Xshanaar Assassin
by T.M. Badowski
SKILL, STAMINA, LUCK
To determine your Initial SKILL, STAMINA, LUCK and DEFENCE scores:
SKILL Roll one die. Add 6 to the number
STAMINA Roll two dice. Add 12 to the number
LUCK Roll one die. Add 6 to the number
DEFENCE Roll one die. Add 6 to the number
For reasons that will be explained below, all your scores will change constantly during the adventure. You must keep an accurate record of these scores, and for this reason, you are advised to write small in the boxes or to keep an eraser handy. However, never rub out your Initial scores, except on those very rare occasions when the text specifically tells you so.
Although you may be rewarded additional SKILL, STAMINA and LUCK points, these totals may never exceed your initial Scores, except on very rare occasions, when you will instructed on a particular page. SKILL reflects your general expertise in fighting and combat; the higher the better. STAMINA score reflects your general constitution, your overall will to survive, your determination and overall fitness; the higher your STAMINA score, the longer you will be able to survive. LUCK score indicates how naturally lucky a person you are. Luck – and Magic – are facts of life in the fantasy world you are about to explore.
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BATTLES (STAMINA ONLY)
During your adventure, you will often come across pages in the book, which instruct you to fight a creature of some sort. An option to flee may be given, but if not – or if choose to attack the creature anyway – you must resolve the battle as described below.
First, record the opponent’s SKILL and STAMINA scores in the first empty Encounter box on your Adventure Sheet. The scores for each opponent or creature are given in the book each time you have an encounter. You should also make a note of any special abilities or instructions, which are unique to that particular opponent.
The sequence of combat is then:
1. Roll two dice for your opponent. Add its SKILL score. This total is the opponents
Attack Strength.
2. Roll two dice for yourself. Add the number rolled to your current SKILL score. This total is your Attack Strength.
3. If your Attack Strength is higher than your opponent’s is, you have wounded it. Proceed to step 4. If your opponent’s Attack Strength is higher than yours is, it has wounded you. Proceed to step 5. If both Attack Strength totals are the same, you have avoided each other’s blows – start the next Attack Round from steps 1 above.
4. You have wounded your opponent; so subtract 2 points from its STAMINA score. You may use LUCK here to do additional damage (see below). Proceed to step 6.
5. Your opponent has wounded you; so subtract 2 points from your STAMINA score.
You may use LUCK to reduce the loss of STAMINA (see below). Proceed to step 6.
6. Make the appropriate adjustments to either your opponents or your own STAMINA scores (and your LUCK score if you used LUCK – see over).
7. Begin the next Attack Round, starting again at step 1 with your current SKILL score. This sequence continues until the STAMINA score of either you or your opponent reaches zero (death). If your opponent dies, you are free to continue with your adventure.
If you die, your adventure ends and you must start all over again by creating a new character.
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DEFENCE
Some creatures and guards have defence, this could be their armour grade or hide or aura, but you are equipped with a sword that causes quick damage to it. During battle you must attack the DEFENCE first before the STAMINA. Your sword deals 2 damage to Defence, so you would subtract 2 points off your opponent's Defence, then when the Stamina is exposed simply refer to regular BATTLE until either of you has been reduced to 0. You cannot deduct more than 2 points from your foe's Defence unless specified in a paragraph to do so.
When you are struck or hit in battle deduct 1 point off of your DEFENCE. You wear very extraordinary armour which cannot be replaced. It is of a magical material which can pass through most doors with you. If you’re armour is reduced to 0, your STAMINA will be effected from then on.
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YOUR SPECIAL WEAPONS
You are from a fearless cat tribe far in the Kazan mountains, and you are the owner of a poisoned dagger and Armour Bashing sword. Your dagger adds 1 point extra to your Attack Strength while your sword deducts 2 points from your opponent's armour level.
ESCAPING FROM BATTLES
On some pages you will be given the option of Escaping from a battle should things be going badly for you. However, if you do run away, your opponent automatically scores one wound on you (subtract 2 STAMINA points) as you flee. Such is the price of cowardice! Note that you may use LUCK on this wound in the normal way (see below).
You may only Escape if that option is given to you on the page.
LUCK
At various times during your adventure, either in battles or when you come across other situations in which you could either be Lucky or Unlucky (details of these are given in the relevant pages themselves), you may use LUCK to make the outcome more favourable to you. However, beware! Using LUCK is a risky business and, if you are unlucky, the results could be disastrous.
The procedure for Testing your luck is as follows: roll two dice. If the number rolled is less than or equal to your current LUCK score, you have been Lucky and the outcome will be in your favour. If the number rolled is higher than your current LUCK score, you have been Unlucky and will be penalised.
Each time you Test your Luck, you must subtract 1 point from your current LUCK score.
Thus, you will soon realise that, the more you rely on your LUCK, the more risky this procedure will become.
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USING LUCK IN BATTLES
In battles, you always have the option of using your LUCK either to score a more serious wound on an opponent you have just wounded or to minimise the effects of a wound you have just received.
If you have just wounded an opponent: you may Test your Luck as described above. If you are Lucky, you have inflicted a severe wound; deduct an extra 2 points from your opponent’s STAMINA score. However, if you are Unlucky, however, your blow only scratches your opponent, and you deduct only 1 point from your opponent’s STAMINA (instead of scoring the normal 2 points of damage, you now only score 1).
If the opponent has wounded you: you may Test your Luck to try to minimise the wound. If you are Lucky, your opponent’s blow only grazes you; deduct only 1 point from your STAMINA. If you are Unlucky, your wound is a serious one and you must deduct 1 extra STAMINA point (i.e., a total of 3 points from your own STAMINA). Remember: you must subtract 1 point from your LUCK score each time you Test your
Luck.
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Skill
Your SKILL score will not change much during the course of your adventure. Occasionally a paragraph may give you instructions to increase or decrease your SKILL score, but it may not exceed its Initial value unless you are specifically instructed to the contrary.
At various times during your adventure, you will be told to Test your Skill. The procedure for this is the same as that for Testing your Luck: roll two dice. If the number rolled is less than or equal to your current SKILL score, you have succeeded in your test and the result will go in your favour. If the number rolled is higher than your current SKILL score, you have failed the test and will have to suffer the consequences. However, unlike Testing your Luck, do not subtract 1 point from your SKILL each time you Test your Skill. Your SKILL score can never exceed its initial value unless specifically instructed on a page. Drinking the Potion of SKILL (see later) will restore your SKILL to its initial level at any time; except when engaged in a battle.
Luck
Additions to your LUCK score may be awarded in the adventure when you have been particularly lucky or created your own luck by some other action. Details are given, where appropriate, in the paragraphs of the book. Remember that, as with SKILL and STAMINA, your LUCK score may never exceed its initial value unless specifically instructed on a page. Drinking the Potion of Fortune (see later) will restore your LUCK to its initial level at any time, and increase your initial LUCK by 1 point.
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INVISIBILITY & SPECIAL MODES
You can enter a different realm which renders you invisible, while in this mode you can sneak up on people, hide and escape situations, but be careful, existing in the other dimension doesn't always protect you from everybody and everything, some animals and monsters can still sense or see you. While in your invisibility mode, it has a time limit, and doesn't last forever. Be wary how you use it.
You can pass through most doors made of wood or glass.
Provisions
You carry no provisions in this game, but you may find some along the way.
Gold
You do not start the mission with any gold, but you may find some later on.
EQUIPMENT AND POTIONS
You will start your adventure with a bare minimum of equipment, but you may find or buy other items during your travels. You have a backpack to hold your Provisions and any other items you may come across.
In addition, you may take one bottle of a magical potion, which will aid you on your mission. You may choose to take a bottle of any of the following:
A Potion of Skill restores SKILL points.
A Potion of Strength restores STAMINA points.
A Potion of Fortune restores LUCK points and adds 1 to initial LUCK.
These potions may be taken at any time during your adventure (except when engaged in a battle). Taking a measure of potion will restore SKILL, STAMINA or LUCK scores to their initial level (and the Potion of Fortune will add 1 point to your initial LUCK score before LUCK is restored).
Each bottle of potion contains enough for one measure; i.e. the characteristic may be restored once during an adventure. Make a note on your Adventure Sheet when you have used up your potion.
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BACKGROUND
Draug the Bold’s supremacy is growing in Khul, it is said that it may outnumber many others in other continents. Jerak has pillaged and plundered many coastlines but now he has his sights set on Western Allansia where there is a force that suspends him. He may be bold but fear of losing his fleet is great. He fears Port Blacksand’s dictator, a fearless pirate, who owns the entire city. Those loyal to this leader would die for him, but Draug shares the same faithfulness with his own people. You are of the Xshanaar tribe, a hidden, and nearly lost race of cat people. You hail from Kazan, you are from the mountains south of Sharrabbas. You are hundreds of years old but still agile as a young warrior. You came to meet Draug on one fateful voyage to the Old World. You decided that his nature was one you could trust and work for. He has sent you on many missions to mysterious dungeons, Dwarven Keeps and bogs riddled with Caarth and undead things. And each time you came back successful, you have sailed the harsh seas with him and shared in the booty. You are Xshanaar, a courageous feline who holds many secret powers. You are armed with two blades, a dagger of the Mamlik people, poisoned to the edge, and your scimitar is enchanted with Armour Burst. You can step into alternate dimensions and walk through most walls. Your agility is outmatched, you can scale walls, leap over wide crevasses and kill stealthily with your claws and fangs. Draug has chosen you to sneak into Port Blacksand and slay Lord Azzur, so the onslaught into the coastline is off-guard and unmatched.
The first ship Deadly Lotus creeps ever so close to the shoreline in the dark of night. You leap into the still waters and swim to the city. Pirate ships sit heavily in the harbour, but there is no movement, everyone is slumbering. You make no sound as you swim through the ships and crawl up on the wharf. You don’t want anyone to see you so you pull your cowl over your ears and switch realities. Now, the world is in shades of grey and blurred slightly. With this ability you can spot thieves skulking in the shadows, you can see them, but they can’t see you. On all four legs you sprint up Harbour Street, your agility is unparalleled for any human to withstand, you can pounce on any one of them any given second. The city is fairly desolate tonight and the only people out and about are the elite guards who you run past swiftly without brushing against them.
Turn to 1
As you make your way through the streets a tentacle comes out of the sewer and grabs hole of your hind paw, it tries to drag you into the dark depths. You can feel tiny teeth pierce your hide. Your very first battle and it is against something that somehow knew you were there. Perhaps it felt your shock waves, the pitter-patter of your foot? More coarse tentacles start to come out of the opening and even slightly upset the cobblestone all around. It is desperate to have you now that it has you by the leg. Your sword deals extra damage to armour, so every time you hit someone or something with a defence score simply deduct 2 points off until specified in a paragraph to deduct more. As long as the defence is still in play you cannot harm the stamina. Not all creatures or people have defence.
SEWER KRAKEN SKILL 6 STAMINA 4 DEFENCE 2
When your sword strikes the final blow, the Kraken now, partially armless slinks back into its lair to bleed to death. Now that you are free you hurry along the streets and bypass Market Square which is highly deserted. You can see the palace now and gallop in that direction.
Turn to 25
In the inky night you slink over to the other end of the garden and find another yard but void of all plant life. It is a square of sort, and one obviously not used for constructive purposes. Three prisoners are fastened within stocks and there are three nooses nearby waiting to hang them. “I know you are there, I can hear you.” One man says in a near hushed tone. He can’t see you, he can’t even look up, the restraint on his neck prevents him from doing so. Will you speak to him, turn to 51, or search the surrounding area, turn to 130. If you choose to retrace your steps you can still inspect the carriage (turn to 41) or check the door by the grape vines (turn to 66)?
A servant walks in carrying a bucket of tomatoes and temporary halts in his tracks at the bloody mess you made. You put your paw to your nose and hush him. You go and grab him by his shirt and haul him into the hallway with you. No one else is with him, “Please, don’t hurt me.” He cowers and whimpers. What will you ask him?
Where is Lord Azzur located TURN TO 171
Where are you going TURN TO 76
Who knows you are here TURN TO 105
Kill him TURN TO 148
There are three doors here, two on the left and one on the right. The one on the left has a sign on it which reads ‘Sage’, the one next to it is made of larch, and the one of the right is set in a brightly taint of orange. Which door (if any) will you step through?
The Sage’s door TURN TO 112
The orange one on the right TURN TO 67
The larch door TURN TO 173
If you simply disregard the doors you keep going up the passageway. Turn to 167.
There are no guards down this way thankfully and you can move stealthily. There are two rooms, one on the left, and one on the right. To the right is as massive archway, beyond you see a painted ceiling, many red columns on either side of the room and a set of benches, this is called the Hall of Sukh. To enter, turn to 113. The doors on the left lead into the dining room, to go in there, turn to 151.
As you move further the high ceiling is cut off and you enter another smaller part of the corridor. Ahead at the very end of the hall are double doors marked with the crest of a fire-breathing dragon, to enter, turn to 82.
To the left stairs descend into the gloom, to go down them, turn to 181.
To go back up the hall, turn to 71.
