depthsof
the rnountainFrom what you can decipher,a strange
devicehas been constructedto pound ouL a rhythm 399
Your missilespeedsacrossthe chanber and drops
which resonateswith the bones of the Night Dragon,
harnrlesslyagainst a wall of magical force baring i1s
and sornehowthis magically toughem them. You dare
wa_y!EnraSe4 the Slalker-Mage drops his magical
not hang around to check the details,so you leave and
delmce and prepdresto casta spellat you. You must
rcfurn to the qossroads.Tale a route here which you
move forward! Tesl yow ikill. If you are successfr.rl,
have not followed before. Will you now open the
tum to roE. If you fail tum to 56t.
400 Mne Fishnn9Eanl6!
You are outsidethe wretchedmountainof the NiSht
Dragon, still running for your life, when Lhetop blows THE TROLLTOOTH WARS
cleanoff the peakand a massivepillar of 6ery lava and st@elackson
black smoke boils up into the skyl You fall, winded, It tta ed with a ambuh yfhen Balthu Dire's bledlusting Hill
over a small rock and SaspdesPeratelyfor air' As you Goblins nount tletr raid on th Strongm .dawar! little do they
tum round for one final look, a ginger cat appears ralir what dEmatic conseque.cesthen actions will hawe For thal
.davan cdries Cmnelworl, a mysti.al hsb lron E6tem Allansia
beside you, licking its paws unconcemedly.'Great dsti.ed lor none olhd than lhe evil sore.oi, Zhadadan MaEl Wr
fireworkdisplay,'iL says.Cood work. I think an awful befween two lorces well-hatched for evil - is soon to eBu
lot of people,and no few Dragons,owe you a very tvill Balthus Dir's chaoli.s or Zhdadm Marls undead prove vF
preal favourfor that.Arrd whenDraeonsowe favows, bddn The answr is hre, in lhe fi6t liAhting Fmtasy novl

I wise man tnows their value.'The outlineof the cal DEMONSTEALER


shimmersslighLly and begins to grow n size lt grows
Matc Ga{oigfle
and grows and doesn't stoP By the time you have
realized that Lhe smoke and rock pouring from the Il +rted wrrh a bursla.y Bone a ofr on rl.e bd oI dn im-enf
bat a sinister lhief breaks into tie tower of lhe sor@rer Yaztroho
mountainwill cerlainly kill you, no matter how fast Guidd by long-dad voices, he Mnages to nale off wilh an d
you rlm, Lhecat has changedits form into that of an cint saoll whose *dek .ould spell d@n ad dsttu.tion foi all
enormousGold Dragon,he picks you up in his front
paws so gently it feels like being tickled wrth a Chadda Darkme is soon on the trail of the thEf But as lh quest
grows ewc longer his naggin8 doubts aboul the power of sorcery
feather.Jus! don'Laskme who I am,'the Gold Dragon th into nishtmares The hail leads Ia beyond northem Allmsia
says stemly. 'Sufficeto say that I do not have to to lhe Pi.ate Coast and the lwisting alle'ryays of !.inol! where
wony about breakingany Oaths - not when I was Lhe Ddkmane s be.ome fleshl For ihe thief has uRd rhe
ancienl scroll^ightnrer
to suonon oth6 to help him in his sorcerous hsl,
one who inventedthem in the first p)ace.Let us be
Demons who d hot boud by the constraink of earlhLy foms
gone.' As the great, majesLicform of lhe mighty Lord who feast on th hum spiit
of Dragons rises into the heavens,you fall into a A few brav conpaions a.conpdy Ddkhme, but will they be
weary sleep. When, many hours later, you awaken, nough - ad in tihe - to stop the lhief from mlo.king the ffnal
you will be gladthat it wasa &earnlessslumber. seoet of Yazhoho s *oln DenarctealeL the second lighlhg
Ftutasy novel in a seriesihat beaa with Trg Trcl//drl W,^, holds
OUT OF THE PIT
FiShting Fantasy Monsteh
Sl,o, lacboh ann ka Lioinsstak.
From the darkest @ms, ftom the deepest p@15 ed from the
dung@6 thoryht only to exjst in nightmre come th. F8hti.g
tmtisy nqst4 - the domfal of nEny a bave weiq. Two
hurdrcd dd 6f{y of rh.* tdrhlde @rurcs froh th wild md
daAtuE worlds of Fiahhna Fetasy ae @llctd her - she m
old advddies, @ny you hawe yet b met each oI then de-
sdibd in minute dt.il An indispensable Auide for FiEhtinA

