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}.IGHTI NC ITANT-ASY
GAMEI'OOKS
1 Thc Warlock oI Firetop Mountain
2 Thc Citadelof Chaos
3 Th€ Forestof Doonl
Colc l illus t ra ti o n h y ta i n M c c a i B

FI CH'J I NC
FA\ I ASY
u( f1 5 0
A UST 5 39 5

c aN , $ 2 _ 95 A Puffin Book
PUFIIN BOOK9

THE
FORESTOF DOOM
Only thc foolhardy or the very bravc would willingly sk a
ioumey into Darkwood Forcst, where strange, twisting
paths wind their lvay into the eeiie depths llho knows
whatmonst ous.reahrres lurk in the threatening shadows,
or what deadly adventuresawait the unwarv traveiler?Do

L a despcrateI'ce a8ainst tine, dccp within Dark{'ood,


your quest rs to find the nissnrg pjcces of the iegendary
Hammer ofStonebridge,whjch was fashionedby Dwarfs to
protect pc.ceft|I Stoneb.idgeagainstits ancientdoon
Two dice, a peh.il and an eraserareallyou necd to ehbark
on this thrilling advenhue of sword and sorcery,complete
lvith itsclabor.te combat systemand a scorcsheetto Nord
vour gamsand osses
\ianr dan8ers lie ahead and your successis bt, no means
certarn Powerful advelsariesare ranged against you and
ofren you!only choiceis to ki orbekilledl
Trvo more Fighting Fantas]' Gamebooksare published in
P[tfln: The Wo ock of Etretop MoLnhh and The Citndel aJ

E
Ian Livingstone

Thq roRqsf
orDooM
IllustratedbyMaIcoImBarter

Puffin Books
For Liz and Carol

Purl Bliot. n.1sJ,n aor. I d H4rnald\$or .


PensL,. Bmr\ 40 vFr _ no s,
P r n s n B o , r 3 A L' d D I d ,Rh F m d !\r ,o n , Au lr Etn

Fir{ Publishedr9s3
ReFri.red re3l (four dqs)

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IlllrErjons copyriehro Mrlcolh Bsirer, res3

ser D Linouon Fshdro bv


Roursnd PhorlFes{ons t_rd,
Bury Sr Ednunds, Sufiotr
Pnntcd and bound io cretlri8iD b!
c.x & \vynr.rrd, Reedn!

ExleF i. rhc unned skEs or Amerci.


,tu book r sold sub,ecr b rhe coodnion
rhfl iL sh3llnorj by wsy or fade or olhrsrej
b! renq ie soldj htr.d our, or.rh
*rhour tr Nbl'shd\ prior con
drd'.s d. cov{ odrr lhu dar n shkh jr r

dr coodn'onbeins mpos.d
'ndudiq
CONTENTS

I{OW TO FIGHT TIIE CREATURESOF


DARKWOODTOREST

9
E QU IP ME N T A N D P OTIO NS
16
H IN TS ON P LA Y

77
ADVENTURE SHBET
18
BACKGROUND
20

THE TORBST OF DOOM


HOW TO FIGHTTHE CREATURES
OF DARKWOOD FOREST

Beforeembarkingon youradventure, you mustfust


determine your own strengths and weaknesses.
You have in your possessiona sword and a back-
pack containing provisions (food and drink) for the
trip. You have been preparing for your quest by
rrainingyourselfin swordplayand p\ercisingvigor-
ously to build up your stamina.
fo see how effectiveyour preparationshave been,
you must use the dice to determine your initial
s(ILL and srAMrNA scores.On pages16 19there is
an AdoentureSheetwhich you may use to record the
detailsofan adventure. Onityou will find boxesfor
recordingyour sKrLLand sraMrNA scores,
You are advised to either record your scoreson the
AdoentureSheetil pencil, or make photocopies of
the page to use in future advenfures.

Skill, Stamina and Luck


Roll one die. Add 5 to this number and enter this
total in the s(rLL box o^ the AdoentureSheet.
Roll both drce. Add 12 to the number rolled and
ente! this total in the sTAMTNAbox.
There is also a LUCK box. Roll one die, add 6 to this
number and enter this totalin the LucK box.
r
For reasons that will be explained below, sKrLL, \.o\n AdpenturcSfteuf.The scoreafor each creafure
STAMTNA and rucr scoreschangeconstantly dur- are given in the book each time you have an encoun-
ing an adventure, You must keep an accuraterecord ter.
of these scoresand for this reasonyou are advised Ihe sequenceof combatis then:
eitherto write smallin the boxesor to keep an eraser 1. Roll both dice oncefor the creature Add its SKILL
handy. But never tub out your hifr?l scores. score.This total is the creature'sAttack Stren8th.
Although you may be awarded additional sKrLL, 2 , Roll both dice once for yourself. Add the number
STAMTNA and Luc( points, these totals may never rolled to your current sKM score.This total is
exceedyour l,Tift l scores,excepton very rare occa- your Attack Strength.
sions, when you will be instructed on a particular
3. if your Attack Skength is higher than that of the
Pa8e. creature,you have wounded it. Proceedto steP
Your sKILL scorereflectsyour swordsmanshipand 4. lfthe creature'sAttack Strengthis higher than
general fighting expertisej the higher the better. yours, it has wounded you. Proceedto step 5 If
Your 5TAMINA score reflects your general con- both Attack StrenBlh totals are the same/ you
shfution, your r /ill to survive, your determination have avoided eachother's blows - start the next
and overall fitness;the higheryour STAMTNA score, Attack Round from step 1 above.
the longer you will be able to suNive. Your LUCK 4 . You have wounded the ceatule, so subtmct 2
score indrcateshow naturally lucky a person you points from its srAMtNA score. You may use
are. Luck - and magic- arefactsoflife in the fantasy your LUCK here to do additional damage (see
kingdom you are about to explore. over).
5. The creature has wounded you, so subtract 2
points from your own srAMrNAscore Agaln you
may use LUCKat this stage(seeover).
Battles
6 Make the appropriate adjustments to either the
You will often come acrosspagesin the book which creafure5 or )oLlr own STAVI\A scores{and
instruct you to ight a creafure of some sort. An your LUc( scoreif you used LUCK- seeover).
option to flee may be given, but if not or if you 7. Begin the next Attack Round by retuming to
chooselo altack the creaturedn).way you mu\t your cunent sKrLLscoteand rePeatingstePs1 -6.
resolvethe battle as describedbelow. This sequencecontinuesuntil the srAMrNAscore
of either you or the creatureyou are fighting has
Iirct record the creature's S(ILL and STAMTNA
beenreduced to zero (death).
scores in the firstvacant Monster Encounter Box on
Escaping the result will go in your farour. If the number
On some pages you may be given the option of roled is higher than your current LucK score,you
running away from a battle should things be going nase been unlucky and you will be penalized.
badly for you. However, i{ you do run away, the This procedure is know^ as Testingyour Ll^ck.Each
cfeature automatically gets in one wound on you tlme yo:uTestyourLuck,you must subtractone Point
(subtract2 srAMrNA points) as you flee. Suchis the
trom your current LUc( score.Thus you will soon
Falize that th e more you rely on your luck, the more
risky this willbecome.

Using Lltck in Baltles

On certain pagesofthe bookyou will be told to Tesl


FightingMore Than OneCr€ature lact and will be told the consequencesof you!
-voar
If you come across more than one creatute in a being lucky or unlucky. However, in battles, you
Parhcular encounter, the instructions on that page ali{ays have the option of using your luck eithe! to
vvill tell you how to handle the battle, Sometimes mflict a more seriouswound on a creatureyou have
you will treat them as a single monster; someomes i ust wou nded, or to minimize the effects of a wou nd
you will fight eachone in turn. the creaturehasjustinflicted on you.
Il vou have just wounded the creature,you may lesf
Luck vou L ck as descdbedabove.If you are lucky, you
At various times during your adventure, either in have inflicted a severewound and may subtractan
erfriT2 points llom the creatule's STAMTNA scole.
battlesorwhen you comeacrosssituationsin whjch
you could either be lucky or unlucky (detaits of Howevel, iJ you are ur ucky, the wound was a mere
theseare given on the pagesthemselves),you may grazeand you must restore1 Pointto the creature's
call on your luck to make the outcomemore favou;- srAMrNA (i.€. insteadof scoringthe normal2 Points
able. But bey/are!Using luck is a risky businessand of damage,you have now scoredonly 1)
ifyou are anlucky, the;esults could be disastrous. lf the creaturehas jLrstwounded you, you may lcsf
The procedure for using yourluck is as follows: roll vorrr Luc,tto try to minimize the wound. I{ you are
two dice. If the number rolled is equal to or lessthan lucky, you have managed to avoid the full dama8e
your curnentLucx score,you have been lucky and oftheblow Restorel pointof srAMrNA (i.e. instead
of doing 2 pomts of damagert has done only 1). lf
you are unlucky, you have laken a more serious rour Provisions. A seParateProvisionsRemarning
blow. Subtract1 extra srAMrNApoint. to\ is provided on th e Adoellture Sheetlor recordir.g
Rememberthatyou mustsubtract1 pointfrom your letaili of Provisions. Rememberthat you have a
own LUCKscoreeachtirl]leyo:dTestlouf Luck. :rrngway to go, so use your Provisionswiselyl
Rememberalsothat your sraMINA scoremay never
e\ceed its r?ihrl value unlesssPecificallyinstructed
RestoringSkill, Starninaand Luck l-)n a page. Drinking the Potion of Stlength (see
skitl later)will restoreyour srAMrNA to its ltlifr4l level at
any time.
Luck
Additions to your LUCKscoleare awarded throu8h
the adventure when you have been Pa icularly
lucky. Details are given on the pagesof the book.
Rememberthat, as with sKrLL and STAMINA,your
LUCKs€Oretlury never exceedits lfiitrl value unless
its hrfirl value unless specfically instructed. Drink-
specificallyinstructed on a Page. Drinking the Po-
ing the Potion of Skill (see later) will restorc your
tion of Fortune (see later) $'rll restore your LUc( to
s(rLL to its In itirl level atany time.
its hitial level at any time, and increaseyour Inililrl
Stattlina and Proaisiotls LUCKbvr ooint.
Your sreulNl scorewill change a lot during your
aclventule as you fight monsters and undertake
arduousta6ks.As you near your goal.your s r AMr-
\a levelmaybedangerously low and bdttlesmaybe
particularly risky, so be careful!

to your STAMTNAscore and deduct 1 point from

a5
EQU]PMENTAND POTIONS HINTS ON PLAY

You wil start your advenfure with a bare minimum


of equipment, but you may find or buy other items Tlere is one true way through Darkwood Forest
during your fuavels,You are armed with a sword and itwill takeyou severalattemPtsto find it Make
and arc dressed in leather armour. You have a noies and drawa map asyou explore- this map will
backpackto hold yout Provisionsand anytreasures re invaluable in future adventuresand enableyou
you may come acr:oss, to progressrapidlythrough to unexPloredsections-

In addition, you may take one bottle of a magical \ot all areas contain treasure; many merely contain
potion which will aid you on your quest. You may baps and cleatureswhichyouwill no doubt fall foul
ot. I hereare man) wild gooseLha5ePassages rnd
chooselo tale d bottle of any of the following:
rr'hile you may indeed Progressthrough to your
A Potion of Skill - restoressKrLLpoints iitimate destination, it is by no means certain that
A Potion ofStrentth- restoressraMrNA points vou will find what you are searchingfo
A Potion of Fortune - restores LUcx Doints and
adds 1 to r1li4l LucK It will be lealized that ent es make no senself rcad
in numerical order. lt is essentialthat you lead only
Thesepotions rnay be taken at any time during your the entriesyou are instructed to read. Readingother
adventure (exceptwhen engagedin a Battle).Tak- entrjeswill only causeconfusionand may lessenthe
ing a measureof potion will restote sKrLL, srAMr- excitementdurinB play.
NA or LUc( scores to their lflilidl level (and the
Potion of Fortune will add I point to yo.:J Initial The one true way involves a minimtm of nsk arrd
LUCKscorebeforeLUcKis restored). any player, no matter how weak on initial dice rolls,
should be able to get throuth fairly easily.
Eachbottle of potion containsenough for oflemea-
sure, i.e. the charactedsticmay be restored once May the luck o{ the gods go with you on the adven-
during an adventure, Make a note on your ,4do?r- ture ahead!
t!/e Sreel when you have used up a pohon.
Rememberalso that you may only chooseoneof the
three potions to take on your trip, so choosewisely!
a6

\_
ADVqNTURqShEET \IONSTER ENC O UNTER BOXES

skill=

EQUIPMENT GOLD Skiil= skil/:


LIST

IE WE LS

5kr/l= stiil=
POTIONS

PROVISIONS
REMAININC
Skil/=

1E a9
BACKGROUND lEgin to ddft asleep. and images of sqeaming,
jreen-faced trolls flicke! through your mind. Sud-
denly, in the bushes to your left, you hear the loud
cack of a twig breaking under a clumsy foot You
You are an adventurer, a sword for hire, and have leap up and grab your sword ftom the ground You
treen roaming the northem borderlands of your s?nd motionlessbutalert, ready to pounceon your
kingdom, Having always spumed thedullness of rnseen adversary.Then youheara 8roan, followed
village life, you now wander the lands in searchof br the dull thud of a body falling to the Sround. Is it
a trap? Slowly you walk over to the bush where the
noise is commg {rom and carefully pull back the
branches.You look down to seea little old man with
a great bushy beard, his face contorted with pain.
slayingevil men and beastswith vour trusty swoid. \ou crouch down to remove the iron helmet cover-
Not once during the last ten days sinceenfe ng the rng his balding head and notice two clossbowbolts
protruding faom the stomach of his plump, chajn-
northern borderlands have you set eyes upon
mail-cladtorso. Picking him up, you carry him over
another percon. This does not worry you at all, aS
you arc happy with your own company and enjoy to the fire and stir the dying embersinto life. After
.overing him with the sheepskinblanket,you man-
the slow, sunny days hunting, eatingand sleeping.
age to get the old man to drink a little water He
It is evening, and having feasted on a dinner of coughs and moans. He sits up rigid, eyes sta ng
nbbit, spjt-roastedon an open fire, you settledown ixedly ahead,and startsto shout.
to sleep beneathyour sheepskinblanket- There'sa .I'll get
them!f[get them! Donlt you fear,Gillibran,
full moon, and the light sparkles on the blade of
Biglegis coming to bring you the hammer. Oh yes,
yourbroadswordskeweredintothe groundbyyour
indeedI am Ohyes. . .'
side. You gazeat it, wondering when you will next
have to wipe the blood ofsomevile creaturefromits The dwarf, whose name you presume to be Blgleg,
sharp edge. These are strange lands, inhabited by is obviously delirious from the poison-tippedbolts
wetud and loathsome beasts goblins, trolls and lodged rn his stomach. You w3tch as he slumps
even dragons. down again to the ground, then whisper his name
in his ear. His evesstareunblinkngly at vou, as he
As the flame of your camp fire gently dies, you
aeain startsto shout.
20
2l
'.{mbushl Look out! Ambushl Aaghl The hammerl
Take the hammer to Gillibranl Savethe dwarfs!'
His eyeshalf closeand the pain seemstoeasealittle,
and as thedelirium subsides,he speaksto you again
m a low whispe!.
Tlelp us, friend . . . take the hammer to Gillibran
. - only the hammer will unite our people against
the trolls, . . I,Vewere on our way to Darkwood in
searchof the hammer . . . ambushed bv the little
people. . . others$l)ed . . , the map in m1 pouch
tlill take you to thelhome of Yaztromo, the master
ma8eof thesepalts . . . he has great magicsfor sale
to protect you against lhe cleatures of Darkwood
. . take my gold . . I beg you to {ind the hammer
and take it to Cillibran, my Lord of Stoneb dge
r ou will be well rewarded. . .'
Bigleg opens his mouth to start another sentence,
but nothing comesout excepthis last dyingbreath,
You sit down and ponder Bigleg's words. Who is
Cillibran? Who is Yazlromo? Wlrat is all the fuss
about the dwarfish hamrner?You reachover to the
still body of Bi8leg and remove the pouch from the
Ieather belt around his waist. Inside vou find 10
Gold Piecesand a map (opposite).

2t
Jingling the coins in your hand you think of the NOW TURN OVER
possible rewards which may await you just for
rcturning a hammer to a villag€ of dwa s. You
decide to try to find the hammer in Darkrarood
Forestiit's beena few weekssinceyour last good
battle,and, what is more,you are likely to be well
paidfor this one.
With your mind madeup, you settledown to sleep,
having takenback the sheepskinblanketfrom poor
Bigleg.In the morning you bury the old dwarf and
gather up your possessions,You examinethe
map, look up to the sun, and find you! bearings.
Whistling merrily, you head off south at a good
pace, eagerto meet this man Yaztromoand see
what he hasto offer.
r
a

)'our walk to Yaztromo's take8 a little over half a


day, and you arrive at his stone tower home dirty
and huntry. As the tower is setbackon the edgesof
Darkwood some fifty metrcs away from the path
rou have been following, it is diflicult to find.
Finally you walk up to the huge oak door, some-
hhat relieved to find that it does exist and that
Bigleg had not been speaking wildly in his delirium.
-\ large brass bell and gong hang from the stone
aJchway. As you ring the bell, a shiver runs clown
)':' vour spine and you realize that the loud 'bong'
t4- -.r- invadesa deep silence,which you had not noticed
.,:.'.Ha+.l '-"efore.There are no sounds of birds or animals to be
heard. You wait anxiouslyat the door and hearslow
footstepsdescendingstai$ ftom the tower above.A
small wooden slot in the door slidesopen, and two
evesaPPearand examine you .
lVell, who are you?' demands a grumpy voice
throu8h the hole.
You answer that you arc an adventuiei in seaEh of
'}Ie master mage Yaztromo, intending to purchase
nagical items ftom him to combat the creaturesof
Darkwood Forest.
1 Thc to.eetb xt ho.k an thc cdgeof Da*.nod, solncffy netrcs 'Oh ! Well in that case,if you are interested in buying
anq! fnn thc path
:ome of my merchandise, you had better come up. I
am Yaztromo.'