Choose where you wish to explore.
“Will you set me free? I will compensate you greatly if you do. I am a prisoner here, I am here against my own will, please, set me free!” Before he causes a big stir, will you conform to his wishes or leave him there to rot?
To release him from the stocks TURN TO 166
If you ignore him TURN TO 36
Did you destroy those Crystal Warriors? If so, turn to 92. If not… read on.
There is nothing else to do down here in the dungeons, you must make you way back upstairs but before you do you hear the shrilling of crystal and watch in horror as those two guards come around the corner, their heads nearly graze the ceiling. You run in the opposite direction and enter the room filled with torture machinery. This is where you will stand and fight. Your blades will not harm these creatures, for their bodies are smooth and hard, so much so, that your sword simply bounces off. If you are going to test your wits here to overcome them, turn to 179, if you have a MORNING STAR, turn to 27.
You come to a dead end, it appears that this part of the palace is still under construction, it looks like they’re adding a new corridor. Bones also litter the floor. As you’re making your way back up the passage bones rise to the air and take form from two skeletons, their skulls, and bull-like horns, it also carries in its deathly wake pick axes and shovels. The creature of desecration looms behind you expecting to add you to its collection and now you realise you have to fight.
CREATURE OF RUIN SKILL 6 STAMINA 5 DEFENCE 4
If you win, you search through the debris and find a SILVER GARNET RING. It is enchanted. Any piece of weapon you discover can now pass through doors with you. You go back up the hall and decide to find out where those stairs go. Turn to 22.
Well now that you are aware of a prisoner on the loose you try to return to the main hallway but find it riddled with guards. They have apprehended her and are dragging her back to the dungeons. You hide in one of the pantries next to a few buckets of carrots and roasted chestnuts. When everything is back to normal, you return to the main hallway. Turn to 71.
Now you discover what that sweet smell is there are fruit trees growing in a garden. The garden is flustering with many colourful delicate flowers, with smells of herbs such as lavender, mint and rosemary. There is a small man-made waterfall here running off a rock wall and into a pool where there are catfish swimming in the smoky quartz pond. You take a leisurely stroll of the area treading carefully and spot rabbit holes here and there. You spy a large white gazebo swathed in ivy. There is a trail where a very large black carriage sits, awaiting its master to take him wherever he pleases. You also notice a door slightly hidden out of view by grape vines. Will you eat one of the fruits in the trees, turn to 30?
Leave the garden TURN TO 93
Inspect the carriage TURN TO 41
Investigate the door TURN TO 66
If you think you might be wasting your time here, you can return to the front entrance and try those oak doors, turn to 88.
The pink elixir has no taste to it but now you have the same affliction the guard had. Your eyes turn milky white and now you can’t see in the dark anymore, you’re not sure how long this will last but it will in fact be a hindrance. From now on you will have to rely on a light source. Wondering why the spider never attacked the guard and if they were in fact friends, you move out of the room and enter the corridor again. Will you open the glass doors (turn to 50), or see what’s through the wooden doors (turn to 78).
You watch him scurry on down the hall and disappear in the shadows. You are free to explore the palace now. Turn to 125.
The pounding of footsteps echo down the tunnel and soon you find yourself backed into a corner in one of the torture chambers. You are outnumbered by guards and servants. What is more, a few Crystal Warriors arrive carrying iron tridents. There is no way you are fighting your way out of the dungeons tonight, you have lost, and now must pay the price as one of Lord Azzur’s prisoners.
The clamour of steel against steel attracts the other guard; he jumps to his feet, unsheathes his sword, and runs in your direction. Now you must fight them simultaneously. Fight the first guard in one round, then switch to the second guard and fight one round with him. Do this back and forth until their STAMINA is reduced to 0. You cannot escape from this battle, for if you do they will surely ring out the alarms.
Beeblbrox's Notes: Please note at this time of entering the adventure the alternating combat cannot be enforced (well, I can't be bothered to make a custom routine just for this combat). Please use your own discretion in this combat regarding the rules outlined above since you CAN obey the rules if you so wish. Also note this combat may not have been implemented canonically in that it MIGHT be the case that the author only desired the out-of-combat guard to NOT be able to hit you. I've implemented it as tough as possible.
1st GUARD SKILL 6 STAMINA 4 DEFENCE 4
2nd GUARD SKILL 6 STAMINA 4 DEFENCE 2
If you win, you find 10 gold pieces on the bodies and four EMERALDS. Hoping this didn’t cause a commotion out in the barracks you wonder if you should hide the corpses. If you have ITEM HIDE written in your notes, you take out a Runestone, pile the bodies up on top of each other, place the stone on them, and watch the guards magically vanish. If you do not have the spell then there is nothing much you can do but cram them into the hollow in the wall and hope no one comes around.
You carry on deeper into Lord Azzur’s palace. Turn to 125.
Slowly and carefully, keeping an eye on her, you take a seat and she starts to laugh. “You foolish, bandit. What makes you think you can stand the might of the greatest pirate that ever lived?”
Before you can react six arms wrap around you and hold you firmly, then you bite something bit deep into your back. The chair takes on a different shape, and it appears now, that you have been tricked. The woman grins and gets up from the couch, “enjoy your meal, my pet.”
And with that she departs from the room leaving you to your dire ending.
“I don’t know the answer to that.” You shove the sword further into his Adam’s apple, and he winces in pain. “Alright, alright, I hear he stays in the northern tower mostly but you won’t be able to get to him. That part of the palace is heavily fortified. There is no way you will pass all of the guards.” You ask him how to get to that tower. “You will need a key, a key which I don’t have, the third floor is locked, nobody can get up there.” You release your hold on him and sheath your sword. This man will not give you any further advice, he is utterly appalled that you would attack him. He gets up quickly and leaves the library carrying scrolls under his arm. “If I were you, I’d go home.”
Will you explore the library now (turn to 28), or leave and go down the corridor outside (turn to 184)?
No one is in the library. You decide to sniff around and see if you can find anything useful. Turn to 28.
Further into the yard you find guards hovered around open pits burning wildly with wood planks. Behind one group are two blue double doors. The carriage lane goes right up to it. Will you use your parallel dimensional powers to go invisible and sneak passed them toward the doors (turn to 73) or venture further toward the back of the palace, turn to 70. If you decide this is a bad idea then go back over your steps and return to the sweet smelling gardens. Turn to 10.
The wind gusts are strong and you cling for dear life to the wall. Your hind paws barely stay on the ledge. You carefully edge your way toward the first few windows. Then a loose bit of the projection gives way and you nearly slip. You have to drop down and edge by using only your claws to hold on with. The archers in the windows will see you if you don’t, and no you cannot crouch beneath them. Roll 2 dice, make a note of the first result, then roll again and compare. If the result was equal to or lower than the first result, turn to 60. If the amount went beyond the first amount, turn to 153.
His green eyes light up, sparkle as it may, as you drop them on his desk. Mark them off your Adventure Sheet. He immediately pockets them. “You’re a good person, I can tell. Ask me anything, I don’t care if you’re a thief or an assassin. You’ve made me very rich, and now I can stop work here and sail to any destination I like. His Lordship may be rich, but he doesn’t treat me, his accountant, very fairly. Thanks again.” He brings out a rose gold key. “This will get you through the doors to the third storey, a place where his Lordship keeps a lot of his prized property. But be careful of those archers.”
Add a ROSE GOLD KEY to your possessions. It is a magical key, when asked to use it you must turn to #198, so make a note of that. Now, you may ask him where Lord Azzur sleeps (turn to 39), investigate the rest of the library (turn to 28), or take your leave and hurry up along the corridor outside, turn to 184.
Before the fight a bell rings out, the owner who looks after the barn is clutching a hand-bell and is ringing it fervently. You don’t even get a chance to kill the guard for more of his comrades pour into the place and outnumber you. Their dogs bark and bite at your trousers. It is all in vain, you can’t even go invisible, for the dogs immediately find you. You have failed in your mission.
You are taken to the second level of the palace and it is very gloomy. The lanterns on their fixtures against the walls are lit but don’t give off enough light. Pictures line the walls and a few animal heads with antlers. The floor is a glossy type of wood and the walls remind you of some cozy cottage’s exterior out in the forest. You spot an open door on the right and peek in. It is a massive two-storey library. Will you enter, turn to 188.
If you decide against it you continue down the hallway…turn to 184.
The first cell appears empty as you peer in through the bars, then something throws a wad of filthy hay in your face. You hear the clinking of crystal and realise to your horror the Crystal Warriors have come to investigate the noise. You quickly press up against the wall and hold still. The prisoner you didn’t see at first was hiding under a bed of straw. The first guard jabs his trident through the bars and impales the prisoner. When he pulls his bloodied weapon back out, they leave the tunnel you’re hiding in and return to their pedestals. You feel utterly terrible for this, that prisoner didn’t deserve to die, he simply attacked you because he probably couldn’t face anymore stalkers. Lose 1 LUCK point. Your invisibility finally wears off and now you have to wait for it to refresh. While you are here, will you investigate the second cell (turn to 186), the third cell (turn to 128), or wait until you’re recovered and leave the dungeons to return to the main entranceway, turn to 71.
He falls to both knees, nearly dead, and starts praying profoundly to some god of his for aid. Then the room fills up with a cold mist. An angry face appears in the vapours. It’s howling face circles around you like a demented wraith. Your weapons cannot harm this entity. Do you wear the EMBLEM OF KUKULAK? If it’s around your neck, turn to 77. If not then the god knocks you down, blows a vicious wind into your lungs, and suffocates you. Your adventure comes to an end.
Lord Azzur’s tower is unlike any other you have seen before; it is heavily barricaded and guarded all day and all night. As long as you have your sneaking capability this will not pose a challenge, but the fortress is so grand you have no idea where to start in finding where the tactful pirate sleeps. Draug has given you until dawn to finish your task, but the timing is of no concern, you’ve been under pressure before. The wall is too high for you too jump over and it is riddled with sharp, serrated spikes so anyone trying to climb over the fortification would possibly impale themselves. You don’t intend to scale the walls; you simply walk right through the wooden main gates as if they weren’t there. You are like a ghost here but you can feel your sense of elemental travel fading, you cannot hide behind it for long, you must rest so it can be replenished, but you quickly notice barracks and guards standing around doing nothing but their job. You quickly race to a wall in the shadows and recuperate; you come out of the parallel dimension and wait for it to rejuvenate so you can use it again.
Now you are in the midst of Lord Azzur’s palace, beyond the gates and in the mouth of the beast. There is no turning back, you must find where the pirate lord sleeps and slay him tonight.
The palace has two large towers and a main entrance. There is a courtyard and carriage lane. You will not search the barracks, it is obvious you will not find anything useful there but a bunch of ale pewters, worthless staves and black chainmail armour. Nothing matches your own weapons. You sniff the breeze, the air smells putrid mixed with a gentle scent of fruit trees and the odour of the sweaty sentry. In the night, most humans would give up, but you are a feline, you can see in the dark. When your semi-dimensional travelling abilities are refurbished you decide where you will hunt first. The clear images of the night turn grey and wavy as you use your sneak sense as to not get detected by the guards. Where will you search? There are large and tall double doors made of solid oak blocking you from viewing the main hall of the stronghold, but you can slip through them easily. The two towers are visible but all of the windows are high above the third floor, so you will have to scale the wall in order to reach them. The walls are smooth and it appears there are no footholds so it would be very tricky and dangerous. Nearing the rear of the palace are the extravagant grounds where the aroma of fruit is coming from. The guards start yelling and your nerves leap, have they noticed you? It appears they are drunk and cussing at one another in loud voices, no one has realised you got passed the gate. Will you examine the oak doors (turn to 88) go to the courtyard (turn to 10) or check the walls to see if you will be able to climb them (turn to 190)?
The passageway opens up into a large art gallery. The floor is checkered in black and white. There is an ornamental ivory ceiling with designs of birds and nests. The walls hold portraits of noblemen, landscapes and hideous creatures. One life-size picture of a Hell Fiend frightens you a bit, it is tall with colossal horns, hooves for feet, red flesh and it carries a long fiery bullwhip. The demon seems to be staring right at you with its green eyes then its eyelids blink. You stare in disbelief, surely it did not move! Your hunches are correct and realised as it steps out of the painting. It cracks its whip! If you try to flee it will use its whip to ensnare you by the neck and pull you back. You must defend yourself.
HELL FIEND SKILL 8 STAMINA 10
If you win, the beast goes up in smoke and vanishes from this world, and the portrait he came out of is now bare. Turn to 89.
You shatter the head of the first Crystal Warrior and it wanders around smashing things to bits in a dazed confusion. You set your sights on the second guard. Since you are using a MORNING STAR and win the first three rounds, the Warrior is so badly damaged that it cannot hold its trident anymore and you can escape this place and run upstairs, turn to 92. Otherwise, if you were hit before the three rounds, you must inaugurate the battle regularly.
CRYSTAL WARRIOR SKILL 9 STAMINA 13
If you win, you decide to go back upstairs to the main floor. Turn to 92.