TITAN
The lightinS ldtasy World
StaueJacLronand It" Lioiflgston,
edibi by Matc G@istu
You met the noGtsr in Ort,f rtu El now @et the rest of the
Fightingldt sy world! No advstus shouldb wth@r this 6
htial guide lr <onr.inseverylhin8you needto bow, .ovdi.g
the tubulnt history of tle world,ftom ik dationdd dly .ivilz
alions - through the devastatingWd of lh Wiz.rds - to th
presmtday wildeme$andana..hywherethedllcate b.hncebe-
tweencood a.d ch.os couldar ay monentb ovlrmed
IIGHTINC FANTASY
Th htrodu.tory Rledayins Glm
St a. leckm
Thillhg rdv.ntues oI swoid.nd sorcery cohe to liG in the light-
ing fantuy Gmbooks, whd the readq ir the h.@, di.ing with
d..th .nd ddo$ in srdr of v lai6. h@.@ d ftedon Now
YOU d oqle yd (m Fidting F,nt !y ad@tuG and *nd
ytu fria& ofi d d.ng@r hjaeids! In thir d.rly Fitta h.nd-
b6t tlrc e hnts on d.vhing onbah, hd3teB to ce hi*3
ad h.ti.r I well 6 two mini-adventuEs.

THE RIDDLINGREAVER
St oelo.Ltu
FN liAhthg Fantasy episd$ to be played .s 3petie addtfts
or d !t.gr in an epi. ..lvntuF, Ttu Rtddlins Rned is tilal
worthy oI th. mGt .laring adv.nhftn Hi! mind i, inmtable^
-
but ths. i! no doubt lbout th. ehaos he planr to urnashon th.
world. He fra4 be rtopp.d, d$pite the h.a& of the 16*l
A tollownlP ro EiStui"s Fent6!: '1tu Indu.ldV RtL-plaias Cetu,
it @nt.l^s in tru.tim and k.Mios e tlEt y@ 6 coi@ up
advenhe! Lr yd &i.n& and rad theh on their ndt danAerou!
and puzling hission yet,
St@elackson's
SORCERYI

Your sarch for the len la.y Crown oI KinAr take you lo the
Shmutanti Hills Alive wth ewil creatues,lawle$ wr'!sg' d,u
bloodthmfy nonstd, the la.d is nddled with tricks and haps wait-
ina {or rhe uwary havellei will you b able ro oo$ rhe h ts
safely md proceed to the second part oI the adventu.er or will
you perish in the attedpt?

2 Klraft Citvpad of Ttdps


As a wdior relying on fo.ce of ams, or a wizdd kained in maAic,
you nul brave th ldor of a city buill to hap the uwdy You
will need all you. wit3 about you to suriv the mimaghabl hor-
.os ahead and to makEsdse of th .lues which nay lead lo you
su..ess or to your dooml

Selen deadly and mgi.al serpentsspeed ahead of you to wm the


evii Ar.hmage of you coning Will you be able to et.h thd

At the end of you long keL you face the unknosn teros oi the
MaodA Fo re$ Hidden inside the keep is the Ciown oi Kings
- the dtimale goal of the 5a.ry1 epic But btrrd lor iI you
have nol defeatd th Svn &rpnh you. arival has bem antici,

conplete wfth aI rhe magi.at spells y6u wil need, each boof car
be phyed either on its own oi as part of the whole epi!
SHADOWMASTER
, kn Liunsstm
Chaos sialks the wild land! of northem Allmsia Crul b.ndik raid
the vnlags,hnsacllng.nd looting as they go Now thdgh, the
atla.tds re in scard of a tr.8u Id hor vahable thln rold
Dnven by lhetr inhuMn ]e.der.lhey 4e .n puliuit of thc k.y1h'l
will !r od th wcry myri.ri.s of life ad d6th itlelfl
'nF $l@ Yalrotu, for eo lone the sdappointd gurrdid of
tlE lan& affd Ddtwood Fo6t, mot stand ly by whilc his
c(Mtrym6 e pll to rhe sword With Cha.l'L DdloEn! .lo& at
hard, Yaztromo emb.*s on a quest to dimve. th so|@ of the
raids md th sinists reason behind them
What they discover is that when Chaos rules, nothing can vs be
as it sehs Fan hidsfoul. insditv hid* irner older. and ddkre$
lukr deep within the light. C& Yzhomo md Dr*Nne deteat
these lusionsto discoverthe real masterof th rhrdowt Only
shadtum'4d. th. ll,:.ndF.|.tin8 Fdtasy novel, @ tell youl
Ad@.1 FiehhagF ntae!

DUNGEONEER
Malc G@isk .nd Pet.Tanlvn
Now yd and yq fiiqds qn oqre yq om tar ay |lwi6!
I!.gin. th,l yd e the dft.tq .nd yq tia& e rl,e Gr of
hs. W l you 3.nd thm to b.ttl. w h tk.vilwia,d q rcoR
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