Professional Documents
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FF59 Curse of The Mummy
FF59 Curse of The Mummy
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,ililll[lJil[[ltli
WIZARD BOOKS
ISBN-I 0: 1-84.0
46-802-s
ISBN-13: 97I -1I 40468-02-l
z. Roll two dice for yourself, then add your clrrent sKILL i;re;mes you will find yourself under attack from more
score.This total is your Attack Strength. r-neperson or creature in combat. Sometimes you will
t'tr*l-:.
tr',:: rhem as a single opponent; sometimes you will be
9
able to fight each in turn; at other times you will have to Roll two dice. If the number rolled is lessthan or equal to
fight them all at once! If they are treated as a single oppo- your current LUcK score, you have been Lucky. If the
nent, the combat is resolved normally. I4lhen you are number rolled ishigher than your current LUCKscore/you
instructed to fight your opponents one at a time, the have been Unlucky and will be penalised.
combat is again resolved normally - exceptthatwhen you
Eachtime youTest your Luck,you must subtract one point
defeat an enemy the next one steps forrnrardto fight you! If
from your current LUCK score. So the more you rely on
you find yourself under attack from more than one oppo-
rucx, the more risky this procedure becomes'
nent at the sametime, eachadversary will make a separate
attack on you in the course of eachAttack Round, but you
Using Luck in Battles
can choosewhich one,tofight. Attackyour chosentarget as
in normal battle. Against any additional opponents you In battles,you always have the option of using your LUCK/
roll the dice for your Attack Strength in the normal way; if either to inflict a more serious wound on an opPonent or
your Attack Strength is greater than your opponenfs, you to minimize the effects of a wound you have just received'
will not inflict a wound. ]ust regard this as though you If you have just wounded an opPonent you may Testyour
have parried an incoming blow. HoweveL if your Attack Istckas described above. If you are Lucky, subtract an extra
Strength is lower than your opponenfs you will have been : points from your opponent's sTAMINA score (i.e. 4
wounded in the normal way. Of course, you will have to instead of z normally). But if you are Unlucky, your blow
settle the outcome of eachadditional adversary separately. only scratchesyour oPPonentand you deduct only r point
trom your opponent's sTAMINA (instead of scoring the
Luck normal z points of damage, you now score only r).
In certain paragraphs you will be told to Testyour Luck, If the opponent has iust wounded you: you can Testyour
and you will then find out the consequences of being Itck to try to minimize the wound. If you are Lucky, your
Lucky or Unlucky. At various times during your adventure opponenfs blow only grazesyou; deduct only r point from
you may use LUCKto make an outcome more favourable your srAMINe. If you are Unlucky, your wound is serious
to you. But beware! Using rucr is a risky businessand, if and you must deduct r extra sTAMINApoint (i.e. a total of
you are Unlucky, the results could be disastrous. 3 points from your own sreulue).
The way youTest your Luck is as follows: Remember: you must subtract r point from your lucx
sc,oreeach time vou Testvour Luck.
IO
More About Your Attributes You can restore lost sreIratNA by eating meals or
Provisions. You start the game without any Provisions, but
skiu during your adventure you will be able to obtain meals.
Your sxlrr scorewill not change much during the course You must keep track of how many meals' worth of
of your adventure. Occasionally a paragraph may give Provisions you have remaining by filling in the details in
instructions to increaseor decreaseyour sKrLLscore,but it the Provisions box on your AdaentureSheet.Eachtimeyou
may not exceedits Initial value unless you are specifically eat a meal you may restore up to 4 points of suIraINl, but
instructed to the contrary. rememberto deduct r meal from your Provisions box. You
may rest and eat Provisions at any time except when
At various times during your adventure you will be told to
mgaged in battle.
Testyour Skill.The proiedure for this is exactly the same as
that for Testing your Luck: roll two dice. If the number Luck
rolled is less than or equal to your current score, you have
Additions to your LUCK score may be awarded in the
succeeded in your test and the result will go in your
adventure when you have been particularly Lucky or
favour. If the number rolled is higher than your current
created your own Luck by some action. Details are given,
sKILL score,you have failed the test and will have to suffer
where appropriate, in the paragraphs of the book. Remem-
the consequences.However, unlike Testingyour Luck, do
ber that, as with sxlrr and sTAMINA,your LUCKscoremay
not subtract r point from your srrn each time you lZsf
not exceed itslnitial value unless specifically instructed on
your Skill.
a Page.
Stamina and Prcztisions
Poison
Your sreuINA score will change a lot during the adven-
ture. It will drop as a result of wounds received through You have spent many years adventuring in the dangerous
combat, or by falling foul of traps and pitfalls; and it will lands of southern Allansia. As a result, you have been
also drop after you perform any particularly arduous task. exposed to various poisons on many occasions and, in
If your sTAMINAscoreever falls to zero or below, you have defence,your body has built uP some immunity to their
been killed and should stop reading the book immediately. etfects. Throughout your latest adventure you will no
Brave adventurers who wish to pursue their quest must doubt be exposedto the bites and stings of venomous crea-
roll up a new characterand start all over again. tures, or you will encounter enemies who have no qualms
T2 T?
about using poisoned weapons against you. Although you
can recover srAMrNA lost to the effects of poison (as
explained above), the build-up of toxins in your body may
still prove fatal. Whenever you are told to increaseyour
POISON score,record it carefully on your AdoentureSheet.
You begin your adventure with a poison score of zero.
Should your POISON total ever equal or exceed18,the tox-
ins coursing through your bloodstream will kill you and
your adventure will end there and then. The only way to
reduce your POISON score is by the use of certain potions
and charms, or in certain exceptionalcircumstances.
Equipment
You have begun your adventure with very little equipment
indeed: just a sword, a backpack to hold your Provisions
and treasure,and ; Gold Pieces.To begin with, you do not
have a lantern or any Provisions. Note down the Gold
Pieces in the appropriate box on your Adamture Sheet;
everything elsegoesin the Equipment box, as will any other
useful items you may find or purchase on your travels.
Alternative Dice
If you do not have a pair of dice handy, dice rolls are print-
ed throughout the book at the bottom of the pages.
Flicking rapidly throughout the book and stopping on a
page will give you a random dice roll. If you need to 'roll.'
only one die, read only the first printed die; if two, total the
two dice symbols.
r4
ENCOI]NTERBOXES
EQTJIPMENT
AND TREA.SUSE
Skulls.Great rewards guaranteed.Apply ferran Farr,
BAC K G R O U N D The Monkey's Paw'.You madesomediscreetenquiries
about this possibleemployerand discoveredthat he is
an archaeologistof somenotoriety; he doesnot enjoy
a very good reputationamong the advenfuringfrater-
Facing its twin, Halak, on the other side of the mouth nity of Rimon and is consideredby most to be no
of the Bay of Elkor, Rimon is the capital of the Pirate better than a tomb-robber.However, times are hard,
Coast. With their ramshackle mazes of streets and so you decided you had nothing to lose and made
twisting alley-ways, the two ancient towns, perched your way to the Monkey's Paw, a seedy drinking-
on the steeply sloping sides of twin mountain peaks, housein one of the poorerpartsof Rimon.
are a haven for buctaneers and renegadesreven the
feared pirate captain Garius of Halak has his secret Enteringthe bar, you find the clienteleas shadyJook-
hideout somewherealong the coast. It was a crew of ing as you would expect,and the landlord looks as if
these scurvy pirates who attacked the merchantman he would cut your throat as soon as serveyou a drink.
on which you had gained passage, travelling north You mention JerranFarr'sname,and with a grunt the
from Kaynlesh-Ma and making for Port Blacksand. landlord directs you to a man sitting at a table by
Your vessel was sunk and all on board were left to the himself. JerranFarr, a moustachedman in his mid-
mercy of the sea. thirties,looks as if he too has known his fair shareof
hardship;he is tanned from days of toil in the baking
After several days you were washed ashore - as far as lands at the edge of the Desert of Skulls and his
you know, the only survivor of the wreck - with only sleeveless leatherjacket,like the rest of his clothes,is
your sword and enough money to keep you from wom and dusty and he wearsa batteredwide-brimmed
starvation for just a few days. Finding yourself not far hat to keep off the sun. Having madeyour inkoduc-
from Rimon, you made your way to the town, hoping tions,you sit down oppositethe man.
to find work guarding a caravan heading north, but
you missed the last one to leave for several weeks by Tlave you heardof the Curseof Akharis?'ferran asks.
only a day. So instead you decided to find gainful You shake your head. 'Then I will tell you of the
employment that might eam you your Passage on legend.Centuriesago, before the drowning of Atlan-
another ship heading for Port Blacksand. tis by the gods, the three maior continentsof Titan -
Allansia,the Old World and Khul - were all loined
Then you saw a notice nailed to a wall in the Adven- togetheras one massivecontinentwhich early records
turer's Guild. The notice read: 'Brave warrior required call lrritaria.At this time, at the southemedgeof what
for dangerous mission into hills around the Desert of we now know as the Desert of Skulls, there existed a
tB t9
gave him water and hied to makehim as comfortable
as possible.As soon as he had recovereda little, he
told me what had happenedto him. He was part of a
group of explorers who had been investigating the
in the mountains,along with fabulousriches.Akharis lands at the edge of the desert.He told me that at a
was the last of the rulersof Djarat to be buried before ruined temple by un oasisthey uncoveredan inscrip-
the parting of the lands. He favowed Sithera, the tion that revealedthe location of the lost tomb of
Goddessof Evil, above all the other gods of Diarat Akhariswith all its heasures.They set out to find it at
and was the cruellesttyrant the kingdom had ever once,but they had not gone very far when they were
known. He demandedhumansacrificesfor his goddess ambushedby a group of people,swathedin red robes
and was said to conrmunewith dark spirits and bring that bore the emblemof a golden cobra.The rest of
the mummiesof his ancestorsback to life' When at his party were either capturedor hlled and he was left
last he died, poisonedby one of his enemies,he was for dead. When it was safe, he started the difficult
joumey back to Rimon to wam the people what was
aged one hundred and fifty-six. As he lay, dy!g,
Akharis called on Sithera, saying that one day he happening,but he only madeit as far as my camp.He
would retum and all would suffer under his curset died the next moming.'
Absorbedby ferran'stale,you ask,'So who were these
red-robedattackers?'
Members of the Cult of the Cobra,' he replies.'This
cult was the priesthood that worshipped Sithera in
Djarat and they were Akharis'smost loyal followers.It
terribledeath-traps.' has always been their aim to find Akharis'stomb and
resurrecttheir long-deadmaster,so that he could call
'lnterestingas all this is, what does it have to do with down his curseupon the land and reclaimhis kingdom.
you wanting to hire a brave warrior for a dangerous The secretsecthasbeenrevived in the last decadeand
mission?'you askthe archaeologist. it looks as if the Cult of the Cobra have at last found
his tomb and are preparing for their king's retum.
They must be stopped,or all will suffer the Curseof
Akharis. I need one brave warrior to accompanyme
and infiltrate the cult without their knowing, to thwart
their evil plans.If you will help me - and should we
27.
20
succeed- the treasuresof the tomb will be our
reward.'
'Of courseI will help you carry out your plan,' you
say.The possiblerichesto be found in the tomb could
makeyou wealthy beyond your wildest dreams- but,
more important than that, the cult must be stopped
from bringing suchan evil back into the world. There
is no time to lose.You both leavethe Monkev'sPaw
immediatelyto preparefor your quest.
The pair of you have not gone far along a narrow
back street on your way towards the markets of
Rimon when a figure,coveredfrom headto toe in fine
red robes,drops silently from the top of a wall to the
ground in front of you, and a harsh, hissing voice
behindyou says,'Not so fast,JerranFarr.'
Tum to paragraphr.
t-
You spin around,to see two more people dressedin
the samemanner as the first, only their eyes visible
betweenthe swathesof red cloth. Their robesbearthe
emblem of a rearing golden cobrar they must be
membersof Akharis'sevil cult. Eachof the cultistsis
armedwith a long curving sword, and an assortment
of other silent death-weaponshangs from their belts.
'They must have discoveredthat the explorersurvived
their attack and they followed his trail to my carnp,'
Jerranwhispersunder his breath,'and from there they
must havefollowed me to Rimon.What shallwe do?'
Will you:
Draw your sword and run at the
cultists'leader? Tum to rE5
Draw your sword and standyow
ground? Tum to 68
Try to escape? Tum to 259
2
As you run for the exit from the inner sanctumof the
Temple of Sithera,the roof gives way and you are
crushedunder tonnes of rubble. Your adventureends
here.
Et r
4 5
Etr
E
After meanderingtlrough barren,rocky hills, the hack
descendsthrough a boulder-shewn pass and divides,
one branchcontinuing north-eastwards,while the other
leadsdirectly towards a line of severalhigh peaksin
the east. Looking at Jerran'smap, you see that the
route you are now on goes towards the temple,while
the new path to the right should take you to the
Shamanat Spirit Rock. Will you continuenorth-east-
wards (tum to r.46) or take the right-hand fork (tum
to vg)?
I
It is not long before you come to the top of another
flight of stone steps;at their base,you enter a large,
rubble-strewnchamber,its ceiling some ten metres
aboveyou. Tum to zoz.
EE
aa-43 4
Et r
rFtg
traT
ascentof Spirit Rock again,tum to 5gr-.lf you prefer
to abandonyour searchfor the Shamanand set off in
Betweenthem, the rn"r.f,rl?, have somevery interest-
searcl of the templeagain,tum to r7E.
ing items for sale' they are listed below with their
pti."t. If you decideto buy afVlhing, do so, then tum
r8
io the relevantparagraphto ftnd out more about your
Thereare two ways you canuse fue as a weapon.The
new acquisition.
first is to fight using a torch, if you have one. If you
Oil of Lotus - + Gold Pieces Tum to r55 do this, tum to r58 and fight as normal,but with your
Two Yokka Eggs- 6 Gold Pieces Turn to z9r Attack Strength reducedby r point; if you win an
Sandworm'sTooth - 6 Gold Pieces Tum to 548 Attack Round,you will cause4 points of damageto
AlabasterScarab- z Gold Pieces Tum to 4r the Mummy's srAMrNeratherthan the usualz, since
Crystal Pyramid- 5'Gold Pieces Tum to zo9 your weapon ignites its bone-dry bandages.The
secondmethod is to throw a fire source,such as a
When you have finished here, you leave the market
lamp, a Yokka Egg or a buming skin of oil at the
and set out on your quest;tum to a4z.
