The Warlock Of Firetop Mountain

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The Warlock Of Firetop Mountain Page 7

by Steve Jackson


  Turn to 142

  Try something else from your pack?

  Turn to 105

  216

  The water is refreshing. As you drink more you feel a glow spreading through your body as if you were drinking at the fountain of life. Add 4 STAMINA points, and restore your SKILL and LUCK scores to their Initial levels. The fountain of life for you must be the fountain of death for the evil Goblins. You may eat Provisions here. When you have rested, leave through the north door. Turn to 384.

  217

  The stake narrowly misses the Vampire's head. As you watch it travel, you pick up the creature's gaze again. He beckons you towards him once more. Your will has gone. Turn to 118.

  218

  You are on the south bank of an underground river, facing across its black depths.

  You are on the south bank of an underground river facing across its black depths. There appear to be four ways of crossing. To your left, a rusted bell bears the sign: 'Ferry Service 2 Gold Pieces - Please Ring.' There is a small raft in front of you on the bank with a long stick resting beside it: you could punt across the river. A rickety old bridge crosses on the right. If you don't trust any of these, you may swim. Which will you choose?

  Ring the bell

  Turn to 3

  Punt the raft across

  Turn to 386

  Risk the bridge

  Turn to 209

  Swim

  Turn to 316

  219

  Turn to 182.

  220

  He is enraged by your pleasantries. He waves his hand in the air, mumbles a few strange syllables and then points at you. You feel your head spinning and pass out. You awake in a dead-end passage. Turn to 171.

  221

  What are these mysterious items you have collected? Which have you written down first on your Equipment List:

  The armour?

  Turn to 72

  The shield?

  Turn to 132

  The sword?

  Turn to 27

  The gold?

  Turn to 110

  The crucifix?

  Turn to 170

  222

  You walk up a long corridor, round a sharp hairpin bend at the top and finally along an east-west corridor, eastwards to a crossroads. Turn to 85.

  223

  The door is firmly locked. You may try to force it open (turn to 53) or you may continue along the corridor (turn to 300).

  224

  As your eyes watch the creature's movements, they suddenly make contact with its piercing stare. You are mesmerized and, as it beckons you towards it, your will disappears. Turn to 118.

  225

  The passageway continues westwards and then turns due north. Some way up, you reach a junction where a narrow passage runs off to the west. Will you continue northwards (turn to 77) or take the west way (turn to 63)?

  226

  You walk a short distance south and find yourself at a crossroads. Turn to 267.

  227

  Sitting in the room around a wooden table are four tiny men, with weathered skin and long bushy beards.

  The door opens and you find yourself in a small, smoke-filled room. Sitting in the room around a wooden table are four tiny men, each about one metre tall, but all are apparently fully mature, with weathered skin and long, bushy beards. They are cursing, laughing and joking as they play a card game. Each one is leaning back on his tiny chair, puffing a long clay pipe. On the table are a number of copper coins and four mugs of ale.

  As you walk in, their merriment stops. They are on their guard but don't appear to be too dangerous. One stands up and makes some comment about your lack of manners, not knocking before you came in. The others nod their agreement. Do you:

  Chat to them and try to befriend

  them?

  Turn to 131

  Apologize, bow and leave the room?

  Turn to 291

  Offer to join in their card game?

  Turn to 100

  Draw your sword and go for the

  leader?

  Turn to 20

  If you have already been in this room, you find it empty. Turn to 291.

  228

  You find no secret passageways. You are careful not to make too much noise in case you attract any wandering creatures. You stop and listen but cannot hear anything. You return to the crossroads. Turn to 85.

  229

  You arrive back at the junction and this time turn right. Turn to 69.

  230

  The creature now standing before you is a semi-decayed man. His quick eyes dart from side to side watching you. His long tongue flashes out with a hissing noise. His teeth and nails are sharp and he doesn't seem to be afraid of your weapon. He is a GHOUL!

  GHOUL SKILL 8 STAMINA 7

  He has the ability to paralyse you if he scores four separate wounds on you during this battle, so beware! If you defeat him, turn to 390. If he kills or paralyses you, turn to 64.

  231

  Turn to 182.

  232

  Almost exhausted after your awkward fight with the Spider, you set to work on hacking the boots off with your sword. Eventually they come free and you may leave the cavern down the passageway and back to the junction. Turn to 375.

  233

  Turn to 198.