You find many treasures in here, and if you were a thief you’d be in the highest of ecstasy, but you cannot take any of these objects with you. You go up to the second landing and browse the many leather and calf skin books. Many are in different languages. You take a book off the shelf and skim through it, it is about Tak, a place you hardly heard of. Other books are about piracy and infamous captains.
Roll 2 dice, mark down the result, now roll again and compare. If the amount rolled is equal to or lower than what was rolled first, turn to 91. If the consequence exceeded, turn to 143.
You eventually catch up to her and cut her down. That’s it, your nerves are wracked! Your business in the dungeons is over. If you have ITEM HIDE you must use a Runestone to screen her corpse. You must find a path to the towers. You must get higher into the fortress. You suspect there is no way the pirate lord would sleep in the lower levels, no, that would be too easy. You decide to go back up to the main hallway and go somewhere else. Turn to 71.
You can see butterflies fluttering as you sift through the grass and flowers. Crickets chirp in the night and your padded hind paws make no sound. You come to a tree ripe with leaves and fruit and pluck one from it. It is faintly red and has peeled skin lifting up from it. You have never seen this type of fruit before and decide to take a bite. The skin is bitter but the innards are juicy and nearly tasteless. You may add 1 fruit to your possessions and when you eat it it will grant you 2 STAMINA points. Your ears perk up to the sound of someone groaning. Your cloak of invisibility has diminished now, and you will have to wait before it recharges again. Until then will you investigate that noise you just heard (turn to 2) inspect the carriage (turn to 41) or investigate the door by those grape vines (turn to 66)?
Do you close your eyes to everything and just leave the garden, turn to 93.
You arrive at a door made out of solid gold, you cannot pass through it. It is locked with an iron lock. You wonder what is behind it. If you had the key you’d know, but alas you do not. You must return to the main floor. Will you go through the door down there (turn to 163), or continue down the darkened hallway (turn to 5)?
The room opens up into a regal bath; the scheme here is a deep blue and pasty white. Seated in a quartz bath set into the floor is a woman with tiny slithering snakes for hair. “Who dares interrupt my bath?” She shrieks and glances over her shoulder angrily. Are you wearing spectacles with mirrored lenses? If so, turn to 187. If not, her green hazel eyes stare deep into yours, they burn into your brain, and soon you find you cannot move. “Imbecile! Only the Lord is allowed to see me in this state, wretched fool.” She growls and watches you turn to solid stone halfway in and halfway out the door.
Will you switch to your invisibility mode first (turn to 182) or rush up them and cut them both down where they sit (turn to 61)?
Quietly and promptly you let him out of his cell and he drops to his knees. He hugs your legs and starts to sniffle. He is overly in joy to finally be released from his demise. You ask him where you can find Lord Azzur and he stands up and wipes his tears away. “As I’ve promised, he’s in the north tower, but the third floor is riddled with all kinds of guards and traps. The door to his bed chamber has a spell cast upon it, you will have to crack the code in the inscription on the plaque. I am very good at guessing most codes but he probably changed it since then. He uses an enchanted system. If all else fails try #169. This is all I know. I’m so sorry.”
When he is done explaining he simply walks off. There is nothing else to do down here in the dungeons, you must make you way back upstairs. Turn to 71.
You return to the hallway outside. Will you go through the orange door now, turn to 67. If you decide against it, you find that the hall turns again to the left. It is apparent you are going around in a big circle. You arrive back where you started, the door with the rose gold lock, the window, the staircase leading down. Just as you’re pondering what to do you see the jade dragon start to shift. It steps off its hooks and blows a jet of fire in your direction! Lose 1 STAMINA as your cloak and fur are set on fire! You manage to put it out and decide it’s time to escape with your life. If you have a ROSE GOLD KEY, now is the time to use it, go to the door and turn to the number etched on the key . If you do not have this key then you must go out the window, the dragon releases another ball of fire as you do so, turn to 19.
He lets out a wicked cry as you wander off. He pleads to his gods and starts to whimper loudly. You cannot do any searching while he is like this and you can’t help but feel pity for him. You hear footsteps nearing and immediately go to hide in the shadows. Guards arrive carrying torches, one burns the man’s hand and laughs as the poor soul lets out another wail. “Silence!” He yells. “If I hear another peep out of you, you will be gagged or your tongue removed!”
The man listens intently and stops making any movements. The guards talk amongst each other for a bit then depart. Once the area is clear again you decide what to do next. You explore further towards the rear of the palace. Turn to 18.
There is an old woman wearing a dress and apron, she is rocking back and forth mumbling incoherently to herself. When she sees you she rises to her feet and with arms outstretched comes to the bars, you step back so she doesn’t grab hold of you. “Please! Get me out of here! I have a family I have to provide for! I gave you all the apples I had!” She is being very loud and could possibly rouse curious guards. “Open the door! I have to see my babies!” She starts to scream excitedly and pounds on the door. Test your luck. If you were unsuccessful, turn to 13. If the roll was in your favour then she realises you’re not going to let her out until she calms down. You ask her what she knows about Lord Azzur. “I know nothing about that scallywag! Now let me out of here!” Will you comply if you have a CELL KEY, turn to 108. If you ignore her then she goes back and sits on her rump. You may investigate the first cell (turn to 103), the third one (turn to 172), or decide to ignore the cells and head back upstairs to the main hall, turn to 71.
There is a door on the left with a metal plaque on it, it reads ysatnaf. Will you enter through this door, turn to 95. If you’d rather not you keep going up the hall, turn to 57.
“I hear he stays in the northern tower. That part of the palace is seriously fortified by goblins, orcs and worse. There is no way you will get passed all of those guards if you go beyond those doors. Unless you can fly, then fly into the northern tower and through some window, that’s all I can advise.” You ask him how to get to that tower. “Simply take the corridor north and go up the stairs on the right.” He gets up quickly and leaves the library carrying scrolls under his arm. “If I were you, I’d go home. This is no place for a wanderer.”
Will you explore the library now (turn to 28), or leave and go down the corridor outside and follow the directions he gave you (turn to 184)?
“That is not the voice of my lord! Begone!” She produces a wand made of jasper and fires a round into you. You’re thrown into the wall with such a force you think you might pass out! Lose 2 STAMINA points. Will you attack her, turn to 194, or leave immediately before she has a chance to hit you again, turn to 53.
The carriage is ornately decorated with the emblem of Lord Azzur, and a few serpent and dragon crests. The exterior is expensive with its jet black wood and iron. The door is unlocked and you promptly upon it and peer inside. The interior is velvety and ebony with hematite mouldings and emerald studs. There is straw on the floor of the carriage so to keep a person’s feet warm. Test your luck. If you were unlucky, turn to 79. If you were successful against the test you close the door and decide what to do next.
Inspect the door by those grape vines TURN TO 66
Go to the oak doors at the front TURN TO 88
You rouse from your catnap and find thirty maybe more angry faces staring down at you. They are all guards, and you have woken in their barracks. You look around and see bunk-beds lined against the walls and a few tables where cards and gold have been abandoned. The room is stone and wood and very unadorned but that doesn’t matter. You have been taken to the authorities by the Sage. With your weapons gone, you try to rely on your sharp tooth and claws but are outnumbered, you’re in such a state of panic that you forget you can go invisible. You barely get off the floor before you are prodded by glaives and pole-axes. Your quest comes to sad ending.
You decide to head to the dungeons, which are no doubt further, deeper, into the bowels of this place. You take the long corridor and find another set of descending stairs. Under the orange glow of the torches you set down the stairwell and come to a place that smells of acrid urine and feces. There are moans and mumbling and you can only guess it’s coming from the cells. You spy the first cell door, and comprehend that you have indeed found the dungeons. But that doesn’t awaken your senses; it’s the two guards standing upright on either side of the archway that you set your focus on. They are Crystal Warriors, each holding onto a tall trident of black iron. Their being is nearly transparent and they are much bigger and taller than you are. Will you go into invisibility mode, your other dimension, and hope they don’t detect you (turn to 135), or boldly stroll in and prepare for anything bad that could come next (turn to 81)?
When you wake up you find yourself in a familiar place. There is a door to your right but it is closed. A stairwell reaches up into the darkness on the left. All of the lanterns are lit up down the main hallway, and two figures are coming up the hall and quickly before you are seen you dive through the door. The Sage will pay for this, if you ever find him again, but is it worth it? You have no time to go around killing people, you must find the lord before the dawn breaks. The fleet is counting on you. Turn to 163.
You hoped it wouldn’t come to this but it has. He stops walking and halts in his tracks; he pulls out his sword and strikes the wall above your head! Will you enter into the other dimension now and fight him? Turn to 191. Or will you leap up and bite his throat? Turn to 160.
When you get to the top you arrive at a metal door which has no lock or latch on it. There is a golden plaque with a series of numbers on it. This door is enchanted and by mumbling the password this is your only hope to open it. Do you know what do?
0220
0770
1010
If you figure it out then turn to that number immediately. If you can’t solve the code then you slump onto the steps and put your face in your paws. You’ve come so far. There is no other way into the room beyond. You hear a nightingale outside then a rooster. Morning is starting to break.
You have failed in your mission.
You hear nothing and open the door, once inside you see cobwebs everywhere. Man-size cocoons are suspended in webs. A guard is standing there next to a large hairy blue and white arachnid. His eyes are milky white, he is dressed in black robes and blacker leather armour and he also brandishes a War-scythe. Upon your intrusion the spider hisses, it’s legs are hairy and ready to pounce and its big beady eyes watch you, sizing you up to go up next to whoever is balled up in the spider-silk. Before you make any other moves the tarantula leaps at you with such speed and agility you nearly have no time to react. It forces you against the door and tries to sink it’s mandibles into your face. You can smell the putrid venom in its mouth. You flick its hard smooth exoskeleton but it appears to be immune to the toxins in your dagger. You will have to rely on your sword.
GIANT SPIDER SKILL 7 STAMINA 12
If you dispatch the hideous creature the guard comes at you next, trying to slash at you with his scythe. If you escape this battle, you must lose 2 stamina points, and hurry out of the door. Will you open the glass doors (turn to 50), see what’s through the wooden doors (turn to 78).
If you stay and fight you decide go invisible, turn to 85.
You must’ve been born with this ability; you’ve had for as long as you could remember. It came in handy during your many quests. It kept you alive, but with age, the gift to become invisible is wearing thin and it doesn’t last as long as it used to. As you’re slipping by the guards you realise this could very well be your last great escapade. Will it hold out long enough to get you through the palace tonight? You still have your feline prowess and that’s all that matters. You delve deeper into the enormous beast, the fortification that belongs to a grand pirate. Turn to 125.
You don’t expect this to happen but he jabs the hay where you are hiding half expecting you to roll out into the open. You can test your luck here or just get up and fight him. If you test your luck you must be successful then his fork misses you and he realises he is being foolish and leaves the barn. If you were unsuccessful, his weapon stabs you and now you have to fight him. Were you successful (turn to 146), unsuccessful (turn to 75), forget the test and just leap out and surprise him (turn to 21)?
The tunnel of stone beyond is dark as tar, it’s hard to see even with your feline eyes, but what you can tell by the echoes is that it stretches quite a distance. Did you drink a pink potion earlier? If you did, turn to 115. If not, turn to 170.
As you step closer he moves his hands, “if you let me out of here I will reward you greatly.” You growl slightly at him. “Sure, go ahead and be suspicious. I did nothing wrong. I am a merchant, and all I did was pass the palace and the guards didn’t like it. They stole everything I had except the clothes on my back. They are going to hang me tomorrow morning. If you could save me from such a fate I will grant you a spell I know. Unless, you are evil, then be away with you, I’ve had enough of evil today.” Do you want to know about this spell? You can break your silence, open the stocks, and talk to him (turn to 166), or ignore him and go do something else.
To sniff around the square TURN TO 130
To inspect the carriage TURN TO 41
To investigate the door by the grape vines TURN TO 66
Your body is severed into two pieces by a massive blade which comes out of the wall. If only you could turn back time and try to again to defy the trap. Your adventure is over.
The corridor veers sharply to the left into yet another long dark passage. You bump into a guard coming around the corner. He puts a wooden whistle to his lips but you slap it out in time before he blows into it.
GUARD SKILL 5 STAMINA 6 DEFENCE 2
If you win, you turn the corner and continue down the gloomy hall, turn to 4.
To go undercover and sneak by them, you decide to head through the doors on the left, turn to 163. To go invisible, charge down the hall, and attack the guards, turn to 123.
She only thinks you are there to kill her. She is a fiery redhead with skin the shade of wax. “His lordship is displeased with me. I am not performing to his standards. Any day now I will be joining the hangings, but not as a prospector. I am held here against my own will, I’ve been his prisoner for years. I miss my family so much.” You ask her where she’s from. “Mauristrata. From a small village. I see you are a good person, and I do wish your success whatever it may be.” You ask her about Lord Azzur and she smiles slightly. “The only way to get to him is at night when he sleeps. Be careful for he carries a formidable sword. I can’t help you unfortunately. But I can give you a potion to help you with your mission, if you want it?” She hands you a red coloured potion. Add 2 STAMINA when you drink it. Now you may leave this room. Turn to 161.