Mummy. For each one you attack in this way you
16 must Tesfyour Skill;if you succeed,the Mummy bursts
into flamesand is destroyed.You may try this method
The passageends at a fligtrt of steps' Descending
as many times as you have fire sourcesto use. Once
these,you-are surprisedto find yourself in a partially
you haveusedup all your fire sources,or when you give
flooded network of tunt els. As this is the only way
up this method of atlack,note down how many of the
Mummiesyou havealreadykilled and tum to r58.
a7
You fall only a few metres and fortunately suffer
nothing worse than cuts and bruises(deductz points
from four sreulNe). If you want to attempt the
trtr
2(>21
Etr
2t- 22-24
EE
I
25
zGzT
27
To reach the deeper sectionsof the tomb, you will
have to enter the Fangsof Sithera.The only way to
escapeis to locatethe door-release, hidden in a comer
of the room.' If you ever find yourself in the Fangsof
Sithera halve the number of the paragraphyou are
reading at the time, then tum to the paragraphwith
this new number.Now retum to zE6.
l
Et r
zE-So 5a-r'
2E
As the BlackLion slumpsto the ground, a greatthggt The night is numbinglr;ld and you are barely able
goes up from the onlookers. Ierran is not badly to sleepat all. In the moming you feel worse than you
iounded but, becauseyou were diskactedby having did when you settled down the night before (deductz
to fight the deadlybeast,the cultist hasgot away' You points from your sreurwe). As the feeling retums to
will-now have to try to head him off on the way to your limbs with the rising sun's warming rays, you
the tornb (tum to z4z) or give up the chaseand visit consult|erran'smap; it showsyou that you must now
the markets,to preparefor your quest(tum to uz)' headdirectly north for the temple.Tum to 5.
35
Full of hepidation you step over the blood-stained
If you do not, you say just anythinS;tum to 56t' sand and round the great Gtrcassesand enter the
tomb. Tum to zo4.
5o
(tum to zS+F
EE
34
The key hrms in the lock and the omate stone door
swings open. You are at the top of a wide stone
staircase;descendingit, you entera vast,high-ceilinged
chamber.The blue roof is dotted with stylized yellow
stars,while the walls are coveredin plasterwhich has
beenpaintedwith scenesof the deadking's life. In one
frieze he venerateshis dark goddess,in another he
dictateshis harsh law, and in another he communes
with vile, demonic creafures.Several archways lead
out of this main chamber,allowing you glimpsesof
fabulousgolden treasuresand casketsbrimming with
sparklingjewels.
However, your attention is drawn to Akharis's huge
stonesarcophagus and the enorrnousserpentwrapped
round it. Covered in red, black and yellow scales,the
giganticsnakemust be at leasttwenty metreslong! As
your light falls on to its body, the serpent'sancient,
:eptilian eyes flick open. Slowly it raisesits head and
startsto uncoil itself, its hard skin grating againstthe
stone of the coffin as it rubs acrossit. With fangs as
iong as your arrn, dripping with venom, the Great
Serpentattacks.
GREAT SERPENT sKILL 8 S TA MIN A 11
trE
5f57 5'F.59
55 for you to do here but refum to the trail and set off
You leap through the archway just as the statue againeastwards.Tum to z5o.
crashesto the floor behind you completelyblocking
the way backinto the chamber!Youwill neverbe able SE
to move the colossus,so you descenddeeperinto the Pulling the iron wand from your backpack,you strike
tomb.Tum to z16. Akhariswith it. At oncehe is surroundedby a shimmer-
ing black aura- and he seemsto revel in it. You are
wielding the Sceptreof Oset, which the ancientDjara-
With the cultist d"ud, tli"6 glowing sphere she was tian people hid from the Cult of the Cobra becauseit
using to light her way fades.Ignoring this, you look was imbued with evil power. Rather than weakening
uro,nd to iee what elseyou can find. The cultist was the Mummy, it has strengthenedhiml Rememberto
recoveringa smallea*henwarejar, which (asyou leam add r point to Akharis's srnl and 3 points to his
when removing its lid) containsa peculiarly shaped, srAMrNAwhen you come to fight him. Now tum
mummifiedobiect.If you want to take this jar, add it to ar5.
Etr
40-42 45-4s
trE
46".47 47
Et r
4E-5o
48
Swimming towards you :re two huge reptiles, each
four metreslong. When they are very close to you,
the crocodilesopen their jaws wide and attack,intent
on satisfyingtheir voraciousappetites.In the narrow
passageway,fight the creafuresone at a time. How-
ever, becauseyou are fighting waist-deepin water,
you must reduceyour Attack Strength by r for the
durationof this battle.
S K ILL S TA MIN A
FirstCROCODILE 8 7
SecondCROCODILE r I
49
As you hit the ground, the Yokka Eggs in your
backpackbreak.At oncethey hatch,releasingthe fiery
birds.For eachegg you break,deduct one dice worth
of damagefrom your sTAMINAas the blazingcreatures
bathe your body in flames.If you survive, tum to
202.
5o
Keepingyour back againstone of the tall pillars,you
areableto fight the Caarthone at a time.
trtr
55-54
SKIL L ST A MIN A 55
CAARTH WARRIOR AO ao You become engrossed in the game, forgetting your
CAARTH SORCERER 9 8 worries for a while. Soon the board looks like this'
Hffi
5v56 57
s6
An eerie silencepervadesthis areaof the city. Inside You reactimmediately,,flnting throughthe gorge
the buildings you find rooms containing stone tables althoughyou arestill hit by a
awayfrom thelandslide,
and benchescoveredwith rusty tools and broken clay few small rocks (deduct z points from your srluIN,l).
pots. In the heart of the complexyou enter one room Tum to 89.
EE
5E-6o 6t
59 6t-
When the Death Spiderbites you, it also injectsits
Finding itself being overwhelmed by your superior
poison into your bloodstream,paralysing you. The
righting skill, the Dracon leaps out of reach of your
Demon drags your body on to its web and goes on
weaponand takesto the air on its stubbywings.As it
biting you until you are dead.Its dire task complete,
fliesaway, it continuesto hurl insultsat you until it is
the Death Spider,along with its web and your corpse,
out of earshot.Alone again, you continue on your
dematerializes,
retuming to the Realmsof the Damned,
quest.Tum to z5o.
where your soul will be extractedand tortured for all
etemity!
6o
The lapislazuli set into the breastplate
glows with an
inner light and aboveyou hovers a great spirit falcon,
trtr
6z-65
6z
Thesedesolatehighlandsseemto be devoid of life in
any form; you make your way further to the east
65
Passingthe door from the Decayer'schamber,and the
enhanceto this level of the tomb, you soon come
upon a stone door, without a handle,in the left-hand
wall. You try pushingagainstthe door but canfind no
way of opening it. Then you notice an inscription
carvedround the door. If you want to stop for a while
ffitr
6+-6s 6ffiE
Et r
6tr7r 7244
74
Unrolling the scroll, you see that it is covered in
incomprehensiblehieroglyphic picture-script,written
7L in black ink and arrangedinto ftve columns.You can
Peeringthrough the archway,you find yourself look- make no senseof the hieroglyphs, so you roll the
ing into a smallchamberfacedwith stone;its walls are scrollup again and fuck it into your backpack.Retum
coveredin hieroglyphsand carvingsof animal-headed to \sg.
trE
75a6
75
Walkingalong the sand-strewntunnel,the passageway
evenfuallytums ninety degreesto the left, then contin-
ues as before. As you progressfurther you see that
aheadof you, to the right, part of the tunnel wall has
cavedin, revealingthe entranceto a roughly circular
funnel.As you approach,you can hear scuttling and
scraping sounds coming from the hole. A huge,
glossy-brown,oval-bodiedbeetle enters the passage-
way, rolling a large ball of compactedearthand stones
in front of it. Then the Giant Scarabstops, sensing
your presence,and clicks its mandiblesmenacingly.
You have invadedthe beetle'sterritory and are block-
ing its path. With one tremendouspush, the Scarab
sendsthe ball of earth hurtling directly at you. Test
yourSkill.lf you succeed, tum to 246.lf you fail, tum
to t7z.
76
You wake up as the sun is rising over the eastemhills.
You are lying in the middle of a dusty track that
wends its way north-westwardsthrough the wilder-
ness.Behindyou, many kilometresaway on the hori-
zon, you can see the silhouetteof Spirit Rock. Lopar
has helped you once more on your quest (regain r
lucr point and z srAMrNA points). With renewed
vigour you proceedon your way.
Under Glantanka'sunrelenting gaze you havel on
through the heat of the day. The uneven path leads
you further into the wildemessthat fringesthe Desert
of Skulls.You follow the route north-westwardsacross
EE
7749 Eo-Ez
boulder-strewnhills and through narrow valleys. As boks as if a Giants' game of knuckle-boneshas been
you passthrough one rocky gully you notice a large lhy"d here. The only signs of life in this scorching
hole at its base,Ieadingunderground.Do you want to rildemess are the occasionallizard, running over the
stop and investigatethis entranceinto the earth (turn rodcsin searchof beetles,and a lonely bird of prey
to 524) or will you continue on your way without oaring on the warmthermalsaboveyou in thecloudless
hesitation(tum to zz6[ are sky. The only sound is made by a cool breeze
Bowing throughthevalley. . .but it isn'ttheonly sound!
n You aresuddenlyawareof a low growling comingfrom
You squeezethrough the smallhole and crawl along a ornewhereamongthe rocksbehindyou. Do you want
tunnel on your belly for a few metres. The tunnel binvestigate thesourceof thisnoise(tum to zg4),orwill
suddenly slopes steeply downwards and you find 1lrouhurriedlymove on eastwardsagain(tum to z5o[
yourself sliding into the depths of the temple. The
tunnel eventuallyopensinto a bare chamberand you EO
are deposited on the hard stone floor. An archway I is a closething, but Nemset'spiecejust beatsyours
leadsout of this chamberand further into the temple, b the oppositeend of the board.You concededefeat
so this is the way you will haveto go. Tum to 342. ld prepareto leavethe tomb. Tum to 5zz.
78 Er
You know you cannotharm the Sentinelof the Shrine There is a sudden blinding flash and, as your eyes
unlessyou are in contactwith a piece of the material r€cover,you are startledby the sight now in front of
from which it is formed. However, while retrieving you. Under the intenseheat of the explosionproduced
this item you are vulnerableto attack and must auto- by yo* attackthe sandthat the Golemwas composed
maticallylose the ftrst round of combat.After that you o{ has completely vitrified. Standing on the path in
canfight on asnormal. front of you know is a motionlessglass stafue.You
give the Golem one great push and it plummetsover
GOLDEN SENTINEL sKrLL11 srAMrNA12
tre edge of the precipice,smashinginto hundredsof
If you win, turn to 566. pieceswhen it hits the rocks below. Regain 1 LUcK
point for your quickthinking and tum to rE5.
trtr
Es-8+ E5-8E
EE
Etrgo
E9
As the dust clears,you hear a terrible shriekand look
up at the rocky ledgesaboveyou. On both sidesof the
gorge, among the rocks, is a group of six baboons.
They are almostas large as men,coveredin bristly fur
andwith viciousJooking,sharpteeth.They are leaping
up and down, snarlingand howling cnrelly.One, larger
fhanthe rest,is standingon its hind legsand holding a
boulderover its head.It musthavebeenthesecreatures
which causedthe landslide.Sensingthat the baboons
will attackat any moment,you unsheatheyour sword
- and not a momenttoo soon,as the two nearestapes
leap towards you, ready to tear you to pieceswith
theirclawedhands.Fight them both together.
S K ILL S TA MIN A
FirstBABOON 7 j
SecondBABOON 6 6
9o
As you reachthe top of yet anotherridge you passan
outcrop of rock, and suddenly your goal becomes
visible.At the edge of a vast mesa that stretchesto
the east and north, rising up between two of the
sandy hills is a tall pinnacleof rock, its sidesalmost
vertical.A massiveboulder,which appearsto be precari-
ously balanced,rests on its flat top. The boulder is
coveredin swirling pattemsformed by veins of some
cryrstalline
substance. Thereis a strong auraof elemen-
tal energy about the place and a voice inside your
EM
9a-92 93-94
head tells you that this must be Spirit Rock. A thftl you passthrough other areasof the city that may be
kail of smoke rises into the air from the top of the d interest.To your left, extendingtowardsthe distant
boulder, and you can just make out rnrall ."rr. edge of the cavem are the tombs of Djaratians,while
entranceat its basewhere it restson the "pinnacle.The to the right are shrinesto their gods. Do you want to
Shamanmust live at the top of the rock and, from all proceedby making for'
appearances,you assurnethat he is there at the
The tombs? Tum to r49
moment. However, the only way you are going to
gain accessto the cave is to scalethe pinnacle.If you The shrines? Tum to 295
are determinedto seekthe Shaman'said and ,"*l to The Templeof Sithera? Tum to 595
make the dangerousclimb, fum to ry2. lf you would
rather abandonthis approachand set off in searchof
the templeoncemofe, fum to r7E. You fall more than twentfietres down the sideof the
pinnacle,hitting rocky outcropsand ledgeson the way
down.You landheavilyamongthe bouldersat the base
of Spirit Rock,seriouslyinjured;you arecoveredin cuts
and bruises; you have several cracked ribs and have
sprainedyour left ankle (deduct 7 points from your
sTAMINA,z points from your srtn and r point from
your rucr). You areno longerin any conditionto climb
the rock so,having tendedto your wounds,you set off,
hobblingin greatpain,for the temple.Tum to r78.
94
The Decayer bursts into flameson contact with the
sourceof your fire and is soon consumedby ftre. You
carefully avoid the undead creafure as it stumbles
about in the chamber, screeching and deftly move
towardsthe door. Turn to r4E.
trE
9r.96
95 97
Your secondquestion.In reachingthe Necropolisyou At last you find yourself face-to-facewith the ancient
have ferried yourself acrossthe SacredLake.Bgt tell evil that you carneall this way to destroy.Remember
me this: who ip the Ferrymanof the Gods and Lord of to deduct any points of srln or srAMtNe damage
Rivers?'Convert the name of the deity that is the you may have already causedthe Mummy, then do
answerinto numbers,using the code A = a, B = z, battlewith Akharis,who tries to beatyou into oblivion
C = 3 .. . Z - 26. Add the numberstogetherthen with his powerfulfists.
tum to the paragraphwith the samenumber as the
total you have calculated.If you get it wrong, or if AKHAR.IS SKILL 15 sr AM I NA 25
you do not know the.answer, tum to z6z. lf you overcome your inhumanly strong, ultimate
opponent,tum to 556.