  234

  You find no secret passages. However, your rummagings attract the attentions of something sinister ... Turn to 161 to discover what has appeared in the passageway in front of you. Fight this monster.

  If you defeat the creature, you can continue up the passageway by turning to 43. Write down '43' so you will know where to go.

  235

  You follow the passage westwards, then it turns sharply to the north and, some metres further on, a passage runs off to the west. If you would like to go along the westwards passage, turn to 176. If you want to carry on northwards up the passage, turn to 5.

  236

  The battle commences. The Skeletons attack you one by one:

  SKILL

  STAMINA

  SKELETON A

  6

  5

  SKELETON B

  6

  6

  SKELETON C

  5

  5

  If you win, turn to 395.

  237

  You move swiftly down the passage and arrive back at the junction. Turn northwards this time - turn to 285.

  238

  You are at a three-way junction.

  To go east

  Turn to 70

  To go west

  Turn to 180

  To go north

  Turn to 329

  239

  You think back to the words of the old man. 'You might need it sooner than you think ...' You grope in your pack and pull out the candle. Immediately it lights itself of its own accord. The howling stops and the room appears bathed in a blue light from the candle. On the walls, the figures in the mural are moving! They are mouthing silent screams as if trapped in a two-dimensional hell. On the wall opposite is another door, which you may leave through (turn to 88), or you may stay to investigate (turn to 149). Add 1 LUCK for your foresight.

  240

  You open the lid and a small Snake darts out to bite at your wrist!

  The box is light, but something rattles within. You open the lid and a small SNAKE darts out to bite at your wrist! You must fight the Snake.

  SNAKE SKILL 5 STAMINA 2

  If you kill the Snake, turn to 145.

  241

  As you attack the portrait with the wooden stake, you feel a wrench of pain in your wrist. You are forced by some unseen power to drop the stake. You decide to run and leave through the north door. Turn to 90, but lose 1 more SKILL point in awe of the Warlock's power.

  242

  The door opens to reveal a small, dimly lit room. The walls are hung with ornate curtains, laced in silver and gold. A single flame burns in one corner, throwing light on a low table in the middle of the floor.
On this table is a large chest. You step up to investigate the chest and from all around, yet from nowhere, a mysterious sound fills the room. It sounds like the rumbling of thunder clouds preparing to make storm.

  You approach the chest and can see that it is held shut by three locks. As you approach, the noise gets louder. Will you:

  Hack at the box with your sword

  to try to split it open?

  Turn to 379

  Search through your bags to see

  if you can find keys to fit?

  Turn to 139

  243

  To your horror, you realize that this dummy lever was a trap! Although it looked like a handle, it was in fact a wax-coated sword blade and it has now cut your hand badly. Did you use your right or your left hand?

  Roll one die. If the number you roll is odd, this was your sword hand and your fighting prowess has been severely hampered. Lose 3 SKILL points and 1 STAMINA. If you rolled an even number, you used your other hand, and so the injury is not quite so important. Lose 1 SKILL point and 2 STAMINA. If you now wish to pull the right lever, turn to 128. If you don't wish to pull the right lever, you won't be getting much further - and remember which hand you will use!

  244

  The passage runs northwards, and ahead you can hear the splashings of an underground river. The air becomes cool and fresh. You soon reach a wide opening of a river bank but despair as you look across to see no way through on the other side. To the east the river flows through a cave in the rock. You may either sit, rest and eat Provisions (turn to 143) or continue by what seems to be the only way forward, jumping into the river and swimming downstream (turn to 399).

  245

  Turn to 198.

  246

  You set off south along a cobbled passageway. It swings west, then south, then west again until you find yourself at a three-way junction.

  To go north

  Turn to 329

  To go west

  Turn to 180

  To go back east

  Turn to 70

  247

  He is a little startled by your onslaught, but simply raises his hand. As he does so, you suddenly collide heavily into ... apparently nothing. You sit on the floor in a heap, rubbing your nose. Lose 2 STAMINA points. The old man chuckles and says, 'You poor fool. Did you think I was defenceless in such a den of evil as this? You will regret your folly.' You rise to your feet and return to the passageway, turning north up the corridor. Turn to 292.

  248

  The creature that has just awakened is an ORC! He scrambles to his feet and turns to grasp at a rope which is probably the alarm bell. You must attack him quickly.

  ORC SKILL 6 STAMINA 5

  If you defeat him, you may continue up the passage - turn to 301.