The guard stands there quietly glancing around as you skulk in the shadows. He looks right at you, but cannot see you, you wonder if he can sense you? Not all guards are human and this special guard is telepathic, and yes, he can tell you are there. He jabs blindly in your direction and you duck out of the way just in time as he stumbles forward. He drops his weapon and runs off shouting a command to raise the alarms. You have been discovered and soon to the ringing in your ears you must escape the palace! All of the footpads race to the barracks and all of the guards stop what they are doing and take control of their situation. Lord Azzur is a difficult man to get close to and even with your abilities you thought you had a chance. Your adventure is over before it has begun, but at least you escape with your life.
The corridor is elongated, and very thin windows line the wall to the right of you. They overlook the courtyards below. The windows are covered by fancy blue tapestries. Outside you take in the gentle breeze blowing in. You hope that soon you will be out of here and back to your freedom. You come to another door on the left, it is marked with three scratches as if some werewolf tried to get in but failed, if you enter, turn to 121. If you ignore it, then you find the corridor veers sharply to the left into yet another long dark passage. Turn to 4.
You can hear snoring and find this dark corridor is home to the servants. They rest in very small rooms laden with straw. Some rooms are lit by a single rush dip. You spot a key by a servant’s bedside (if you already own it there’s no point staying in this room, turn to 107). Otherwise, do you want to sneak in and grab it? Roll two dice, make a note of the first result, roll again, and compare. If the amount is equal to or lower than the first result, turn to 107. If it exceeded, then the man’s eyes flick open. He gasps and pulls out a table knife, but you halt him by grabbing his wrist. You whisper to him not to make any noise if he wants to live. You can’t trust he will not inform the guards, so you remove a cord hanging in his room and tie him up with it then gag him with hay and his shirt. Just as you finish two servants stand in the doorway watching you tie up their comrade. Then a large burly man pushes them aside and produces a mace. “A thief? What are you trying to steal down here? The bread and cheese are for his Lordship!” The other two servants run off no doubt to call on the guards. You kill the man swiftly and run into one of the storage rooms to hide. Turn to 178.
Quietly and promptly you let him out of his cell and he drops to his knees. He hugs your legs and starts to sniffle. He is overly in joy to finally be released from his demise. You ask him where you can find Lord Azzur and he stands up and wipes his tears away. “As I’ve promised, he’s in the north tower, but the third floor is riddled with all kinds of guards and traps. The door to his bed chamber has a spell cast upon it, you will have to crack the code in the inscription on the plaque. I am very good at guessing most codes but he probably changed it since then. He uses an enchanted system. If all else fails try #169. This is all I know. I’m so sorry.”
When he is done explaining he simply walks off. There is nothing else to do down here in the dungeons, you must make you way back upstairs but before you do you hear the shrilling of crystal and watch in horror as those two guards come around the corner, their heads nearly graze the ceiling. You run away and enter a room filled with torture machinery. This is where you will stand and fight. Your blades will not harm these creatures, for their bodies are smooth and hard, so much so, that your sword simply bounces off. If you are going to test your wits here to overcome them, turn to 179, if you have a MORNING STAR, turn to 27.
You pass under the watchful eye of the archer’s windows -thin slits- precarious eyes of the fortress. Soon you are able to climb back up and step along the wall. You hurry into another window and find yourself in a cylinder-like room where only a staircase exists. It rises up into the tower. So close yet so far. Turn to 46.
The second guard sees you coming out of the shadows and stands upright unsheathing his sword. You hack down the guard who is still seated, the one with his back to you. The other guard circles around you, ready to strike at any second.
GUARD SKILL 6 STAMINA 4 DEFENCE 2
If you win, you hear someone gently rapping on the main doors, obviously attracted to the noise you made. You call out saying everything is fine. Test you Luck. If unsuccessful, whoever is behind the door doesn’t buy it and opens the door, turn to 3. If the roll was successful, then the silence returns, and you hope the person hasn’t gone to get help.
You find 10 gold pieces on the bodies and four EMERALDS. Hoping this didn’t cause an upheaval out in the barracks you wonder if you should hide the corpses. If you have ITEM HIDE written in your notes, you take out a Runestone, pile the bodies up on top of each other, place the stone on them, and watch the guards magically fade. If you do not have the spell then there is nothing much you can do but shove them into the hollow in the wall and hope no one comes around and finds them.
You carry on deeper into Lord Azzur’s palace. Turn to 125.
You ask him about Lord Azzur. “You will not succeed against him. I can smell the blood on your sword. He has a sword of great strength and magical powers. Your weapons are frail. I hear he has built up an immunity to certain poisons, so your dagger may not harm him. You must be wondering why I am chained here? I am being held against my will. Like others here we all wait for him to make up his mind. We hardly know not what he has planned for us. You will die within these palace walls, that is for certain. Do you not know how many have tried before you and failed? Many were nothing more than eager thieves searching for stolen loot, searching for the hidden lever which will open that secret door and lead them into a vast ocean of gold and gemstones. I assure you it exists, but only Lord Azzur knows how to get to it. Now, release me.”
Do you comply? If so, turn to 158. Otherwise, you leave this room and go back into the corridor, return to 4.
He is overly pleased that you have actually paid him and greedily stuffs the gold into his belt. He informs you to talk to the prisoner in the third cell in the dungeons. “He knows where all of the relics of this place are, thief.” There is a glimmer in his right eye and you’re not sure if he is actually telling you anything useful. But nonetheless he hands you a CELL KEY and you take your leave of his stinky company. Turn to 43.
You’re finally glad when you come to a dark, dank square room where only a winding staircase sits. It coils into a great hole in the ceiling. When you creep up it you slowly peek at the next floor and spot guards, a few of them are quietly conversing which each other while an orc rests on his weapon up against the wall, he is dozing off. What will you do? There is no other option, you cannot retrace your steps. You switch your alternate realities and go invisible and hack down the orc, he is so tired he doesn’t know what hit him. The three other guards watch him fall to the floor with a split skull and take out their swords. They glance around but cannot see you. You leap at them and smack them accurately with your blades watching their armour splinter into divisions. All three fall to the ground, then an arrow thuds into your thigh and the invisibility shield you were hiding behind deteriorates. Archers all the way down the corridor to the immediate right let loose arrows in your direction. You have been discovered. Test your luck as you charge at them. If unsuccessful, turn to 149. If you are conquering in the test then you swipe down the first archer and yank his arrow from your thigh. You limp now, but you can still fight. From around the corner two dogs stride in and spot you. Quickly, you must displace them.
1st ROTTWEILER SKILL 4 STAMINA 2
2nd ROTTWEILER SKILL 4 STAMINA 2
If you succeed, they die quietly and you’re free to explore this area. The stone corridor reaches far ahead for some time and there are doors present. You’re not sure how much night you have remaining to accomplish your mission for there are not many windows in this place. You could have only an hour left or many hours, you don’t know. There are two doors at hand. One door on the right has fancy panel detail, while the one on the left is made of elm, which is locked and refuses you from passing through. You wonder what’s behind it?
Will you:
Go through the fancy door TURN TO 32
Ignore it and carry on down the passage TURN TO 197
You pounce on the archers and use your fantastic mêlée prowess to cut down the archers. You’re luck runs out as two dogs and two goblin guards rush around the corner and head in your direction. If you have any arrows left you can roll 1 die…
1st DOG SKILL 7 STAMINA 7
2nd DOG SKILL 7 STAMINA 7
If you kill the dogs, you quickly move in on the goblins.
1st GOBLIN SKILL 6 STAMINA 4 DEFENCE 2
2nd GOBLIN SKILL 5 STAMINA 6 DEFENCE 2
If you are still alive, you must hide the bodies. Do you have ITEM HIDE? If so, pile the bodies up, put a Runestone on them, and watch them magically disappear. You hear footsteps coming quickly up the other corridor. Obviously attracted by all the racket. Did you hide the corpses of the archers successfully? If you did then you run through a doorway and hide in the northern tower. Turn to 72. If the bodies are exposed then you wait and prepare yourself, turn to 144.
The door slightly squeaks as you go to open it, and in that instant you pause, hoping it didn’t attract the guards. No one heard it so you slip into the room. You must have a source of light, you can’t really see that well in here for it is pitch black. You can see well outside under the clouds and moon, but not in enclosed spaces like this. If you have an item which lights up, turn to 180. If you do not then you have to depart from this place. Turn to 199.
You arrive at a sumptuous bed chamber with a four-poster bed. Sheep skin shawls the silken covers of the emperor sized bed. The floor is tiled in small red and black squares, and the walls are black obsidian. Plush wooden chairs and couches intricate the lounging area of the room, and outsized fancy silver mirrors line some of the walls. A young woman wearing a metal corset and long orange skirt is standing by a table where there is a quartz orb resting on a green dragon’s talon. She seems to be gazing into it fiercely then pauses and turns to you as if she knew you were coming. She smiles warmly and invites you in. She walks over to a cabinet and opens it, from there she brings out a silver goblet and matching silver pitcher. She pours a dark cherry liquid into the cup. She realises your hesitation and holds out the cup, “here, drink some wine, it’s from his Lordship’s vineyard.” You tell her you don’t drink wine and she chortles and drinks the wine herself, gulping it down as if it were water. “You must think I’m trying to poison you?” You decide to back out of the room and immediately a bolt of light spews from her hand and sends a wall of radiance at the door barring your escape. “Please, sit, talk with me.” Test your luck. If you were successful, turn to 126. Otherwise, you walk over to a chair and stand by it as she comfortably sits on the couch and sprawls out her flowing gown. “So tell me, what have you stolen so far?” You inform her you’re not here to steal. “You must be an assassin, how exciting. Do you know how many assassins came here and died?” You hold onto your weapons tightly and threaten her to remove the spell from the door. “I will, I will, but I want you to sit and talk to me.” She points at the chair, and gestures you to have a seat. Will you do as she bids, turn to 15. Or attack her, turn to 98.
Water drips off in the distance, it sounds quite macabre as it splashes to the floor and echoes breaking the deathly silence. You enter a room filled with torture equipment: spiked chairs, foot crushers, and a rack. Dried blood marks the tables and devices; it sends shivers down your spine, those poor souls. Most of the rooms here are other torture chambers and a few cells where prisoners were left to die. You say a prayer for them and go back out into the tunnel. Will you examine those three cells now?
The first one TURN TO 23
The second one TURN TO 186
The third one TURN TO 128
Or return to the main floor, turn to 7.
You come to two tunnels: one is stretching straight ahead and another is veering to your immediate left. The one ahead ends at an ascending, spiralling stairwell. Will you go left (turn to 8) or straight to go up the stairs (turn to 22)?
You arrive at the stables; there is also a barn nearby. Very few guards man these parts so you are free to roam. Will you enter the stable (turn to 120) or the barn (turn to 176)?
You are in the main hall, oil portraits line the walls and family crests adorn between each one. Most of the doors you enter through are rooms that are of no interest to you. One is a dining hall and others are lounging areas. There is one door closest to the main entrance that strikes your fancy. And there is also a stairwell that reaches up into the dimness just across from it. Will you:
Go through the door TURN TO 163
Take the stairs TURN TO 31
To walk down the long hall into the shadows TURN TO 5
They wonder where the archers went. If you carry a bow with a quiver of arrows on you, you can easily dispatch of the guards. If not they find your hiding spot but you have already fled up the stairs. You come to a locked door. Turn to 46.
As you’re walking surreptitiously on all fours, one of the hounds that was lying by the fire gets up and starts snarling. “What is it, boy?” One of the footpads says and glances around but doesn’t see you. “Go lie down…” The dog starts barking in your direction and charges toward you. What will you do?
Stand perfectly still TURN TO 122
Lash out with your dagger and kill the dog TURN TO 111
Run away back to the confines of the garden TURN TO 10
You arrive at a large empty area, lit by torches. The walls are a cobalt blue and the floor is tiled delightfully in intricate swirls and colours of the rainbow. You spy a door with a rose gold lock on it. Listening at it you can hear shuffling on the other side and someone gently talking, but you can’t make out what they are saying. Do you own a ROSE GOLD KEY? If so, then turn to the number etched on it now. If you don’t own this key, or wish not to use it now, you can explore the rest of the third floor. Turn to 152.
In surprise he jumps back and watches in horror as you uncover yourself from the hay. You must fight him.
GUARD SKILL 5 STAMINA 4 DEFENCE 2
If you win, you notice to you own dismay the barn warden is awake and watching you. Will you tell him not to be afraid (turn to 96) or run out of the barn (turn to 164)?
“To the kitchen below stairs, I have to prepare food for the hanging banquet tomorrow. His Lordship is very finicky. I have to get things right or he’ll kill me. You’re not going to kill me, are you?” His knees are wobbling and his lip is quivering, he’s obviously frightened of you. You tell him you won’t kill him, you just want information. “Well, his Lordship eats in his room, he rarely comes down to the banquets anymore. Are you here to steal from him?”
You yank him up by his collar.