'96
'Thankyou, my friend,' saysthe old knight. You are a
98
truly noble and honourablewarrior. Betweenus we A short figure suddenlyappearsin the open doorway.
have rid the land of one of the foul giant brethren.Let The man is dressedin plain grey robesand is wearing
us drink a toast together.Gordo!' he calls.lVhere are a mask with grotesquelyexaggeratedfeatures.'l am
you, man?'Femandez'scowardly manservantemerges the great Cranno,masterof a thousandroles,Possessor
from his hiding placeand approacheshis master.'Give of a thousandguises!'the little manbooms.Will you:
me the bottle of Old Samak'swe've got,' the old man
tells him. 'Here, my friend,' he says,passingyou the Ask Crannofor his helpt Tum to 5o4
bottle, 'this will revitalize your spirits.' You take a Attack him? Tum to r54
swig of the fortifted wine and immediately feel its Leavethe theatre? Tum to 8
effects.Restoreup to 4 srAMrNApoints and add r
point to your Attack Strength for the next combat
you are involved in. While Gordo tends Don Huan's
wounds,you wasteno more time in refuming to your
originalroute to the temple.Tum to zz6.
Roll one dice and uad r to9tL total; this is the number
of snakeswhich bite you as you pick your way over
their writhing mass.For eachbite, deduct r point from
t rE
I.O(F!O2
Lo5=ao4
your sfAMtNA and, for every two bites suffered, add r his heels into his nag's sides and levels his lance at
to your polsoN score as wellt If you survive the your chest.Continue as if you were conducting one-
venomous asps,tum to rE6. io.rnd of combat to determine the Attack Shength of
yourself and the madman,but do not deduct any
L()(, itnrt*^l points (he hasa SKILLof il.lf you have the
Ahead of you a broad set of stepsleadsup out of the higher At6ck Strength,tum to ro. If his is higher,tum
water and deeper into the tomb. At last you have to ztt.
'o3
What will you use againstthe Mummies:fire (tum to
r'8) or any charmsyou may have (tum to z4r)i!If you
at a stone door, whilti to the right it continuesinto have none of these,you will have to use your sword
darkness.Will you go to the left (h'rm to r.65) or to (turn to Sr).
the right (tum to rzf
t rE
1or1('6
ro6
As you flee,you hear the Draconbreakfree of the net
and launch itself into the air. Your heart pounding,
you are suddenlyknockedto the ground.As you lie in
the dust, trying to catch your breath,you feel blood
oozing from a gash on your back (deduct z points
trom your srevrnn). The Dracon lands and stalks
iowards you. 'Well, puny human,'it snarls,'let us see
what you can do with that lump of iron you call a
weapon!'
DRA CO N sKrlr 9 STAM TN A 1 4
trm
toraao ata-1L2
114
The diabolicalcreature,.ffirud from the underworld If you cleared a path to the box using fire, the flames
of Djaratianmyth, leapsat you, snarling.Your eirthly have now died down and you will either have to
weapon is uselessagainst the demonic spirit, which employ the same means again (remember to cross off
soon overcomesyou. Your body will be sacrificedto from your Adoenture Sheetwhatever you use to clear a
Sitheraso that Akharismay live again. path through the asps), in which case you will be
unharmed, or you will have to run for it. If you choose
ro8 the second option, roll one dice and deduct the total
If you have a torch, tum to z4o. Otherwise,you may from your srAMrNA score, due to the snake bites; for
use weapons such as Firepowder or a Yokka Egg every 2 sTAMINA points you lose, add r to your
against the swarm,but in the end you will have to porsoN score! If you survive, or if you dear a safe
resortto using your sword (tum to zzz). path using fire, turn to 54.
a12
You notice a crackut tt of the sarcophagus and
"tU"u?. heavyhasbeenpushed
markson thefloor asif something Quickly exploringRimon'smarkets,you soon discover
what the many stalls have to offer. JerranFan hands
acrossit. Desperately,you push againstthe immense
you a bag containing3o Gold Piecesand leavesit to
stonecoffinin thehopeof revealinganescaperoute.Roll
you to decidewhat may be most usefulon your quest.
threedice.If the total rolled is lessthan or equalto your
Readthrough the list of items describedbelow and, if
srAMrNAscore,tum to zgo.lf it is greater,tum to r7r.
you buy anything, deduct the appropriatenumber of
Gold Piecesand record the item on your Adoenture
1.1.O
Sheel.\ou may buy only one of any item on this list
Using your sword,you slicethe top off the plant and,
unlessyou are told otherwise.
removing the spines,bite into its juicy flesh.The bitter
taste makesyou wince and, before you know what Ropeand Grapple- a length of rope with a metal hook
you are doing, you have swallowed some of the attachedat ohe end.Cost:f Gold Pieces.
liquid. As well as being protected by its spines,the
kooisions- you may buy any numberof meals.Cost:
Barbthorn has a second defence against would-be
r Gold Pieceper meal.
diners:it is poisonous.(Add z to your porsoN total
and deduct3 points from your srAMrNA.)Spitting out Lanternand Oil - eachuseof the lantem consumesone
the rest of the plant, you hurryron your way, leaving skin of oil. Cost: z Gold Piecesfor the lantem plus one
the toxic Barbthombehind.Tum to rr. skinof oil. Additional skins'r Gold Pieceper skin.
t rE
ttz tty-tt6
BrassTelescope - this finely crafted telescopeis one Even if Don Huan r"*ulaX, did attack you at your
of the most incredible examples of the metalworker's ftrst meeting, the eccentricold man is iust a witless
art that you have ever seen.Cost: 5 Gold Pieces. fool, and leaving him to a cruel death at the handsof
the Cyclops is not an action befitting a hero such as
Firepowder - an alchemicalcompound wrapped in a yourself(loser rucr point).Tum to zz6.
paper parcel with a taper protruding from one end.
IA/hen lit, within a tew seconds the package will ta,
explode (roll one dice to find out how many points With grim determination,you staggeracrossthe cham-
you may deductfrom the sTAMINAof any creaturein ber, sweatingprofusely.When you are past the fires
contact with it). You may throw the packageat an you collapse,exhausted(deduct r point from your
opponentat the start of a battle by successfullyTesting sreurNe). Unableto go on for the momentafter the
yourSkill.Cost:4 Gold Pieces. strength-sappingheat of the Path of Flames,you sit
down and rest.Ten minutespassbeforeyou feel ready
Torch- a length of wood with oil-soakedragswrapped
to set off once more. Getting to your feet, you march
round one end. Useful as either a light source or a
along the tunnel until you reach a door, covered in
flaming weapon.You may buy a maximum of three
goldJeaf,to your left. Do you want to try this door
torches.Cost: r Gold Pieceper torch. (tum to 4) or will you keep to your present path
Severalmerchants,who look as if they have done very (tum to zE4)?
well for themselvesfrom the trade, try to tempt you
into inspectingtheir slightly more unusual- and more tr6
expensive- wares.If you have some money left and The cultist is holding a smallearthenwarejar, inscribed
want to have a look at what they have to offer, turn with hieroglyphs,in her hands.Now you can also see
to r.5.Otherwise,you leavethe marketand set off on where the light in the room is coming from, for
your quest(tum to z4z). resting next to the cultist is a glowing white sphere.
trtr
a',.Ta'3 a7_rtzo
As she turns to leave the room, she seesyou and, jars smashed,you can also deduct 1 SKILLpoint from
picking up the sphere,hurls it at you. The blazingball the Mummy. Now, while Akharis is weakened, will
hits you in the chestand you feel its white-hot heat you:
scorching your body (deduct 4 points from your
sreurrun).Wieldingher curvedsword,the cultistruns Attack him with fire? Tum to 55o
at you. Use the Watersof Life, if you have
them? Tum to 64
CULT IST sKILL7 STAM T N A 7
Use a charmagainsthim? Tum to 85
If you win, tum to 36. Try to removehis death-mask? Tum to 295
Try to destroy the sarcophagus? Tum to 257
Use your sword? Tum to 97
The monster'snoctumd1,llr,a"ringsare not difficult
to trace, and after an hour you reach a wide cave
mouth in the hilly uplands.KnowingNandibears to be You do not have ,o *#t.g before you notice a
solitary predators,you approachwithout fear of meet- disturbancedown in the valley. From nowhere, it
ing the creature'smate.Enteringthe cave,your nostrils seems,a sandstormsuddenlyblows up but, as quickly
are assailedby a strong animalodour and the smellof as it appearedit dies down agairuonce the sand has
rotting meat. The monster'slair is littered with half- settled, you see a red-robed figure standing at the
chewedbonesand shatteredskulls.Testyour Luck.lf entrance to the tomb. It is the same cultist you
you are Lucky, tum to 44.1f you are Unlucky, tum to encounteredat the temple! He looks around for a
560. moment then disappearsinto the tomb. Swiftly you
descendinto the valley and dash across the sand,
rrE hoping to get there before the Giant Lizardsnotice
Not sure what else to do, you hurl the jar on to the you. Testyour Skill, adding z to the dice roll. If you
ground,smashingit to piecesand crushingthe mummi- aresuccessful,tum to 54E.If you fail, tum to 5o6.
fied bundle it held beneath your foot. Akharis's
Mummy doublesup in agonyasyou do so.Of course,
',,20
the preservedpackagemust be one of Akharis'smajor Beforeyou leavethe cavem, you setfire to the Demon's
intemal organs, removed by the priests of Sithera carcassand its web. Regain1 LUcKpoint for defeating
centuriesago, as part of the embalmingprocess.For sucha powerful opponent.Climbing backup the slope,
every earthenwarejar you have that you can destroy, you caneitherenterthepillaredhall (tum to 5o) or retum
deductr point from Akharis'ssTAMINA; for every two to the passagebeforethat and tum left (tum to 254)?
EE
r2t-424
a,22
After days of trudging through the desert,your legs
are just not strong enough to get you out of the
chamber in time. You are only a metre from the
archwaywhen the stafuecrashesdown on top of you,
cnrshingthe life out of your body.
423
In panic you sprint through the gorge - but, unforhl-
nately,not quickly enough.Severalrocks hit you and
knock you to the ground, shrnned (deduct 6 points
trom your sr.nurN,l).Turn to E9.
a24
The tunnel you.ue following is soonjoined by several
othersfrom the left and right. Will you go straight on
(h,rmto z4g),takethe first to the left (tum to r8z), the
secondto the left (tum to z7z), the third to the left
EE
t2ra26 t2ra29
(hrm to r95), the first to the right (tum to 5or) or the The powderswere usedby the cult's High Priestessto
secondto the right (tum to 6g)? communewith creafuresof the Pit. However, before
the summonedhellspawncan kill you, the templeroof
cavesio burying you alive.
You land the fatal Uo* llttne Dracon brings down
one of the other men. The other two trappersfling
themselveson to their mountsandgallop away,scre.un- In one comer of the ,ooilorfind a roundedgranite
ing in terror. 'lt seemsI owe you my thanks again,' catch.You pull it and the doorway in front of you
saysthe creature,'and as a sign of my gratifudeI shall slowly rises. Not waiting for it to open fully, you
give you a gift.'The greatbeastboundsup the sideof throw yourself through the gap as the spiked roof
a boulder, launchesitself into the air on its stubby meetsthe floor of the chamberbehind you. You have
wings, and disappears from view. You do not have to escapedthe Fangs of Sithera!Regain 1 LUcK point.
wait long, however,beforethe Draconrefums,holding Picking yourself up, you look around. A few metres
in its mouth an object which it drops at yow feet.The away is a T-junction;looking to the right, you can see
article is half a metre long and looks like a T-shaped a painted door, while to the left the passageis swal-
crosswhose top arm consistsof a loop. It is made of lowed up in the darkness.Will you go to the left (tum
solid gold and hastwelve preciousstonesset into it. It to ro5) or to the right (tum to frSF
must be very valuable.'l hopeyou find this acceptable,'
the Dracon says,'and thank you again,human.'With
that, the golden creatureflaps its wings and risesinto
the sky, leaving you alone again to continueon your
quest.Tum to z5o.
trE
a5(Fa5t 432-a35
150
The passage soon ends at the entrance to a ruined As you stride confidentlffing the avenue,the two
room - and now you cannot believe your eyes. Re- guardsseeyou and,beforeyou can attempt any bluff,
flected in the light you are carrying is a huge pile of chargeat you. They are grotesqueto look at, with
jewels and gold coins! There is no way onwards human bodies but savage,bestial heads,and hands
through the room, so will you enter and take someof gnpping cruel pole-arms!Fight them both at the same
the treasure(tum to 84), leave the room and make Lime.
your way along the adloiningpassage,if you have not
done so already (tum to 37o), or retraceyour steps S K ILL S TA MIN A
back along the tunnel past the door by which you FirstTEMPLE GUAR.D 8 8
enteredthis part of the tomb (tum to 6tY Second TEMPLE GUARD 8 7
EE
454-457
154
At a single word from the strangeman,a huge Sabre-
toothedTiger boundsthrough the doorway and across
the sandto attackyou beforeyou canreachits master.
SABRE-TOOTHEDTIGER sKrLL9 srevrN^a8
If you win, tum to 237.
a56
Creepingtowards the huge golden cobra,you prepare
yourselffor any devioustraps that may have beenset.
As you step on to the last flagstonein front of the
statue,it gives way beneathyou. Testyour Skill.lf you
aresuccessful,tum to 7z;if you arenot, tum to zo6.
457
The Scorpiondextrously evadesyour defences,grabs
-'-ouin one of its clawsand its sting whips forward. Its
normallyfatalpoisonis iniectedinto your bloodstream,
'cut
fortunately you have built up a resistanceto such
ioxins (add + to your porsoN total and deduct 5
oointsfrom your sr.lvrNn). Now retum to z4z and
continueyour battle with the monster.
ME
t5E-a5g r4cr42
138 140
The Mummy horde numbers fifteen in total. With Moving acrossto the archway,you direct your light
their atrophying handsoutstretchedin front of them, nto the room beyond.At the foot of a few steps,the
the powerful undead advance towards you. Fortu- foor of the chamberis completely covered by the
nately, becauseMummies are slow-moving,you can glistening bodies of hundreds of asps, a small but
fight them one at a time. EachMummy has srrn 9 venomousspeciesof snake!Only six metresaway, an
and srnulNa rz. (Rememberto reducethe total by uon box sits on top of a stone plinth. If you want to
any you may havealreadydestroyed.) If any individual attemptto crossthe room to the iron box, tum to zz.
battle lasts longer than nine Attack Rounds,tum to Otherwise,you haveno choicebut to leavethis place;
256. lf you manageto overcomeall the shambling ium to 54.
undead,turn to 567.