\
2-5 6-9
|
He then turns and slowly ctmbs the stone stairs. r.ish to place the told crown on your head, turn to
Will you: lll. If you wish to leavethe alcoveand climb uP the
restof the stepsto the roof of the cavern,turn to 249
Followhim up thestairs? Tum to261
Draw your sword and attackhim? Turn to 54 6
{s you walk past the Goblin he growls unlike
anyihing you hive ever heard befole, a Srowl that
Your advenfureends herc asyour tastyfresh fleshis rou would not exPect a Goblin to make Feeling a
aboutto becomea savouryfeastfor the victodous httle neNous you head quickly north. Turn to 14E.
Ghoul.
7
t )'ou draw your sword and PrePare to meet the
You follow five more alrows to the trunl<of an old yellow- and black-stripedattackers.They are KIL-
dead tee still rooted in the glound. You seethat the LER BEESand will attack in sePaGtedroves, each
trunkis hollow and thatthe hole continuesthrough drove countingas a single creature.
the trunkinto the ground to makea tunnel.lt is dark
SKTLL STAMINA
down the hole and you cannot seehow farit is to the
bottom. Do you have a Ring of Lighr? If you do, turn FirstKILLER BEES 7 J
to 322,Ifyou do not possessthis item, turn to r2o. SecondKILLER BEES I 4
Third KILLER BEES 7 4
If you win, turn to 23,
Lose 4 srAMrNA points. lf you are still alive you
manage to pull the affow from your shoulder 8
although the pain is agonizing, If you still wish to lValking along the path, you hear IootstePs and
enter the cave,turn [o 49. lfyou wish to crawl back arguing voices ahead o{ you. If you wish to meet
to the iunctiorL turn to 93. their owners, tum to 3r7. If you would ftther hide
rn the bushes to let them walk by, tum to 392
t
Sitting in the ornate throne you feel strangely un- 9
comfortable.The two Clone Warriors grovel on the \ ou unlock the door and stePback,drawing your
floor in front of you in complete subservience Do srvord in case the Goblin trjes to attack you He
they expectyou to becomethet new master?Ifyou picks up a wooden stool and, waving it in the air,
I ao-12
kicksthe door openand chargesat you screaming.
a3-44
Ir vou have had enough of the Gnohe and would
Youmustfight. Gther head west along the path, turn to 57.
COBL I N sKrLL5 STA M I N A 4
13
lfyou win, turn to 176. The vibrations feel like shockwaves which seemto
hammer your body. Your legs feel like lead and you
1() are unable to move them. Suddenly the hut col-
You pick up a good-sizedrock offthe floor and take Iapsesand crashesto the ground. The sky darkens
aim. You throw the rock with all your might at the and a wind starts to howl all about you. The wind
Ogre but are dismayedto seeitfly pasthis head and 'rlows
harder and becomesas strong as a gale, its
crashagainst the far wall of the cave.You curse,buf lorcekflockingyou to the ground. You cling to the
decide neverthelessto rush into the cave to attack porch and shield youi face from the dirt arld deb s
the Ogre (turn to 29o). thrown up by the gale. Above the deafening noise of
the wind you hear laughter followed by a deep voice
11 rejoicing, 'I'm free! l'm free!' You have releas€dan
You start to loseyourbalance as the illusion distorts EARTH ELEMENTAL on to theworld-lose J LUCK
your mind- You closeyoureyes and hold your head points. Gradually the howling wind dies down and
in your hands but it makesno difference. You reel the skiesbrighten. You pick yourself up from out of
around the room and then fall to the floo! uncon- the rubble a;d walk slowly backto the palh to hedd
scious.Turn to 35j. north again. Tutn to 149.

a2
L4
You tell the Gnome that perhaps you had been a The pit is circularwith smooth sidesand you are too
little hastyin drawing your sword, butyou had tobe rveak from your fall to climb out. You call for help,
prepared for anything within the evil boundary of but nobody comes hoyour aid. You sil down dnd
Darkvrood ForesLHe replie5that thal is no e\cuse ponder yout fate. After about an hour you hear a
for drawing your weapon on a defencelessold man noiseoverhead.You look uD to seethebeardedface
and, ifyou want your sword back,it will costyou 10 of a stocky man wearing a fur hat. He looks
Gold Pieces or two items of heasure from your annoyed. He is a fur trapper and you have ruined
baclpack.You pa1 him what you will and, to your his trap. He shouts down to you that if you expect
relief. your beloved sword is retumed. l{ you wish him to throw a rope down to rescueyou, it is going
to continue the conversationwith him, tum to 271. to cost you I Gold Pieces. Failing that, he will take
15-1b

any magical item you care to give him ftom your


hckpack. After you agree to pay off the angry fur
Fapper he throws down a rope to you and you climb
qrt of the pit. You hand over the fee, crossingit off
Iour Equipment List, and glare at the unftiendly fur
u'apper before setting off north again dovrn the
torge. Turn to 255.

The slope is steep and you slip on the slime, tum-


bling head over heelsdown the hole to the bottom,
irto; large earthen cavern. You tumP to your feet
and are alarmedto seethe shiny tip ofa Poisonbarb
on the tail end of a huge STING WORM coming
straightat you. The Sting Worm is about five metres
longandhashugeyellowse8ments,butallyoucare
about is plotecting yourcelf from the barb. There is
no time ro scramble out of the hole - you must draw
vour sword and fight.
STING WORM sKrLL8 STAM I NA 7

IIyou win, turn to 217.

a6
qE-
You shout at the three humanoids who are tending
a palchof red-toppedfungi. ABaintheyignoreyou,
continuins with their work. You take hold of a
vau se theshin! tiP ol thepotw batbof a hqe Sting wnth fungus top, breaking a pieceoff, and start to eat. It
conin{ sialght at Vau
tastesgood but a terrible pain gdps your stomach.
The fungus is poisonous. Do you have a Potion of
-Anti Poison?If you do, tum to 211. If you do not
have this potion, tum to 345.
t a7-t.8
a7
A ladder runs down the insrde of the well to the -\lthough weak from
a9
the
19-24

fever, you manage to sit


waterbelow. However, there appearstobe a funnel up. You take hold of your sword and, gritting your
just abovethe surfaceofthe water, running north, lt teeth, cut yourself where the Werewolf bit you.
rs circular and has a diameter of one metre. You Blood runs quickly from the wound, and, hopeful-
may: h', the diseasewith it. Lose 1 srAMrNA point due to
lossofblood. Ifyou are still alive, tum to IE.
Tossa Cold Pieceinto thewell
to makea wish Turn to69
20
Descendthe ladder to look down lvalking east you come acrcss a bEnch in the path
thetunflel Turn to 256
headingsouth You decideto ignore itand continue
Retulnto the path toheadwest Tumto236
east.Turn to 272.
18
Your plan works and thefever dies down. Merciful-
The pain increasesand you quickly reachinto youi
ly the haiI on the backofyourhands djsaPPearsand
backpack to pull out the small bottle labelled Potion
you slump back to sleep again, exhausted.In the
of Anti-Poison. You gulp down its contents. Your
moming you collect your belongings and head
body relaxes and the effects of the poison wear
north along the path into the hills, Tum to 19E.
away. You ponder what else might be in storc for
vou in this forest and tum north up the path. TuIn
lo 226
I 2 2 - 24

The gas is toxic and your eyes stalt to water. You


25-28

:.entually the pathlevels out and you findyoursell


cough and hold your breath, running round the :r a valley floor. The path continuesnorth but alsoa
cave trying to escapefrom the gas cloud vrhich -:\'path leadsofI to the west.
envelopsyour face.Your lungs feelas though they
are bursring and you are forced to nhale. Reduce To continue north Turn to 369
your sKrLLby 2 and your srAMrNAbythe amount To go west Turnto 56
of one die roll. If you are shll alive, you are relieved
to see the gas cloud fade away. You put the silver 26
':.ru decide to start your search at the wooden
box in yourbackpack ar,dleavethe caveimmediate-
Iy to continue your quest northwards. Tum to358 :ielr.es. All the books are written in a language
:riamiliar to yoLr and contain strange diagrams.
re chartsand scrollsare also unintelligible to you.
': lru open cupboards and drawers but all you Iind
You wipe the sweatfrom yourforehead and wonder
::e more books, leather-boundand dusty. You are
what else theseevil lands have in store foryou. You
:iout to give up searching the room when you
srt down and rest for a while. Later you set off
towards the sound of the flowing water. Turn to :.rtice one more book on the floor, acting as a
irpport for a broken tableleg. Will you:
3J9.
Pickup the book? Turn to91
24
The musclesin your neck startto stiffen and you feel Give up your searchand retum
the effectsofpojson from the dartsrunning through to the path to head north? Turn k)22o
your body. You reach quiclCv into your backpack
and pull out the small botrle labelled Potion of
,';iplng the thlck green sap-bloodfrom your sword
Anti-Poison and gulp do\,!'nits contents.Your body
relaxesand the effectsoI the poison wear away On -ruset off north again. You are relieved to see that
seeing this, the Pygmies turn and r.un olf into the :1e treesare at lastbeginning to thin outand appear
grasses- Will you: --:rsihreatening Tum to 329.

Draw yoursword and run into the


28
grassafterthe Pygmies? Turn to 377
Contnue north along the path? Tumto 92 -: r'ou possessan Arrnband ofStren8th, turnto52 If
: riu do not possessthis 1tem,turn to 256

t
r 29
In a small clearing amidst the trees you see two
29-32

tmall creatures with warty skin, dressed in leather


armour.Theyappear to.bearguing over who should
t'e in chargeof the rabbrtwhich is being spit-roasted
over an open fire, On seeingyou, they ceasetheir
argument and draw their short swords. You are
goingto have to light the ORCS advancingtowards
::'
SKILL STAMINA
a't
: il"
FirstORC 5 5
,ti,(t SecondORC 5 6
If you win the battle, tum to 3t3. If you wish to
Escape during the battle, you may do so by running
backto the path and heading north. Turn to 254.

.--a*i
30
Lose z suurrlA points for the deep cut on your
.{ forehead.If you are still alive, tum to 225.
| .",,ls$t
.,$
You crawl out ofthe tunnel and stepon to the ladder
tu the wall of the well- You climb ou t of the well and
rehrrn to the path. Tum to 362.

You reach into your backpack and hand over ro


Cold Piecesand two objects to Arragon. Make the
necessarydeductionsto your EquipmentList Aira-
29 In n s"nll clenui9 nnidst hc nus vau sethM smallctmturcs qon then commandsyou to leaveand you runout of
.lith nflrtYskrl
:he cottageback to the iunction rn the path. Lose I

t
r 3t-14
LvcK point and head north along the path. Tum to
15-37
t5
450. Lose4 steuru points for the in;ury causedby
the tedble bum. ff you arc still alive tum to 132.
5t
The ftiar shakeshis head, saying,'Thele doesn't 36
seemto beanychadtyin theworld anymore.'With Thinkin8aboutthe robedstrangeryou feela little
a shru8 of the shouldeE he setsoff south again.You uncomfortable.Therc was somethingabout his
watch him disappearbefole continuing your iour- hanner that you did not trust. You stop to takea
neynorth. Turn to 39o. look in your backpackand are annoyed to find
somethingis missing.Themanwasa thieflDeduct
34 eitherall your remainingGold Piecesor two of the
As you rub the lantem, green smoke slowly starts to magicitems you may havepurchasedfrom Yaztro-
lise from the wick and take shape. It forms the mo fror yo:urAiloentureSfteet.You arein two minds
outline of a fat old man with a baldhead sittine on a \{hetheror not to run afterthe thief but you sense
cushion. His mouth opens slowly and h a deep thathe will not be wherehe saidhe wasgoing.You
voice he sayg/ 'Well, what do you want?' You tell curseand startoff north again.Tum to 187.
him of your quest but he tells you he is unable to
offer you material gain or wealth. He cad only off€r 37
you personal well-being. You may le8tore your You reach into the tree and pluck a pear shaped
sKrLL/ srAMINAor LucK scoreto its /rljfMilevel. As truit which is Durlrlein colour. You take a small bite
soon asyoumake yourchoice, the geniedisappears and jt lastesvery bitter.lf yoUwish to spitit out and
and the lantern turns black. You throw it to the continue nofth up the path, tum to 225. If you
glound and head north. Tum to 231. rrould rather swallow the ftuit, tum to Jj6

L
I 36
1E 40

'lou peerthrough the smalldirtywindow of the hut


!o see an old woman in glubby clothes with a
rtinkled faceald walty nosereadingone of several
rooks by the fireside on the far wall of the hut. A
iunchbacked servant is carrying more books to her
iom shelvescrammed with old books, charts and
\=rolls. If you want to ente! the hut turn to 315. lf
!'ou would rather retuln to the path and head north
again,turn to 22o.

39
You spread the net out and then whirl it around
four head.You releaseit in the directionof the Cave
Troll and watch as it flies silently through the air to
knd on its stationary target. It wlaps itselJaround
the Cave Troll, who wakes quickly from his sleep,
growlsloudly and tries to shuggle from the net. You
rush to the stone chairand takethe leatherbag from
',he enraged Cave Troll. You run out of the cave
leavingthe CaveTroll to fight his way outof the net.
Turn to 287.

4o
You get to your feet and curse, brushing the dirt
trom your clothes with your hands. You are
temptedto wait around to discoverwho setthe hap,
butdecide againstit. To continue nothwards, turn
ro 274.
tE Yo canseeot ottl lDhnr in SntbbycLothesrcadnq oneol seL,enl
boak bll thefrcside

i.
4a-44 45-47
4a all is well and you are able to breathe freely. After
You run back down the path to the iunction where a rvhile the gas cloud fades away However, there
the clow is still sitting on the sitnpost. You tum left, doesnot seemto be much Point in stayin8 here any
and run eastwards,shouting, 'Good aftemoon!' to longerand you walk over to the stePsonthe far wall
the crow as you passhim. Tum to 239. Tum to 293

45
Lose2 srAMlNA Points. lf you are still alive, tumto
The old woman tfuows back her head and roars 165.
with laughter as you start to make conversation. She
is an evil woman. Lose1 LUc( point and draw your
46
sword. Turn to J42. The caEot flies through the air but beforeit reaches
the Gnome it changesinto a butterfly and flutters
43
You draw your sword and charge the Wild Hill
Men, who stop their argument and furn towards
you. screaming and wielding axes.
SKI LL STAMINA respectand aPologizeto the Gnome Tum to 12.
FirstWILD HILL
MAN75
SecondWILD HILL 47
M AN 6 4 While you are distractedby the servant the Witch
Iight themoneat a time.If you win, tumto50. You shouts some strange words into the air. Suddenly
may Escapeby running north along the path. Tum to she vanishes in a bright flash and reappears as a
aE8. smallbatwhich fliesout of the oPendoor' On seein8
this, the hunchbackslumPsto the floo!and startsto
cry. You mayi
44
Lose 2 srAMrNA points. If you are still alive, you Searchthe hut for something
find your Nose Filters in a side pocket of your useful Tum to 25
baclpack and hastily slip them inside your nostrils Leave the hut and refurn to ihe
You slowly i nha le the poisonous air around you, bu t path to head north Tum to 22o
48-49
48
)'ou lift the chest above your head and send it
sashinB to the floo!, lt bursts open and amidst the
:plintered wood lies a large, light blue egg nearly a
rnetrerourld. You tap it with your finger. It is cold
and hard, and feels like rnarble. Suddenly a crack
appears and before you can move the egg explodes,
iending fragments of razor-sharp shell flying
$rough the air. Roll one die to delermine how
.nany splinters of shell stick in you, and lose I
srAMrNA point for each. If you are still alive, you
staggerout of the room and continue north along
ihe path. Turn to 2EE.

49
You press on down the tunnel into the cave
entrance.The roof of the caveis no higher than the
tunnel and you are unable to stand up. The caveis
very srnall and filled with tiny bits of furniture and
all manner of objects and curios. Standing in the
middle of the caveare two sreen-skinnedcleatures
rvith srnall bodieo and lirge heads; they have
pointed ears and long noses and thefu clothes are
made from sacks.They appear very alarmed and
chargeat you with theirdag8e6- You must fight the
CREMLINS as you are unable to tum round and
escaDe,
+9 StandratM then;ddleal thc':au orcluo !rcer sk,rncrl(,eatutes SKILL 6 TAM IN A
uith snall hodies
andlar$ hcads
Fist GREMLIN 4 3
SecondGREMLTN 3
rF 50-52
the
53-54
contest to
You fight the Gremlins one at a time but must bulge and he gives the signal for
reduce your Attack Strength by 3 for each round of begin. You start to push his arm down and ale
combatbecauseyou are fighting on your hands and am-azedat vour own ;trenglh. SweaLbreaksout on
knees.If you win, furn to 32. his foreheadand you can seethe di.belief and pain
on his face. You push harder and lorce his arm on
to the tabte in defiat - tu:rn to 7E.
Around the neck of one of the W d H l Men you
find a small silver key hanging on a small leather
cord. You untie the leather cord and put the key in The musclesin you! neck startto stiffen and you feel
your backpack.You set off north again- turn to 188. the effects of the poison from the darts running
through your body. You pluck the darts from your
neck, bui irs too late. You sink to your knees and
Your walk along the greenvalley floor brings you to then roll over unconscious When you wake uP, you
a junction in the path. If you want to head no h, 6nd that vou still have Your swoid and possessions,
turn to 199.If yo u wish to continue east,turn to 397. but all yo'ur gold is goni. The Pygmieshave stolenit
all. You shJke your fist at the unseen thieves and
5- start to walk north a8ainalong the Path Tum to 92.
Quin explains that he will wager some Dust of
Levitation againstanitem or coinsto the value oflo 54
Gold Pieces.As you sit down at the table opposite
him, you deftly slip the Armband of Strength on to
your arm. You put your elbow on to the table and
lock hands with him. His grip is like an iron jaw and
his dark slanted eyes look confident. His biceps him up the stairs,turn to 261.
I
r tt
55-57

side of the head, knocking him unconscious.The


oeature in the cage jumps:uound even more
frantically than before.Do you:
Take a closerlook atthe
creah.uein the cage? Tum to158
Searchthrough the contents
ofthe cave? Tum to 3r3
Leave the caveimmediately
and contin ue north wards? Turn to 35t

56
Walking along the tranquil valleyfloor, you arrive at
a junction in the path. You seethat the way south
leads back to th; hils so decide to disrniss that
option. Ifyou wish to continue west, tum to 2r3. If
you wish to head north, tum to 163.
I
57

\
y \t t.o r n lona
57 rcd, ard tr. k ttlr t o re. 1 J.d!,a-t,{. a,tt,, I
tlVutq doun to ts ltt|r.
its mouth towards yo1r,Testyour Luck.If yo:u are
Lnck, the fire bolt misses you and explodes'byyour
I 5E
feet - turn to 132.If you are Unlucky, the fire bolt tt
59-62

slamsinto your back,knockingyou to the ground- You arrive at another junction in the Path lSnoring
turn to 35. the way south, you conhnue east - rum to a7r

5E 60
You.eachinto your backpackand pull out thesmall
bottle of Holy Water. Quickly rcmovingthe cork
you throw the water at the advancingGHOUL.
Thicksmokerisesinto the air from the-burnmarks
madeby the Holy Wateron the putrid fleshof the
Ghoul. The Ghoul appearsto be in greatpain but
throuShits wide-openmouthno soundis heard.It ous gas turn to 44.
crawlsinto a coher of theroom,desperate to escape
your goodly eveapon.You walk over to the coffin 61
andlookinsid€.Youareove4oyedto see,aswellas Soon you areback at the firstjunction. Ifyou wish to
25 Gold Pieces,an obtectthat the Ghoul was using crawl;outh back to the well, turn to 398. lJ you wish
as a head regt - a bronze hammer head with the to continue east turn to 15r .
lefter G inscribed in it. You happily put your
findings into your backpackand walk backup the 62
stairsto leavethe crypt and retum to the path to As you draw youl sword Iaom your last oPPonent
headnorth. Turn to i12, the white stalliongalloPsoff€ast along the Path out
of sight. You bum and set off west again Turn to
20E.
6j-65 66-68
53 65
On seeing the arrow fly past you the Centaur rea$ You step carefully along the sliPPerystonesto the
up on hrs hind legs and then chargesinto a gallop other side of the ver. You see that the Path con-
shaight at you. You have to jump back to avoid tinues north into the hills but asit is getting dark you
being run down. He gallops past you in a cloud of decide to make camp for the night under a large
dust and stops some ten metres away down the solitary tree to the right of the Path. You build a
path you have just come along. Maybe fighting the large fire and settle down to sleepwith your sword
noble Centaur is not such a good idea after all. You by your side. Turn to 325.
sheatheyour sword and decide to wade acrossthe
river. Tum to 1iE. 67
You arive at another junction in the Path The way
south leads back into the hills so ignore it and
continue west (furn to 113).