“If you’re looking for valuables, I’d visit the library on the second storey, he seems to keep a lot of artefacts there. Tell his accountant that Morri sent you, he’ll share just about anything with you then. We’re good friends, you see, he enjoys my meat pies. Please let me go.”
Will you let him go now TURN TO 12
Or ask him where Lord Azzur sleeps at nights TURN TO 171
This god will not destroy one of its followers and disperses. You throw your sword as if it were a javelin and strike down what is left of Lord Azzur, the sword embeds deep into his chest. You hear footsteps coming up the stairs, you retrieve your sword and even steal Azzur’s weapon, and crawl out one of the windows as the mist disintegrates. You can see the tops of the palace from here. All you need do now is climb down and edge your way back to the front gates triumphantly. Were you inflicted with the CURSE OF ANTOINETTE? If you were, then you don’t make it far, your entire body falls weak and you plunge to the ground. Although you have succeeded in your mission you will not live to see it unfold. If you don’t have the curse, turn to 200.
The room is magnificently large, complete with every weapon known to mankind. There are maps of Allansia, Khul and the Old World on the walls. You spy bows originating from Elvin empires, battle axes from Dwarven keeps in the Moonstone Hills, and swords from Craggen Rock and beyond. You walk over to a miniature model of an arena and examine the little gladiators within, it is apparent the pirate lord likes his war. There are also models of three-masted ships with cutting hulls, ships which are no doubt built for speed. You may take a bow and few arrows with you if you possess a SILVER GARNET RING otherwise you will not be able to go through doors with them. You can always take the bow and arrows anyways and risk opening doors, but there is the hazard of triggering alarms. You leave the room and return to the corridor. To determine how many arrows you put in their quiver, roll two dice, the result is the number of arrows you take with you. You decide to open the glass doors and continue your quest to get to the third floor. Turn to 50.
Something flutters and squeaks in the carriage catching you off guard. A miniature bat-winged creature with a bloated belly flutters from the straw and snarls when it sees you. It is outraged that you are not its master but some bandit in the night come to cause harm. It blows a wad of vicious flame at your face! You’re knocked off your paws and stumble aback into the wall of the palace. Your cowl is ablaze and quickly you put it out before anyone sees it but it’s too late, the guards have seen the flash of fire in the darkness. They come running and notice the carriage door wide open and the little creature acting hysterically! You go into the other dimension to cower but gasp when the little winged monster attacks you. The guards may not be able to see you but it can and it blows your cover repeatedly until finally the guards realise what they’re up against. A bell rings out from the barracks and wakes up the whole palace. You slip out the front gates with your life, and the little monster slams into the gates trying to follow you but can’t. How will you explain your disappointing quest to Draug? Soon, his fleet will arrive, but only met with the toughest opposition he has ever encountered. You have failed in your mission. You must go into a shameful hiding place now.
You enter a large room where there is a giant lounging area; the rug spans the entire length of the room. The fireplace is brick and laden with an intricate exhibit of staves, halberds, cutlasses and rapiers surrounding it. There is a second level is where a canopy king size bed is displayed. A young woman comes out of a doorway swathed in white robes; it looks like she just finished bathing. She pauses when she sees you and stands completely still. “Who are you? Are you here to kill me?” Will you talk to her? Turn to 55. To ignore her, leave the room, and keep walking down the corridor, turn to 26.
If you carry a MORNING STAR with you, then you shatter their defence and fight them regularly with just the stamina. Otherwise, if you are using your sword and dagger, they will cause NO damage to the guards. You cannot run around them and escape, for their frame takes up the whole corridor and their tridents are imposing and hungry to pierce your flesh. You run in the opposite direction and find yourself in a torture chamber where you take up your defence and fight for your life. Turn to 179. With your newly found MORNING STAR, you begin combat:
CRYSTAL WARRIOR SKILL 10 STAMINA 11
CRYSTAL WARRIOR SKILL 9 STAMINA 13
If you win, you are free to examine the cells. Were you told to talk to a specific prisoner? If so, which cell will you approach?
The first one TURN TO 103
The second one TURN TO 37
The third one TURN TO 172
If you decide to ignore the cells and head back upstairs to the main hall, turn to 71.
The pillars in the room are made of ash and poplar. You stand in a great throne room, a place where Lord Azzur carries out most of his business. Ruby and crystal chandeliers hang down from the ceiling. A single throne with cushions and a footstool sit at the head of the room. A young man is seated upon it gently plucking a lute, he watches you intently still picking at the strings. “Greetings, sleepless night?” you hiss at him, and start to back off. “Don’t leave on my account, the both of us aren’t supposed to be in this room after hours. I’m his Lordship’s personal minstrel, and I’m sure he can have me replaced. You, on the other hand, what’s your story? ”
Will you talk to him, turn to 156. Attack him, turn to 129. Or leave the room, return to 5.
The guard doesn’t even know what hit him as you nick him with your poisoned dagger. In minutes he’s stone cold on in his seat. Add 1 SKILL point.
You find 10 gold pieces on the bodies and four EMERALDS. You wonder if you should hide the corpses. If you have ITEM HIDE written in your notes, you take out a Runestone, pile the bodies up on top of each other, place the stone on them, and watch the guards magically disappear. If you do not have the spell then there is nothing much you can do but stuff them into the hollow in the wall and hope no one comes around.
You carry on deeper into Lord Azzur’s palace. Turn to 125.
He starts to puff on his pipe rapidly and the smoke turns green. It fills the air with a choking acridness. You feel woozy and nauseas now. The room is swathed in smoke and you feel you might pass out any second. You fall to one knee; can you dive out of this place before you succumb? Test your Skill. If unsuccessful then you slump over and feel your legs tremble beneath your frame. The Sage walks over to you and kicks you square in the head. All evil comes in different forms. Your adventure comes to an end here as you breathe your last breath. If you succeeded in the test then with all of your wicked might you leap through the door and end up back in the hall. You can hear the Sage laughing at your demise, if only you can go back in there and slay the fiend! But it’s too much for now. Turn to 35
The guard’s eyes are no longer opaque, in fact in this dimension; there is an iris in each eyeball. He looks directly at you and growls. You shatter his armour with your sword and watch him fall to one knee, you then cut his jugular with your dagger, but at that second the both of you have made a move. He cuts you with his weapon. Lose 2 STAMINA points. But you dispatch of him quickly. Looking around the sickly room you find a pink potion. Will you drink it, turn to 11. If you prefer not to touch the stuff you exit this place and return to the corridor. Will you open the glass doors (turn to 50), or see what’s through the wooden doors (turn to 78).
He lets out a belly laugh and shoves you with such liveliness that you’re nearly knocked off your hind feet. “I won’t let you anywhere near his Lordship. Who do you think you are?” He dives to the cord and yanks on it as he stumbles over. The cord breaks off while he is still clasping it. You run him through but it is too late, he has sent an alarm to the barracks. You can’t hear any bells but soon can hear the rush of boots coming down the stairs. It doesn’t matter if you go invisible now, for now the entire palace is alive like a wild colony of army ants prepared to attack their intruder. You may be able to sneak upstairs but soon your cover is blown and your are reprehended. You live out the rest of your days as a circus show. Lord Azzur is so captivated by your species that he decides to keep you as his special prisoner to show off to guests. Your adventure is over.
You take the guard by surprise and immediately slay him. He dies without a sound. The snoring continues. This was a waste of time, but you do spy some smoked fish on a rack, if you eat a fillet add 2 STAMINA points. Now will you explore the stable, if you haven’t earlier (turn to 120) or return to the gardens (turn to 10)?
Your trusty cloak of invisibility disintegrates when you walk through the finely carved oak doors. If you have any items on you that you didn’t have at the beginning of the mission you cannot take them with you. Only gold and gemstones can pass through doors with you. You wouldn’t dare risk opening these doors, for they might be rigged with alarms. The ground is all wood, carved triangles and mosaics line the floor as tiles. The walls are white as the snow in your homeland and the ceiling has beams with banners hanging of the rafters. Someone went through a lot of trouble to make this palace astounding. You believe that Lord Azzur must be filthy rich in order to afford all of this luxury. Those doors you came through were specially hand-crafted and imported from some far off land. There are designs carved into them, you see an Elvin kingdom and mummies in pyramids all manufactured into some strange plot on the door but you don’t care to read into them. You have stepped into an entrance hall, it stretches for as far as you can see and its vaulted ceiling is very high. Chandeliers hang down from a single cord all the way to the back end, and a banister with walkway stretches over the hall, it is between floors and you wonder how to get to it and where it leads to. Perhaps if you take those stairs with the ornate railing it will take you to it?
You can hear talking now and, slowly but swiftly, keep to the shadows. In an alcove (or hollow) in the left wall sit two guards who are playing a game of pin-finger. They haven’t noticed they’re not alone. They are very young and both have their helms removed to proudly show off their scraggly hair. It is apparent they believe they are in for another boring night. Will you sit in the darkness and wait for your dimensional powers to rejuvenate so you can slip by them unnoticed (turn to 48), watch them stealthily and see what they do (turn to 185), or will you attack them (turn to 33)?
The hall following the art gallery is made up completely of mirrors and clear crystal. There are mirrors on the ceiling too. Only the floor is saved from the idea. Lanterns light the way and you feel a bit unnerved by this bright, quiet place. Then some thing moves in one of the mirrors but is so fast you can’t make head or tail as to what it is. You ready your weapons and continue marching down the corridor. Then you see it again and this time you are sure that you are being followed by a creature. Are you wearing a TURQUOISE BEAD NECKLACE, turn to 110. If not, turn to 64.
There is nothing special to the chair, it appears like any other. Then it hits you, you nearly pass out. You have been cursed. Add CURSE OF ANTOINETTE to your notes. You are unaware that you’ve been cursed but if you can find a way to lift it it will be on your shoulders until then. Return to paragraph 159.
After removing another book, the sound of something opening attracts your attention. You have triggered a hidden door. You go and investigate, on all fours, careful of what (or who) you may find. There is a part of the wall that gave way and it leads into a dark, dusty hall. You decide to take this new route and find yourself in a part of the palace that is not up to keep by the servants. There are spider webs in every crevice and dirt lining the walls and floors. The tunnel stretches for some time north, and soon you arrive at a rustic pair of stairs ascending into the next level. You take a deep breath and edge up them.
You arrive at a large empty area, lit by torches. The walls are a cobalt blue and the floor is tiled beautifully in intricate swirls and colours of the rainbow. You spy a door with a rose gold lock on it. Listening at it you can hear shuffling on the other side and someone gently talking, but you can’t make out what they are saying. Do you own a ROSE GOLD KEY? If so, then turn to the number etched on it now. If you don’t own this key, or wish not to use it now, you can explore the rest of the third storey. Turn to 152.
When you get to the top landing you peek around the corner but find no guards in the great hall. There is a massive archway, beyond you see a painted ceiling, many red columns on either side of the room and a set of benches, this is called the Hall of Sukh. To enter, turn to 113. Red doors lead into the dining room, to go in there, turn to 151.
Ahead at the very end of the hall are double doors marked with the crest of a fire-breathing dragon, to enter turn to 82.
To the left stairs descend into the gloom (the ones you just came up), to go down them again, turn to 181.
To continue up the hall, turn to 71.
In the pitch-black night you creep over to the other end of the garden and find another enclosure but void of all plant life. It is a square of sort, and one obviously not used for constructive purposes. Three prisoners are fastened within stocks and there are three nooses nearby waiting to hang them. One man is grunting and moving his hand as if gesturing that you come near. “Who’s there?” He whispers.
Will you answer? If so, turn to 6. If not, decide to ignore him and continue exploring this new area, turn to 18.
If you choose to retrace your steps you can still inspect the carriage (turn to 41) the garden (turn to 10) or check the door by the grape vines (turn to 66)?
If you’d rather walk all the way back to the front yard and enter through those double oak doors, turn to 88.
/* failed to open reference 94.inc */
/* failed to open reference 94.sel */
The stone floor is wet with condensation, the walls are green with slime and there is a fetid smell of a lavatory somewhere. There are hollows in the wall on either side where granite vaults lie, you wonder who could possibly be buried down here, and preserved so well. Surely Lord Azzur is not this kind? A light appears at the end of the black tunnel and gets brighter, to your horror, it is a wraith flying at you. Its long skeletal arms are outstretched, hoping to touch you, and make you one just like it. During battle, if it hits you, you must lose an additional 2 points off your STAMINA (or DEFENCE). You can also escape at any time, but it will pursue you and scratch your back and you must lose the regular 2 points for such an act of cowardice. The Wraith will follow you all the way out but won’t leave the confines of the crypt. If you stay and fight, you will not be able to fully destroy it, only send it away.
WRAITH SKILL 10 STAMINA 12
If you survive, you immediately depart from the crypt immediately. Will you now explore one of the pantries for anything useful (turn to 101) or go into the kitchen (turn to 165). If you’re not going to bother with these, turn to 155.
To go back upstairs, turn to 92.