7. Tum to 569
2 Tum to rz4
5 Tum to zyz
4 Tum to 69
5 o r6 Tum to 4E
EE
t45
45-'t11
a14
Something tells you to pull the Ankh out of your 145
backpackand brandishit in front of the statue.The Try as you may, you cannot find any hidden enhance,
Ankh glows with power in your grasp. The statue's and you start to think that the old ghost must have
piercing gaze falls on the ancientartefactand it stops been mistaken or confused after so many centuries. In
in its tracks.Then the stone limbs stiffen once more the end, in frustration, you give up the search. Retum
and the eldritchlight of its eyesfades.Screamingwith to zr5.
t rE
t46 t4r4E
146 47
Trudging through the desolate landscape,you are Where will you go now: towards the Temple of
alone except for a solitary bird riding the warm ther- Sithera(tum to gz) or to the village (tum to r97[
mals above the hills. After an hour, you hear the
sound of hoofs in the distancebehind you. Tuming
around,you canmakeout a cloud of dust approaching
from the south-west.As its gets closer you can see
that riding towardsyou on a gaunt,haggardsteedis a
tall, thin man wearing scrapsof armourand car4zinga
battered wooden shield and a wooden lance. He is
accompaniedby a short, round man riding a mule.
You cannot avoid these two peculiar characters,so
you wait for them to comeup to you.
'Halt, stranger!'thetall man hailsyou. He is wearinga
dentedhelmet and is sporting a drooping grey mous- The door is not lo"k"d,lrld on the other side is a
tache and a pointed beard;he also looks well on in regularly cut passagewayleading both to left and to
years lVhat are you doing in this region?' he asks, riftrt. rire *ilt coveredwith stylized carvingsof
almostaccusingly.You tell him that you are on a vital figures,human "t"
and semi-human, worshippingdemonic
missionand that time is of the essence.Testyour Luck. idlob.You decidenot to gaze too long at someof
fot
If you are Lucky,tum to 542.lf you are Unlucky,tum the scenes,so you move on swiftly. Will you go to
to roz. the left (tum to rEo) or to the right (tum to 6l)?
EE
4trL50
450
Loparunrollsthe PapyrusScrolland scansthe columns
of picturescript.'Ah,' he says,'do you know what you
have here?'You shakeyour head. 'This is a copy of
the hieroglyphicalphabetthat was used,centuriesago,
by the people of Diarat.'The Shamanexplainsto you
how to translatethe hieroglyphsinto Allansian.If you
ever come acrossany of this hieroglyphic script, you
will be able to hanslateit by subhactingzo from the
numberof the paragraphyou are on at the time, then
tuming to the new paragraphnumber. Now retum to
a94.
EE
15a-155 t.5445'
a54
The amulet you are *";tt": protects you from the 'Making your way onwards through the tomb, you
Evil Eye which the High Priestessis trying to use cometo anotherjunction.Will you veer off and follow
againstyou. Beforeshe can try anything else,you run the new passagethat leadsto the right (tum to zt5),
at the deviouswoman.Tum to 55o. or will you stickto this corridor (turn to rgoF
a'5
Extractedfrom the White Lotus flower, this oil is clear
and sweet-smelling,and is non-combustible.There is
alsonot very muchof it. Now retum to 15.
The sun is low in the ,Ur"ff the time you begin your
ascent.In this light, Spirit Rock takes on a deep red
hue and the veins of cryrstalsparkleas they catch the
sun'slast rays. If you have a rope and grapple,tum to
595.Otherwise,tum to 59r. '.56
You have chosenbadly' By moving BlackThree you
hee White Four, which rapidly reachesthe other end
of the board.You havelost.Tum to 3zz.
You haveentered*h"t ffi"rs to be a throne-room.
An omate golden chair, inlaid with precious stones,
standson a raisedplatformbetweentwo arches.Carved
t rE
a5'Flt'g t6el6z
15E t6o
As you recover from the latest test of your mettle, Mummies cannot move quickly becauseof their con-
you begin to itch all over and, looking at your hands, stricting bandages,so will you run at them with your
you canseescalesformingon your skin!Thismutation sword dr"*t (tum to 5r) or, if you can, will you use
must be an effect of the poison on the Caarth's somethingelseagainstthem first (fum to rolf
weapons!The irritation gradually dies down and, as
you will no doubt soon discover,your affliction may
have its advantages.If you ever suffer damagefrom
edged weapons,such as swords or daggers,roll one
dice;on a roll of 5 or 6, you may reducethat damage
by r point, thanks to the hard scalescovering your
body.Tum to z5r.
r.6r.
'I am sorry, but I cannot give you what you desire,'
says the dog-headedShaman.'Now lie down beside
this fire and let sleeptakeyou.'Tum to 76.
a5g
Taking the spherein your hands, you suffer no ill-
effects.You sensethat you can see somethinginside
it, so you rub its surfaceto see if you can uncover
anything. Suddenlyyou feel &zzy and disorientated.
Your vision swimsand the room spinsround you until
you :re no longer sure that you are still in the same tGz
place.You closeyour eyesto try to stop the whirling You are at a crossroadsin the tunnels.Will you go left
and then, feeling steadier,open them again. Tum to (h"rmto r95), right (tum to 287\ot shaight on (hrm to
547. rooF
tr tr
r:65<55
a63
The mummified animals stalk prowl and slither to-
wards you. In the confines of the corridor only two
can attack you at the same time. (Any you have
alreadydestroyedcomefrom the top of the list')
S K ILL STAMINA
IACKAL MUMMY 5 5
TIGERMUMMY 8 8
COBRAMUMMY 6 4
EE
V
16Gt67 r.6E-l7o
470
Having constructed your fire, you settle down to
r.66 sleep.Tesfyour Luck.lf you are Lucky,the night Passes
The processof removing the rocks from the blocked peacefully(restore2 srAMtNApoints)and in the mom-
entrance is very tiring as well as time-consuming. ing, having consulted Jerran'smap once more, you
Deductr point from your srAMrNAthen roll one dice. headnorth towards the temple (tum to 5). If you are
If you roll an odd number,tum to zzy.lf the number Unlucky,tum to 575.
rolled is even,tum to 5r9.
a67
'What help do you require?'the man asks.Will you
ask whetherhe can aid you in any way on your quest
(turn to s1g) or askhim what he knows of the Shaman
(tum to 589)?
t rE
f
a7a-r7t a74-a75
474
xrambling down frorn the safety of the rocky ledge,
1-ouwalk slowly towards the beast. Hearing your
:ootsteps,the Dracon tums its headin your direction
andlets out a tenifying roar. You notice that, with the
reature's struggling,the stakesholding the net down
r-recomingloose.Do you want to:
Before you can throw yKr"lf out of the way, the Show the beastyou meanit no harm
mud-ball rolls into you, knocking you to the ground and keepwalking towards it? Tum to 196
Severalof the stonesembeddedin it gash your :ums Draw your sword and prepareto
and legs (deduct z points from your srevrNe). As defendyourself? Tum to 562
you struggleto standup, the beetleattacks. Make a run for it while vou still
can? Tum to zy5
GIANT SCARAB BEETLE sKtLL7 srepuNr 8
For the first Attack Round of this battle reduceyour 475
Attack Strengthby r point as you are still getting to Very well,' the Sphinx intones. Tlere is your first
your feet. If you defeat the overgrown insect,tum to 'pestion.Who designedand built the tomb of the evil
55a. onewhom you seek?'If you know the namethat is the
inswer to the Sphinx's question, convert it into a
:rumberusing the code A = L,B = z, C = 3 and so
You take a swig fro* tf,151", and swallow quickly. on; then tum to the paragraphwith the samenumber.
You immediatelydoubleup in pain asa terriblebuming .1youdo not know the name,tum to z6a.
Et t r
':76-177
a76
Before you can reach the Mumrnies, a cold shiver
passes over you. The statue of Sithera is glowering
down at you malevolently. Suddenly, a cultist leaps
into your path wielding a huge, curved blade! You
must fight him.
477
Opening the darkwood door, you enter a square
room, on the far side of which an archway leads
into a second, darkened chamber from which you
can hear a hissing noise and the slithering of scaly
bodies.
However,beforeyou will be ableto reachthat chamber
you will have to defeat the guardiansof this outer
one. Dressedin faded Djaratianrobes,two horrifying
figures are advancing towards you. In the flickering
light you can make out their skeletalhuman bodies,
and you recoil at the sight of their serpentheads,still
covered in patdres of snake-skin,and their glowing
red eyes.If you would rather slamthe door shut again
and escapefrom here immediately,turn to s4; other-
wise, you will have to fight Sithera'sminions at the
sametime as they attackwith talonedhands.
trtr
L7E tTytEo
FirstDEMONIC
If you manageto kill this ferociousmonstet tum to
SERVANT 8 7 244.-
SecondDEMONIC
SERVANT 7 7
EE
ttr. r.Ez-tE1
I
trtr
r.84-tt6 rETr.EE
LE7
a8s Kneeling down at the water's edge, you cuP your
Yelling, you run at the leader of the cultists.At the handstogether and, having dipped ttrem in the pool,
last moment he deftly sidestepsout of Srourway, and gulp d"* a great mouthful. Almost instantly your
you end up sprawlingin the dirt. Testyour Luck.lf you stomachis seizedby a tenible buming pain.The water
are Lucky,tum to 565.1fyou are Unlucky,tum to 55. of the oasisis poisoned!You writhe around in agony
for severalminutes before the acute pain passes,but
you are left feeling weak and nauseous (deduct +
pointsfrom your sTAMINAand add z to your PoIsoN
score).Once you feel ableto continueagain,you leave
the treacherousoasisto explore the ruined remainsof
the temple.Turn to 9i46.
rtE
r,E6
Standing on the plinth, clearof the snakes,you study
the box and find that it has a simple,hinged lid. It is here.
Et r
'..EflgL
aEg
You have not gone mudr further when suddenly a
lizarre creatureappearsover the crest of a sand-dune
h front of you. Its headand torso are human,but from
tre waist down its lower body and legs are those of a
giant ant! The Xoroa for that is what you :re now
h.i.g, standstwo mekes tall and is coloureda deep
reddishbrown all over. The creafure'seyes are silver
nd, insteadof outer ears,two flexible,antJike feelers
ortend forward from the top of its head.This Xoroa
Warrior has been patrolling the arearound its colony
and it makesangry clicking soundsat your intrusion.
Armed with a short spear, the guard attacks in-
*antly.
XOROA WARRIOR sKILL10 S TA MIN A 11
a90
The further you progress,the more cracksand fissures
you notice covering the floor of the tunnel. Just as
you .ue considering tuming bad<" the tunnel floor
gives way and,yelling, you fall through utter darkness
for severalseconds.Your cry is cut short by the shock
of hitting water.Surfacing,you allow your body to be
carriedalong by the fast-movingcurrentof a subterra-
neanriver.Tum to zEo.
agt
Your sword drawn, you run into the room uttering a
shout.At the last instant,the cultist tums and PrePares
to defendhimselfwith the staff he is carrying.
EE
492-tg, r.g4-tg6
CULTIST sKrLL
7 srAMrNAz you whole! Trapped inside its stomach, you quickly
suffocate before its powerful digestive acids begin
If you win, a swift search of the cultist's clothes their work.
reveals nothing of use to you except two meals'
worth of provisions (add these to .yow Adomture
Sheet).Still no wiser as to the cultist's actions, you The Shamancan tell ,or, "riJr" about an obiect only if
searchthe chamberbut discovernothing. All you can you have a numberassociatedwith it. If you do have
do now is continue along the tunnel; eventually it such an item, multiply the appropriate number by
fums right again,bringing you to the top of another thirty, then fum to the paragraphwhose number is the
flight of stone steps that lead still deeper into the siune as the total. After you have discoveredmore
tomb. You have no choice but to descen4 fum to about your obiect, you will be retumed to this para-
zr.6. graph. When you have finished showing Lopar your
items,he says to you, Now lie down besidethis fire
andlet sleeptakeyou.'Tum to 76.
The talismanstarts to f"lii". Holding it up by ts
chain,you seethat the sun is glowing brightly. There 195
is a suddenflash,then a blazing beam of light shoots The only sound in the tunnels is the gentle lapping of
from the amuletinto the undeadhorde with devastat- the water against the walls. Rounding a comer, you
ing effect.Severalof the Mummies immediatelyburst come to a large intersection.Which way will you go
into flamesas their bonedry wrappingsignite under now?
the heat of the beam.Roll one dice and add z. Make a
note that this is the number of Mummies you have First left? Tum to 5or
alreadydeshoyed.The talisman'spower is expende4 Secondleft? Tum to 254
but Akharis's servantshave already sufferedthi wrath First right? Tum to 69
of the sun god! Now will you attack the remaining Secondright? Tum to ar7
undead with fue (tum to r.8) or your sword (fum to Shaight ahead? Tum to r4z
5a)?
ag6
493 Raising your hands in a gesfure of peace you move
Catching you off guard, the serpent evades your doser to the Dracon, telling it that you mean it no
feeble blows and strikes swiftly. In an instant its harm. You are somewhat surprised when the beast
mouth hasclosedround you and the monster swallows snarlsin reply, Well, get this infemal net off me then!'
trE
a9Ta99 2o,(>2()1
EE
202-203
2()2
Hearinga clicking sound,you look along the length of
the room. At its far end, standingin fiont of a grand
set of double doors,are two tenifying creafures.They
appearto be a cross between humans and gigantic
scorpions,with the headsand torsos of men but the
bodiesand deadly stings of desertarachnids.Carrying
polearms,theseare the demonicAccursed,oncehuman
but now seruantsof the Demon Prince.If you are to
gain accessto the third level of the tomb, you will
haveto vanquishthem in battle.Becauseof their great
size,fight the Accursedone at a time.
S K ILL S TA MIN A
FirstACCURSED ao 7.o
SecondACCURSED g r-I
205
Evading the Mummy's flailing .ums, you grab the
death-maskand pull it from Akharis'shead,flinging it
to the ground. At once the Mummy howls with pain
and its movement seems to become slower. Your
actionhascost Akharis 1 sKILLpoint and 2 sTAMINA
poinis of damage(rememberto make a note of the
number of points of damage Akharis has already
utr
2o4-20,5 2orzao
zo6
Keepingout of sight of the guards,you creep round
the side of the pyramid and soon discoveran altema-
tive way into the temple.There is a small hole, half-
You find yourself*"lki,',;;:ng a rectangularpassage-
way up the side of the pyramid severalmetresabove
way cut into the rock of the cliff. Daylight entering
you. You could easily scrambleup to it - but it could
from outside illuminatesthe tunnel for only a short
be a trap. Do you want to risk it and climb up to the
way - beyond that there is nothing but darkness.If
hole (furn to 77),or will you use the main entrance
you have a perrnanentlight-source, say a lantern,
afterall (tum to rlzF
torch or lamp, turn to 3o7.If you have no meansto
light your way, fum to z5g.