58
You drink the clear liquid slowly ftom the bottle. lt
,.6 4 tastes very bitter and you are aPPrehensiveabout
BeforeLheTdngleweedErr=drag
you to the ground what you have done. But then a glow ndiates
through your body and you feel invigorated. You
have drunk a health polion add J s TAMINAPoints
to your score.You set off eastalong the Path. Tum
to 59.

65
The bridge is in a terriblestateof r;pair, but you
manageto crossitsafely.Youareatthefootof some
5170
59
The tunnel goes deeper underground, heading
west some sixty metles belore opening out into a
last cavern with Breenslimy walls, A shaft of day-
light shines down ftom the rcof of the cavern illurni-
natingthe floor. Small,pale-skinnedhumanoidsare
scatteredabout and they appearto be tending crops
of different-coloured fungi. A stream trickles
through the cavern.Stonestepsrise pastalcoveson
the far wall to a hole in the roof throueh which the
daylight streams. You draw your sword and
approachone of the small humanoids. As you get
neareryou see that they are hairleSsand their eyes
are blank. They seem totally uninterested in your
presence, walking slowly between theu rcws of
fun$ and bending down occasionallyto remove
unwelcomeinsectsand weeds from the croos-You
may:
Attackoneof the small humanoids Tum to254
Chopdown oneof thefungi Tum to143
Demandtoeata green-topped fungusTum to 269
Demandto eata rcd-toppedfungus Tumto 16

7o
The swordis magnificentand wasobviouslymade
by a mastercraftsman.It feels powerful in your
hand.Add 2 pointsto your currentsKrLLscorefor
69 ;1Dll. ph ;kt a' d h u'uno,Jt dpptdttobp te,,trB(.o,|'al your enchantedsword Cuttingyour new weapon
d iJ ercrt rorou rc.rt'unei through the air you set off north down the gorge
(turn to 3j4).
r T-73
7L
On pulling back the curtain you see a uny treen, 74
74-76

skinned creaturewith a large head. He has i long


Youliftthe l€atherbagoffthebackofthe stonechair
nose and pointed eals and weats brown canvas and tiptoe out of the cave. Outsideyou stop to
dothing. A largemedallion hangsfrom his neckona examinethe contentsof the bag.Insideyou find 5
silver chain. The ffea ture is sitting at a table examin, Gold Piecesand a small brassbell. You put thesein
ing a red clay figur€ of a human hand. On seeing your backpackand walk back to the iunction in the
you enter the cavehe taLesa stonehammer and pathto headnorth. Turn to 25.
smashesthe dayhand. He is a GREMLIN chief and
jumps to his feet to faceyou with his hammer. you
must fight him.
GREMLIN 9 K IL L 5 S AA MIN A 5
Du ng eachAttack Roundyou must reduceyour
Attack Strengthby 3 becauseof your cramped 75
Your legs feel very vulnerable and you half expect
fightingposition.If you win, hrm fo 273. them to be bitten any moment by someunseenriver
creafure. However, nothing happens and you man-
age to doss safely. You arc now at the foot of some
The path endsat a junction.The way southleads hills and it is getting darker as night closesin. You
backto the forestsoyou decideto headnorth (tum decide to camDbehind some rocks to the left of the
to 13t). path and settle dowi to sleep with your sword by
your side. Tum tojjo.
73
You step back and then charge at the door, Roll two
'16
dice. If the number rolled is equal to or less than
The path tulns sudder y to the right and proceeds
both yout Luc( and sKrLL scores, the door flies
northwards into the dense undergrowth. Turn to
open - turn to 327. If the number rolled is qreater
205.
lhan either your r ucK or 5Kt| .co.e, yor 6ounce
'
off the door and rub your bruised shoulder. you
decideagainstrisking any furtheriniury to yoursell
and return to the path to head north (turn to 112).
77"7'!t Eo-81
n
The Pygmies quickly tum and run off into
Eo
the Theredoesnot seemto be much point il staying
grasses.Will you:
hereany longerand you walk over to the stepsin
I Drawyour swordand run into the thefar wall. Tum to 293.
grassafterthem? Tut'I toJn
Continuenorth alont thepath? Turn to-9i Er
Aheadyou hear high-pitched voicesfrantically call-
ing to eachothe!. The tunnel endsat a smallcave
entrance.Suddenlyan alrow flies out of the cave
towardsyou. Testyoltr Luck.If you are Lucky,the
arrow whistlespastyour head(turn to 49). lf you are
Unlucky,it lodgesinyour shoulder(tum to4)-

62
Doyoupossess Ifyou do,turn
a PotionofStillness?
to2r5.lfyou donot, tum to 13.
t3
You reachfor your backpackand take out the bella-
donna. It is poisonous but its effect will stop you
from tulning into a Werewolf yourgelf. Lose 2
srAMrNA points for the effects of the poison- If you
7q are still alive, turn to r39,
with.yorlrbaciio rherreeanoprepare ro
L:liflg,
nSnr rne VarhpireBats.you fight them one
at a tlme
as rhey swoop down on you.

SKILL STAMINA
First VAMPIRE BAT s
SecondVAMPIRE BAT 5
e 5
Third VAMPIRE BAT j 7
Ifyou win, turn to 386.
r
I
84-85 87-89
84 67
As you approach the boulder you are even more The pathleads alonga ridge of the hilland comesto
surpnsed to seeit suddenly rise up on what appear another junction. You seethat the way south leads
to be two stumpy stone legs. Then two stone alms backto the river, so you decideto head north again.
with huge club-shapedfists spring out of its sides. Turn to 90
You stare in disbelief as the boulder lumbers to-
wardsyou and raisesoneofits greatstonefists. You 8E
snap out of your bewilderment and draw your Climbing the steps you soon reach the second
sword to fitht the BOULDERBEAST. alcove.You seevague shapesin the dark and hear
BOULDER BEAST sKrLL8 srAMrNAr1 the sound of shufflinB feet. If you wish to enter the
alcove,turn to 212.Ifyou wish to continueclimbinE,
If you wjn, turn to 146.You may Escape
after three turn ro 1o7,
Attack Rounds by running north down the path
into the valley. Tum to 245.

85

.E9
credtureand leavethecare to confinueyour ioumey The coin lands in the waterwith a SentlePloP(make
northwatds, turn to 358. the deductionto your EquipmentList). You wish for
more Gold Piecesbut nothinghaPpens- this is not a
86 wishing well. You rnay:
As you crouch down in the tall gnss you hear the
sound of galloping hoovesamidstthebarking. Then Descendthe ladder to look down
you seethe legs of four hounds and one horse race the tunnel Turnto 256
past you in a cloud of dust. The sound of the hunt Retum to the path to head
quiclly fadc\ inlo the distanceand you \iep out on east Turnto 281
to the path dBain.Wonderingaboutthe poorold fo\ Return to the path to head
you setoffwesl oncemore, lurn to 208, west Tum to 238
/

90-94
90
The path runs north down the hill between large
bouldersand rocks. You haveanuneasyfeelingthat

are still alive, turn to 34E

9a
You oDen the book and are surpised to seethat the
pagesare hollowedoLrtin the middle LyinSin Lhe
iav-ityis a smalliewel on a 5ilverchain Besideit i'd
parchment which reads:

EYr or AMBIR
for use
Insttuctions

Placethe necklacearound your neck


and questionthose You feat
No matter what they trY to say,
it's only truth you'11hear.
90 Tua sineu! nlcn wilh lory hair antl bed s sptrl| lnn behnd d
kuldcr
92-94
95-95
wish to changeyour mind and leturn to the path to
head north again, tuin to 144.

95
You try with all your might to move the stone slab,
but it will not budge. Do you have any Dust of
Levitatron?lfyoudo, turntor7j. IInot, tumtoJ68.

96
As you Iift your arm to shike the dog it growls
fiercelyand leapsat you.
HUNTING DOG sKTLL7 9TAM I NA 5

Try to run to the water aheadand


d ive in Turn to299
Standandfighr Turn to 7 of the two you will fight. Attack your nominated
Drink a Potion oflnsect Control target as in a normal batde. Against the other you
Gfyou haveone) Turn to 1oo will thlow for your Artack Strength in the normal
way, but you will not wound it if your Attack
Strengthis greater- you must count this as though
Backa,ttle iunctionyou?iayeithergo easr you havejust paried its blow. Of courseif its Attack
01)or keepgoingsouth(turnto 27o). lturn to Strengthis greater,it willhave wounded you ln the
normal way.
S K I LL STAM IN A
First pair: HUNTING DOG 66
HUNTINC DOG 56
Secondpair: HUNTING DOG 65
MASKED MAN 87
Ifyou win, tum to 62.

|.
97-99
97
The path leads evernorthwards but atlast the trees
arebeginningto thin out dnd appedrlessmendcing
as daylight sheams through between them. On the
ighFhand side of the path you seean old oak chair
coveredwith moss. Ifyou wish to sitin the chair to
rest and eat, turn to 32E.If you would rather press
on no*hwards, turn to 1r8.

9E
On your long walk around Darkwood Forest you
are attacked by a large group of Wild Hill Men,
probably the same group who attackedBigleg and
his party two days eairer Testyo r Luck.llyouare
Lucky, you manageto run away from themwithout
being hit by the rain of afiows which falls all about
you; tum to r. If you are Unlucky, you slip and fall
as you run/ pierced by many arrows. You! adven-
ture ends here.

99
Ahead vou see that the oath ends at the door oI a
large hut made o{ dried mud. lt has a domed roof
and a singlewindow Youpeerthrough thewrndow
and seea large man with dark skin sitting at a table
in the middle of the hut He is bare-chestedand rs
flexing the musclesofhis arms. lfyou wish to enter
the hut, turn to 2o9-If you would rathei retum to
99 Yousccoldrg. nan trh dn* skittsittingdto labk mth. miLtdk thejunction in the path, tum to 349.
aoo-aoJ 104
100 ra8, the lair of somelargecreature.Amongstthe
debrisandold bonesscattered aboutyoucatchsight
of somethin8glittering.lf you want to look more
closely,tum to 57.Ifyou wish to hurry nofth along
thepath,tum to 360.

ao4
TheBANDIT womanstepsforwardwithhersword
raised,shouting'Deathto theintruder!'Sheis thei!
leaderandyou must fightherfirst.
BANDIT S X ILL 8 STAM I NA 6

lfyou manageto de(eather,youmustnow fight the


wardsthe soundofflowing water.Turn to otherfour Banditsin pairs.Bothmembersof a pair
339.
will have a sepalateattackon vou in eachAttack
ao1, Round,but you must choosewldch of the two you
You lift the leather bag off the stone chair and walk will fight. Attackyour chosenBanditasin a normal
battle.Againstthe other you rvill throw foi your
Attack Strengthin the normal way, but you will
not wound it if your Attack Strength is greatet
you must counf this asthoughyotrhavejust fend-
ed off his blow. Of courseif his Attack Strencth is
8rearcf,he will have woundedyou in the normal
way.
sK ILL STAMTNA
Firstpair: BANDIT A 7 6
BANDITB 6 4
decideto head north. Turn to to5. Secondpair: BANDITA 7 5
BANDITB 5 6
103 If you win, turn to 311.
The path opens out into a small clearing. To your
right you see a pile of branches, grass an"dpieces of
T 105
L05-1.o7

-n the distanceto the right of the path you seelarge


:irds circling in the sky As you get closer you
:ecognrze them as mlturcs lf you wish to step
oif the path to see what or whom Lhe vultures
.rfe interestedin, turn to 384. If you wish to ignore
:he vulfures and conlinue walking north, fum to
394.

ao6
There is a fire-blackenedcopper kettle in the ashes
of the fire which you pick up to inspect.You remove
the lid and find a gold ring with a large eme.ald set
in it. It has a value of 15 Gold Pieces You are vety
iortunate and may add 2 LUcx points. Happy with
vour new treasureyou decideto ignote the wooden
chest and leave the room to continue northwards.
Tum ro 288.

ao7
Just as you reach the last steps before the next
alcove, a jet of Ilame shoots oui to bar your wav.
Then a huge dark shape steps out from the alcove
lvith flame shooting {rom its nostrils- Black smoke
curls up into the air. The beastis shapedLkea man,
but has wings and carries a flaming sword in one
hand and a whip jn the other, A golden crown sits
on its head. lt facesvou motionless on the steps
aboveyou Suddenlyit cracksitsta'hipand raisesits
fiery sword The only way out o{ this cavern Les
before you at the top oI the steps To get there, you
108-1Og

will have to fight the FIRE DEMON, master of the

FIREDEMON s Krl t 10
t 11(}
aao-aaz

I you wish to searchthrough the Gremlin's leather


)ackpack, tum to 25j. lf yot! wish to leave the
:unnel without any further delay, turn to 31.

laa
The expression on Arragon's face changes from
confidence to fear. Perhaps he is not all that he
makeshimselfout tobe. Suddenlyhe apologizesfor
being so aggressivebutexplainsthattheselands are
filled with bandits and murderers and he has to
1o8 protect himself by pretendin8 to be a wizard of
The pain increases and becomes almost unbearable. supremepower. He begsforgivenessand offersyou
5 Gold Piecesif you will leavehim in peaceand tell
nobody of his disguise. You accePthis offer and
leavethe cottage.You walk back to the junction in
the path and head north; turn to 15o.

The path presseson northwards through the dense


hees Then it makesa sudden turn to the riSht and
headseast The path is so over8rown in placesthat
you have to use your sword to cut through it. Youl
walk east is lon8 and tiring. At last you reach a
junction in the path. Looking at Bigle8'smaP you
Ifvou want to go west decide to head north again in the direction of
Turn to 124
Ifyou want to go east Stonebridgeandi8nore the narrow path continuing
Turn to 72
Ifyou want to continuenorth east Tum to 1o3.
Turn to3o9
11.3-11.5
aa) a1.6
The path makes a sudden turn to the right and Eventually you manage to get back to sleePbut are
headsnorth acrossthe valley floor. To theleftof the awake early. In the morning liSht you notice a
path you seea large pond with a small wooden hut gold-studded leather collar round the neck of the
with a thatched roof by its edge. If you want to laigest Wolf. It must be worth 15 Gold Pieces.
investigatethe hut, tum to 324.If you wish to ignore PutLingthecoliarinyourbackPackyou wonder who
the hut and continue north along the path, tum to the Wolf s owner mightbe. You collectyour belong-
149. ings and head north along the path Tum to 314

fhe Treemanlumbers slowly towards youon latge, You unlock the door and step back, drawing your
splayedroots. If you possessFire Capsules,turn to sword in case the Goblin t es to attack you. He
35o. If you do not possessthem, draw youi sword picks up a wooden stool and, waving it in the air,
and turn to 123. kickr the door open and chdrge5at you screaminS.
You must fight.
115
The path sooncomestoajunction. lfyouwish to go COBLIN s(rLL 5 STAM IN A 4

west, tuln to382. If youwish to go east,furnto27Z. Ifyou win, turn to 232.