You enter into a lush room. All of the chairs and couches are padded in deep purple silk and velvet. The rugs on the floor are lion hides possibly from the depths of the Desert of Skulls. Portraits of buccaneers line the walls. The wallpaper is black and silver. Seated on a chaise lounge is a very pale and stunning woman with long hair the shade of a wild raven. Her eyes are a striking green. She doesn’t seem at all startled that you have entered unannounced. Her long black silken robes bellow out before her slender figure. Just as you’re about to leave, she speaks, “what business do you have here? Are you a friend or foe?” You tell her you’re not in the mood for idle conversation and she lets out a gentle laugh. “Sure, if that’s how you wish to be.” She gestures you to come closer but you stay on your guard. “You are afraid of me? Don’t be. I am Lanna, one of Lord Azzur’s prisoners, but he treats me very well. I think he favours me very much. I’m from Zengis, far north, have you heard of that place?” You stand there staring at her, but say nothing. “I haven’t eaten in ages, I am so famished. Won’t you join me for breakfast?” She stands up now and you ready your weapons wondering what she’s up to. Sharp fangs appear between her garnet lips. Her stare is mesmerizing, it’s as if she can see deep into the pits of your soul. Do you posses GARLIC? If so, she cowers away from you and retreats behind one of the couches. You leave immediately, turn to 57. If you do not have garlic then you cannot look away from her, she is utterly marvellous, and in your mind you can hear her telling you to drop your guard and lower your weapons, which you do so and she comes in for the kill. She’s probably never drank cat’s blood, but it’s blood nonetheless. Your adventure is over.
He disappears then comes back with a large hand-bell and starts to ring it. It is so loud in the deathly silence of the night. You have no time to escape where you wish for hordes of guards arrive. You are in such a state of panic you forget to go invisible. They surround you and tie you up. You are presented to Lord Azzur the next morning in a room with a wooden screen. He is beyond the screen and out of your reach; even if you managed to get free you still wouldn’t get to the lord. He whispers to one of his servants and the servant leaves the room, and then appears where you are. “His Lordship informs me that you will be burned at the stake in a few hours.”
This is bad news. Your adventure is over.
There are all kinds of swords and blunt weapons. You may take a MORNING STAR with you if you wish, if not, there is nothing else here of concern. You go through that door and find out where it leads. Turn to 69. Exit this room and return to the main hall, turn to 71.
She growls that you will not do as she instructs. “I am a close personal friend to his Lordship, he treats me well, and I intend to protect him and his palace.” She grins as the chair behind you takes form of some awful monster with six claws and a mouth full of tentacles. “Kill the intruder!”
SHAPECHANGER SKILL 10 STAMINA 10
If you win, you find that the woman has escaped, and that there is nothing of value in the room. You return to the hallway outside. It turns again to the left. It is apparent you are going around in a big circle. You arrive back where you started, the door with the rose gold lock, the window, the staircase leading down. Just as you’re pondering what to do you see the jade dragon start to shift. It steps off its hooks and blows a jet of fire in your direction! Lose 1 STAMINA as your cloak and fur are on fire! You manage to put it out and decide it’s time to escape with your life. If you have a ROSE GOLD KEY, now is the time to use it, go to the door and turn to the number etched on the key. If you do not have this key then you must go out the window, the dragon releases another ball of fire as you do so, turn to 19.
You’ve stepped on yet another trigger and spinning poles covered in sharp blades come sliding out of the wall, they move back and forth and won’t let you simply take a leisurely stroll passed them. Your timing must be precise. There are three of these extremities. You set your sights on the first one, watching it go back and forth, calculating and feeling over-stimulated you make your move. What will it be? And will it be good enough? Test your Skill. If unsuccessful the blades hit you and knock you down. Lose 4 STAMINA points. You must keep rolling and testing your status until you are victorious, that is the only way to move forward.
Last Skill Test: SuccesfulFailed
Poles passed:
If you succeeded, you nearly clap yourself on the back but now you have the second to contend with. You are stuck between both the first pole and next one. You must test your SKILL yet again, and hope for the best. If you fail, you must lose 4 STAMINA points as you are struck. Still alive? If you succeed in the test to the third you’re only a jolt away from the finish line.
If you finally make it passed the third pole you arrive at a winding stairwell which reaches up to possibly the next level of the building. Turn to 74. To go through the next set of glass doors, turn to 159.
No one is around to call you a coward but your own conscious, but you will not have your cover blown by things which go bump in the night, or by things which hover two feet off the ground looking for someone to hack up. You decide to stick to the silhouette of the walls and slither through the big oak doors at the face of the palace. Turn to 88.
You can smell all kinds of fruit and vegetables in here. Another room has kegs and barrels, no doubt the wine and ale. There is a sack of pine nuts the rats are eating, pig carcasses hanging up by hooks, buckets of tomatoes, lettuce and pears. The walls are lined with shelves full of all kinds of grains, beans and oats. There is a single table in here where cleavers, hooks and knives are stationed. No one in this palace will ever go hungry there’s so much food. Cloves of garlic hang from the ceiling. You can take a clove if you like and add it to your notes.
Leaving now, you step down the stairs down the corridor and carefully try not to make a noise or if you’ve been this way before you can go back upstairs, turn to 92.If not, you feel over exposed from the torches, but you still have your invisibility mode, which you haven’t used yet. Just as you’re picking up speed two hellish demon dogs come around the corner their flesh is rotten and their frame is utterly bony, upon seeing you they charge up the stairs. You fear you may catch some nasty disease if they bite you.
1st HELL HOUND SKILL 5 STAMINA 4
2nd HELL HOUND SKILL 4 STAMINA 6
If you manage to cut them down they whine a little but they are no match against your weaponry, soon at the bottom of the stairs you arrive at a corridor which stretches quite far. There is another hall on the immediate left. It ends at a brightly lit room where there is a table but you can’t hear or see anybody. Will you head down this way (turn to 193), or keep walking straight, turn to 43.
Your head is cut off your shoulders and rolls up the corridor. The blades which came out of the wall were too quick and caught you off guard, you couldn’t duck in time. But then little did you know what you were up against. Your quest ends here.
You see a man lying in the hay in the corner of the cell; he lifts his head and stares at your dumbfounded. He gets to his feet, picks up a bunch of the hay, and throws it in the air. “Get lost! I’m in no mood to be bothered! I’ll be a martyr you watch and see!” The man is obviously loony. You’re not sure if he knows anything about Lord Azzur, so you ask him, and he only chuckles. “Sure, I know about him. If you let me out of I’ll tell you!” You can smell his wicked breath and his stinky armpits; he’s been in here awhile.
If you have a CELL KEY you can open the door, turn to 139. If you think it’s too perilous, you leave him in there to fester and move on. Will you check the second cell (turn to 37), the third one (turn to 172), or decide to ignore the cells and head back upstairs to the main hall, turn to 71.
There’s a sudden noise behind you and you find the tall picture of Azzur has opened. You go to examine what lies behind it and find a silver tiara. You put it on but nothing happens. Add a SILVER TIARA to your notes. Return to 159.
“No one but the guards, I’m well respected and I am the only one who is allowed to enter the palace via the front doors.” You ask him if he has any keys. “No, I think his Lordship feels there’s no need for keys since the place is so heavily defended. There are a few locked doors within the palace though. Thieves don’t usually try to break in here and if they do they don’t get far. Do try to talk to the accountant in the library and also the prisoners, if you can get down there for their information may be useful. I don’t know why you’re here; perhaps you are a rogue on a mission from the Thieves Guild? If you let me go I will answer all of your questions.”
What will you ask him next?
Where is Lord Azzur located TURN TO 171
Where are you headed TURN TO 76
Let him go TURN TO 12
Kill him TURN TO 148
The serpent princess is a magical creature, most sailors who find these women take in casks of water she bathed in to replenish their health and stamina. As you drink it you feel renewed. Add 4 STAMINA points. Now you leave the room. Turn to 53.
The servant turns his back to you and continues to sleep as you take the key. It is the crypt key and the number #94 is etched on it. Now you can go and open the gates, or decide it’s too risky then do something else.
You leave the servant’s quarters and spy that staircase, which descends deeper into the building. Most of the places down here are storage and cooking facilities, you have no need to inspect these areas, but that stairwell ahead attracts you. Behind the staircase you just came down are barred gates, steps lead down into the murky depths, this must be the crypt, but the gates are locked. You now have the CRYPT KEY and can turn to the number engraved on it. Otherwise, will you enter one of the pantries for anything useful (turn to 101) go onto the kitchen (turn to 165)? If you’re not going to bother with these and head down the stairs, turn to 155.
To go back upstairs, turn to 92
When you set her free she grabs hold of your cloak, “I’m going crazy, I tell ya! Crazy!” The hag screams at the top of her lungs and runs away. Will you pursue her and kill her, turn to 29. Or let her be, the guards will deal with her, turn to 9.
The window is big enough for you to crawl out of if you want to. You spot a stone ledge wide enough for you to walk on and scale along the walls. It is very risky, for if you make a single mistake you could slip and fall to your death. The ledge leads straight for the north tower. But there are slits in the walls further down and you assume archers may be present. You could also be spotted from below if a guard happens to be patrolling the grounds. Will you take a chance and climb out the window, (turn to 19), or thinking it stupid and treacherous, decide to explore the third floor instead. If you wish, you may head into the corridor and search further, turn to 38.
A hideous being emerges from the mirrors. It is made up of crying heads. It is fully alive with the souls it has ensnared. You are wearing a cursed necklace. You try to hit it with your weapons but they cause no damage. This creature is nearly as tall as the corridor itself. When it strikes you you find yourself implanted into its flesh. You cannot escape, you even try to pull out your arm but find you cannot. Soon, it pulls you into its being and you become a part of it. The remainder of your days will be in torment, like the rest of its victims. You shouldn’t have placed your trust in the vigilance of others in the palace. Your exploit is over.
You swipe at its nose and the dog yelps and dies instantly. “What the!” Exclaims one of the guards and unsheathes his sword. He immediately comes to where you are standing and examines his dog. “Did you guys see that? He just croaked!”
“Time to get another dog.”
“That’s not funny.”
You quickly go to the garden right before your invisibility wears off. You take refuse by the fruit trees. Turn to 10.
The room smells of frankincense and myrrh. Have you been in this room before? If you have, turn immediately to 192. It is cluttered with shelves and shelves of scrolls, tinctures, crystal skulls and chests. You’ve been in these types of rooms before on your many journeys and some are very promising to loot while others are inadequate. His room is large but slightly plain compared to the riches of the other rooms. There is a man seated behind a desk, he is smoking a long wooden pipe, possibly filled with expensive tobacco. He is draped in long crimson and golden robes, his hair is tied back in a ponytail and his black beard is braided into three parts. His eyes flicker angrily upon your intrusion. “So you can walk through walls can you? I’ve seen this type of sorcery before, it’s nothing new, but no doubt the only power required to get this far. You must be a great warrior or a cunning desperate thief.” He realises your tail and grins. “Oh, so you are not human? I’ve heard of cat tribes before, but never seen one with my own eyes. You are a feline warrior are you not?” A thick shade of smoke clouds his face as he puffs away. You realise there might not be anything useful for you in this room. “You’re not much of a talker, are you? Why are you here?” His voice is demanding and bothered. Will you talk to him (turn to 175), attack him so you can explore his room unbothered (turn to 84), or leave (turn to 35)?
You stroll down the aisle in this place of worship, and walk toward the alter. The alter has a skull with a circular mouth on it. Candles burn, there is a green orb held in a gnawed paw, and there is also a medallion set upon everything. None of it makes any sense to you. Will you place the medallion around your neck? If you do, make a note you are wearing the EMBLEM OF KUKULAK and you will be able to pass through doors with this item. You’re not sure if it’s a good thing then it’s your choice if you decide to wear it or not. Now, there is nothing else of interest in this area. Return to 5 and pick again.
He explains that he is Azzur’s personal accountant. “Beneath this entire palace is a treasure chest. If you go far below the dungeons you will find a sea of gold, gems and expensive possessions. It’s there, I saw it with my own eyes, but only Azzur and a few others can get to it. It is protected by magick. It’s a type of magick that if you don’t know what you’re doing it can kill you. He’s not a stupid man, for if he was I wouldn’t be working for him. I deal in most of his possessions and money that comes in from Port Blacksand. He taxes his own people to death and they love him for it.”
Will you ask him how to get to the towers TURN TO 177
Ask him to tell you about Lord Azzur TURN TO 168
Explore the library TURN TO 28
Exit the library TURN TO 184
Didn’t your mother ever tell you never to drink strange, unknown potions? She was right, and as you step into the inkiness with your newfound blindness your head is severed from your body. You may never know what hit you, but that is all in vain now.
He starts to laugh. You are wearing a jinxed piece of jewellery. And you can’t help yourself but bow to your new master. He kicks away your weapons and admires your furry coat. “You will look good in my library as a stuffed creature.” He growls and pulls on a long red cord. The guards come to get you and take you to the dungeons. There you await the taxidermist. Your adventure concludes.