2to
Your reflexes.re ;:f enough. Helplesslyyou Your searchis quite fruitful and you manageto accumu-
plunge into the pit,"",the bottom of which is filled with late enough food for 4 meals (add these to your
bubbling acid.No one escapesfrom the Venom of the AdoentureStuet).Preparingto leave the offerings cham-
Cobra! bers,you tum back towards the stone door. With a
trE
2At- 242-2'.5
mtr
2a6-2aE
2a6
,{s you descendthe steps you are amazedat the
amountof heat,transmittedthrough the sandand rock
of the desertabove, in the tomb. Through your con-
siant exertions,beadsof sweatstart to breakout on
1'our skin. The staircaseleads into a low-ceilinged,
squarechamber,on the far side of whlch is a fine
woodendoor with gildedhandles.
However, resting against the wall to the left of the
door is a grotesque,mouldering,human skeleton,still
wrappedin rotting clothes.The air round the colpseis
heavy with diseaseand decay,and sunk deep in their
socketsare two vacant,sickly yellow eyes.Cautiously
you step towards the door and immediately the
skeletoncomesto life and lurchesjerkily towardsyou,
its claws raised.You are going to have to fight the
foul Decayer!Will you use your sword (tum to 258)
or someother weapon(tum to r55)?
ztB
You have strayed inside the boundary of the land
round a Xoroa colony which the two Warriorsyou are
now facing have been guarding. You must fight the
ant-menat the sametime.
EE
2Ar22t 222-224
t:tjt STAMINA Se treasure chamber, but on your way out you grab a
FirstXoRoA wARRIoR :andful of gems, worth between 3 and s Gold Pieces
SecondXOROA roll one dice and add z to the number rolled) and a
WARRIOR lo Lo 3ronze Rattle - a sacred device used in religious
:eremonies.Now tum to ro5.
If you manageto defeatboth of them,tum to ggt.
222
249 )esperatelyyou hack at the swarrnwith your sword,
The synrp is used by embalmersto toughen and Tying to preventthe waspsfrom stingingyou. Fight
preservethe body as part of the mummificationpro- ie insectsasif they wereone opponent.
cess.Rubbingit on your skin toughensit so that from S'iVARM sK rLL9 STAM IN A 7
now on you may reduceany extemalphysicalinjuries
you may suffer, say in battle, by r sr.lurNe point. Secausethe swarm is made up of many creatures,it
However,this tougheningmakesyour skin lessflexible xrll be difficult to iniure, so for the duration of this
and so hampersmovement(reduceboth your current :attle you must reduce your Attack Strength by r
andlnitialsrlrr. by z). Now will you: roint. If the swarm wins an Attack Round, deduct z
:oints from your srAMrNAand add r to your porsoN
Drink someof the syrup? Tum to r73 score.If you win, tum to 5oz.
Drink from the other jar? Turn to tz
Leavethis place? Tum to 579 225
5o, you managedto retrieve the Serpent'sEye from
ire tomb,' the priestesssayswith a voice like velvet.
Putting the hom to y#"tips, you blow hard. A In that case,obey my will. Kneel!'You are unableto
resonatingblastechoesacrossthe hills but doesnothing :esist.The evil artefact round your neck makesyou
to stop the Golem'sadvance.A gritty ftst shikesyou in zusceptible to the will of the Demon Prince'sminions.
the face(deductz points from your srnulNn). Swiftly You remainmotionlessas the life-forceis drawn from
.;ourbody so that Akharismay live again.
you draw your sword,ready to retaliate.Tum to r45.
224
|ust in casethe undeadiitTr"insane loyalty should lhere is nothing remarkableabout the key, and Cranno
bring him backto life oncemore,you set ftre to his you he has never found a lock that it ftts. Retum
colpse.Havingdoneso,you do not delayin leaving -lls
10 559.
trtr
225-227 zzE
EE
221231
229
Entering the passageway,there is a sudden drop in
temperatureand you cannot help feeling that your
llght does not penetrate the darknessas well as it
should.Without waming,a huge claw sinksinto your
back, tearing your flesh to the bone. Screamingin
pain, you stare,horrified,as a great ball of fire comes
hurtling down the conidor and engulfs you. From
amid the flames,a spear-wieldingcorpse thrusts its
weaponbetweenyour ribs, and all around cruel faces
laugh at your distress.Can this really be happening?
Testyour Skill.lf you succeed, tum to 7o.lf you fail,
bumto 52.
230
You pressthe vulture symbol next and then the snake.
Thereis a momentof tenseanticipationas you wonder
whetheryou have madethe right choice,then the wall
swings open. Stepping through the secretdoor, you
find yourself in a short corridor which ends after only
ten mehes at a bizarre portal carved to resemblea
gapingserpent'smouth.Betweenthe fangs,pin-pricks
of silver light swirl within a black void. There is no
sign of the cultist, and the portal is the only way
forward, so will you enter it (tum to S+il or retrace
your steps to the original tunnel, which tums right
and leadsyou deeperinto the tomb down a flight of
steps(tum to z16)?
254
As you searchthe Snakemen'sbodies, you wonder
what they are doing in the tomb. The Giant Lizards
Et r
212-25t 23,4-256
you encounteredmust have been their mounts. It is you do not see the missing steps and, losing your
likely that the Caarth were investigating goings-on footing, fall the rest of the way down the steep,very
here becauseof the proximity to their lands and the long staircase.Lying at the bottom of the steps,
connection with the Demon Prince, Sith, whom they stunned,you are only dimly aware of the sound of
worship. These two can only have been scoutsfrom a footsteps and a sibiliant hissing before a poisoned
larger party, as they are carrying nothing of use to blade is plunged into your heart. You perish horribly
you in terms of provisions or treasure. in the darkness.Your adventureis over.
Leaving the dead Caarth, you make your way to the
far side of the pillared haII and leave tluough an
archway, which is the only exit. You enter another You passunder u ,".tion'5i roof coveredwith thick
short passagewhich ends at a T-junction.Both routes slime and, as you do so, some drips on to you.
look exactly the same,so far as you can see by your Unfortunatelythe vile gunk is acidic (deductz points
light, so will you take the left- (tum to fg6) or the from your sraurra). Now wherewill you go?
right-hand tunnel (tum to ZsF
Left, then left again? Turn to r8z
Left, then straight on? Tum to r95
In the alcove i, ..yrtulry2orb,resting on a golden Straighton? Tum to 569
" bowl containing brightly coloured
stand, an alabaster
powders, and a flask fashionedin the form of a viper, 255
containing someblack liquid. What will you try to use Crouchinglow againstthe top of the cliffs,you encoun-
to aid your escape? ter no hostile denizensof these parts and, once past
the gorge,you follow a stony track down towardsthe
The crystal orb? Tum to 5t lower ground and rejoin your original path. Tum to
The coloured powders? Tum to ra6 90.
The viper's venom? Tum to 297
236
While you battle on, the other Mummies slowly sur-
You proceedcarefuIlyffi ,^" tunnelinto the all- round you and grab you with their decaying hands.
enveloping bladcness.Slowly edging forward, you Unable to move, you :re totally helpless as the High
ftnd yourself at the top of a flight of steps and begin Priestess casts her spell, draining your life-force to
to makeyour way down. Totally blind in the darkness, resurrect Akharis. Your adventure is over.
trE
231259 24o..41
240
Tl'owing asidehis rn"rk?f,:-an runs down the steps While you are lighting the torch, the waspscan sting
from the platform and falls to his knees beside the you unopposed(deductz points from your srAMrNA
prone body of his dead pet, tears streamingdown his and add r to your porsoN score).However, wielding
face. Then he fums to you and, between great sobs, the blazing torch, you will be able to harm the swarrn
managesto splutter,'l'm sor4r. Oh pleasehave mercy. more effectively.
I don't mean anyone any harm; I just like to be left in
peace.'Seeingthe man in such a state,you are ftlled
SWARM SKILL 9 STAMTNA 7
with remorse and leave the ruined theatre before you Becauseyou are using an unusualweaporyyou must
causeCranno any more grief. Tum to E. reduce your Attack Strength by r point for the dura-
tion of this battle.If the swarmwins an Attack Round,
as well as losing 2 srAMrNApoints you must add r to
You tum tail and *" *r.*lhe hbyrinthine depths of your polsoN score.If you overcomethe swarm,tum
the tomb district. Rounding a comer, you almost run to 5oz.
shaight into anothergroup of Mummies,then a third
group emergesfrom a side-street.Surrounded,you do
your best to fend off the lumbering undead but, even
with ftre as a weapon, you are evenfually overcome
\a
trE
245-^+t
F 24r247
scorpion and strike its claw. Releasingits grip on Nandibear.The creaturestill lies where it fell and you
|erran's body, the grotesquecreaturetums to ittack # canmakeout its hacksamongthe rocks.Its lair cannot
you.
G I A NT SC ORPION sxrlr 8 srA MrNA1 0
#
fr
be far away,and you wonder what treasurescould be
Kiddenthere. If you want to follow the Nandibears
tracksin the hope of finding its lair, tum to tr7-lf yort
would rather not make this diversion from your jour-
ney,tum to 557.
245
545. Unfurling the scroll, you scan the columnsof hiero-
glyphs for a spell to help you. As you do so, Akharis
245 grabsyou and hurls you to the floor (deduct4 points
It is a close-runthing, but you just beatNemsetto the from your STAMINA). Droppingthe scroll,you PrePare
to fight; turn to zr5.
246
You side-stepswiftly so that the mud-ball rolls past
you harmlessly.Angrily, the beetlescuttlesforward to
attack.
GIANT SCARAB BEETLE sKrLL7 s'rnurNe8
water, etchedwith the Djaratiansymbol for life. ,Take
the Sun Talismanand the Waters of Life,' says the If you overcomethe overgrowninsect,tum to 55r.
princess,'and may they help you thwart the evil one.,
If you ever want to drink the Waters of Life (but not 2,47
when you are in the middle of a combat),makea note Proceedingalong the tunnel, you are startled to hear
of the paragraphyou are readingat the time, then tum the sound of rushing water in the distance.The nbise
to 55S.For now, add your new possessionsto your increasesin volume until you come to the edge of a
AdoentureSheet,thentum to 3zz. precipice.Shiningyour light into the darkness,you see
ihut lh" crevasseis severalmetreswide and that the
''14 tunnel continueson the other side. Your illumination
The rest of the night passeswithout incideht,and in also picks out the craggysidesof the chasmbut does
the moming you are able to inspectthe body of the not reach as far as the water you can hear roaring
Et r
24E-z'o 251
below. Somehowyou will either have to get acrossto in this hot region is the occasionalscrubbybush and
the other side of the crevasseor risk jumping into the fleshy, green, thick-stemmedsucculent covered in
undergroundriver. Will you: spines.You notice one of theseplants growing close
to the track you are following. Somespecies:ue very
Attempt to jump acrossthe chasm? Tum to z9z nutritious,but you do not know if this is sucha one.
Use a rope and grapple if you have Do you want to cut yourselfa pieceof the plant to eat
one, to swing across? Tum to z7t (fum to to) or will you continueon your way (tum
fump into the river? Tum to 586 to rr)?
z4E
Yelling, you chargeat the Cyclops and, before it can
react,sink your bladeinto its leg. Bellowingwith pain
and rage the monsterforgets Femandezand tums all
its fury on you. 254
You pass through the archway between the stafues
CYCLOPS sKrLL10 ST AM IN A 10
unhinderedand lift the jet figurine from the pedestal
If you win, tum to 52. without triggering any lethal device.It is only when
you approachthe archwayagainthat the natureof the
hap here becomesclear. Creaking, the two statues
The tunnel comest" #?.a in a flooded room. move from their sentry-postsof cenfuriesand advance
Manacledto a wall is a human skeletonand hanging towardsthe tomb robber who would stealthe treasure
frorn its neck is an obsidianpendant,which you they guard. Standing in the archway, you may fight
take if you wish. Leavingthe room, you refum to-uy the the statuesone at a time.
intersection.Will you take the ftrst to the right (tum
to r.g5),the secondto the right (furn to z7z), the third S K ILL S TA MIN A
to the right (tum to rEz), the first to the left (tum to FirstSTATUE 6 6
59), the secondto the left (tum to 5or) or go shaight SecondSTATUE I 9
ahead(tum to r4z[
If you wio the secondstafueshattersas you lay your
final blow. Stowing the Iet Cat in your backpack,you
You trudge on through 'ril n"", of the day, further leavethe room and continuealong the passagewayin
into the rugged hills. The only vegetationthat grows Tum to 496.
searchof further treasures.
ME
255-254
Lying at the bottom of thli;.ophagus, among a few Reheatl Retreat!' tf,u of?* yells, acknowledging
scrapsof stained,tom bandages,is an amulet in the your superior swordsmanship and breaking off his
form of a stylized eye (you may take it if you wish). attack. Pulling on his steed'sreins, Femandezgallops
So where can Akharis's body be? The Cult of the away north-eastwardsinto the hills, followed by Gordo
Cobramust have moved it from the tomb and takenit on his mule. Bewildered by the old man's irrational
elsewhere.Having bravedthe tomb's dark depths,you actions,you watch as the two ftgures dwindle into the
are overwhelrnedwith dejection, fearing that your distancebefore continuing your journey on foot. Tum
perilousjoumey may have beena completewasteof to 24.
time! You are rousedfrom your stateof self-pity by a
rushing sound.Looking up, you seein horroi that the 254
burial chamberis fillilrg with sand which is pouring Following the passage you find yourself in a small
down from holes in the ceiling. The door slamsshut squareroom with a door in each of its four walls. As
and there is no handleon the inside!The last trap has you stand in the middle of the room, considering
been sprung and, if you cannot find a way out ioon, which way to go next, there is a loud grating sound
you aregoing to be buried alive.TestyourSkill.If you and four great slabs of stone drop dowo blocking all
succeed,tum to rog.lf you fail, tum to 42. the exits! You run over to one blocked doorway and
hammeron it with your fist. As if things were not bad
enough already,now you hear a deep rumbling sound
and the roof of the chamber begins to descend as
great metal spikesemergefrom holes cut into it. You
were not quick enough in leaving this room, so now
you will die by the Fangsof Sithera!IA/hatare you
going to do to preventzucha grisly fate?Will you:
Ram one of the doors? Tum to rEB
Try to jam the descendingceiling? Tum to 66
Searchfor a releasemechanism? Tum to 562
trtr
25y257
256
Looking through the telescope,you are amazedby
how closedistant feafuresappear.In the east,a single
high pinnacleof rock juts up from amongthe hills into
the sky. A massiveboulder seemsto be balancedon
top of it and you can make out shining, swirling
pattemson its surface.Surelythis must be Spirit Rock!
Tuming to the north, your eye is caught by the
reflectionof the sun on water.Surroundingthe oasisis
a group of palm treesand next to it, lying in fumbled
ruins,is the templeyou seek.Tum to 255.
257
To reach the sarcophagus, you will first have to get
past Akharishimself.The foul Mummy reachesout for
you with bandagedtalons. (Remember to deduct any
points of damage you have already inflicted on
Akharis.)