  249

  The dog springs as you move. Its hideous black teeth are coming straight for your throat! Two metres from you, a blast of fire shoots from its mouth right at your face! You duck just in time but must now fight the beast.

  DOG SKILL 7 STAMINA 6

  In addition to its normal attack, throw one die every Attack Round for its fiery breath. On a roll of 1 or 2, it scorches you for 1 point of damage - subtract from your STAMINA - but on a roll of 3-6, you avoid the blast. You may use your LUCK against the fire. The only Escape open is through the south door (turn to 66).

  The old man watches the fight but does not move unless you kill his dog. If you kill the dog, you may Escape through the south door (turn to 66), but you will not have time to take anything with you. If you wish to stay, turn to 304. Add 1 LUCK point anyway.

  250

  You are in a short passageway which comes to a dead end several metres ahead of you. You study the rock face carefully but there appears to be no way through. You return to the crossroads and this time continue straight ahead northwards. Turn to 366.

  251

  As you stand on the pebbled bank you hear a fluttering of wings and look up to see three Giant Bats swooping down.

  The passageway twists sharply northwards and ahead you can hear water flowing. You eventually reach the south bank of an underground river. As you stand on the pebbled bank you hear a fluttering of wings and look up to see three GIANT BATS swooping down on you to attack. Fight these three as a single creature:

  GIANT BATS SKILL 6 STAMINA 6

  If you win, turn to 344. You may Escape by jumping into the river (turn to 399).

  252

  You pull the lever and, with a great groaning noise, the rock face in front of you and the ground you are standing on start to move. As if you were on a giant rotating table, you spin round until you stand on the other side of a rock face in a north-south passage. Will you go north (turn to 312) or south (turn to 226)?

  253

  The passageway ends in another wooden door, this time a small one with a carved bone handle. You listen but hear nothing coming from inside. You try the handle and the door opens into a pear-shaped room with a rough stone floor, making walking across it somewhat awkward. In one corner of the room is a pile of rubble, mainly stones and dust, but there are also two odd-shaped pieces of wood and a length of rope. A door in the north wall leads on. Will you:

  Examine the bits of wood?

  Turn to 328

  Study the length of rope?

  Turn to 125

  Leave through the north door?

  Turn to 73

  254

  The silence is deathly. A slow drip startles you as you creep around the coffins. The altar is ornately carved and studded with jewels. Beautifully woven drapes hang from the walls although they are threadbare in places. There are three coffins in the room. A creaking noise makes you whirl round and the light from your lantern falls on the largest coffin. It is opening!

  As you watch, a tall man with a white face sits upright. His eyes open and fall on you. His expression changes from one of tranquillity to one of abject hate. His mouth opens and a terrifying hiss comes from his throat. His teeth are wolf-like. He beckons you to come over. Do you:

  Approach him as he wishes?

  Turn to 352

  Draw your sword and prepare

  to fight?

  Turn to 333

  Reach into your bag for another

  means of attack?

  Turn to 279

  Run for the west door?

  Turn to 380

  255

  The passageway ends in a sturdy wooden door. If you want to try opening it, turn to 193. If you want to go back to the junction and try another route, turn to 93.

  256

  You are at a junction where you may go north (turn to 398), although this passage ends shortly in a dead end. You may go west (turn to 297) or you may go south (turn to 114).

  257

  The passageway runs straight for several metres and then ends at a wooden door. You listen at the door and hear angry shouting coming from within. Will you investigate (turn to 168) or turn back (turn to 293)?

  258

  You sort through the broken pots and find little of interest. The liquid looks, smells and tastes like water. The coins in the pot are a fraud. Eight genuine Gold Pieces lie on the surface of the pile (and you may take these) but underneath are merely painted pieces of pot.

  As you tip the vase out it slips and breaks. A red-coloured key appears, hidden inside a false bottom in the bowl. You may take this key. It is inscribed with the number 111.

  You may rest here and eat some Provisions. You may add 2 LUCK points for defeating the Minotaur. Finally you leave the room. Turn to 54.

  259

  As you swim to the bank away from the Crocodile you look back to see the mysterious 'turbulence' approach the reptile's body, break into a frenzy and then move off, leaving not a trace of the animal. Thankful that you were not there to find out what it was, you lift yourself out of the water on to the north bank. Add 1 SKILL and 2 LUCK points. Turn to 7.

  260

  You find no secret passages. If you are on your way north, turn
to 359. If you are going south, turn to 329.

  261

  You reach the junction and continue eastwards. Turn to 345.

  262

 

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