“Hey, I think you short-changed me--” he glances up at you and grimaces. You take out your poisoned dagger and go to cut his cheek. He is fast and quick-witted at what you’re about to do and tries to block you. Test your Skill. If you were unsuccessful, he takes out a second weapon, which was concealed beneath his cloak, and stabs you in the ribs. Lose 4 STAMINA. If you were successful at the test, he has no time to grab his obscured dirk and winces as you set a deep gash into his cheek. He clutches his face and stares up at you with the saddest eyes. In a few minutes they roll into the back of his head and he falls over… dead.
You find 10 gold pieces on the bodies and four EMERALDS. Hoping this didn’t cause a upheaval out in the barracks you wonder if you should hide the corpses. If you have ITEM HIDE written in your notes, you take out a Runestone, pile the bodies up on top of each other, place the stone on them, and watch the guards magically fade away. If you do not have the spell then there is nothing much you can do but stuff them into the hollow in the wall and hope no one comes around.
You carry on deeper into Lord Azzur’s palace. Turn to 125.
He stops playing his instrument and stares at you surprised, “are you crazy? Sorry, don’t take offence to that. To get passed the front gates and all those guards you must be very crafty. Say, for some gold I’ll give you something that may save your life. Do you have 5 gold pieces?” If you do, turn to 138. If not he frowns and ignores you, he says nothing, he wont even look up at you. You shrug your shoulders and leave the room. Return to 5.
Did you kill two guards and stuff their bodies in the hollow in the wall? If you did this you find that the main hall is all lit up with candles and torches. There are many guards on watch now. They suspect the old hag killed them and are on their best duty, turn to 54. If you didn’t kill anyone, or killed them but hid their bodies with a Runestone, then the main hallway soon falls silent with nobody around, you are free to roam and purr as you do so. Turn to 71.
You find large black horses with shiny coats in their stalls. Their hooves are cloaked in long fur, and their mane is long like a maiden. Such beautiful creatures and possibly very expensive and Lord Azzur owns them, they must no doubt be the ones who pull his carriage through town. At first there seems nothing of interest in here then you hear someone clear their throat behind you. You spin around and see a stable boy standing there clutching a pitchfork, shaking in his boots. “Who are you?” You remove your cowl and he lowers his weapon, he is in awe of your feline appearance and even smiles. His eyes show much inquisitiveness. “You are not human! You are a friend I hope?” You tell him you mean him no harm and he comes closer to you inspecting your armour and weapons with great enthusiasm. Do you have any fruit? He’s not allowed to eat from the gardens and will take the fruit from you and gobble it as if he is starving, turn to 142. If you do not have anything for him then you must leave his company. Where will you go next? The barn, if you haven’t already, turn to 176. Or return to the gardens, turn to 10.
The room you go into is humid and smells of essential oils. The room is tiled in ceramics and decorated with round engraved delicate plates on the walls. Right in the center is a large wooden basin and a woman with slightly scaly flesh is sitting in it with her back to you. She is bathing. But what is mostly odd about this sight is that her lower body is that of a serpent and the tail end of is sitting on the floor halfway in the tub and halfway out. It twitches in keenness, slithers and jolts. The strange woman is holding her blond hair up so her slender shoulders and nape of her neck are exposed. She doesn’t glance directly at you, only looks over her shoulder, “who is there?”
Will you answer her with a hiss, turn to 40, or depart from her company, turn to 53.
The dog sniffs your feet and armour. The guards watch him for a bit then lose interest. They go back to conversing with each other and drinking their tart ale. The dog doesn’t leave your side however, and soon it starts biting and digging around you. You decide to walk off and the dog hasn’t noticed you moved away. The doors are made of Lapis Lazuli and gold, and when you try to pass through you find you cannot. Most doors which are made out of wood are no match for you, but you cannot penetrate these ones for some reason. Will you risk opening them (turn to 150), venture further toward the rear of the palace (turn to 70), or will you retrace your steps and go back to the front of the palace and try those oak doors, turn to 88.
They don’t hear you coming and you pounce on the nearest one and tear his throat out, blood splatters on your face, and the taste of his blood excites you. A rage awakens with you and you fight with an intense ferocity! You cannot escape this battle at any time, once you’re committed that’s it, you must end it, and end it quickly. You leap over heads, somersault, duck, and dive. Your agility is outstanding at first but then the test arrives, they realise they are struggling against an invisible foe and ready their swords, jabbing at thin air, trying to identify you.
1st GUARD SKILL 8 STAMINA 7 DEFENCE 2
2nd GUARD SKILL 9 STAMINA 10 DEFENCE 2
3rd GUARD SKILL 7 STAMINA 4 DEFENCE 2
4th GUARD SKILL 6 STAMINA 6 DEFENCE 2
If you kill them all (add 1 skill point), but now you must decide what to do with the bodies. If you have the spell ITEM HIDE in your notes, pile the corpses up, take out a Runestone and conceal them so they won’t be revealed. If you cannot hide them, they may be discovered later on, no matter where you put them. Until then you are free to roam where you like. Turn to 71.
With the hilt of your sword you bust the lock, and see a furry little ball on legs run passed you after you open the gate. It wails so loud your poor ears strain. You have triggered a JIB-JIB. Guards arrive, coming down the stairs, and you fight them all bravely but there are just too many of them, soon servants and torturers come to help the guards. The dungeon cells are not too far from where you stand, so it won’t be much for everyone to arrest you and drag you off to them.
Did you kill two guards and stuff their bodies in the hollow in the wall? If you did this, turn to 119.
There is a door to your right but it is closed. A stairwell reaches up into the darkness on the left. You can’t see what’s at the end of the hall because of the night. All of the lanterns are doused down there. Will you:
Go through the door TURN TO 163
Take the majestic stairs TURN TO 31
Or continue down the hallway TURN TO 5
You wonder why you haven’t noticed it before but you can see her reflection in one of the mirrors and it’s not reflecting a gorgeous young lady but an undead being with a bald head and rotten flesh. You immediately take out your sword and dagger and she drops the cup and pitcher. They clang noisily to the floor. “So! You think you have what it takes to finish me? You’re mistaken, thief!” She lets out a wicked laugh. “I am a close personal friend to his Lordship, he treats me well, and I intend to protect him and his palace.” She transforms into a ghoul, a hideous smelling creature with long sharp noxious claws. If she hits you three times, you are paralysed and your adventure comes to an end, for now she intends to make you her next meal.
GHOUL LADY SKILL 9 STAMINA 7
If you win, you find nothing of value in the room. You return to the hallway outside. It turns again to the left. It is apparent you are going around in a big circle. You arrive back where you started, the door with the rose gold lock, the window, the staircase leading down. Just as you’re pondering what to do you see the jade dragon start to shift. It steps off its hooks and blows a jet of fire in your direction! Lose 1 STAMINA as your cloak and fur are on fire! You manage to put it out and decide it’s time to escape with your life. If you have a ROSE GOLD KEY, now is the time to use it, go to the door and turn to the number etched on the key. If you do not have this key then you must go out the window, the dragon releases another ball of fire as you do so, turn to 19.
Test your skill. If successful you get one hit on him, deduct 2 points off his DEFENCE. He falls to one knee then rises again. If you lost the test then he blocks your move and strikes you with his fiery sword, and you will lose 4 points off either your DEFENCE or STAMINA.
LORD AZZUR SKILL 9 STAMINA 13 DEFENCE 12
When you are done, and have won this round of combat, turn to 24.
As you approach the door and look between the bars a man in tattered robes looks up from his slumber. He quietly gets to his feet and shuffles over to you. You ask him if he knows anything about Lord Azzur. “If you let me out, I’ll tell ya, I’ve been in here for years for sneaking into his bed chamber one night. I do have very useful information if you are headed up there.” Do you have the CELL KEY? If so, turn to 59. If not, he goes back to lie down and grumbles under his breath. There is nothing else to do down here in the dungeons, you must make you way back upstairs but before you do you hear the shrilling of crystal and watch in horror as those two guards come around the corner, their heads nearly graze the ceiling. You run away and enter a room filled with torture machinery. This is where you will stand and fight. Your blades will not harm these creatures, for their bodies are smooth and hard, so much so, that your sword simply bounces off. If you are going to test your wits here to overcome them, turn to 179, if you have a MORNING STAR, turn to 27.
What you don’t know is this man is an elf, and wears enchanted boots; he simply leaps into the air as you charge passed him and stab the chair. He stands mockingly on top of your head, then jumps off and smashes his lute over your skull. You black out, and when you waken again he is nowhere to be found. Perhaps you should be friendlier next time? Lose 1 LUCK point for such foolishness. Now return to 5 and choose where to go next.
Your search turns up a multi-coloured glass lamp. A single candle burns freely within it. You can take this LANTERN with you.
To inspect the carriage TURN TO 41
To investigate the door by the grape vines TURN TO 66
To go to the oak doors at the front of the palace TURN TO 88
Your greed exceeds you! You just couldn’t stop at the small chests; you just had to go for the bigger fish. When you lift the lid you are aghast at seeing many jabbed teeth and a red tongue. The large chest sprouts chunky little legs, and clawed feet, and snaps at you as you pull away. It chases you all over the room and you have to take a stand up on the desk where it can’t get you. But its teeth are so sharp it starts to bite away the wood of the desk, you will fall off if you let it continue its work.
CHEST MONSTER SKILL 5 STAMINA 6 DEFENCE 6
If you slay the beast, you exit the room hastily.
The corridor turns again to the left. It is apparent you are going around in a big circle. You arrive back where you started, the door with the rose gold lock, the window, the staircase leading down. Just as you’re pondering what to do you see the jade dragon start to shift. It steps off its hooks and blows a jet of fire in your direction! Lose 1 STAMINA as your cloak and fur are set on fire! You manage to put it out and decide it’s time to escape with your life. If you have a ROSE GOLD KEY, now is the time to use it, go to the door and turn to the number etched on the key. If you do not have this key then you must go out the window, the dragon releases another ball of fire as you do so, turn to 19.
The room you enter into is slightly dark except for a single candle and a lit fireplace. A tall man stands by the marble mantle. He is dressed like a nobleman, wearing a long coat and a yellow silk sash and velvet vest. He is youthful and his long hair is tied back behind his head. He doesn’t seem to care that you have intruded upon his humble abode. In his hand he holds a golden chalice, drinking wine from it, you guess. His eyes fix on you now and he grins, “are you one of Azzur’s pirates?” You hiss at him. “I see, then you are an enemy.” He gets a diamond encrusted box from the mantel and opens it, he produces two necklaces, one of turquoise and one of beech. “There are many dangers in this palace if you haven’t already discovered. I will make your job easier.” He holds out the necklaces so you can get a better look at them. “Choose one and wear it proudly, only then will you get what you deserve.”
Make a note of which necklace you take (if any).
“Would you like some brandy?” Of course, you decline and he laughs, gulping what is in his cup. “You must be wondering who I am? I am one of Azzur’s prized corsairs, my name is Bill. We travel up and down coastlines, robbing the poor, robbing the rich, and burning ships into the sea. With me by his side we are the most ruthless men you will ever encounter, but lately he’s been so distant. He rarely goes out anymore, he stays in his saloon. He doesn’t really talk to me anymore. I stand here waiting for the day when he will require my services and friendship again. I’m not sure what to feel about him. I think he is beginning to despise me.” With that he ends his conversation with you and leaves through another door. The room beyond is a bed chamber with gilded walnut, modern silk upholstery and peacock feathers on the bed. The owner has disappeared somewhere. You take your leave of these apartments and return to the corridor. Turn to 161.
He is quicker than you as you pull out your sword and dagger. The bell tinkles loudly as he shakes it. Your fears are met and now you prepare for the hordes of guards which will at any moment barge into the library. You go into invisible mode and wait. Then in the grey, blurry view of your other dimension you see a large black cloud enter the room. It carries with it books, scrolls and a chair. It stretches as high as the ceiling. It reminds you of a hurricane or tornado but not as violent. The man behind the desk orders it to kill you. It hurls the books at you, which you duck and dive away from, and then it grabs hold of your dagger, trying to tug it out of your grasp. You realise you are up against some spirit of sort, and to a regular person who doesn’t have your ability this entity would be invisible. You can see it clear as day, it is a black swirl of death, and you try to strike at it a few times with your sword. It recoils as if in pain. Soon your invisibility wears off during the battle and you can’t see it anymore, but items are still flying through the air in your direction.
POLTERGEIST SKILL 6 STAMINA 2
When or if you succeed you point your sword at the throat of the old man who ordered that thing to destroy you. He slightly cowers but doesn’t show any more fear as you hoped. Now, you may ask him where Lord Azzur sleeps (turn to 16), or take your leave and hurry up along the corridor outside, turn to 184.
The model is like any other ship. When you lift it you find a small lever beneath it. Will you pull up the lever (turn to 104) or leave it alone, return to 159.
The world around you goes grey and hazy. On all fours you rush through the archway, turn a left corner, and press your back up against the wall. You peek around the corner and see that the guards have not budged. They did not detect your presence. There is not much time. Were you told to talk to a specific prisoner? If so, which cell will you approach?
The first one TURN TO 23
The second one TURN TO 186
The third one TURN TO 128
Do not approach any of the cells, and walk further down the tunnel to see what lies ahead, turn to 68.