AKHARIS sK rLL15 STAM TN A 2 5
EE
25'F.259 z6ez6t
the dais steps to the sarcophagus. But how will you stumbleto the ground and the cultists are uPon you.
destroy it? There are severallarge cracksacrossthe Turn to 68.
coffin,but you feel surethat strikingit with your sword
will havelittle effect.If you havesomeFirepowderyou
could use,tum to 3y5. Otherwise,you decideto try to z6o
push the great stonecofftn off the dais,hoping that the As you walk towards the left-hand exit, the guards'
fall will break it. Roll four dice; if the total is greater bonesrisejerkily from their postsand advancetowards
than your srAMrNAscore,you are not strongenough you. They will reachthe archwaybeforeyou do, so, if
to carryzout such a herculeanfeat (tum to g). If the you want to avoid clashingwith the guardsyou could
total is lessthan or equalto your srAMrNAscore,you changedirection and run through the other exit (tum
succeedin pushingthe sarcophagus off the daisso thai to zzg). If you are intent on passing through this
it hits the floor with devastatingresults(tum to lZl). archway,you will haveto fight.
25E STAMINA
FirstsKELETALGUARD 'K;LL
Reekingof deathand putrefaction,the undeadDecayer
advancestowardsyou, fearlessof your weapon. SecondSKELETAL
G UA RD 7
DECAYER s K [L 7 STAM T N A 5
Unknown to you, while you were fighting you have If you win, tum to 37r.
been infected by the near-invisible,disease-ridden
sporesreleasedby the Decayer(so, if you win, add 4 z6t
to your PorsoNscore);tum to r48. 'You areno Demon,'hesays,lookingslightlybewildered.
'Perhapsthat black-heartedscoundrelZanmetheesdid
not sendyou.'You assureFernandez that he did not and,
'Run for it!' you ,t o.rt to'i3rran, and the two of you convincedat last,the old knight apologizesprofuselyfor
chargethe lone cultist behind you. Knocking him to
the ground, the way along the streetaheadis clearas
far as the markets. Once among the crowds, you
should be able to lose your pursuerseasily.Suddenly
you hear a humming sound as two throwing-starsfly
from the cultists' hands and strike you and ferran in master'swounds;you wasteno moretime in refumingto
the back (deductz points from your srAMrNA).You your originalroute towardsthe temple.Tum to zz6.
t rE
262-265 264-267
z6z 264
The Sphinx speaksagain, but still you do not know what The blast is just too much for the ages-old tunnel; the
to say in reply. There is a tense moment of silence,then roof caves in on top of you and crushes the life out of
the great creatureroars, bounding towards you acrossthe your body.
hall. Bewildered, you unsheath your sword to defend
yourself. Unfortunately, your earthly weapon has no z6s
effect against this agent of the gods of Djarat, whereasits The small round bottle is full of what appearsto be
terrible claws soon tearyou apart.Youradvenfure is over. swirling black smoke,giving it its colour. The glass
stopper is sealedwith hard-bakedclay. If you ever
want to breakthe sealand open the bottle tum to 59E
(makea note of this).Now, however,retum to 53g.
266
You weaken under the priestess'srelentless stare.
Deduct 6 points from your sTAMINAand z points
from your srrn. However, somehowyou manageto
keepmoving and staggertowards the dais in order to
attack the priestess.Seeingyou approach,she breaks
her concentration and you are releasedfrom the
strength-sappinggaze.Tum to 55o.
z6j
The stonewhistlespast your head,missingit by just a 267
few centimetres.Unperturbed,the mutated ant-men The fireball missesyour head by mere centimetres,
move in to the attack.Will you draw your sword to exploding into a pillar. Before they can try anything
defend yourself (tum to zr8) or will you look for else, you run at your reptilian attackerswith your
somethingelseto useagainstthe Xoroa(tum to r59[ sword drawn;tum to 5o.
EE
z6E-269
z6E
You slide to a stop close to a large web, which is
made up of a tangle of shimmering, sticky, silver
strands,in a high cavem. You scramblequickly to
your feet as the web's makerdescendsfrom the roof
of the cave.Facingyou is a massivegrey-blackspider,
almostfive metresacross.Insteadof having the head
of an arachnid,as you would expect,its hairy body is
surmountedby a demonic head with a malevolent
havesty of a human face, and wearing a Djaratian
head-dress. As the diabolical creaturestalks towards
you, there is no doubt in your mind that your oppo-
nentis a DeathSpider.
DE A T H S P I DE R S K ILL 12 STAM TN A 9
269
There are two ways in which you can fight the
Mummieswith fire. The first is to use a torch, if you
haveone, as a weapon.If you do this, tum to 525 and
fight as normal;however,if you win an Attack Round,
your weaponwill inflict 4 sTAMINApoints of damage
rather than the usual z. (lf you choosethis courseof
action,you must also reduceyour Attack Strengthby
r point becauseyou are using an unfamiliarweapon.)
EE
2,7.ts272 275-274
The secondmethod involving fire is to throw a fire damage to your STAMINAon a roll of 4-6 on one
source- such as a lamp, a Yokka Egg or a buming dice. If you survive your encounter, you go on. Roll
skin of oil - at the corpse.Roll one dice and add z: one dice. If you roll r-3, turn to z8z; it you roll 4-6,
this is the numberof undeadyou will have to get past. tum to 69.
For each Mummy you attack in this way, Testyour
SkilLif you succeed,the Mummy perishesin flames.If 273
you destroy all your opponentsthis way, you break Desperately you sprint away through the boulders.
through the Mummies' ranks and run to the shrines Test your Luck. lf you are Lucky, you escape safely;
(tum to zg5)or the Templeof Sithera(tum to 59d.If tum to a5o. If you are Unlucky, tum to ro6.
you fail to stop all the Mummiesthis way, or if you
run out of fire sources,tum to 3zg but ignore the 274
instructionthereto roll dice. The surface of the gaming-table is divided into fifty
squaresand at either end is a row of counters; one set
is black and one set white. The whole set-up looks like
You take the sandsto." ,?lir"tt" from your backpack this:
and show it to the Shaman.He explainsthat the deiby
it representsis Assamarra,the now almost forgotten
God of the Sands.Retumto r.g4. o o
o o
After a few vain
"tt"-pt37iou
grappleover a rocky
manageto securethe
outcropabovethe tunnelentrance
o O
opposite and, gripping the rope for dear life, you o o
swing acrossthe crevasse. Tum to :;69.
o o
272
Suddenly there is a commotion in the water round Nemset explainsthat the idea of the game is to get
you: you are being attdcked by several vicious Snapper- one of your piecesto the other end of the board; the
fish. Roll one dice, add O and divide the total by z first personto do so wins the game.Piecescan move
(rounding fractions up) to see how many you have to one or two squaresforward at a time but in no other
fight. Each Snapperfishhas srrlr 6 and srAMtNA 2, direction. However, if, on your ham, your way is
and the bite from such a creafure does 3 points of blockedby a piecedirectly in front of yours, you may
EE
275 276-277
trffi
zTE-.zEo zEo
1A/hodarestrespassin the Theaheof the Gods?' to assessyour progressby its dim glow as you are
The booming voice makesyou jump almost out of carrieddownstream.You suddenly becomeaware of
your skin in surprise.The words echo around among somethingmoving towards you in the water ahead-
the empty tiers of seats,but the voice itself seemsto Sren the Snapperfishattack. Although only a little
be coming from a dark doorway in the front of the larger than a man'shand, the Snapperfishis a savage
building.What will you do now?Will you: carnivore with powerful jaws and needleJiketeeth.
The bite from one of these creaturesdoes 3 points
Answer, apologizingfor trespassing? Tum to 566 of damage to your sTAMINAon a roll of 44 on
Answer, demandingthat the owner one dice! Partially submerged in the fast-flowing
of the voice show himself? Tum to 9E river, you can fight these vicious predatorsone at
Say nothing and approachthe a time, but with your Attack Shength reducedby r
doorway? Turn to 5zr point.
Leavethe Theahe of the Gods and
continue your quest? Tum to I S K ITL S K ILL
FirstSNAPPERFISH 6 z
278 SecondSNAPPERFISH 6 2
Will you now make your way to Sithera'sforbidding Third SNAPPERFISH 6 j
temple (tum to 5gd or will you ftrst explore the
tombs of the Diaratians,if you have not alreadydone If you kill all the ftsh, tum to 4.
so (hrm to qgft
t rE
2Et
t rE
2E2-2E4 zE5rzE6
28j
There is nothing lying on top of the column- but, as
you are about to leave,you experiencea weird sensa-
tion: your body feelswarrn and you becomeawareof
a peculiarvibration,accompanied by a deepthrumming The world solidifiesrouiS5you again - but to your
sound.The whole sensationis not unpleasant, and you horror you see that you are still in the crumbling
almost feel as if you are being revitalized- and you temple. Lopar does not have the power to teleport
are!This is the power of the magicalgeometry of the you from sucha great distanceaway! You have saved
pyramid which allows the bodies of the dead to be Allansiafrom the Curseof Akharis but, as the temple
preservedso well and for so long. However, you are falls in over you, your adventure,and your life, ends
not dead,so the effectsof the pyramid'sregenerative here,entombedin the Necropolisof the ancientDiara-
power are all the more beneficial.Roll one dice (if you tian kings.
have a Crystal Pyramid,add r to the numberrolled).If
you roll 1-2, tum to 327; j-4, tum to ggz; 5 or
above,tum to 54r.
2E4
The tunnel emergesin a square chamber which is
paintedwith scenesof the deadking's joumey through zE6
the underworld.In the wall opposite standsan omate You would need two hundred and eighty-six blocks
darkwood doo4 to the left and right, corridors lead of stone altogether,'you say. The ghost, obviously
elsewhere,the one to the left ending abruptly at hearing you in ancient Djaratian,stops its muttering
Etr
zETzEE zEyzgo
Et r
29a 292-293
b-q* and your meansof crossingthe SacredLake. theseeggs resemblesa ball of fire. You may throw an
Unmooring the barque,you climb aboardand, taking egg at an opponentat the start of a battle and, if you
an oar in your hands,guide the boat over the still Testyour Slcillsucessfully,it will hit, break open and
waters.On the other side of the lake,you step out by releasethe Yokka Bird, which will bum your enemy,
causingdamageto his sTAMINAequal to one dice
roll, before it flies away into the sky. Now retum to
15.
292
You take a run-up at the chasmand, when you reach
its edge,you leap forward into the air. Roll two dice
and add 6 to the total rolled. If the new total is less
stand it, you know what to do. If you don't, tum to than or equd to your srAMlne, tum to 169. If it is
z6z. greater,furn to 552.
295
Leavingyour sword sheathed,you mn at the Mummy
in an attempt to remove the glittering death-mask.
Fight the following combat in the usual manner but
with your Attack Strengthreducedby 5 points. Also,
if you win an Attack Round you do not wound
Akharis, you merely manageto avoid his blows; of
course,if he wins an Attack Round, you suffer the
usualdamage.
AKHARIS sK rLL15
EE
294-296
296
After severalminutes' walking, you come to a point
wherea side-passage comesin from the left to join the
one you are following. Will you take this new tunnel
trtr
29r2gg 5o(>5o2
(h.rrnto 57o) or continueon your presentroute (tum burial chamber is a fake a trap to lure the unwary.
to r5o[ Thereis no way out!
You gulp down thu liquii%d feela surgeof energy The heat is unbearabr" you are half-way
shootthroughyour body. (RestoresrAMrNApoints acrossthe chamber,you"lllU"rrre
lose consciousness.
As the
up to half yow lnitial srAMrNA score,rounding frac- strength of the flames intensiftes,your adventure
tions up.) The vipe/s venom was like a Potion of comesto an end.
Strength!Your muscleschargedwith new power, you
fleethe temple.Turn to z.
With each corridor l""f;t much like the last, you
" 2gE soon becomedisorientated.At the next junction will
Betweenthe towering cliffs you find yourself in cool- you go:
tr tr
503-505 30,6
S K ILL S TA MIN A
FirstGIANT LIZARD I s
SecondGIANT LIZARD I 8
EM
307
Having lit your light, you make your way along the
passage,able to see about ten metres ahead of you.
The tunnel soon ends at the top of a steep flight of
steps, cut out of the rock, that leads down into the
darkness.
A tunnel leads onwards, but this one is faced with
stone. Following this new passageway, you soon
emergein a long, pillared hall. You cannot see its end,
and in the flickering light you can just make out the
ceiling, high above you. Your light also picks out
intricate Djaratian carvings covering the pillars and
walls; they depict priests and servants carrying offer-
ings, all looking towards the interior of the tomb. You
pause in awe at the skill of the ancient Djaratians
whose achievementshave lasted for centuries. Sud-
denly the whole chamber is lit up in a burst of
vermilion fire as a flaming ball flies past your head. In
shockedsurpriseyou face your attacker.Standing next
to a pillar in the distance is a figure wearing volumi-
nous robes of linen and muslin. In one scaly hand it
holds a curved sword and you see that its head, far
from being human, is that of a snake!In horror you
realize that you are facing one of the Caarth, the
legendary Snake People of the Desert of Skulls! The
Caarth raises its free hand and another fireball forms in
its palm as a second Snakeman, wielding a cruelly
jagged blade, steps out from behind a pillar a few
metres away. As the warrior advances towards you,
the sorcerer releases the ftreball. Work out Attack
Strengths for both you and the Caarth sorcerer (who
Et r
5oF5og 3ar5t-2
trtr
3L5-5a5 3a6
515 3a6
The orb reveals no guidance and so, deciding you have Observingthat you have killed two of its companions,
no moretime to lose,you fleefrom the temple.Tum to z. the largestbaboonscreamsin fury and hurls its boulder
at you. Testyour Skill.lf you succeed,you dodge the
514 missile.If you fail, the rock hits you a glancingblow
Nothing untoward happens,so now will you pressthe and knocks you over (deduct z points from your
scarabfollowed by the vulture (tum to r57) or the srAMrNAand reduceyour Attack Strengthby z for
vulture and then the scarab(tum to ro4)? the first Attack Round in the ensuing battle). The
Great Baboonbounds down the diff to demonstrate
to you what happensto anyone who strays into the
territory of its tribe. Your blade still covered in the
blood of its fellows,you engagethe furious animalin
combat.