11E-119
1lE
The path eventually emergesfrom the hees on to a
vastplain. Beyondyou seerisinggroundleadingto
low hills. The waist-highgrasseson €ithersideof
the path sway gendy in the warm bleeze All i6
peacefuland the dangersaheadseemunimportant.
You are enjofng your walk when suddenlythe
silenceis bloken by the sound o{ squealingand
gruntingto the ght of the path.Youcanseea path
bein8madethrough the grassby an unseenbeast
moving quickly towardsyou. You draw your sword
in rcadiness.A few yards aheadof you a large
brown pigJike creaturebuists out on to the path
and halts there. It has two long tusksprotruding
from a shortstubbysnout.Steamrisesinto the ai!
from its sweatingbody. lts smalleyeslook at you
beforeit puts its head down to chargeat you. You
mustfieht the WILD BOAR.
WILD BOAR 9K ILL 6 STAM TNA5

lf you win, turn to 124.

aag
The ground is quite steepas the path wends its way
into the hills. By the time you reachthe top the sun
rs quite hot. All around in the distanceyou see the
green circle of Darkwood Forest. Mist still han8s in
118 A lirgc btow pi\-likccftaturuburstsaut a ta thepathand the tall grassbehindyou, butahead you seeavalley
lqtts thlrc.
floor bathed in sunlight. A1l is quiet. As you stalt
down fhe far side of the hillyou seea junction in the
path. You may either continue north down the hill
I
a2o-7.21 L24- L27
(turnto 9o)or headwestalongthenewbranch(tum 424
to 215)- The path ends at another iunction. The way south
leadsbackto the forest so youdecide to head north.
120 Turn to 18o.
You drop a stone down the hollow tree trun-kto the
tunnel below. It must be some five metres to the 425
bottom. Do you possessa Ropeof Climbing?lf you As you descend into the hole, you notice large
do, turn to 94. If you do not, tum to 38o amountsof slime secretedby somehuge creafure.If
you wish to climbback out of the hole and continue
walking northwards up the path, tum to 337.Ifyou
Backat the junction you may either go east(turn to wish to carry on down the hole, tum to 15.
6r)or keep going north (turn to 81).
t26
122 Yougentlyprise thelidoffthe box, but asyou do so,
At the bottom of the ladder you seethat the tunnel a yellow gas escapesand envelopsyotrr face.If you
runs quite a distancenorth. You are surprised to see possessNose Filtels, turn to 155.lfnot, tum to 22.
that it is lit bv torchesat .egular intervals along its
length Ifyou wish [ocrawlalontthe tunnel, turn to
rj5- If you wish to climb back up the ladder and You climb onto the Centaur'sbackand he turns and
return to the path, turn to 352. walks into the ver. The water is a dark greencolour
and you wonder what kind of creaturesmight be
r21 lurking in its depths- Soonyou reachthe other side
The Treeman lashesout at you with two ofits main and you pay the Centaut his 3 Gold Pieces-He
bianchesand you leap into the attack thanks you and waves goodbye, wishing you good
TREEMAN sxrLL 8 STAM I N A 8
luck. You are now at the foot of some hills and it is
beginning to get dark. You seethe path winding its
You must defeat the Treeman twice, once for each way north up into the hills. You decide to camp
marnbranch,b€foreit will die If youwin, tumto under a great, old oak tree to the right of the path
27.\ou may Escape during battlebyrunning backto and settle down to sleep with your sword by your
the junction in the path turn to 234. side. Turn to 29E
T a28-aJo

128
You cut the thrck ropes holdin8 the Barbadan.He
Brunfs,and slts up to rub his wrists and ankles-He
looks at you and sneers He is either deljrious or
ungrateful, for he pulls out one of the wooden
stakesftom the tround and turns to attackyou!
BARBARIAN SKILL 9 STAM IN A 7

If you win, turn to 222.

a29
Your arm is sorefrom the effort and the loss of gold
to Quin makes you dejected. Lose 2 LUCKpoints.
You leave the hut and the smiling Quin. Outside
you walk back to the junction in the path Tum to
349

430
The path forces its way through the gnarled trees
and thorny bushes. You hear growling above you
and look up to see a creaturewhich appearsto be
half-cat and half-girl lying on a branch over the
path. It has short black shiny fur like a panther but
there are paws at the end of its arms and legs with
sharp claws lts face has human features with
slahted eyesand long teeth. lt looks as if it is about
to pounce. If you wish to draw your sword and
fight the CATWOMAN, turn to r53 If you wish
to run quickly ahead, lose 1 LUCKpoint and tum
to 355.
t jo c .o)\.. .\rh t t . 1r a. - . r ,1a\ nt r , t r t L! hnt t . nr t r . . t . , i , a
Atnn(tttut tht ptth
lfa-r3J
at4-47
a3a
You drag yourself out of the water on the far bank of Srrength during combat. Note this on your EquiP-
the ver, You seethat the path continuesnorth into ment List. lfyou wish to try on the Sauntlet,turn to
the hills but as itis getting dark, you decideto make lZ4. If wish to i8nore the Sauntlet (or have already
camp fo! the night under a large solitary tree to the tried it on) you must walk notth again along the
right of the path. You build a large fire and settle path turn to 35o.
down to sleepwith your sword by your side. Tum
434
to 325.
\ uu makea wi*h br.rlnothinShaPPens Loset LUck
point. lf you wish to rub some hot mud on to your
L)1
ivounds, turn to 2E3. lf you wish to set off notth
The cleature landrng in front ofyou is a WYVERN
It looks at you and opens tts huge mouth to let out
anotherbulning roar. ltis about ten metresrcngano
I along the path, tum to lo3.

435
its thlck scaleslook hard to penetrate wtrn your
sword. Do you possessa flute.'l[ you do, tu;n to The tunnel conLinuesnorth until at last you arrive at
258 If you do not, turn to 167. a junction. I{ you wish to crawl west, turn to 284.If
vou wish to crawl east,tum to 151
433
at6
Slipping the ring on to your middle finger you are
ruddenlygrippedby an dgonizingpain.Eventuallv You climb down the roPeto the tunnel below Soon
the Pain subqides but you are unableto tdkeoft the vour eyes becomeaccustomedto the dark and you
rinB. You are wearing a cursed Ring of Slowness seethatthe tunnelis only one metre hi8h Youmust
which will force you to subtract 2 points Irom all crawl along on youl hands and knees to explore it.
future dice rolls when computing your own Attack I Turn to 69.

417
Ii you possessa Glove of Missile Dexterity, turn to
55 lf you do not,tum to 10.
a38-a4o a4a
13E path wends its way up into the hills. By dle time you
As you walk along the path through the waist-high reach the toD the sun is quite hot. All around in the
Srassesyou watch the grassrippling in the wind distance you see the tighi green ckde of Darkwood
Soon you get the uncomfoftable feeling that the Forest. Mist still hangs in the tall grassesbehind you
gmss has a will of its own and is moving indepen- but ahead you see a valley floor bathed in sunlight.
dently of the wind. Suddenly a clump of grass All is ouiet. As vou start down the far side of the hill,
stretches out across the path and wraps itself you se; a junction in the path. You may:
around your ankle. Other clumps of grass try to Continue noith down the hill Turn to 25
grab your arms and legs. You realize that you are Turn to267
Go east along the new path
surrounded by TANGLEWEED. If you have a Po-
tion of Plant Contiol, turn to 64. Ifyou do not, turn
.o 159.

439
The effects of the belladonna and the bite of the

1,/l7,
You ask the Dwa if he comes from Stoneb dge.
He glarcs at you and jumps to his feet, grabbing
his axe. He tells you that he hates the dwarfs of
Stonebridge and that he is searching Darkwood
Forest for Gillibran's war-hammer to take it back to
his village, Mirewater, in the west. He tells you that
his name is Trumble and that his favourite eagle has
been lost while attempting to seizeGillibian's war-
hammer. You rcalize that you are talking to an
440 enemy of Stonebrid8e;lose 1 LUc( point. If you
You step arcund the bulbous mass of the Giant wish to attack Trumble, tum to 347, If you wish
Spider and settle down again to a neNous sleep. to tell him that you are unable to help him, bid
You awake early in the morning and set off north him farewell and continue east along the path -
along the path. Thegroundis quitesteepnowas the tuln to 59.
442-L44
442
As the path proceeds northwards, the grass be-
comesshorter and the g.ound starts to rise Bently-
Ahead you can hear the sound of flowing water.
Ytru suon reachthe banl of a Bentl) flowing river.
There is no bridge but you see that the path con
tinues north on the other side of the ver. Standing
prcudly in frontofyou ls a magnificentwhite beast,
half-man, half-horse,A bow and a quiver ofattows
are slung behind his back. He is a CENTAUR. Will
you:
Try to Starta conversationwith
him? Tum to 366
Walk around him and wade into
the river? Turn to 178
Draw your sword and attackhim? Tuh to 251

443
Your sword(u15lhroughthe metre-highiungu* as
easilyas if it were butter.A greatclouj of sp6re:is
releasedfrom the stem making itdifficult to breathe,
You start to cough and splutter. Lose 2 srAMrNA
points. If you are still alive, turn to Eo.

444
Continuing yourwalk along the valley floor you see
the dark wallof DarkwoodFoiest loomingup belore
42 Standingroudly in frct1tolyou is a nagnifreflt uhite tlJast, you onceagain.The pathleadsdfectlyinto the thick
hrlf nan, hot|horse. undergrowth and soon you are walking between
lall treesand qowded thom bushes.It is dark and
quiet. Beforelong, the path comesto a junction If
Y
445-147 148-asa
you wish to head west, tum to 213.If you wish to right. Ifyou want to look through the windowof the
head east, tum to 382. hut, turn to 3E.If you wish to keep walking north,
turn to 22o,
L+J
You untie the boat and start to row affoss the ver a48
to the far bank. You are about half-way when you The path continues north and you soon reach
no Licethat the bottom of the boat is beginningto fill another junction If you wish to continue north,
wrth water Leaks appear everywhere The boat is turn to 97. Ifyou wish to go east,turn to 20.
rottenand \tdrts to\inL. Yougrabyourpossession,
and swim acrossto the other side. You climb out o{ 449
theriverand are dismayedto seethat all the remain- As you walk acrossthe valleyyou seethe dark green
lng Provisions in your backpack (if you have any) wall o{ Darkwood Forest looming up before you
have dissolved in the rvater. It is getting dark as The path leadsdiectly into thick undergrowth and
night closesinandyou decidetocamp behind some soon you are walking between tall dark trees and
rocks to the dght of the path You build a large fire thomybushes. lt is dark and quiet. The path forks
and settle down to sleep with your sword by your l{ you wish to walk east, furn to 13o.lf you would
side. Turn to 285 mther continue north, tum fo 3o5.

146 450
Walking north acrossthe gleen valley you see the
dark green wall of Darkwood Forest looming up
before you. The path leads straight into the thick
underglowth and soon you are walking between
take a piece ol stone that was part of the Boulder tall dark trees and thorny bushes. It is dark and
Beastfor later examinatton,note it on your Equip- quiet and the path abruptly endsat a junction. If you
ment List. You now retum to the path and heid wish to walk west, tum to 357.lf you wish to head
north down into the valley. Turn to 245 east,turn to 12.

The path headsnorth into the thickforest. In one of The funnel ends at a caveentrance.A curtain hangs
the few clea ngs between the treesyou seesmoke over the entranceand you are unableto seeinside.lf
rising from the chimney of a wooden hut to your you wish to throw back the curtain and enter the
r 452-154
cave, furn to 7I. If you wish to tum round and
15j-1.5E

retum to the junction in the ttrnnel, tum to 296.

452
to 259
In its dying throes the blackFire Demon is engulfed )'ou do, turn to 83. Otherwise tum
byits ownfire. You stepforward and grabits crown
asit slumps to the ground in a smoulderingheap.lts 156
alcovelair is colddnd danl. Insidethereis a magni-
ficent throne in front of which cower two Clone
Warriors on their hands and knees,bowing to you
in worship You have defeated their master. You
may:
Placethe crown on yourhead Tum to3J3
Sit on the throne Tuln to 5
Step over the Fire Demon and
climb up to the roof Turn to 249

The Catwoman gtowls and snarls belore leaping hnue walking northwards uP the Path, turn to 337'
down from the tree toattackyou. You stepbackand
158
prepare to fight.
CATWOMAN sxnt 8 STAM I N A 5
If you win, turn to 2o2. You may Es.apeby running
eastalong the path-turn to 355.

454
You get to your feet and see that the Lantem has
the seNant throws a wooden chair at you Tesiyo'll
turned a dull black colour. You decide to have no
more to do with it and set off north along the path lacl. If vou are Luck\, lhe chairm lsses- turn lo 47'
(tun to 231). lf you aie Unlucly, t-hechairhitsyou on the sideof
th; head, knockinB you unconsoous-turn to 353'
159-a6o
459
Despiteyour strugglesthe Tangleweedmanagesto
giab your limbs and drag you to the Bround. You
seethe grassbegin to cuil itselfroundyour neckand
tighten its grip. You choke and try to cough. But
thenyou realizethat the Tangleweedis not trying to
strangle you it is just trying to make as much
contact as it can \,vith your exposedflesh so that it
cansuck yourblood!With horror, you seehundreds
o{ liny blood-ringed punctures on your arms and
legs Finally the weed, having drunl enough, re-
leasesits gip. Lose j srAMrNA points. lf you are
still alive, you rise to your feet and stand shakily
rubbing your wounds. Relieved to be alive, you
start walking north agam.Turn to 142

16o
The narrow path continues to cut its way through
the tangled forest. Strangeanimal cries and noises
echo through the trees.At last the path widens to
approximately a metre across.Soon you ardve at a
,.",\ moss-coveredwooden signpost, on top of which
sits a large ciow The arms of the si8npost read
'North' and 'East'. lust as you are deciding which
way to continue, you hear the words 'Good after-
noon.' You look up in the direction of the voice and
see the crow looking down at you inquisitively.
'Good afternoon . . .,'you reply slowly, feeling a
little foolish. The crow speals again, asking which
way you are headed. You reply that you are
760 You rrri@ ot o moss-nurctl uoad.n s i|,past, an tap ol uhich looking for two goblins, small, sinewy creatures
stBd LatSe ctau
7.61-a62
I
a63-164
with brown, scaly skin 'r Gold Piecewitt buy rny is closing in, so you decide to camp behind some
advice,'statesthe crow confidently. Will you: rocks to the right of the path. You build a large fire
Paythe crowfor its advice? and settle down to sleepwith your sword by your
Turn to f43
Ignorethecrowand turn srde.Turn to 285.
north? Turn to 8
Ignorethe crowand carryon a63
jt
Although ls a bright sunny day a tiny grey cloud
eastwards? Turn to 239
appearsin the sky. lt is very low and aPPearsto be
moving towards you. As it aPProaches you seethat
a6a it is moving very quickly. Finally it hovers above
As your hand descendsinto the inky blacknessof you some five metres off the ground. Suddenly a
thevase it is grippedbyan intensepain. Firstitfeels bolt of lightning shoots out from the cloud, hitting
as if it is being crushedand then it feelsas if it is on you on the shoulder. Lose3 STAMINAPoints lf you
fire. If you wish to pull your hand out of the vase, are still alive you seethe cloud shoot o{f to the west
turn to 185 If you want to {eel around to find out at high speed.You pullyourself togetherand setoff
whatis inside the vase,turn to 341. north again,tum to 375

a62 a64
There is nothing of use or value in the Fish Man's You climb the lastfew stepsand then you are out of
cave/ so you walk round to the north side wall. the cavern standing on the ch green grass of the
Steps lead back through the waterfall and up the valley floor. To the east you see the hollow tree
north wall of the gorgeto the top. You are at thefoot trunk down which you descendedsome hme be-
of some hills and can seethe path climbing up into fore You passit and return to the path, where you
thetumidst in the north. lt is getting dark and night head north again.Tum to 144.
fi5-a6Z fi8-a69
a65 168
The small Gremlin is agile,beingable to runaround inside ihe cage a small, sinewy creafure with
you while you have difficulty in moving about on brown, scalyskin is iumping uP and down - he is a
your hands and knees. You back up againsta wall GOBLIN. Round his neck hangs a black shiny rod
and drqw youi sword. on a leather cord. If I'ou want to unlock the cage
GREMLIN sKrLL5 s T A M IN A 3 door, turn to 117. If you want to leave the cave
and continue northwatds, turn io 358.
During eachAttack Roundyou must reauceyour
Attack Strengthby 3 becauseof your cramped
fightingposition.lfyou win, turn to 242.

a66
The friar smiles and says'Blessyou.'He bo 's and
sets off south along the path, whrstling as he goes.
Add 2 Luc( points and head north (tun to 39o) a69

a67
The W)'vem's longtail swishesftom sideto srdeand
smoke curls up ftom its nostrils. You draw your
sword and prepare to fight this {earsomemonster
WYV E R N SKI LL 1O STAM T N A 1 1

Iiyou win, turn to Jo5. turn to 358.


T
I
470
You walk into a well-furnished room adomed with
Iine objectsand woollen rugs. Sitting at a desk by
the far wall ol lhe room is an old man wearin8
purple robes and a conical hat. He rises from his
chairand says,'I am Arragonand you arean insig-
mficant mortal. You have the neNe to walk into my
household uninvited, no doubt to rob me of my
wealth and treasure.You are wrong/ stranger,for I
ivill relie\eyoLrof yourwealth.Ur essyou Biveme
10Cold Piecesand two objectsfrom your backpack
to add to my exquisitecollection,I will turn you to
stone.' Are you wearin8 the Eye of Amber? If you
are, tum to 223.lfnot, turn to 345.

a7a
The path comesto another junction. The way south
leadsback to the valley so you decide to stay in the
forest and head north. Turn to 19o.

472
A ladder runs down the inside of the well to the
waterbelow. However, there appearstobea tunnel
justabove the surfaceofthe water, runningnorth.It
is circtrlar and has a diameter of one mehe. You
may:
Tossa Gold Piecemto the well
to make a wish Turn to E9
Descendthe ladder to look down
17o Sittiflgata dcskisanoldna! wutingp tplercbesd the tunnel Tum to 255
tja
Retum to the path to head east Turn to 281
an-474

a7i
You tale from your bachpackthe glass phidl con-
I 475
a75-477

The iron lock on the chestis old and rusted and will
taining lhe sparkiingduit and spinkte it on the not open. If you wish to try to lift the chest and
slone \lab. Slowly the ,tone slab;tarrsto n\e Into smash it on the floor, furn to 372 If you would
theair. Youpeerinto theboxand ale horrified to see rather leave it and rummaBe through the firePlace
instead,tum to 106

you see its evesflicl open. You are in a crypt made


loL by someunknot^n followerotdarkness.Slowly
the creature rises out of its coIfin and moves to-
wards you with outstretchedarms. Do you possess
anyHolyWater? If you do, tum to 58, If not, tuIn to

a76
474 You bend down over the lifeless body oI the mad
As you draw your sword from the carcassof the Goblin and examine the rod around its neck The
rod is made of ebony and there ls a screw thread at
one end. You are excited to see the letter G neatly
inscribed at the other end of what must be the
handle of the dwarfish war-hammer. You put your
find in yourbackpackand leavethe caveto continue
your quest northwards- Turn to J58.