GREATBABOON srrll 8 STAM IN A 7
EE
StntE 3ag
347
The rocksout of tn" *#?t last,you can enterthe
passage.For as far as you can see there is nothing
remarkable about it, certainly nothing to justity sealing
it off. The pissage soon comes to a dead end in abare,
small, square chamber. You suddenly become aware of
a phosphorescencein the middle of the room and, as
you watch, the ghostly figure of a short, middle-aged
man, with an anxious expression on his face, material-
here - but how? If you have some Oil of Lofus, tum izes in front of you. He is dressedjust like some of.the
to 584. Otherwise, you will have to go out of this people in the carvings on the walls of the tomb, and is
tomb,leavingeverythingin place(tum to z7E). mumbling something over and over to himself in a
language you do not understand but which you pre-
sume to be ancient Djaratian. Unable to communicate
with the ghost, you sense no aura of Evil round it -
but nor do you detect any great presenceof Goodness.
The chamber is totally empty, so there is nothing left
for you to do but leave the ghost to its mumblings.
The floor immediately ,tvt *", beneathyou and, Tum to r54.
with nothing to grab, you cannotstop yourselfplung-
ing into the spike-filledpit ... with fatalresults.Your
advenfurecomesto a gruesomeend in the Tomb of
Akharis.
t rE
32F522
320
'Mortal,' the Sphinx growls, 'all who would enter the
Necropolismust first be judged worthy; thereforeyou
must answermy three riddles correctly.If you should
lie or prove ignorant,your punishmentwill indeedbe
tenible.But first, tell me, why do you seekto enter
the City of the Dead?'In reply, will you tell the
Sphinx all about your quest to stop Akharis (tum to
t75),or will you simply say that you are an adventurer
exploring the ruins of the lost civilization (tum to
s6r-Y.
524
A short figure sudcienlyappearsin the doorway. The
man is dressedin plain grey robes and is wearing a
maskwith grotesquelyexaggeratedfeatures.'No one
trespasses in the Theatreof the Gods without facing
the wrath of Cranno the Great!'he booms.Then, at a
single word from the strange man, a huge Sabre-
toothed Tiger boundsthrough the doorway and across
the sandto attackyou beforeyou canreachits master.
SABRE-TOOTHEDTIGER sKILL9 srnurNn8
If you win, tum to z5y.
tr tr
325 324-525
323 324
The hole is actually the entranceto a natural funnel.
The air inside it is hot and dry. The tunnel does not
go very far beforeopeninginto a smallcavem.At this
time of day the sun'srays penetrateeven this subterra-
neanchamber.Suddenlyyou hearthe grating soundof
Restingon a slabare severalobjectsof interest:one is scaleson stone and the scratchingof claws.You spin
a small, earthenwarejar containing a mrrnmified pack- around,to see a large, reptilian creaturewith a long,
age; the secondis a fabulousbreastplatemade from dragonJikeheadand fang-filledmouth running at you
gold and lapislazuli in the form of a falcorueachof its from out of the shadowson six crocodilelegs.A black
sixty feathers carefrrlly fashioned; and the third is a tongue snakesout from betweenthe Rasaur'sjaws as
it dashestowardsyou. You must fight this camivorous
reptile.
RASAUR sr.rn 8 g
sTArurNA
If the Rasaurwins an Attack Round,roll one dice.On
a roll of 4 to 6, it will hit you with its tongue,on the
end of which is a poison gland (deduct r further
sTAMINApoint and add r to your porsoN score).If
you win, turn to z8a.
trtr
525 SzGgzE
32E
Sandworms'teeth, serratedalong one edge, are fash-
ioned into shong ivory daggersby the nomadsof the
Desert of Skulls and are pnzed possessions.Now
retum to r.5.
Etr
5zg 331552
529
;tJ,f," v"**,
Youwatc-hin satisfaction by
is consumed
554
352
The strength of your jump is not great enough to
carry you to the other side of the crevasse.Testyout
Luck.ifyou areLucky,hrm to 556-lf you areUnlucky,
tum to 555.
trtr
355
555
You manage to make your way safely to the cave
entranceat the baseof the great boulder.After a few
metres the rough-hewn tunnel opens out into a vast
chamberin the centre of the massiveboulder. A fire
bums in the middle of the chamber,the smokerising
up through a hole in the roof. Sitting, crossJegged,on
the far side of the fire is the figure of a man, his head
bowed. 'Who seeksLopar,the Shamanof Spirit Rock?'
the man asks from the shadows.Sensingthe man's
auraof Goodnessyou announceyourself.'And what is
your pupose in seekingme?' he asks.Quickly you
explain your quest to Lopar. When he looks up sud-
denly, by the flickeringfirehght you seethat his head
is that of a dog. Woven into his fur are variousbeads
and feathers,and his handsresemblepaws.'Knowledge
canbe a dangerousthing in the handsof the ignorant,'
the Shamansays sagely.'Having braved Spirit Rock
you must prove that you are worthy to receivemy
wisdom by solving my riddle.' Startled,you listen to
Lopar'sconundrum:
'No army canstandagainstmy might,
' I am greaterthan the wind or sea.
All succumbjust asday follows night.
High mountainsturn to dust beforeme.'
If you know the answer to the riddle, convert the
letters of the answer into numbers using the code
A = t,B = 2, C = j ... Z - 26. Addthe numbers
together,then fum to the paragraphwhose numberis
the sameas the total. If the paragraphmakesno sense,
or if you cannotsolve the riddle,turn to 16r.
ME
554-$6 531559
'The membersof thu lrif,L,rlt are led by the High Under Glantanka's r*Jlf,", gdze you travel on
Priestessof Sitheraa deviousand cunningwoman through the heat of the day. The uneven path leads
possessed of dark powersand cruel magics.Avoid you further into the wildemess that fringes the Desert
them if you can.'Return to 286. of Skulls.You follow the route north-westwardsacross
boulder-skewn hills and through n:urow valleys. As
you passthrough one rocky gulley you notice a large
hole at its base leadingunderground.Do you want to
The sorcerer's
magical slamsinto your body, stop and investigatethis entranceinto the earth (tum
surrounding "itllu in vermilionftre(deduct
you for a moment to Sz+) or will you continue on your way without
4 pointsfrom yougsrevtNn). In agonyyou prepare hesitation(tum to zz6[
to defendyourselfagainstthesereptilianatiackers;
tum to 5o. 35E
Although you manage to cut down several of the
556 cultists, you are hugely outnumbered,and the rest
Against all the odds,you havedone it - after countless soon have you under reshaint again.There is nothing
cenfuries,Akharis is dead! Regain 1 LUcK point. All you can do now as the High Priestessdrains you of
that remainsis for you to bum his undeadremainsand your life-energies,which she will use to resurrecther
then . .. A terrible groaning sound,coming from high master,Akharis!Your adventureis over.
above you, and gaspsof terror from the cultistscauie
you to look up at the statueof Sithera.fust when you 139
thought it was all over, the great statue'seyes are You give Cranno a brief outline of your mission
glowing with a sinister light and the colossus is without revealingtoo many important details.'lndeed
coming creakily to life. The stafue sweepsa taloned I may,' he says, removing the mask and revealing
arm at you which you manageto dodge before it can himself to be middle-aged,grey-hairedand balding.
hit you. Your non-magicalweaponwill have no effect He leads you through a doorway into the stone
on the animatedstatue,so what can you possibly use building; you ftnd yourself in a long room, full of
to defeatit? If you have an ankh among your posses- pieces of faded scenery and other theatrical props.
sions,you will know how many preciousstonesit has You know, I used to be one of the greatestactors
set into it. Multiply this numberby twelve, then tum Allansiahas ever seen' Crannosays.'l have played all
to the paragraphwith the samenurhber.If you do not the great parts:Duke Merion of Kallamehr,Quor the
have an ankh, fum to y5. Sorcerer,Vorga the PirateJord.You understandI mean
trE
540 54a-542
no harm really, what with the mask and dramatic by pushing againstit and using your sword as a lever,
performance. I just prefer to spend my retirement but all to no effect. There must be some.hidden catc-h
away from unappreciativeaudiences.'Youare startled or lever that will open the secretdoor. Then you see
to see a huge Sabre-toothedTiger pad over to the it: on the front of the slab,surroundedby hieroglyphs,
actor and lick his hand.'Don't mind Cleomina,'Cranno three symbols have been carved out of the wall on
squaresof stone that look as if they can be pressed
inwards.The three symbols are a snake,a scarabbeetle
and a vulture. If you do not want to take the risk of
trying to open this door, you follow the original
following: a BrassTelescope,a Healing Draught,some funnel, which tums to the right before coming to a
Oil of lofus or a Crystal Pyramid.In retum, you may ftght of stone steps that take you deeper into the
choosetwo items from the list below if you decideto tomb (tum to z16). If you do want to attempt to open
trade.Having chosenyour items,fum to the paragraph the secretdoor, which symbol will you pressftrst:
relevant to each object to ftnd out more about-your
new possessions. The snake? Tum to 5r4
The scarab? Tum to r9
PapyrusScroll Tum to 74
The vulture? Tum to zEE
CarvedBoneHom Tum to rz6
Old Lamp Tum to 554
Statuetteof a god Tum to 5ra 541
The power of the pyramid convergeson the spot
LargeBronzeKey Twn to zz4
where you are standing,filling you with new strength
SealedBlackBottle Tum to a65
andrelievingyou of all stresses. Restoreyour sTAMINA,
When you haveftnishedhere,you thankCrannofor his srlrr and rucr to their lnitial scores,and reduceyour
helpandleavethe ruinedTheatreof the Gods(tum to 6). porsoN scoreto zero. Under the effect of the mystic
energy, the blade of your sword actually shalpens,so
540 that from now on you may add r to your Attack
The cultist is busy doing something in front of the Shength in battle. With renewed determinationyou
wall of the chambernext to the statue.Suddenlya leave.thechamberto continueyour quest;tum to 16.
section swings open and the man steps through into
darkness.You run into the room but, before you can 542
reach the secret door, it slams shut with a hollow 'I, too, :un on a quest of the utmost importance,'he
boom. You ky to force the slab of stone open again says,grandly. 'l am Don Huan Femandez,a knight of
Etr
545-54 345
EE
346
546
All that remainsof the templeare sectionsof crumbling
stone walls and the occasionalcolonnadeof rounded
pillars.Brokenstatuesof strange,animal-headed deities
protrude from heapsof drifted sand,whilb wom carv-
ings adorn fallen stone slabs.An unnatural stillness
pervadesthis placeand the only soundyou canhearis
the desertwind keening through the ancientcolumns.
Wanderingamong the ruins,you cometo a part of the
temple that is not in ruins. Enteringthe building, you
discover that its interior is dimly lit by daylight
streamingin th,roughcracksin the roof. The walls of
the temple are covered with stylized paintings of
human and semi-humanfigures. A repeated theme
appearsto be that of a king praying,makingofferings,
or conversingwith an assortmentof gods and god-
desses.
At last you come to a chamberin which, carved on
one wall, is a map of the arearound the templeat the
edgeof the Desertof Skulls;althoughit is recognizable
as such, there are also several obvious differences.
Picfuresof buildings and other siteshave beencarved
as part of the map and at the top of the wall there is a
Djaratianinscription.You sfudy the illustration to try
to work out the locationof Akharis'stomb. If you can,
you will know how many kilometresit is to Akharis's
tomb (tum to the paragraphwith the samenumberto
continue your adventure).Otherwise,your advenhlre
endshere,as you have no idea where to start looking
for the tomb. Soon you and many others will suffer
the Curseof Akharis!
Etr
547 gbyg
trE
550-552 355-554
could try calling it out (tum to the paragraphwith the severalmetres,your light illuminatesanothercorridor
samenumber as the answer).If you do not know the Ieadingaway from you. Do you want to pull yourself
solution, or if you do not want to waste any more up out of the shaft to investigatethis new Passage
time here,tum to r54. (tum to zEr), or would you prefer to descendonce
more to the tunnel below and follow that (tum to
2ggn
Swingingyour sword, ;ff try to strike the High
Priestessand so preventher using her evil .*se-m"gi.
againstyou again.To defendherself,the woman raises
her cobrastaff,which suddenlytwists in her handsand
comesto life! If the Priestesswins an Attack Round
and hits you with the staff, as well as deducting the
usualz pointsfrom your srAMrNAyou must adJr to
your porsoNtotal!
t55
H I G H PR IESTESS s K rL Lg s rA M rN A 7 Your jump missesthe entranceto the tunnel and you
If you win, furn to lgy. smashinto the rock-facebelow it. As you fall towards
your headhits
the river down the side of the crevasse,
a projecting outcrop, which knocks you senseless.
You decide against the Scarab'sburrow as Unconsciousin the fast-flowingriver, you soon drown.
you will not find any",<plii;
Djaratiankeasuresup there;you Your adventureis over.
would be more likely to find the beetli's mate or
354
Rubbing the lamp fails to surrmon any supematural
Finding hand-holdsi^ tn"5llrrices betweenthe blocks spirits,but you do discoverthat there is still someoil
of granite gives you no difficulty and, having climbed left insideit. Retum to slg.
Etr
555-56 55155E
You unstopperthe bottleSiridgulp downits contents. The stonehits you ,r.r*ltf on the sideof the head.
The water is cool and refreshing and has incredible The blow leavesyou dazedandwith a painfulbruise
revitalizing effects on you (restore srAMrNA points on your temple(deductz points from your STAMINA
equivalent to half your Initial score, 2 srrlr poinis and and reduceyour Attack Strength for the next battle
2 LUCKpoints, and reduce your porsoN totil by half
).
you fight by r point). Meanwhile, the mutated ant-
Cross the Waters of Life off your AdoentureSheit, then men move in to attack.Will you draw your sword to
retum to the paragraph you just came from. defend yourself (tum to arE) or will you look for
sornething else to use against the Xoroa (tum to
rysY.
35E
You are surethat you can seean imageforming in the
centreof the orb: it is a ftgurewith beadsand feathers
woven into its fur, and the dogJike faceconfirmsthat
you have contactedLopar,the Shamanof Spirit Rock!
You call out to Lopar,and he looks in your direction.
Somewhatsuqprised, he greetsyou and you hurriedly
tell him of your successin your quest and of your
present predicament.'Then we must get you out
straight away,' Lopar says anxiously. 'l will try to
teleportyou out - but I must wam you that you are a
long distanceaway and I may not have the strength
556 to lift and carry you over such a distance.' The
Shaman's expression changes to one of deep
concentrationand the world round you grows hazy.
TestyourLuck.lfyou areL.t.ky, tum to 4oo.lf you are
Unlucky,fum to zE5.
EE
u,ri:n,
You cannotbelieveh"* richesthere are in this
chamber.With half of what is hereyou could probably
buy the whole of Rimon!It is only at the last moment
that you hear your attacker's approach. Spinning
around and drawing your sword in the samemotion,
you confront your would-beassailant.
Standingbeforeyou is a terrifying apparition:it is the
corpse of an old man, clothed in scarlet and gold
robes,but there is not a single drop of moistureleft
within it! Sunkeneyes stare at you from a face dried
tight over the man'sskull.In placesthe desiccatedskin
has tom so that yellowed bone is visible, making the
undead horror appear even more dreadful' Amentut
was Akharis'sVizier, so loyal that the king demanded
he be buried dive with his master,so that Amentut
might servehim in the afterlife.One suchduty is the
protection of his lord's treasure-rooms - and you have
beencaughtred-handed!
EE
5b56s t64-165
564
As soonas Lopar,.", ,riutloldenT-shaped
cross,he The great beastslumpsto the ground and breathesits
last. You are sure tlat beyond the omate door lies
Akharis's burial chamber,but do you have a key to fit
the golden lock? If you have, tum to the paragraph
with the same number as that of the hieroglyphs
inscribedon the key. If you haven't, nQ amount of
Now retumto r.g4. force will makethe great stone door budge, so at the
last hurdleyou have failedin your quest.
56a
You_lie!' the Sphinx roars and leaps at you. your 365
weaponhasno'effecton this igent of the gods You ask Rhehotephow you may be able to destroy
"TtlV
of Djarat. You are knocked flat by the beast,*:hi.h the mummified body of Akharis. 'Such undead are
then.proceedsto tear you limb from limb so that you susceptibleto fire,' the architect explains.'lt is also
perishquickly,if honiblyl rumoured that his death-maskis imbued with life-
giving energies.Destroy that, and you may destroy
his earthlybody.'Retumto 286.
Test your Luck md r*:l:r, Skilt.tf you are borh
Lucky and succes#ul,tum to tz7. Oiherwise, you
cannot stop.the relentlessdescentof the spiked roof,
and you suffera horribledeathin the FangsLf Sith"r".
565
You manageto get to your feet before the cultists
attack.Separated,Farr takes on one of the red-robed
assassins,while the other two advanceon you. you
must fight them both at the sametime.
SKI t t STA M I N A
FirstCULTIST 7 7
SecondCULTIST 7 6
As soonasyou havekilledoneof thecultists,tum to zt4.
EM
56-56E 56trl71
566 569
Constantly wading through waist-high water while
holding your light and sword aloft is very tiring
(deductr point from your sreutwe). The tunnel veers
sharply to the left and then left again. At the next
junction, will you go left (tum to 5t5), right (tum to
Arf
if he can aid you in your quest? Tum to 559 r95) or keep straight on (tum to t4z[
Ask him what he knows of the-
Shaman? Tum to 5E9
Attack the man? Tum to r54
Leavethe ruined theatre? Not far down the tunnef?"ou ar.o.rer that the roof
Tum to E
has caved in, blocking it completely and smashinga
hole through the floor of the passageinto a chamber
567
last Mummy falls,you find yourselfat the foot below. What.will you do now? If you have a rope and
$ lhe grapple, you could lower a light do*n through the
of the raiseddais - in front of you standsthe High
Priestessof the Cult of the Cobra! Most of the cilt hole (tum to lEl) or climb down the rope yourself
have beenleft confusedby your attack and are running into the chamber(tum to zoz).lf you do not have a
around in panic and chaos,but their leader remaini rope, you could risk lowering yourself through the
cold and calculating.You have intemrpted the Rifual hole (fum to 5rr). Altematively, you can retraceyour
of Resurecfion and now must prep:lre to face the stepsand fum either left, if you have not already done
fury of Sithera'sacolyte. Are you wearing a Mala_ so (tum to r5o), or right (tum to 6gF
chiteAmulet?If so, tum to zz5-.If yo, arent, fum to
t-2t.
The corridor gradually ,tt;"., upwards until, ducking
568 under a low archway,you emergein a high, pyramidal
The image of Cracca, Lord of Rivers and Ferryman of chamber, its four walls coming together at a point
the Gods, falls at last and instantly changes back into a severalmetresabove you. In the wall opposite is the
thirty-centimetre-tall statue. Now drainel of its magical entrance to another tunnel, but in the centre of the
e1lqies, the golden image is harmless and you iray room a few stepsgo up to the top of a small,squat
add- it to your possessions if you wish. There is pillar. Do you want to climb the steps to the top of
nothing else of value in the shrine, so you leave; fum the pillar (tum to 485) or would you rather leave this
to zE4. chamber(fum to 16[
EE
372-375
572
Scramblingover the rocks, you come upon an open
spacein the boulder-strewnwildemess.Lying on the
ground on his back is Don Huan Femandezand
standingover him is a grotesque,three-metre-tallhu-
manoid.Its lumpy skin is coloureda sandybrown and
it is nakedexceptfor a loincloth madeof animalhides.
In one huge hand it carries a great wooden club
embeddedwith chunksof flint, but it is its face that
fills you with dread. The monstrosity has just one
large eye in the centre of its foreheadand an ugly
hom sprouting from the top of its skull. Femandezis
fending off the Cyclops with what remains of his
shatteredlance.Lying closeby is the motionlessbody
of Femandez'ssteed,while you can seehis cowardly
manservanthiding in a crevice in the rocks. You do
not give muchfor the old knight'schancesof surviving
thisbattle.Will you:
Draw your sword and run to his
defence? Tum to z4E
Try to distractthe Cydops? Tum to rEr
LeaveFemandezto his fate? Tum to rr4
t rE
374-575 5zG57E
attack him with the Waters of Life, if you have them If you defeat the animals,you manageto get a few
(tum to 64), or with your sword (tum to g7), or will more precioushours of sleepbefore dawn, when you
you try to remove his death-mask(tum to zgg). set off to the north for the temple.Tum to 5.
576
As you makeyour *^, ffithe tunnel,you become Pushing with all your strength against its lid, you
aware that the temperatureof the air in the tomb is open the sarcophagus- only to discover that
rising rapidly until you begin to feel uncomfortably Akharis'smummiftedbody is not herel However, his
hot. After descendinga short flight of roughly cut guardian spirit or Ka' is. Like a glittering silhouette
steps,the corridor orves to the right and now is lit by of a man, with no distinct features,the Ka sits up in
an orangeglow, so that you no longer needyour light the otherwiseempty stone coffin and reachesfor you,
to seeby. As you tui"n the corner you have to shield determinedto acquireyour life-forcefor Akharis.
your face from the light and heat! Ahead of you the
KA sx.nl8 STAM TN A 7
passageentersa squarechamber,where it becomesa
bridge over a fiery pit. Roaring flames leap up on Despite its insubstantialform, the Ka can still be
either sideof the path and you seeeverythingthrough injured by your weapon. If you defeat the guardian
a heat-haze.However, this is the only way ahead,so spirit,tum to z5z.
you must brave the Path of Flames.Walking across
the stone bridge, you begin to feel dizzy as the heat
intensifies.Roll three dice. If the total rolled is less The floor of the ,r.r.,"itf,"gins to slope gradually
than or equalto your srAMrNAscore,tum to rrS. If .it downwards, while the ceiling remains at the same
is greater,turn to goo. height. There are no steps and the tunnel is getting
steeper,the loosesandcoveringthe stonefloor making
it treacherouslyslippery underfoot.Suddenlyyou lose
A low growling in the middle of the your footing and tumble, head over heels,down the
"*"t"r,3tiou
night, and in seconds you are on your feet, your slope.Iesf your Luck.lf you are Unlucky,tum to 545.
sword drawn. With a snarl two jackals,athacted by If you are Lucky,tum to z6E.
the light of your ftre,leapat you. Fight them together.
378
SKI TL ST A M I N A Brandishingthe statuettein front of the Golem hasno
FirstIACKAL 6 5 effect,but can you invoke its power?If you know the
SecondIACKAL 5 ) name of the deity whose image you hold in your
EM
,7\reaa
5Ez-5E5
582
'How disrespectful!'the creaturesnarls angrily. You
humanshave no mannersat all. Clearly I shallhave to
teach you a lesson.'With a tremendousheave, the
Dracon drags the stakesout of the ground and frees
itself from the net. Roaring,the monsterstalkstowards
you, ready to slashyou with its huge claws and bite
you with its oversizedteeth.
580
DRACON sK rLLg STAMTNA 14
5Et 5Ej
You eventually ftnd yourself back at the stepswhere
you entered the flooded maze!After all your efforts
you have not got anywhere (lose r lucr point.)
Tuming back towards the maze,will you now go to
the left (tum to n4), to the right (tum to 254) or keep
going shaight ahead(tum to zr7[
Et r
tE4-l,Es
5E4
5E5
Io* light illuminatespart of a large, rubble-skewn
chamber,the sand-coveredfloor of which is at least
ten mehesbelow you. You will be able to climb down
your rope safelyinto the chamber,if you wish (fum to
zoz). lf you do not want to, you must retraceyour
stepsbackto the original tunnel and tum either left, if
you have not alreadydone so (fum to r5o), or right
(tum to 65).
t rE
SE6-'1EE 5E9-590
5E9
'The Shamanof the Wilderlandshashis abodeat Spirit
Rock, a leagueto the east.But be wamed, the lands
beyond here are home to all mannerof primitive and
inhumantribes.'You thank Crannofor his information
(makea note of Cranno'sWaming on your Adoenture
Now will you ask him whether he can aid you
Sheet).
on your quest (turn to 55g), or will you leave the
theatrewithout further delay (turn to 8F
t rE
594-594 395-596
EE
597
trtr
5gh1op 400
400
1 84046 387 2
Creature of Havoc
Stere /ackson
The Citadel of Chaos
Evilis festeringin Trolltooth Pass.The necromancerZharradan
Steve/ackson Marr is closeto stealingthe secretsof Elvenmagicwhich would
Deep insidethe Citadel of Chaos,the dread sorcererBalthus makehim invincible.Nothingcould then preventhis legionsof
Dire is plotting the downfallof the goodfolk of the Valeof Chaosfrom takingoverthe wholeof Allansia...
Willow.His battle plansare laid, his awesomearmy equipped, But what do you knowor careabout all this? ln this unique
and attack is surelyimminent. adventure,YOU are the Creatureof Havoc,a monstrousbeast
Summonedby a desperateplea for help, YOU are the Valeof with a taste for fighting. Ruledonly by hungerand rage,you
Willow'sonly hope. As star pupil of the GrandWizardof Yore haveno knowledgeofyour past or destiny.lfyou survive,you
and a mastersorcereryourself,you must strike at the very may begin to control your bestialnature and learnyour true
heart of BalthusDire'snightmareworld. Though you command purpose,but successis by no meanscertain,for the traps and
many powerfulspells,the quest may be deadly,for who knows terrors of Trolltooth Passare manv ...
what creatureslie in wait in the Citadel of Chaos? 1 84045391 0
1 84045 389 9
City of Thieves House of Hell
lan Livingstone Steve/ackson
Terrorstalksthe night as ZanbarBoneand his bloodthirsty Strandedmilesfrom anywhereon a dark and stormynight' your
Moon Dogs hold the prosperoustown of Silvertonto ransom. only hope of refugeis the strange,ramshacklemansionyou can
YOU are an adventurel a swordfor hire,and the merchantsof seei n the di stance...
Silvertonturn to you in their hour of need.
But enteringthe Houseof Hell hurlsyou into an adventureof
Your missiontakesyou along the dark, twisting streetsof Port spine-chilling and blood-curdlingterror.The dangersof the
Blacksand to seekthe help of the wizardNicodemus.But torrential storm outside are nothing comparedto the
Blacksand is riddledwith thieves,assassins
and foul creatures. nightmarishcreaturesthat awaityou within its gruesomewalls'
Shouldyou survive,you must journey to the most terrible place
of all - the tower strongholdof the Night Princehimself, Be warned!You must try to keepyour fear under control -
Za n b a rB one! collecttoo manyFEARpointsand you will die of fright' Can
you makeit through the night without being scared- to
1 84045 397 X death?
1 84045 4178
Crypt of the Sorcerer
lan Liringstone
Sorcery! l: The ShamutantiHills
An ancientevil is stirringin the bowelsof the earth,and the Stere/ackson
land is blighted.After being entombedfor one hundredyears,
the necromancerRazaakhas been re-awokenand is poised to Basedon the best-sellingFightingFantasygamebooksystem,
fulfil his promiseof death and tynnny. His army of undeadare The Shamutanti Hills is Book One in SteveJackson'sSorcery!
at largeacrossAllansiabringingdeath and destructionto all series.Your epic quest will take you acrossthe mysterioushills
who resist. to the cityport of Khar6,but only if you outwit the creatures'
traps and wizardryyou encounteralong the way.
It is up to YOU to find the only weaponto which Razaakis
vulnerable- his own magicsword!Only then might you survive
the dangersthat awaityou in his evil lair - the Crypt of the
Sorcerer!
1 84046395 1 adventurersalike.
1 84045 430 5
Eye of the Dragon Sword of the Samurat
lan liringstone Steve/ackson and lan liringstone
In a tavernin Fang,a mysteriousstnnger offers yOU the The land of Hachimanis in gravedanger.The Shogun'scontrol
chanceto find the Golden Dragon,perhapsthe most valuable is slipping.Banditsroamthe landfreelyand barbarianinvaders
treasurein allof Allansia.But it is hiddenin a labyrinthbeneath havebegun to nid acrossthe borders'All this becausethe
DarkwoodForestand is guardedby the most violent creatures Dai-Katana- the great sword SingingDeath - has been stolen
and deadlytnps. from the Shogun.
To begin your quest YOU must drink a life-threateningpotion, YOU are the Shogun'schampion,a young Samurai'Your
and to succeedyou must find maps,clues,artefacts,magic missionis to recoverthis wondrousswordfrom lkiru,the
items,jewelsand an imprisoneddwarf. Masterof Shadows, who holdsit hiddendeep in the Pit of
1 84046 542 1 Demons.
1 84045 732 0
Talisman of Death
Stere /ackson and lan liringstone Bloodbones
The once-peacefulworld of Orb is in terrible danger.Dark Stere /ackson and lan livingstone
forcesare at work to unleashthe awesomemight of the Evil BloodbonesLives!
One - and only YOU can stop them.
The dreaded pirate-lordCinnabar;scourgeof the twelveseas,
YOURmissionis to destroy the Talismanof Death before the plaguedthe seafarersof the Old World in a bloody reign of
Dark Lord'sminionsreachyou. But beware!Time is running terror until a braveadventurerput an end to his evil' But now
o u t... he is back from the dead, seekingrevente,with the dark
1 84045 555 2 powersofvoodoo at his command'
1 84046 765 7
The Official Fighting FantasyWebsite
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. Exclusiveinformationon all forthcoming FFgamebooks,
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The Official FightingFantaqrWebsite
ghtingfantasy.com
www.fi
Visitthe websitefor...
r Latestnewson FFgamebooksand events
. Downloadscreensavers,
wallpape6bookmarksand much
mo r e. . .
. Exclusiveinformationon all forthcoming FFgamebooks,
includingpreviewsof cover art
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