477
Outside in the bright light you notice the dead
quietnessagain. A narrow Path leads northwards
from the tall grass surrounding Yaztromo's tower
into the denseundergrowth of Darkwood Folest ln
a few sddes you are surrounded by the dark and
tangled forest; stones arrd knotted roots seem io
I
a7a 1.79-r9o

Leechback into the dver and look arcund you. You


are now at the foot of some hills and it is beginning
to Bet dark. You see lhat the path winds its way
north upinto the hills andyoudecide to camp undei
a huge, old oak tree to the right of the path. Later
To go west Tum to 289 you settle down to sleep with your sword by your
To Boeast Tum to 160 side. Turn to 29E.

a7a 479
You place the helrnet on your head. A surge of
powerstarts to run through your body, making you
feel strong and unafraid. The helmet has magical
properties and will allow you to add 1 point to all
future dice rolls when computing youi own Attack
somethingis touchingyour legs,maybeweeds,but Strcngth during combatso longas you wear it. Note
il is difficult to tell. Eventudllyyou reachthe far this on your Equipment List. You start walkng
bank and haul yourself out of-the fiver. you look north again.pleasedwith your new armour. Turn to
down at your legs and are horilied to seea bloated
bldLl L€e(h.somesi\ incheslong, clingingto your
18o
thi8h. You redchinto your backpacland take salt
Walking quickly along the path through waisFhigh
from your Provisions to rub on to the hideous
grass,you arive at another ,unction in the path. If
Leech. It curls up and falls off your leg. Lose one
you want to continue wallqng north, tum to 1o5.[f
porhon of your Provisions.You kick the shrivelled
you wish to go west, turn to 35a.
d1-183
181
You walk along the step8through the waterfall into
a large cavern where thele is a pool of srill water.
The stepsrun round the side of the pool andthereis
a stone table and chair on the far side. You go to the
tableand see 6sh scrapslymg on it. Suddenly you
hear a noise of splashing behind you. A strange
creafure climbs out oI the pool and advancesto-
rvardsyou armed with a trident. His legs arc like a
man's, but his faceand torso resemblea large green
fish with bulbous eyes. His arms are like yours but
are covered with large 6cales.He is a FISH MAN
and vou must fieht him.
FISHMAN sxtLL 7 srAMrNA 6
Ifyou win' turn to r52.

aE2
You take hold of the sword and place your foot
againstthe rock. Roll two dice. lfthe number rolled
rs equal to orless fhan your current sKrLLscore,the
sword slowly slidesout ofthe rock (tum to 70).If the
number rolled is greater than your cunent sKrLL
score, the sword will not move. You tire and are
forced to give up and continue north down the
gorge; turn to 334.

183
You slowly inhale the poisonous air around you,
but all is well and you can breathe freely. After a
while the Bas cloud fades away. Ho\,,rever,there
141 A sttung dedturucLithbs
out althepoat doesnot seemto be much sensein sta]'lnghere any
184-186
longer and you walk over fo the steps on the far 182-188
wall. Turn to 293. teeth sinking into your thigh. You reachdown into
the water and feel the long thin body of a BLOOD
EELextendinglrom yourleg, You draw your sword
and start to stabat the water.
BLOODEEL S X ILL 5 STAM I NA 4
If you win, turn to 131.

a87

hands. He might be one of the Cobhns vou are


looking for. Will you:
Draw your sword and attack
the Goblin? Turn to 285
Try to start a conversation
with the Goblin? Turn to 2o3
lgnore him and conhnue
walking north? Tuln to 6

18G
t
a89-a92 a91-a94
189 a9t
Thegreen-topped fungiarebeingwateredby h^o of A small green-skinnedGREMLIN steps off the
lhe humdnoids.U yolr wdnt to eat some of the ladderto enterthetunnel.Hestandsnomorethana
fungus, tum to 269.Ifyou wish to leavethe cavem metrehigh and is surprisedto seeyou crouchedin
by the stepson the far wall, tum to 29J. the tunnel. He draws a dag8erfrom a pocketin his
jerkin.You mustfight him.
490 GREMLIN S K ILL 4 STAM I NA 4

During each Attack Round you must reduce your


Attack Strength by 3 because of your cramPed
fighting position. If you win, turn to 11o.

bushesoff the path, turn to 318. L94


The man smiles and takes off his mask, explaining
aga that he wore it to protect him against the dust and
not to hide the face of a robber. You sheatheyour
sword and relaxa little. The man tellsyou that he is a
hunter and that the best game in all the northern
borderlandscan be found on this glassyplain with-
rn Darkwood Forest.He saysthat his hounds were
chasing a Wild Boar when they lost its scent and
picked up that of the fox mistakenly. He warns you
of some of the danserousbeaststhat lurk in these
492 parts and finally siys, 'And if you are going to
You draw your sword but the Gnome sits with his spendthe night in Darkwood, you mi8htneed some
of this.'He drops some belladonnainto your hand
and iumps back onhis stallion.Then with a sudden
blow of his horn, the dogsrun offeast. He turns and
waves to you before galloping off in pursuit of his
dogs. You put the belladonna into your backpack
tul.rl to 46. and set offwest asain. Turn to 2o8.
ags-a96
t95
You reach the top of the vine and scrambleon to a
Nooden platform. A Sheetmade from leaves ar-Id
ierns covers the entrance to a small coveredliving
area. As you approach, the sheet is thrown back,
and from behind it steps a larSeand hairy aPelike
creaturewearing only an animal-hideloin cloth He
is holding a large bone in his right hand and grunts
at you. He is an APE MAN. You may:
Draw your sword and attack
him Turn to 352
Jump off the platform to the
ground five metresbelow Tum to 156

19b
You step into the dark cavem with your sword
drawn. The air is cold and moist, You hear a loud
snodng and asyour eyesadlust to the darknessyou
see the large bulk of a CAVE TROLL asleepin a
laree stone chair. His skin is brown and wrinkled,
ana he is wearine animal hides. A wooden club lies
acrosshis lap ana a large leather ba8 hangs on the
back of the stone chair. Willyour
Creep up and take the leather
bag while the CaveTroll
sleeps? Tum to 326
Take out the Net of Entangle-
19j The credlurc Lshol.tntgn krlt borc th hk haid owl gnl sol
ment (if you have it)from
vo! your backpack? Turn to j9
Walkback to thejunction and
head north? Turn to 25
I aqrtgg 200'2o2

a97 200
Ifyou possess a PotionofAnti-Poison,turn ro 24.ff You take the small silver key from ouf of your
not, turn to 51. backpack and place it into the keyhole lt fits Per-
iectlt and you give it a turn. The lock clicksand the
stone door swings open. Stone stairs lead down
from the doorinto gloomydePths. Youcannot seea
thing down the stairs. lf you wish to descend the
stairi, turn to 35r. If you wish to leavethe building,
return to the path and head noith, turn to 112.

196
The groundis quite steepas the path wends its way
into the hills. By the time you reachthe top the sun
is quite hot. All around in the distanceyou see the
dark green circle of Darkwood Forest. Mist still
hangs in the tall trassesbehind you but aiead you
seea valley floor bathed in sunlight All is quiet. As
you start down the far side of the hill you see a
junction in the path. You may either continuenorth
down the hill (turn to 278) or head east along the
new bmnch (turn to 87).
207.

499 Ifyou havenot donesoaheady,youmaytryto oPen


To the left of the path you notice a large mud pool the woodenchest tum to 3E9.Atternatrvelyyou
bubbling loudly. Steamrisesftom the thick bubbles may leavethe alcoveto climbfulther uP the stePs-
breaking the surfaceof the mud You may: turn to 88.

Tfuow a Gold Precein the 2o2


mud and make a wish Turn to 134 The ears of the Catwoman are Piercedby rwo gold
Rub some hotmud on to your studs. They are worth 5 Gold Pieceseach and you
wounds Turn to 283 put them into yourbackPack.You set o{f eastalong
Continue north along the path Turn to 3o3 the twisting path - turn to 355.

I
7
2o1-2o4
201
As you start to speakthe Goblin looks up and
smiles.Then he startsto metamorPhosebeforeyour
eyes. He becomestaller and turns green. A large
sDinv tail extends from his back, his arms thicken
andhis hands grow sharp claws. His {acedistorts
and becomesreptilian with red eyes,a wide mouth
and dozens of tazor-sharpteeth. He is not a Goblin
buta SHAPE CHANGER, and you must figh t him
SHAPE CHANGER sKrLL10 STAMINA 1O

If you win, tum to 323.

204
The path leads through the field to a stone bddge
over a clearstream.Beyond the bridge are the small
cottagesand wooden huts ofa village.A sign on the
bddge reads 'Stoneb dge' You cross the bridge
and lee rwo old dwarfs with long white tteards
standing by a cottage looking at you. Do you
have the hammer head and handle with the letter
G inscribed in them? If you do, tum to 4oo. I{
2o4 Bettond thc btitlge dre the snqll cottagesdflti uooden hrts of a you possess neither or only one of these items,
turn to 381.
2O5-2O8 2O9-21,7.

209
As you enter the hut the big man smiles. He looks
pleased to see you and starts to speak in a deeP
voice- 'Welcome shanger. My name is Quin and I
earn my living by my arms. Would you care for a
little wager perhapsat arm wrestlint?' If you wish to
206 accept the challenge, tum to t8, If you wish to
decline his offer, you politely lefuse and return to
thejunction in the path turn to349.

2ao
The men curse and jump uP and down in anger at
having missed you. They start to argue and push
each other around They seem to forget all about
you. If you want to attack the WILD HILL MEN,
tum to 43. If you want to walk iast them along the
path while they are still ar8uin8, turn to 1E8.
109.
2aa
You take the small bottle labelled Potion of Anti'
2o8 Poison from your backpack and gulp down the
contents.The pain in your stomachgraduallyfades
away and you relax. There does not aPpearto be
much sensein stayinghereany Jongerand you walk
over to the stepson the far wall, Tum to 293.
242-214

242
Inside the alcove you see four more of the small
humanoids. But these wear leather armour and
carry long spears.They move to attackyou and you
are forced to fight the CLONE WARRIORS. They
comeat you one at a hme:
S K IL L STAM IN A

FirstCLONE WARRIOR 5 5
SecondCLONE WARRIOR 6 4
Third CLONE WARRIOR 5 6
FourthCLONE WARRIOR 6 5
If you win, tum to 321. You may Es.apcby rulrdng
outofthe alcoveand up the steps.Turn to 1o7.

The path twists and turns between the trees and


bushes, and then comes to another junction. You
realize that the way south leads back to the valley
and so you decide to ignore it and head north tum
lo jo6.
244
You reachinto yourbackpack and uncork the small
bottle containing the healing potion. The Pain in
your leg is agonizing but rapidly dies down as the
potion takes effect. Soon your leg is fully mended
and you are ableto stand on your feet.Youreyes are
now accustomedto the dark and you see that the
21,2yau ye fo r snall h nanotls'oeannghthu arnaur and
cnrryl"gtotlgspearc
tunnel is only one metre high and you must crawl
along on your hands and kneesto exploreit Turn to
69.
l dr-n7
218

218
Youcurse as you wonder who setthis infernal trap-
AJter ten minutes you hear footstepsand begin to
panic, making frantic swaying movementsin the air
tying to freeyourfoot from the noose.i'hen a small
boy dressedin green leather shotts and green shirt
appears.He is chewing on what Jookslike a chicken
bone. He walks undemeath you, looks up and
smiles, saying, 'Ha, ha, somebody'scaught in the
Ogre's tlee trap.' You ask him politely to passyou
your sword.
'That will cost you 5 Gold Pieces or perhapsyou
have a nice magical item for mez he says, eyes
widening.
You are in no position to argue and must give the
boy the gold or one of your magical items (i{ you
hdve any). Make the necessary deductionon your
AdoeatureSheet.The small boy then passesyou
your sword and nrns away down the path. You cut
the rope holding your foot and fall heavily to the
Bround. You get to you! feet and brush the dirtfrom
your clothes.To continue northwards, tum to 224.
I 249-222 223

bursting and you are forced to inhale. Reduceyour


srAMrNA scoreby the amount of one die ro1l.Ifyou
are still alive you seethe cloud drift away at last and
you arc able to breathefreely again.There doesnot
seem to be much point in staying here any longer
and you walk over to the steps on the far wall (turn
to 29t.

220 223
The jewel halging round your neck starts to glow.
Perhaps Arra8on is not all that he says he is. You
draw your sword and challengehim- The expres-
sion on Arragon's face changesIrom confidenceto
fear. He then apologizesIor being so aggressivebut
exDlainsthat theselands are filled with bandits and
murderersand he has to protecthimself by pretend-
ing to be a wizald of supreme power. He begs
forgivenessand offers you 5 Gold Piecesifyou will
leave him in peaceand tell nobody of his disguise.
You accepthisoffer and leavehis cottage.You walk
back to the iunction in the passageand head north
(turn to 15o)-
There is no escapingthe poisonousgascloud which
has pnvelopedyou. Your lungs feel ds if lhey are
224-226 227-229

224
One of the Death Hawks has a silver band around The creafureabout to attack you with its claws is a
one ofits legs.It has an insc ption on it which reads GHOUL.
'Death awaits you' You decide to leave the silver
band and head quickly west (tum to 332). GHOUL s(rLL g STAM I NA 7

It has the ability to paralyse you if i[ scoresfour


separatewounds on you durin8 this battle. If you
You curse and pull youNelf out of the water on to defeat the Ghoul, turn to i12. lf it kills you or
the entranceof the tunnel. You are surprised to see Palalysesyou/ turn to 2.
that it is lit by torches at regular interyals along its
length- Ifyou wish to crawl along the tunnel, turn to 228
135. If you wish to climb back up the ladder and The pit is circular, with smooth sides, and you are
return to the path, furn to 362. weak frorn your fall. You reach into your backPack
and pull out the brown leatherboots.They are very
light on your feet. You crouch down and in one
mighty leapyou are out of the pit. You dust yourself
off and continue your walk north down the gorge
Turn to 255

229
As you touch the wooden box, the lid fltes up
without your having to lift it. From out of the box
leaps a tiny Breen-skinnedcreature with a large
head. He has a long nose and pointed earcand his
225 clothes are made of sackin8. You are taken by
To the rightof the pathyou hearvoicesarguing in a surpdse and the GREMLIN tries to stab you with
strangelanguage coming through the trees. If you his dagger. Testyour Luck. lf you are Lucky, you
wish to step off the path toinvestigate, turn to29. If manageto dodgethe thrusting blade (turn to 165).If
you would rather ignore the voices and press on you are Unlucky, the blade sinls into your thigh
nodh along the path, turn to 254. (tum to 45).
23o-Ztt

210
Slowly you peer into the cave and see the huge
shapeof an OGRE walking slowly over to a wicker
cagewith a bowl of water in his gleat hand. He is
dressedin animal furs andcarriesa stoneclubin his
belt There appears to be a small creaturejumping
around inside the ca8e.You mayj
Pickup a rock and throw it
at the Ogre Turn to 137
Rush in and attack the Ogre
with your sword Turn to 29o
Leave the cave and continue
up the path Turn to 358

2a
The path twists and turniand then makesa sudden
sharp turn to the west. Following the new coulse
vou are aware of squawking in the treesall around
vou. You hear the flapping of wings and look up to
seethree large birds swooping down on you. Their
beak and talons look razor-sharp.You only have a
second in which to draw your sword to defend
vourself atainst the DEATH HAWKS
SKILL STAM IN A
FirstDEATH HAWK 44
SecondDEATH HAWK 43
Third DEATH HAWK
Fight them oneatatime and ifyou win, turn to 224,
21o An Oye u,alksslout.! aut ta a uicke/ Ggc You may escapeby running west along the path
ktirh n tlaut ol u|ter
n1xls SreatIEnd. Turn to 332.
I
212-235
46-49
236
You bend down over the lifelessbody of the mad The path ends outside a stone cottage with a
Goblin and examine the rod around its neck. The thatched roof. A Plaque above the wooden door
rod is made of ebony and therc is a screw thread at reads'Arragon the Arch-Mage'. If you wish to enter
one end. You are excited to see the letter G neath- the cottage,turn to a7o.lf you would rather retum
inscribeddt the other end of what must be Lhi to the junction in the path and head north, tum to
handle of the dwadish war-hammer. you put your
150.
find in your backpack. Add r rucr point. lf you
wish to search through the contents of the cive,
turn to 263. If you want to leave the cave and You land heavily on the ground, and you hear an
continue northwards, turn to 358. ugly snapping sound. Pain shootsthrough yourleg
and you realizeitis broken. Lose2 LucK Pomts.Do
vou possessa Pohon of Healing?If you do, turn to
To the right of the path -tt
you see a stone well with a 214.I{you do not, furn to 3o4.
bucket and tuming handle. If you wish to take a
close! look at the well, tutn to 12. If you would
Ether continue your walk west, furn to 238.

214
You arive backat the junction in the path. Ignoring
the way south you head west. Turn to 382.
238
Walking west along the valley floor, you pass a
junction in the path, which leads south and back
into the hills You decideto keep on walking west
Turn to 221,

239
The path continuesto cut its way through the dense
undergrowth and you feel a little claustroPhobic
rurn to 149
with the treesoverhangingyou on eitherside After
a while the path tums sharyly to the leFtat a tree
T
24o-242 243-245
bearingstrangeftuit. I{you wish to stop to eatsome . our backpackwill have tobe discarded Thereisno
of the ftuit, tum to 37. I{ you wish to proceednorth
-itherexit from the caveand you have to crawl back
without stopping to eat, turn to 226 lown the tunnel to the junctjon (turn to 121).

\ ou tell h1m that you are sorry, but you have not
seenhis brass bell The poor old friar frowns and
:hen asks you if you would like to Sive hjm 1 Cold
Piecefor a good cause.Ifyou do, turn to 166.I{ you
lo not wish to make lhe donation, turn to 33
240
You gently p se the lid off the box, but as you do 2+4
so, a yellou' gas escapesand envelops your face. The effects oI the fever finally \a'earoff and you
ll you possessNose Filters, tum to 338.Ifnot, tum gratefully {all asleeP aBain- In the morning you
to 169. .ollect your belongings and head north along the
path to the hills. Turn to 198.
244
As you wend vour way through the trees in the
direction of the growlng, you suddenly cone lace Ardving on the ralle]' iloor j'ou lind '!hatihe Path
to face with a huge, brown BEAR. A small dart 5P Ll rS .
protrudes from its chestand it looks mad with pain
and rage. You draw your sword and prepare to To continue noth Turn to 163
fight. To go r\.esi Turn to 233
To go east Turn to 393
tsEAR sx[L Z srAMrNA8
If you win, turn to 219.

242
Rummaging through some bedding in a chest oI
drawers you Iind an ingot of gold. It is worth 28
Gold Pieces.However it is very hea\y and iI you
wish to take it with you, some other object from
/

I 246-249 25O-252
246 thefungi field.Youshake.your headin disbeliefand
run up the last few steps to the hole in the cavem
roof.Tum to 16{.

250
trees into a ploughed field You are out of Dark- The vase drops to the ground but does not break
wood Forest!TuIn to 2o4. although cracksappearall over it, You be8in to feel a
vibration and then you nohce clacks appearing all
247 over the porch and the sidesof the hut. The vibra-
The loathsome Pterodactyl lies in a crumpled heap hons become stronger - your whole body starts [o
where i t crashed to the floor after the fa tal blow from tremble and your head feels as iI it is about to
explode. Lose 2 s'rAMrNA points. lf you are still
alive, furn to E2.

254
444. As you draw your sword the CentaurreachesJorhis
bow and arrows. Before1'ou can reach him he lets
248 fly an arow straight at you. Roll two dice. If the
nurnber rolled is less than or equal to your S(ILL
score,you manage to dodge the arrow; turn to 63
If the number rolled is greater than your sxrr-t,
score, you are unable to dodge the arrow which
lodges itself into your shoulder. Lose 4 srnurNl
points- If you are still alive, you pull the arrow,
painfulty, out of your shoulder; turn to 260.

dimb further up the steps(tuln to 88).


-t-
You arive at a four-wayjunctionin thepath.South
249 leadsbackto the forestsoyou discountthatoption
You look back into the strange cavern and seethe Ifyou wish to headnofth, turn to 3o9.lf you wish to
hunanoid clone workets con tin uing their labours in continueeast, turn to 22.
251-256

Clambering over the gnarled roots of the old bees


you head in the direction of the crjes. After a few
minutes you see a man dressedin long dark lobes
withhis foot caughtin a rusted rabbit snare.His lace
is maskedby the robesand only his dark browneyes
are visible. lf you want to help the man free his foot
from the snare, tum to 344. If you decide atainst
helping him, return to the path and head north
turn to 187.

254
Further along the narrow path you hear a deep
growl to your left in the trees, If you want to see
what creatureis growling, tum to 241.Ifyou prefer
to ignore the creafureand continue north alont the
path, tum to3oo.

-)t
Continuingdown the gorgeyou seethe handleofa
sword sticking out frcm a lar8e rock by the side of
the path. lf you wish lo try to pull the sword free
frorn the rock, turn to r82. lf you wish to continue
walkingdown the gorge,turn to 334.

256
Climbing down the ladder you do not notice that a
rung is missing.You slip and lose your footing
Tesfyout Luck.IlyoluareLucky,youmanageto han8
25t A Dtutttdfts.ld i ktngda*:olv; hastUs .a ght on to theladderwith yourhands;turn to 12. lfyou
foot rr d tust.d
nLlrir shnru are Unlucky,you fall off the ladderand plungeto
the waterbelow;tum to 29j.

tE'
I 257-259 260-261

the f€vercontinuesto SriPyour body and you are


- J/
Inside the backpack you find some elven bread hoirified to seethickbrowl hair appearingon the
which will rcstore 4 srAMrNA poinls if you eat it. back of vour hands. Shockcausesyou to lose 2
Add 1 LUc( point and tum to jr. additionil sreurue Points.lf you are still alive,
turn to 19.
25E
You reachinto your backpackand pull out lhe tiny
brass flute. You have a slrange feeling that you must
playitnow, before the enragedW).vem. As you do,
a soft and gentle sound playgoutfrom the flute and
a q..ri,zzical
look appears on the Wrr'ern's face.Its
mouth closesand its eyelids start to drcop. You are
playing a magical Flute o( Dragonsleep and the 2fu
Wyvem is powerless to resist its soothing song
Slowly the Wyvern slumps to the ground and is
soon fast asleep.Turn to 3o5.

You sheatheyour sword and decideto wade acloss


the river. Tum to 178

259 26a
rou feel a burning sensationinside your body as
Yo You follow the huffing and puffing old man in his
you sink into a raghg fever You may be about lattered robesLlpthe spiral staircaseto a larte room
change into a Werewolf yourself! Lose 3 at the top of lhe tower- Shelves. cuPboardsand
9TAMTNApoints and Testyour Luckil you are sl.lI cabinetsiine the walls, all filled with bottles, iars,
alive. If the number rolled is equal to or less than weaDOnS,afnou! and all manner of strange arte-
your LUCKscore,the fever dies down - tuln to 244. facts',Yaztomo shufflesPastthe Seneralcluttel and
lf the number rolled is greater than your Lu cK score, slumps down in an old oak chair. He reachesinto
r
I his top pocketand pulls oul a fragi.lepair of gold-
rimmed spectacles, Placin8theseon his nose,he
pick6up a pieceofslateandthalk from a tablenext
to his chair and begins to write ftantically. He then
handsyou the slate.
ITBM cosT
Potionof Healing 3 Gold Pieces
Potionof PlantControl , --2 Gold Pieces
Potionof Stillness . 3 Gold Pieces
PotionoflnsectConhol lf you decide to buy any oI the items, pay for them
2 Cold Pieces
by reducing the amount of Cold on your Adtefllrrc
PotionofAnti-Poison 2 Gold Pieces
Siperand add the ilems to the relevant sectionson
Holy Water,- - -- I Gold Pieces it. Yaztromo then asks you the reasonfor the Pur-
Ringof Light I Gold Pieces chaseof the items, and you tell him your story and
BootsofLeaping 2 Cold Pieces
Ropeofclimbing, 3 Gold Pieces
Net ofEntanglement 3 Gold Piecc!
Armband ofShength 3 Gold Pieces
Clove of Missile Dextenty z Gold Pieces
king is unable to arousehis PeoPle,desPitethe fact
Rod of Water-finding z Gold Pieces
thai the hill trolls threatentheirvillage. Rudourhas
Garlic Buds z Gold Pieces
Headband of Conce.ntration it that an envious king of another village of dwarfs
3 Gold Pieces sent an eagle to Stonebridgeto steal the hammer'
Fire Capsules - - 3 Gold Pieces which it mana8edto do. But as it flew bdckover
Nose Filters j Cold Pieces
Darkwood, it was attackedby death hawks and the
He tells you that all the instructionsfor use are hammer dropped into the forest and was lost.
written clea y on the labelsattachedto the items, Apparently, iv,roforest goblins found the hammer
togetherwith theirsuggested use.He sighsandtells bui could-not decide ;ho was to leeP it. They
you that unfortunatelythe magicin the itemsonly wrestled for hours but gave uP Then they dis-
worksonce,but theyarethebestyoucanbuyfor the covered that the handle unscrewedftom the head,
moneY.
I
262-263 264

doubled. I can tell you that the head is made of that is immediately visible, but on a stone shelf
bronze and the handle is made of polished ebony. abovethe bed, a small silverbox catchesyour eye.lf
Both head and handle havethe letter G insc bed on you want to open the sjlver box, tum to 125.If you
them. Your taskis not easy.Good luck ' would rather leave the cave and go north up the
path without the silver box, turn to 358
You thank Yaztromo and leave the room by the
spiral staircase.Turn to 177.
264
The small humanoid is a cloneand has no will ofits
own. It puts up no defence.Your sword cleavesits
head from its shoulders and it slumPs to the
ground. The others take no notice of you You
wonder who is conholling them all. Suddenly you
notice that the cloned humanoid thatyou beheaded
262 is djssolvin8 into a pool of purPle liquid and a new
Youlookat thebottle in yourhand and then quicily fungus5prouLsout of Lhesoil. A. lhe fungusrises,
gulp down its contents You wait severalseconds the purple pool drains into the ground. The fungus
Ior some reaction,but nothing happens.However, has a purple top which moves round to face you
when you come to pick up your sword, which you rou may:
had put down to examinethe backpack,a surge of
confidenceruns through your body. The liquid is a Stayto watch the purple-
Potion of WeaponSkill which will allow you to add r toppedfungus Twrr to 367
point to future dice rolls when computingyout own Head to\ rards the green-toPPed
Attack Strengthduring combat.lts ef{ectwill lastfor fungus Tum to 1E9
your next two combatencounte$. Taking the gold, Head towards the red-topped
you scrambleup out of the earthen cavem to the fungus Tum to 282
path aboveand continue your journey northwatds.
Turn to 332.

263
Thereis not much ofinterest to be found in the cave
A straw bed, stone jars, a table and a chair are all
255-266
265
The thumping and crashing gets louder and sud-
denly you see a huge leg appear in front of you.
Looking up you see that the leg belongs to a man
some five metres tall. He is wearing brown canvas
clothing and fur boots. He appearsto be in a hurry
and is crashin8through the undergrowth asthough
it isn't there. He is a FOREST GIANT. On seeine
rou his eyes widen and he raiseshis great woodei
club. You must fieht him.
FORESIIGIANT sKrLL9 STAM I NA 9

I{ you win, tum to ,55.

266
Quin explains that he will wa8er some Dust of
l,evitation againstan item or coinsto the value of 1o
Gold Preces.You sitdownatthe tableoppositehrm.
You put vour elbow on to the tableand lock hands
with him. His grip is like an iron vice and his dark
slantedeyeslook confident. His bicepsbulgeand he
Bives the signal for the contest to begrn. Roll two
dice. lf the number rolled is less than or equal to
your gKrLL score,you manage with gleat effort to
push his arm down siightly He is strong arrd will
not give in easily. You must roll successfullyagainst
your sKrLLscoretwo more timesbeforeyou are able
to push his arm down on to the table top If you are
265 TheCnn dwah to bc.u o hutry aud rs -7bh[R ttu nuSh successful, tum to 354. If any of the tfuee rolls
thc
unturttarth ns il it ar@i t thct.. exceeclsyour SKILLscore/ your ann SNes way to
Quin's strength and collapeeson to the table top -
tum to 129.
/
267-269
27o-272
rt,, 270
The path leadsto a large ca;e entranceanddoes The funnel ends at a caveentrance.On entedng the
not
appearto go any furthereast.If you want to cave you see that the roof is no higher than the
enter
rne cave,turn to t96. If you would ratherreturn tunnel and you arc unable to stand up. The caveis
to
the lunchon and go north, fum to 25. the lair of an intelligent creatur€, for it contains
smallpiecesof fumiture. Thereis awoodenboxiust
268 over a metre in length at the backof the cave.Ifyou
wish to lift the lid ofthebox, turn to 229 Ifyouwish
to furn round and retuan to the junction in the
funnel, tum to 121.
\
You approach the Gnome with your arm extended
offeringtoshakehishand, anofferwhichheaccepts
with a doubtful look onhis face.You then tell him of
your quest, how you met poor Biglegand why you
decided to help the dwarfs oI Stonebridge. You
ask him if he has anvinformation which migh t help
you. He replies that he does not care much for
dwarfs but he does have some information which
might be of use to you. However, that inJomation
will cost you either 5 Gold Piecesor an item of
treasurefrom your backpack.If youwish to pay the
greedy Gnome for his information, tuin to 297. lf
you cannotafford to, or do not wish to payhim, you
t€ll hlm whatyou think oI him and setoff $.est along
the path turn to 67.

That is the last time you are goinS to do anybody a


favour for some time! Retuming to the path you
head north again. Turn to 394.
II 273-275
273 276
275

You take the medallion from the neck of the fallen As you step back to attackthe maskedride!, the
Cremlin. lt is made of gold and is worth 9 Cold largestof the four dogsleapsat you and you are
Pieces.Thereis nothing elseof use or value in the
forcedto fight it first.
cave. There is no other exit from the caveand you
must crawl back down the funnel to the junction - HUNTING DOG sxrl-l- 7 STAM I NA 6
tum to 295. If you defeatthe Hunting Dog, you must now fiSht
the other three do8s and their masterin Pairs.Both
274 membersofa pairwillhave a geparateattackon you
You notice a knotted vine hanging down to the in each Attack Round, but you must choosewhich
ground tiom a hee on your left. You look up and see of the two you will fight. Attack\your nominated
a roughly made tree house amid the branches.If targetas in a normal battle. Against the other you
youwantto climb up the vine tothetreehouse, tum
to 195.If you wish to continue walking notth, tum
ro 1o9.

275 you in the nomal way.


You put your hand slowly into the dark hole. It
S(TLL STAM IN A
Firstpair: HUNTINC DOG 6 6
HUNTINGDOG 5 6
Secondpair: HUNTINC DOG 6 5
MASKEDMAN 8 7
Ifyou win, turn to 62.
srAMrNA poinf. You seethat you have nof found a
metal bowl after all. It is a bronzehelmet and it looks
about you. size. Will you:
Try on thehelmet? Tum to 179
Discardit andcontinue
north? Turn to 115
The path continueseastfor some distanceand then
tuins sharply north, narrowing slightly. The trees
seemto crowd in on the Path even mole than usual
and a tingling down your spine tellsyou something
is not ght. Suddenly a branchftom one of the trees
to your right whips out and knocks you to the
ground. Lose 1 srAMrNA Point. You staggerto youi
feet to see that the ttee has moved on to t\e path,
blocking your way. The tree is old, with thick,
crackedbark. You canJustmake outits hidden eyes
and mouth in the middle ofits trunk and realizeyou
havebeen attackedby a TREEMAN. You may:
Escdpe by runningback to the
junction Turn to 234
Flght the Treeman Turn to 114

278
The path runs through a narow Sorgebetweent\ao
hills. You feel vulnerable and draw your sworcl,
expectingto be ambushedat anymoment. Unfortu-
nately, becauseyou are concentratingon watching
the sidesof the Borge,you do not seea small patch
ofleavesandbrancheson the Path ahead.Youl foot
227 S"dtlcnl!,a brdnch'ohips
a t andknacksltotr
to tht grcutd goes ght through the thin coveringof a beal ttaP,
andyou plunge four metresto the bottom ofa rocky
pit. To add to yourmisfortune, awooden stakewith
a sharp tip points out of the cenhe of the Pit. Tesl
your Luck. lt you are Lucky, you manage to avoid
landing on the wooden stake, but fall heavily to
the floor. Lose 2 STAMINApoints and turn to J19
I 279-28L
if.you are.still alive, If you are Unlucky, the point
282
282-284

of the stake pierces your leg as you land. Lose 2 Thered-toppedfun8i arebeingtendedby threeof
STAMTNA points for the fall, and a further 2 sr^M_ the humanoids.If you want to eat soDe oI the
INA points for injury to yourleg. lf you are still alive
fungus,turnto16. Ifyouwish to leavethecavemby
turn to 319. thestep6on the far wall, tum to 293.

Your wounds heal before your eyes due to the


Treatall the itemsir, yotl?u""tpu.t u, ,ing. oo ma8ical properties of the mud. Add 4 srAMrNA
jects,includingeachGold piece.Makb the neces_ points to your score.Feelingmuch b€tteryou setoff
sarydeductionsto your EquipmentList andturn td north again along the pathi turn to 3o3.
246.

2go

zgr
2E4
You soon afiive at anotherjunction in the tunnel. If
you wish to head north, turn to El. lf you wish to
head south, tum to2Zo.
2ES-286
2E5
You have been asleep for about an hour when the
noiseofdeep growling wakesyou up. You stand up
without making a noise and gtab your sword You
wait and listen. There is a full moon in the sky and
the lieht castgeerie shadows all atound You hear
soft footstepsand sniffing followed by another low
growl Then a shape which looks like a man stePs
out of the shadows to your right; as he gets doser
}/ou see that hts chest, arms and face are covered
with thick brown hair and lonS teeth protrude from
his mouth. He is a WEREWOLFandyoumustfiSht
him.
WEREWOLF 5(1LL E STAM IN A 9

If you defeathim, tum to 3E8-

286
As vou raisevour sword to make the firstblow, the
creiture staris to metamorphosebefore your eyes
He becomestaller and tuins 81een.A largesPinytail
extends from his back, his arms thicken and his
hands grow sharp claws. His facedistorts and be-
comes reptilian with red eyes and a u/ide mouth
housing dozens of razor-sharp teeth. He is not a
coblin but a SHAPE CHANGER, and you must
fieht him.
285 Youheatsoftloatst.psandsniffing, a ua xrowt SHAPE CHANCER 5(ILL to STAM IN A 1O
lououEdrty
Ifyou win, tum to t7r.

i
287-2go 291-292
287 large stone club from his belt. He grunts and loPes
OutsideI hecaveyou stopto tale d quicklookinside towards you. PteParefor battle
the leatherbdg. iou find 5 Cold liecesand a smdlJ
OGRE 5KTLL 8 STAM IN A 12
brassbell. t ou put thesein your baclpacl and run
bacl to the junction in the path and head north. If you win, tum to 385.You may EscaPe by running
Tum to 25. back to the path to head north TuIn to t5E

268 291
Walkirrg down the hill path you see the valley floor
stretching out ahead and beyond that the sinister
wall of hees - Darkwoodl On the other side of the

you wish to investiga[e the boulder, turn to 84. rocks and boulders. Stepslead down by the side of
Ifyou would rather head north into the vallet turn the \rate all to the bottom of the 8orge, although it
to 245. is difficult to see where they end becauseof the
sprd\ thrown up. Acrossthe ri\ er you seethe path
heaiing north into the distance.A smallwooden
289
boat is ied to a post to your ri8ht where the river is
The narrow, overgrown path continuesto weaveits
calm. Will you:
way through the crowded forest. Strange animal
criesecho throughthe trees.It's not long be{oreyou Walk down the stePsto the
arrive at another iunction in the path. If you wish to baseof the waterfall? Tum to 335
continue westwards, fum to 76. If you wish to turn Row the wooden boat across
north, tum to q7. the river? Tum to q5

290 292
You draw your sword as you enter the cave. The The light from the candle casts eede shadows
Ogre throws down the wooden bowl and li{ts the around the room. ln theyellow light you seethe face
293-294
ol an old man carued into the stone slab toJof the
bo\. Then you noticethe legof a skeletonprotrud.
ing from the shadowsin the far comer ofthe room.
You walk over to the skeleton to inspect it. The
skeletonis smalland the skullhas sharp,prohuding
teeth. It could be the skeletonof either a goblin or
an orc. You walk over to the stone box. The slab on
top looks as i{ it could be moved. If you wish to try
to lilt the stone slab, turn to 95. If you wish to
ignore the slab, retum to the path and head north;
rutn to 112.

291
The stepsare made of stone,chiselledinto the wall
of the cavern. They are wet from the slime which
drips down the walls. You seethat there are three
alcovesleading off the stepsinto the cavernwall at
various inte.vals up to the roof. Theyare eachthree
metres high. You climb the steps and peer into
the gloom of the first alcove, where you see a barrel
and a wooden chest. You may:
Lookinsidethe barrel Turn to 215
Try to openthewoodenchest Tum to 389
Continueclimbin8up thesteps Turn to 88

294
The hutconsists ofone room containinga fircplace,
- I' t-!:
------ a wooden bed, a lable with two chai$, a washing
-.,.tt/," "'r, ('ri'r.-_ bowl, a wooden chestand shelvescrammedend to
end with birds' e8gs. There is a lot of dust on the
294 Ih.roa'iro.. i,'t tpv tohdJ,tc,!nl,ucdiapnnrth,
I
295-297
29E-299
floor and the room does not appear to have been
298
lived in for months. Willyou: ' You have been asleep for about an hour when a
Rummagethroughthe fireplace? fum to 106 terrifying howl wakes you up with a stalt. It seems
Open the wooden chest? Turn lo 175 to be coming from the west some distanceaway.
Leave the room and carry on You look up to see a full moon in the night sky.
northwards? Tum to 288 While looking up you suddenly notice a largeblack
shape moving in the branches above you. You
295 forget about the howling and leap to your feet,
Yo! smash your head on the side of the well as you grabbingyour sword at the sametime as a GIANT
fall. Are you wearing a helmet?If you are, turn to SPIDER diops to the ground beside you. Its mas-
225.lI you are not/ turn to 3o. sive rounded body moves slowly towards you on
black spiny legs. Not wishing to leave all your
296 Possessionsyou are lorced to fight-
Backat the junction you may eithercrawl south back GIANT SPIDER sKrl-r.T STAM I NA 8
to the well (turn to 398) or continue west (turn to
284. Ifyou win, tum to 14o.

297
As he acceptshis paymenl, the Gnome smiles and 299
tellsyou thathe saw the skeietonofa Goblin insidea You run as fast as you can towards the noise o{ the
stonecrJ?t. Perhapsit wasthe skeletonof one ofthe waterwith a lonS trailofKILLER BEESrightbehind
two Coblins who you are looking for. perhapsnot. you. Soon you reach the bank of a river and, with
He says lhat the crypt is some;here north in the no time to think, you dive straight in, You hold
forest but exactly where, he's not sure. you are your breath as long as you can and stay under
annoyed that the Gnome does not have any moie water. When you surfaceagain the Killer Beeshave
information and set off west agajn al a fast pace _ gone.You drag yourself out of the water and start to
rurn to 67. dry yourself out. Examining the contents of your
backpack,you are dismayedto discove!that all your
Provisions have dissolved in the water. You look
arcund and see that the path continues north over
the ve! via a rickery old wooden bridge. If you
wish to crossthe river via the bridge, tum to 65. If
rr 3oo-302
J03-304
I
you cto not want to trust the bridge and
would ?o3
rather swim across the river, tum to .
f5 High in the sky you seea lar8e flfng creature.lt is
certainly bigger than any bird you have ever seen.
As it comes closer you draw your sword. It
screechesloudly and you can seeits long head and
mouth full of sharp teeth. Its green skin is reptilian
and its wings span some five metres. There is no-
where to take cover on the valley floor and you hust
fight the PTERODACTYL swooping down on you.
PTERODACTYL sKrLL7 STAM I NA 8
Continue north? Tum to 138 Ifyou win, turn to 247.
Co west? Turn to 331
to4
Your legis Boingto takea long time to heal.You find
two branches on the floor and strap them to your
broken leg with the leather belt from around your
waist. You sit back and begin your rest. You will
have to consume five portions o{ your Provisions
any_oftheseitems,add themto your
lou.require
bquipment before being strong enough to move on. If you do
List.Turn to 157.
not have five portions ofProvisionsleft, you will die
of starvation. If you su ive, ieduce you! sKrLL
scole by 2 points due to your disability. Your eyes
are now well accustomedto the dalk and you see
that the tunnel is only one metre high. You must
aawl along on your hands and knees to explore it.
Turn to 69.
305-fo8
tq-3ao
305 tuming into a Shape Changer! At last you are re-
Youwalkround the motionlessWyvern and start to lieved to feel the turmoil dying down - and you
rummage through its lair and surrounding debris
have not become a Shape Changer But you have
You find a gauntlet made of plate iron, a throwing
eatenMix-Up Mushrooms - your sKrLLscorenow
knife, ro Gold Piecesand a gold ring. You put the
becomes your LUCK scole and your LUCKscore
knile and the Cold Pieces in your backpack. Will
becomesyour sKrLLscore.Feelinga little odd vou
you:
setoff north again.Tum to qE.
Try on the Bauntlet? Tum to 324
Try on the Boldring? Turn to 133
Leavetheseitemsandhead
north alongthe path? Tum 5 360
309
306 The path cuts through the grass which is about
Amidst the trees to the left of the path you see a waist high. Although your visibility is good, you
small stone building covered with ivy and moss. feeluneasyabout any creatureswhich maybe stalk-
lf you wish to examinethe building, turn to 391. If ing you on either side. Suddenly, the grassto your
you wish to carry on north along the path, tum to left moves and two wooden tubes appear, pointing
142. straight at you. They are blowpipes belonging to
307 two PYGMIES whoblow two daits atyou. Iest yo /
The small man wakes up with a start, loses his Lrck twice, oncefor eachdart. lf you are Lucky both
balanceand falls off the mushroom. He cursesas he times, neither of the darts hits you. Tum to 77. If
lands on the ground but jumps back on to the you are Unluckp then either one or two darts will
mushroom shouting, 'Who did that?Whodid that?' lod8e into your neck. Tum to 197.
He looks at you and ftowns. You may either attack
the GNOME (turn to 192) or attempt to start a 310
conversationwith him (tum to 271). The Cave Troll stands up and growls loudly. He is
very annoyed at seeingan intruder in his caveand
308 walks towards you swingin8 his club. You must
On eating some of the mushrooms you feel a great fieht him.
turmoil inside your body. You think you might be SKILL8
CAVE TROLL STAM I NA 9

Ifyou win, turn to 1o1.


3aa-343
314 114
A searchof their clothing and pouchesrevealsno
thing of interest apart ftom 2 Gold Pieces,which
you put in your backpack.You set of{ north again
along the path and soon nohce the trecs beglnning
i
to thin out on either srdeof the path Eventually the
path leadsoutofthe treesinto aploughed field. You
are out ofDarkwood Forest!Turn to 2o4. I but ahead you seea valley floor bathed in sunlight.
A1lisqLdet.Asyou startdownthe far sideofthehill,
I you n;dce a small wooden hut to ihe dght oI the
path wlth ils door slightly oPen lI you rvant to enter
342
You step over the still coryseof the Ghoul and look the hut, turn to 294. lf you wish to Presson north-
inside the coffin You see z5 Gold Piecesbut are wards, turn to 2E8.
overjoyedto seeanother object thatwas being used
as the Ghoul's head rest - a bronze hammer head 315
with the lettel C inscribed in it You happily put You open a rough wooden door and walk into the
your lindings into your backpack and leave the middle of a dingy hut. Will You:
crypt to return to the path and head northj turn to Talk to the old woman? Turn to 42
Draw yout sword? Tum to 342

3a6
11J Eventuallyyou manageto 8et back to sleepbut have
Therers not much ofinterest io befound in the cave
a restless night. In the morning you collect your
Astraw bed, stone jars, a tableand a chair are all the
belongings and head north along the Path into the
things that are immediately visible. but on a stone
hills. Tum to 198.
shel{ above the bed, a small silver box catchesyour
eye Ifyou want toopen the silverbox, turn to 24o.lf
you decide to ignore the sih'er box and walk over to
the creaturein the cage,turn to E5 If you decide to
leave the caveimmediately wrthout the silverbox to
continue yourJourney northwards, turn to 358
147-32o
347

LINS, and draw their swolds to attackyou


SKILL STAM IN A
FirstHOBGOBLIN
SecondHOBGOBLIN 57
dudng
If you win, tum to 3o1.If you wish to EscrPe
thebattle,you may do soby turningto 41.

318
You jump into the thick undergiowth by the side of
the path. Peering out from behind the leavesyou
see the massive legs of some Sigantic man stomP
pd5tyou Jlong the path. Soon he i: gone and you
i.""p brck ou ion to the Pdthagdindnd heddnorLh;
turn to 231.

149
Do you possessBootsof LeaPinS?Ifyou do, tuln to
228.Ifyou do not, tutn Lo14.

320

117 Tlao ttll.spnrll)r ttattu.s,.lad n ta derl clath

L-
j21.-324
'rrr-r.,
C.remlin is floundering in the waler. you climb out
fumiture or objects.You walk outsideagainand
or tne well and returnto the pathj turn to
362. inspectthe blue vase.You look ingidebut, despite
the sunlight, are unable to seebeyond the rim. ihe
324 vaseis filled with an eerieblackness.You shakeit
andheararattlingsound.Yournay:
Drop thevaseon the ground Turn to 25o
Putyourhand insidethevase Tum to a61
Ignorethe vaseandtetuin
to the pathandheadnorth TuIn to 149

You have been asleepfor about an hour when the


wing6\ akesyouup. you sit
softnoiseof fluttering
up and grabyour sw6ra,a=nd in ttre'tlgfrtof the tutl

not, tum to 79r.


127
Walkingnorth you sooria-rriveat a junctionin the
path.You may: 3rt
Standing at the river,s edge, there doesnot appea!
Continuenorth Turn to u9r to be any way of crossing the river other than the
Gowest Turn to 99 boat. Tutn to 145.
Goeast Tum to toz
327
Inside you see slone stairs leading down from lhe
door into gloomy depths. You cannot see a thing
down the stairs. If you wish to descendthe stairs,
tum to 351. If you wish to leave the building, ietum
to the path and head north, turn to 112.
32E-J3o
' i3t-333
I
328 Slowly the three paiis of eyesadvancetowardsyou-
Despitebeingmadeof hard oaL. thechairis surpri- From out of the shadowsstep three WOLVES ready
ingly comfortable. You start to eat but instead c: to leap on you. They attackyou one at a time.
feeling strongeryou feel weaker. you are sittingrn:
Chair o{ LiIe Draining which drains 4 points iror s(ILI 5'I'AMINA
FirsrWOLI 7 7
SecondWOLF E 7
Third WOLF 7 9
I{you win, tuln to 116

329 334
Daylightappears through the treeson either sideoi You soon afive at anotherjunction inthepat]-r You
the path as the forest thins out mo.e. Soonthe path seethat the path leading south headsstraight back
leads out of the trees on to a large plain with tall into the forest and decideagainstit. Therefore,you
grasses.Beyondyou see risingground leadingtc may:
low hills. A nen branchoff the path leadsei.r
Lon nurngyourquest you may: Continuewest Turn to 124
Go north Turn to 3o9
Keep on walking north Turn to 18o
Go east Turn to z5:
You soon arrive at another junction in the path
3Jo Looking at Bigleg'smap you decide to head north
You have been asleep for about an hour when a again in the direction of Stonebridge,ignoring the
terriffing howl wakes you up wjth a start. you put nauow path which continueswest. Turn to 1o3.
new wood on the glowing embers of the fire and
urge it back to life You notice that there is a full 33J
moon in the sky. With yourback to the rocksand the The crown fits perfectly on your head. The two
fire in front of you, you stand and wait with swori Clone Warriors look up and stare in awe at vou.
drawn. Soon you are aware of being watched and lvith the crown on your head you hear talking in
then you see three pairs of eyes ahead of you vour mind and realize that the Clone War ors are
glowing red by the Lght of the fire. Another ho$ i trying to communrcate telepathically with you
pierces the night air, followed by deep grora,ls They tell you that you are their new masterand the\'
- zls-llg
33h
A pain starts in your stomach and slowly spreads
through your body. If you have a Potion of Anti-
Poison, tuin to 21. If you do not possessthis item,
tumto 1o8.

At last the trees begin to thin out and shafts oI


sunli8ht beam down through the gaPs on either
side of the path. As the Path widens you seea large
cave entrance set a few yards back on the nght lt
you want to examine the cave, tum to 23o lf you
want to conhnue northwards uP the Path, turn to
358.

338
The gas is toxic and your eyes start to water. You
hold your breath long enough to find the Nose
Filters and slip them into placeinside your nostrils
You iniale tentatively, butallis well. After a while,
the gascloud around your facefadesaway You Put
the silver box into your backpack. If you want to
walk over to the creaturein the cage, tum to 85 If
you would rather leave the cave to continue your
journey northwards, furn to 358.

i39
\ ou soon reachlhe bank of d 8en{lyflowing river'
You seethat the path continuesnorth over the river
via a rickety old wooden bridge. If you wish to cross
the river by the bridge, turn to 65. If you do not want
340-342
to trust the bridge and would rather swin! acrossthe
river holding yourbackpackout ofthe wate! to keep
the contentsdry, turn to 75.

340
Walking along the path you seea small man wdar-
ing an iron helmet and a chainmail coat sitting on a
log by the side of the path He is a DWARF and he
doesnot look very pleasedto seeyou. Will you:
Try to start a conversation
with him? Turn to r4r
Draw your sword toattackhim? Turn to347
Push him off the log and run
eastalong the path? Turn to 59

341
The pain in your hand becomesalrnosl unbearable
but you still retain feelingin it. At the bottom ofthe
vase your hand comes into contact with several
objects You Braspthem and pull your hand quickly
out of the vase. You arc surprised to s€e no mark or
sign of iniury on your hand. You examineyour
fteasure and find 5 Gold Pieces,a dragon's tooth,
and a glass phial containing a Potion of Strength
4= which will rcstore 5 srAMrNA points wheneveryou
decide to drink it Add i LUc( Doint and retum to
the path to head north; tum to q9.

340 A snnll lnanuearinsat no11


hehnctlnd o chaillnnilcoatsitting
o 'a w . 342
As you dlaw your sword, the old woman's face
changesfrom an expressionof disinterest to that
343-344 345-348
of anger. From a drawer in a nearby table she pulls
out some dead flowers and proceedsto rub a feh. The pain in yoru stomach intensiliep and sweat
petals on her palms, fitling the hut with a sweet breaks out on your forehead You sthrt to shake
smell. As this happens, the room starts to spin Lose4 5TAMINApoints. lfyou arestill alive, the Pain
before your eyes. lf you possess the Headbqnd gradually fades iway. There does not seem to be
of Concentration, turn to 158. If you do not, turn much sensein stayinghere any longerandyou walk
to 11. over to the stePson the far wall. Turn to 293.

146
You put the Gold Pieceon top of the signpost as
requested by the crow, after whrch it says, 'Go
north.' You ask the crow why it needsGold Pieces
and it replies that it needs 30 Cold Piecesto pay
Yazhomo to tum rt back into a.human again. You and draw your sword, turn to 111
bid the crow {arewell. If you want to tum north as
advised by the crow, turn to 8. If you would rather 347
continue eastwards,tum to 239. The Dwarf is a hardy old fighter and swings his axe
wlth great skrll
DWARF SKILL 6 STAM I NA 5
144
You wedge your swoid between the jaws of the lfyou win, turn to 361.
snareand pull on it like a lever. The robed stranger
adds his sLrengthand finalJythe snare \prings 34E
open He thanks you over and over again and The men are jumPing uP and dolvn with their arms
explainsthat he is in the forestlooktng for his long in the air in f'ts of gleeas they seeyou struggling to
lost brother, who he thinks is living the life of a
hermit somewhere in its depths. Together you
scramblebackover the roots of the treesto the path.
You ask him to accompanyyou north but he politely
declinessaying that he believeshis brother lives to
the south. You shake hands and bid each other r,''alkpast them along the Path lvhile they confrflue
farewell. Turn to j6. to laugh, turn to 188.
349-354
349
You anive back at the crossroads.Ignoring the way
soufh back to the forest J.oumay go north (turn to
291)or continue east(turn to 1o2).

350
You reachinto your backpackand pull out a small
cloth pouch containing the capsules.There are five
of them, all shiny red, You takeone outand throwit
towards the advancingTreeman.Itlands inftont of
him and explodesin a puffofwhite smoke,A jet of
flame shoots up from out of the ground and forces
the Treeman to back away. You seizeyour oppor-
tunity and throw the rcmainrng capsulesat the
Treeman. Flamesburst out all around him and you
run past him i^rhilehe is trapped. Soonyou are well
away from the Treemanandstop nrruring.Heading
north you notice that the treesare at last starting to
thin out- turn to 329.

J5a
You step carefully down the stone stairs, feeling
your wav as you Bo. slowly your eyes become
accustomedto the dark and you begin to make out
shapesat the bottom of the stairs You are standing
in a small, squareroomwith a low ceiling.The floor
is thick with dust and there are cobwebs every
where. ln the middle of the room there is what
aPPearsto be a large stonebox, measuling aPProx
imately two metresby one metre. The top of it is a
151 Thefoo is thick uith dtn dnil thcreaft .otaaebs.rery1atlEle
gieat stoneslab.Along one oI therough stonewalls
you find a small alcovewith a candlein it. You may
352-354
155-1s8
ejthe. light the candle(tum to 292)or wall backup The dust in the phial sparldesin the light and you
the slairs,reLutnto the path dnd headnorth;fum to put it into your backpackand leavethe hut. Outside
7.12. you walk back to the junction in the path, Turn to
149.

JJ'
You arrive at anotherjunction in the path. Ignoring
the way south, you continue east- turn to J4o.

APE MAN S( I LL 8 S T AMIN a 7 ]56


Stuffed inside the ForestCiant's clothingyou Iind a
brass lantern with a green wick. There iJno Lquid
inside it to burn. Perhapsit is a nagic lantern. You
may:
Rub the lantern and make a wish Turn to 34
Try to light the wick Tum to 395
Throw the lamp awayand head
north Turn to 231

357

358
Walkingalongthe path, you do not noticea rope
noosehidden beneathsomefallenleavesaheadof
you. Your foot catchesin the nooseand suddenly
you arehauledinto theairby the ropewhichis hed
359-60
to a sprung tree. In a secondyou arehanBingupside
down, suspended by your trapped foot. Testlour
Luck. lt yorr are Lucky, your sword remains in its
scabbard,and you are able to use it to cut yourself
down from the man trap. Turn to 40. If you are
Unlucky, your sword slips ftom its scabbardand
drops to the ground, leavingyou danBlinghelpless-
ly. Tum to 218

359
To the left of the path you see 4 stone well with a
bu&et and tuming handle. If you wish to take a
I
closer look at the well, turn to 172. II you would
rather continue your walk east,turn to 2gt. 1
360 I
Walking along the narrow path you suddenly hear
the sharp crackof a twigbreaking and the whisper-
ing of low voices. You draw your swotd and wait
anxiously with your back to a large oak trce. Then
from behind the trees opposite you step four men
and a woman dressedin green funics. Each looks
menacing and they stand with swords and axesin
their hands. The young woman stepsforward and
tells you that you are trespassingon their territory
and you must pay a le\,y of five objects from your
backpack or face the consequences.lf you wish to
give themwhat they want, turn to 279.If you would
360 Thelpt1ry wonon stcpsforuad and tclls lau that lto arc rathei spit on the ground in reply and fight them,
mrn to 1o4.
161-64 j65-166
36a Stonebridge;he then jumps down frcm his mount,
From no[ too {ar ahead comes the sharp noise of throws back his cape and extends his ri8h[ arm to
barking dogs drawing nearer.Suddenlya brownfox shakeyour hand. You seethat eachofhis fingers is
with eyes wide open in fear dashespast you run- adorned by a large gold ring Will you:
ning east The frantic yelping of the dogs gets
louder. If you wish to face the oncoming pack of Attack him for his gold? Turn to 276
dogs, tum to 396.If you would rather hide in the tall Carry on the conversation? Tum to 194
Brassesoff the path and let them run pastin pursuit
ofthe fox, tuln to 85. 365
The gas is toxic and your eyes start to water. You
hold your breath long enough to lind the Nose
362 Filtersand slip them in"toplaciinside your noslrils.
Whrch way are you heading?Ifyou wish to continue
east,furn to 281.Ifyou wish to continue west, tum You inhale tentatively, but all is well. After a while,
to 2j8. the gasdoud around your facefad6saway. You put
the silver box into vour backDackand leave the cave
to continue your q-uestnorthwards. TuIn to l5E.
363
You rummage through the Dwarf's backpackand
find a corked bottle containing a clear liquid. If you 366
wish to ddnk the contentsof the bottle, tum to 68.If You bid the Centaur good-day, to which he replies
you would rather leave the bottle and set off east ina similar manner. It is pleasingto meetsomebody
again along the path, turn to 59. who is not attacking you on sight! You ask the
Centaurifhe has any inlormation which might lead
you to your goalbut he doesnot know anything. He
saysthat he doesnot wander much thesedaysas he
is getting old. He just wants to own a little gold for
his old age.He offersto carryyou acrossthe river for
j Gold Pieces.Will you:
Accepthis offer? TuIn to 127
ReIusepolitelyandwadeinto
You nod your head at 'rJ4
the masked rider and bid the river? Tum to 178
him good day. He nods back but says nothing.
You tell him of your quest to help the dwarfs of
J67-69 370-172
167 170
There is a soft popping sound as the head of the You franticalJygrope about in total darkness.Slow
fun8us splits open lollowed by the hrss of escaping ly your vision retums and you stand up again.
Bas.Youbecome envelopedbya doud ofpoisonous With your own sitht fullyrestored you set offnorth
gas.Do you possessNose Fjlters?Ifyou do, turn to again along the path. However, while you were
50- If you do not, turn to 222. on the ground an item fell out o{ your backpack
Make the deduction to your Equipment List and
turn ro 231,

1V
There are many hand made clay figures of human
hands in different positions covedng every avail
368
There is nothing more you can do in this room so able surface area. They are all paint€d with b ght
you decide to walk back up the stairsand return to red glaze. In a copper vaseyou find 3 Gold Pieces,
the path to head north; furn to 112. which you put in your backpack.There is nothing
elseofuse or value to you in the cave.You leaveby
crawling back the way you came to the junction,
taking a clay hand with you ifyou wish; tum to93.

369 You bend down and tryto lift the chestbut itis very
The valley floor is green and pleasant and you heary. Roll two dice If the number rolled is less
wonder why such a tranquil place should be the than or equal to your sKrLL score, you succeed
hone of so many loathsome creatures. Walking turn to 48. If the number rolled is greater than your
alon8 the path, you see in the distancelhe portly sKrLL,you injure your back- lose 1 STAMTNA point.
shapeof a balding man dressedin long brown robes You may try to lift the chest as many Limesa\ you
heading in your direction. As he getscloseryou see wish by repeatingthe aboveprocedure If you suc-
that he is a ftiar. Willyou: ceed, turn to 48, If you do not manage to lift the
chest,you decidenotto risk any more injury to your
Start a conversationwith him? Turn to 191
back and leave the room exasperated.Continue
Walk past him with a nod of
north altd tum to 28t.
the head? Tum to 39o

I
173-175 376-77
376
373 TestyourLLtck-lI yo'J areLucky, he doesnotwake up
You slump on to the log exhaustedalter vour long
turn to 74 If you are Unlucky, you kick a small
battle. Sadly, the black rod r,!'asjust part of the
stone which iattles across the cave floor and
Shape Changer's illusion and it exrsts no more
awakensthe CaveTroll - tu lto31o.
Hou'ever, you nohcesomevioletmushroomsgrow
ing behind the 1og.They are unfamiliar to you but
look tastv. If you lvish to eat some of the 377
You quickly catch up with the two brown-skinned
mushrooms, turn to 3o8. I{ vou would rather con
Pygmies.They are weadng glass skirts and as they
tinue north, turn to 148
stop and tunr to faceyou, you notice thateachhas a
small bone throulilr his nose They draw their
daSgersand both attackyou at once Both will have
a separateattack on yol! in eachAttack Round, Lrut
you must choosewhich of the two you w l fight.
Attack your chosen Pygmy as a normal battle.
You shp the gauntlet on to your hand and take hold Against the other you wjll throw for your Attack
o{ volr sword. Slicing the air }'ith it vou leel more Strengthin the normal way, but you will not waund
than usually skilled mth your rveapon You nort, it rf your Attack Strength is the greater;you must
just count this as though you have fought off its
possessa Gauntlet o{Weapon Skill whichwillallow
you to add 1 point to all future dice rolls when blow. Of cou6e if its Attack Strength is greater,it
.
computing yoLr own Attack Strength dudng com- has wounded you in the normal way.
bat so lont as you wear it Notc ihis or1 vour S(ILL STAM IN A
Equipment List. If Vou wrsh io tN on th,. gold rinB, PYCMYA 55
turn b 133.lfyou r{ruld rather ignore the gold rint PYGMYB 56
(or lTaveaiready tried it on) you must head norlh
again along the path - turrl to 360 If you win, turn to 2o5. If you wish lo Escape,r]un
back to the path and tum north Turn to 92.
375
A junction appears in the path If you rvish to
continue north, tum to 15o If von wish to hcad
lvest, tLLrn to 236.
I
378-3aa
)78
To the left of the path you see a small man with a
lonBgreybedrd linB<fLJr:legged on toPof a huge
'it
.uili oo.. He is wednnBd bf'ghl red idcLetand

west (turn to 67). \

379
You may either try to chargethe door down (turn to
(tum to
73) or return to the Path and head north
a1,2).

380
lf you wrsh to risk jumPing down the hollow tree
trunkto the bottom of the tunnel below, turn to 237
Ifyou wish to return to the Path to headnorth again,
iurn to 144.

381
You have failed in your quest to helP the dwarfs
Being unable to face Gillibran, their king, you de-
t, cide io head east and find a Placeto rest after your
perilous adventure. PerhaPsJ,oumay try again?If
you do, you must walk around Darkwood Forest
378 Asndll tonuithe lokgg/e! hea l is srttiflg.tasslegged
or tol back to iaztromo's tower to Pulchase more of his
0ta t4r3enushr.okt ma8icalitems turn to 98
342184
382
Coing west, the path soon brings you to another
junction. You decide to ignore the way south and
head north. Tum to 97.

J83
You searchthrough the bagsand clothesofthe Orcs
and find 2 Gold Piecesand a small wooden whistle.
Add these to your Equipment List if you wish. You
mayalso eatthe spit-roastrabbit and add 2 points to
your sraMrNA. Suitablyrefreshedyouretum to the
path and head north. Tum to 254.

384
Ahead in the grassesyoq hear a low moan. Yotr look
up to seethe vulturcs patiently waiting overhead.A
Iew steps further arrd you see the ugly sight of a
huge man with musdes like knotted ircn stakedout
to the Sround. His arms and legs are tied to four
large wooden pegs driven deep into the ground.
The man is naked exceptfor a small loin cloth and
his skin is badly blisteredlrom the sun. Hisface and
chest show the bloodied signs of cruel torture, His
captors \aill not have gained the information they
sought from him becausehe is a BARBARIAN! If
you wish to cut him ftee, turn to 128.lfyou want to
leave him in his agony and return to the path to
J84 A hrgc na, itrith mus.leslike knatted ffir i stak.l].ta thr head nofth, tum to 394.
|rcrnd
laa-39o
38E
II theWerewolfwoundedyou duringcombat,turn
to 155.If you did not receiveany wounds.add 1
LUCKpoint and turn to 316

385 389
As the Ogre slumps to the ground, the creaturein You rarseyour sn'ordaboveyourheadand smashit
the cagejumps around even more frantically than dolvn on the wooden chest It splinters into tiny
before.Do you: prece'.rnd ,rrnun8.lthe broken bit' of wood 1.ru
f in d 8 G o ld P ic (e -.A d d r rL c L p u in t . T f y o uh d | c n ' i
Takea closerlook at the done so already, you may lookin the barrel (tum to
creaturein the cage? Tum to 168 215)or you may leavethe alcoveto climb further up
Searchthrough the contents the steps (turn to 88).
of the cave? Turn to 313
Leavethe caveimmediately and
continue northwards? Turn to 358 390
ln the distancevou seethe dark brorvn wall of trees
loomin6;up beforeyou. The path leadsdirectly into
Darkwood Forest and soon starts to trvist and turn
3E6 between tangled ioots and bushes.The path even-
You settle down to sleep again but have a restless tually splits. If you wish to continue north. turn to
night. ln thc morning you wake early. You collect 19o If you h.ish to head $'est, turn to 28o.
rrcur belongings and set off north along the path.
Turn to 119.

387
On the ground in ftont of you lies a singte Gold
Piece.You pick it up and tossitin the air rvith a flick
olvoru thumb. Then you put it in your pocket Add
r I-UcKpoint and tum to 34o.
394-393 394-395
394
The building measures only three mekes by three
metres and has no windows. The door is made of
stone and looks very solid. There is no handle and
there does not appear that there is another way to
enter the building. Then you noticea tiny keyholein
the stone door. Do you possessa silver key? If you
do, turn to 2oo.Ifnot, turn to379

394
392 Gradually the grassaround youbecomesshorteras
As you crouch in the bushes off the path, the voices
get louder. Then fwo pairs of spindly legs in tattered the ground gently startsto rise. Aheadyoucanhear
the sound of flowing water. Soon you reach the

I cloth shuffle past you quickly, kicking up dirt and


dust. The voices soon fade away into the distance.
You step out on to the path again and press on
northwards. Turn to 152.
banl of a slow-flowing river. lhe ri\er ib very
shallow and stepping stonescrossit to the far bank
where the path continues north into the distance
Will you:
Cross the dver by the
J93 Turn to 66
Leading along the quiet valley floo!, the path comes stepping stones?
to an end at a junction. The way south leads back Wade through the slpllow water
aciossthe dver? Turn to 186
into the hills so you decide against it and head
north; tum to359.

Instead of the wick ignitin8, a blinding flash comes


ftom the lantern, so briSht that you are unable to
see. You stumble and fall to the Sround. Tes,yorr
lrcl<. If you are Lucky, you land without mj ury.rtum
to r54. if you are Unluiky, your head smasheson a
log lose j srAMrNA points lf you are still alive,
turn to 37o.
396-98
196
You draw your sword and stand tcrfacethe pack of
dogs They come into vieh' in a cloud of dust
gallopingbehindlhem i\ a mdsledT'derwearinga
long flowing cloak and riding a white stallion. He
blows a horn and the pack of dogs comes to a
sudden halt in front of you There are four of them
and you seethat they are hunting dogs The stallion
standsmotionlessbehind them with steamblowing
from its nostrilsin two long jets Themaskedman
looks at you without speaking.Wrll you
Starta conversationwith him? Turn to 364
Attack the dot nearestto vou? Turn to 96

397
You continue your rvalk alon8 the vallev floor,
passing a junction in the paih whrch leads south to
the hills You soon arrive at anotherjunction. Again
one of the branchesleads south to the hills. lf you
wish to head north, furn lo 163.If you wish to cary
on east,turn to 393.

398
You reach the end o{ the tunnel and are about to
step out on to the ladder oq_thc wall of the well
when you hear footstepsabove you. Somebodyjs
comingdoh'n the ladder lfyounishtoreachoutln
an attempt to grab hold of the first le8 that comes
3,96 A Dhsk.tl ttLl.r .i r r !!1itu rtrl $ltots toitntls tpr ir r Ltdil into view, tum to 32o. If you would rather wait lor
ttotl the visitor to enter the tunnel, tum to 193
399-400
399 terings and whispers amongst the crowd of
You charge at Yaztromo but only reach the first stair
when he lifts his right arm and;onchalantly mu[l- dwarfs and exDectant looks show on their faces.
bles a few words. Time seems fo stand still amid Soonyou arrive at the footofstone stepsleading up
to a stone building. Outside the building on an
ornate wooden throne sits a small old man with a
long beard. He is wearing a crown but looks miser-
ableand holds his headin his hands. You rurr up the
steps, taking the hammer head and handle from
picks1uu up. sayingwith d boomingvoice: your backpack At the sight of them the old dwarfs
eyeslight up and he jumps to his feet. Taking thern
eagerly from you he starts to shout 'My hammerl
Myhammer!we are saved.Now, my people,we are
ready to fight the trolls.'
I
1 The whole crowd e+uptsinto cheerinS,waving their
axes and swords in the air. You tell Gillibran of
,loo Bigleg's misfortune and why you decided to con-
You walk up to the old dwarfs and ask them to tinue his quest, and of all the monsters you have
takeyou to Cillibran. Theyeye you suspiciouslybut encountered on your way Gillibran listens and
agreeto do so, cohmenting On your wounds and frowns at the news of Bigleg his faithful servant
torn clothing. 'You got those in Darkwood ForestI Then he oDensa dlawer in the baseof the throne
presume,' says one of the dwarfs, pointing at va_ and reachei into it, pulling out a smallsilverboxand
rious gasheson your body with his iong cliy pipe. a golden winged helmet, and hands them to you.
)ome peopienever learn.Adventurersare all the The helmet is worth hundreds of Gold Piecesand
same.I can't seethe sensein it myself., you proudly place it on your head. A great roar of
approval comesfrom the crowd. You oPenthesilver
box and find dozens of iewels and gems. You Put
these in your backpack and wave to the hapPy
dwarfs of Stonebidge. Your quest is over and you
are now wealthybeyond your wildest dreams
ABOUTTHE AUTHOR

lan Livingstone is an intcrnationallv well known fieure in


the fantas], Bamesworid. Together with Steve lackson (co-
author oI Thc tyatlockof Fircl{,/'Morrrdtt he founded Camcs
Workshop Ltd, s'hich was set up to promote and distribute
role playing games like D r8corsn Drnsons,R0rQ!1sr and
T/r.ell?r From ,ts tiny bcginnings in Sleph€rd's Bush,
London, CamesWorkshop Ilas grown rdpidl]' and is now thc
laryest UK company specializinSin ihcse games
r Ian Livingstonc is nlso editor of W/r;t. Dn'rrt a migazine
devotedentirely io sciencefiction and fantasy gam es,cr€ator
or the highl]' successfull,rl!. D,?dd game, authot of Dic,rt
ltrlh Dngo"s, and co-organize. of Games Day, Britain's
la.Sestindoor Samesconvcntion-
TW O M O R T F I C HT ING F ANT ASY CAM EBOOXS W H A T ]S D U N GE ON S A N D D R AG O NS?
Lu lrhn Buttdietd'-Phil,rla te' dd Dn, id Hr, Sua\,|
THE W A RLO CK OF F IR ET OP MOU N T A IN
A cornprehensi€ guide to onc of the most astounding
bV steu ldcksonnnd Irn Litansstofle role playing Sames ever Du,Scors n,td Dmganscteatesa
Deepin the cavernsbeneaththe ihreateningcragsofljretop lantasticand elaboratefantasy$orld, pcopledby holls and
Mountain, a powerful Warlock lives, guarding a mass of tubhr" . S i anr.d-d vJmp;* hIe@ magr.r. h"lind d. n-
treasure- or so thc rumou. goes Seve.aladventLrrelslikc 8er starksthe P rayerrn manyrcms
yoBelf have set off for FiiehopMountain, but none has Whot is Dungnns antl D gore?has b€en (ritten especially
rehirn€d Do you dare to follow them? Who knows whar ror Penguin b), threc Eton schoolboys,rlho have used ther
terrorsyou mayfind. extensiveknortedgc and expeitis€to producea clear,con'
ciseand rcadablciniroduction to eve.y aspectofthcvastand
T HE CI TA D E L OF C H AOS complcr worldof Dr"S.o,F dd Drrso',s

W Steu Intko,
You are the siar pupil of the Grand Wizard of Yorc and your
missionis toventureinto the da!k, doomladcn towerof the
demi sorcerer,Balthus D.e. RiskiDgdcarh at every ium of
the passage,wilt you be able to overcomeihe sir,headed
Hydra, the peril of the Rhinoman and rhe deadly and
mv\te r iourCiniee. ?W i rh o n l v v o u . s w o rda n d v o u r mJgi ,-
al skillsto aid you, your task is trulyawesomel

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