It would be easier if you too carry a bow with arrows. Roll one die, this is amount of arrows it took you to kill those archers. If you do well, you strike them square in the forehead. You try to go invisible and find that you cannot, what is happening here? Why are your powers leaving you now? If you do not carry a bow then you must test your luck here, hopefully for the last time. The reason for this is because the corridor divides and far down the right passage you spy guards, unaware of the battle that is happening. What you don’t like is that there are two dogs in the corridor with them. Since you can’t go invisible they may see you pass by.
If unsuccessful, more guards arrive and outnumber you. If successful, you run towards the archers and kill them all without being detected by the hounds.
There is an archway ahead which hopefully leads up into the north tower. You enter the tower and ascend the winding stairwell. Turn to 46.
With your sword you slash at the nearest footman and watch his chainmail splinter, the blade strikes his skin and splits him open and blood gushes through the air. You can smell the saltiness of it and soon your feline prowess kicks in and you cut down the next guard, leaping through the air like a mad fighter. It is all in vain however, for more and more guards arrive and realise they’re fighting an invisible foe. The palace is fortified and the doors are all manned. What you don’t see are the archers from windows high above, carefully pinpointing where you might be. They use the third guard you hack down as their indication and let loose many arrows in your direction. You are hit and your invisibility shield turns off. Down on one knee now and stuck with countless arrows, the guards stab you repetitively until you are lying there nothing more than a twitching corpse.
His beady little eyes light up at the gold, he takes out a pair of mirrored spectacles from his pocket. “Wear them always, for there is great danger in this palace. Go on, keep them, I can get more, and much obliged for the gold!” With that he ignores you now and plays his lute. You take your leave of his company. Add MIRRORED SPECTACLES to your list. You leave the room, return to 5.
“Thanks, mate.” He brushes himself off and shakes your paw. “Oh my, you’re not human? I thought…” he scratches the back of his ear. “As my mother said we’re all family. Heh heh. No worries, I don’t think I have much to be afraid of then.” You ask him where to find Lord Azzur. “Well, I used to work in the library. There’s a secret panel behind one of the bookshelves, if you can find it, you can take a secret tunnel and avoid a load of traps. That’s all I know, I was captured shortly after. Watch out for that sage, he’s very mean. He’s the one who sits behind the desk on the third floor sorting through all kinds of useless scrolls and such. I’d stay away. Anyways, that’s all I know. Thanks again for releasing me, I’ll find my own way out.”
With that he walks off and runs up the stairwell in bare feet. Now that you got that information will you try the second cell (turn to 37), the third one (turn to 172), or decide to ignore the cells and head back upstairs to the main hall, turn to 71.
Your hairs stand on end as you see a circular blade come out of the walls spinning like a wheel. You duck and roll forward. Another blade comes out of the ceiling, which you run passed and escape but to your horror another blade comes out of the floor, and you must leap over it. This all happens in mere seconds and you escape with your body intact. You now notice skeletons and skulls which riddle the floors, weapons and armour are strung about where the blades are. Unwary adventurers such as yourself weren’t so lucky. The torches light up suddenly and rather than the orange hue of fire they give off a blue flame. You can now see perfectly in the corridor.
You soon arrive at a pit, the floor has given way here and below you spy jagged spears. You’re not sure if you can bound over this gap. Will you test your luck and find out? If you do, roll now and if you are successful, you barely make it and clamber to the other side, turn to 99. If the roll was not in your favour you fall down and impale yourself on the spikes below. There is no other way across this cavity unless you retrace your steps and go back to the library. Do you want to go back to the library? If so, turn to 17.
His gurgling makes the other guard aware of what’s going on and he comes to his friend’s aid. You can fight the second guard first while the first one, who’s still on the ground clutching his throat recuperates.
2nd GUARD SKILL 6 STAMINA 4 DEFENCE 2
If you kill him, he drops to the floor and the first guard leaps to his feet. He has blood seeping out of the teeth marks you put in his neck so his STAMINA will be lowered by 2 points.
1st GUARD SKILL 6 STAMINA 2 DEFENCE 4
If you win, you find 10 gold pieces on the bodies and four EMERALDS. Hoping this didn’t cause a hubbub out in the barracks you wonder if you should hide the corpses. If you have ITEM HIDE written in your notes, you take out a Runestone, pile the bodies up on top of each other, place the stone on them, and watch the guards magically evaporate. If you do not have the spell then there is nothing much you can do but cram them into the hollow in the wall and hope no one comes around.
You carry on deeper into Lord Azzur’s palace. Turn to 125.
“If you are here to explore the tower I’d be very weary of Bill. He’s in the palace and he is very untrustworthy. He loves to play tricks on people. I hate him with a passion. Don’t take anything from him.”
Add 1 LUCK point for this information. Now you leave him be and decide where to go next. Will it be the barn, if you haven’t done so yet, turn to 176. Or will you walk back to the gardens, turn to 10.
There is nothing else of interest in the library so you decide to exit and go down the corridor outside. Turn to 184.
Three guards and one orc come into view and immediately take out their weapons. You try to go invisible and find you cannot. What is happening here you wonder? You must fight for your life, you feel you are so close to your goal that you cannot give up now. If you have any arrows left, roll 1 die, and you can immediately deduct 4 points off the guards’ stats. (editors comment - this makes no sense, omitted)
1st GUARD SKILL 7 STAMINA 8 DEFENCE 4
2nd GUARD SKILL 8 STAMINA 10 DEFENCE 2
3rd GUARD SKILL 7 STAMINA 9 DEFENCE 6
ORC SKILL 9 STAMINA 8 DEFENCE 8
If you win, you slump to one knee and press up against the wall, panting heavily. There is only one doorway to go through and it has stairs which spiral into the eye of the tower. Turn to 46.
The others in the remaining stocks do not stir, for they are either overly exhausted or dead. Just as you’re staring up at the towers wondering how to get up there you hear a whistling noise and spot two creatures coming in your direction. Their lower bodies are whirlwinds of dirt and debris and their upper bodies are that of a female. Their long ebony locks sway in the wind. You’ve never seen strange creatures like this before. Their eyes are red with fury and they have protracted fingernails which are possibly prepared to scratch your eyes out with. You realise you haven’t been under the influence of your dimensional cloaking habit. Will you go under-cover now and fight them hidden behind your invisibility influence? If so, turn to 174. If you’d rather not and save the energy for later use, you decide to combat your foes with your weapons. You know full well the noise may attract unwanted company. The beings strike at you with their long, sharp claws but you have claws too and you’re not afraid to use them. Do you want to escape? You can run back to the front of the palace but you must deduct 4 STAMINA points as the two creatures scratch what exposed furry flesh there is. Turn to 100. Otherwise, you try to keep the fight as quiet as possible but that could be impossible.
1st AZZUR CONCUBINE SKILL 6 STAMINA 4
2nd AZZUR CONCUBINE SKILL 4 STAMINA 6
If you win the battle, the concubines simply vanish into thin air, you wonder if they were vanquished for good or were simply scared away. You must test your luck to determine if the ruckus caught the fancy of the guards. If you were unsuccessful you must decide whether to become invisible or fight them off as they arrive. Turn to 195.
If you were successful then the fight went unnoticed and you can carry on exploring and searching. Turn to 130.
He sighs and looks around then exits the barn. It’s best not to stick around here much longer. Now will you visit the stable, if you haven’t earlier (turn to 120) or go to the gardens (turn to 10)?
You feel you have wasted your time here and decide to get dirty and grab him by the shirt. He stands up, and find that he is much taller than you are. He is not intimidated by your bravery at all. “Let me be. All I do is interrogate the prisoners.”
Will you leave him alone and exit the room TURN TO 43
Ask him where to find Lord Azzur and then threaten to stab him in his fat gut TURN TO 86
He was a good man and didn’t mean you any harm, but to put him out of his misery quickly you scratch him with your dagger and catch him before he falls to the floor and spills all of those tomatoes. Lose 1 LUCK point. Do you want to hide the body? You will need the spell ITEM HIDE, if you have this written in your notes you take out a Runestone, place it on him, and watch him disappear. Feeling a bit guilty for killing him, you set out into the depths of the palace. Turn to 125.
More archers arrive down the tunnel, two goblin guards and two hounds. You try to go invisible to get an upper edge but find you can’t. Your powers have diminished at such a bad time. Then you hear bells ring out from the grounds, your presence doesn’t go unnoticed, and now you will not make it to the northern tower tonight. You fight bravely and boldly but it is all in vain, you are overcome with countless arrows and the dogs maul you to the floor. Your adventure comes to an end.
The door opens easily and you slip in as the dog comes running at you again. Your protective aura, your invisibility wears off and you press against the door panting. The dog starts to bark again. You spin around on your paw and pause… about twenty guards are watching you from a large room beyond, some are seated, once playing a game of dice and cards before you walked in, while others are standing resting on their poles wearily. They all get to their feet at your intrusion. Someone starts pounding on the door. There are steps ascending to the right of you, spiralling and you take them, lunging at least seven stairs each with such agility. The guards clamber up the stairwell after you and soon you arrive at a darkened corridor which stretches as far as the eye can see. You are waiting for your dimensional prowess to rejuvenate so you can go invisible again but more guards spill out of a room ahead and halt your progress. “Stop! Who goes there!” They shout and charge at you swords raised. You can’t go back downstairs because those guards have already reached the top. You hack down a few but they all jump on you and tackle you to the floor. You are stripped of your weapons and shackled. “Oh, you’re a weird lookin’ thing, aren’cha?”
You spend your days in the dungeons now, being tortured, interrogated and starved. You overheard the guards talking about a fleet that Lord Azzur burned into the ocean, and you can only guess that fleet to be that of Draug.
You have failed not only yourself but him as well.
The room is magnificently large decorated in deep red with wood and grey marble. On either side are two ornate staircases which lead up to a second storey where a circular table of stone rests surrounded by leather-upholstered chairs. The dark rectangular table in the center of the room seats about sixty people and at the head is a throne, no doubt where Azzur sits. There is also a white marble fireplace at the back of the room. The air is fresh with scents of lavender, camomile, rose and fennel. Will you investigate this room? If you do, turn to 189. If you decide there’s nothing in here, you leave and decide where to go next.
To go into the Hall of Sukh, turn to 113. At the very end of the hall are double doors marked with the crest of a fire-breathing dragon, to enter there, turn to 82.
To go down a stairwell descending into the gloom, turn to 181.
You can however go invisible and walk back up the hall, turn to 71.
There is a large hallway, with a reddish orange jade dragon attached to the ceiling. This fancy dragon’s body is long and slender and stretches as far as the corridor. You walk underneath it and spy someone coming in your direction. It is one of the guards, you run back around the corner and hide, waiting for the guard to approach. When he does you can smell the fetid flesh of that of an orc. There’s no doubt he has picked up your scent as well. The first thing to come around the corner is a halberd, armed and prepared to strike. It is apparent he knows you are there. You wait for him to come and lunge at his throat, but he is very powerful and shoves you off.
ORC GUARD SKILL 6 STAMINA 6 DEFENCE 2
If you win, you quickly dispatch of him and if you have ITEM HIDE, you can use a Runestone to conceal his body. Now, you head into the corridor and explore further, turn to 38. Or examine the window overlooking the courtyards below, turn to 109.
The rock is too smooth and you start to slip. The edge gives way and you plummet through thin air, seconds later you hit the ground below and pass out never to recover.
Your heart sinks deep into your chest and your hopes diminish when you hear the sirens go off. Someone is ringing all of the alarm bells from the barracks. In this palace, they don’t take chances and Lord Azzur has no doubt been roused from his sleep. You have failed in your undertaking, for there is no hope of getting anywhere close to him now. You still escape with your life, but you cannot go back to your fleet, you will be outcasted (or worse) for your letdown.
You step down the stairs and carefully try not to make a peep. You feel over exposed from the torches, but you still have your invisibility mode, which you haven’t used yet. Just as you’re picking up speed two Hell Hounds with rotted flesh and a neglected bony exterior come around the corner and upon seeing you charge up the stairs.
1st HELL HOUND SKILL 5 STAMINA 4
2nd HELL HOUND SKILL 4 STAMINA 6
If you manage to cut them down they whine a little but they are no match against your weaponry, soon at the bottom of the stairs you arrive at a corridor which stretches quite far. There is another hall on the immediate left. It ends at a brightly lit room where there is a table but you can’t hear or see anybody. Will you head down this way (turn to 193), or keep walking straight, turn to 43.
He smiles and strums the lute, “I take it you don’t belong here? Are you a thief?”
Will you answer affirmatively, turn to 118. Ask him where to find Azzur, turn to 183. Or leave the room, return to 5.
“Oh,” he starts and his hand thankfully moves away from the bell. You examine his features, he is old and his greying blond hair is long and fluffy. He sports a bead and wears spectacles. He is garbed in white and beige robes. “I do love his pies, I hope his Lordship doesn’t kill him, I’d miss him terribly. What can I do for you? If you are here to steal, then I must ring the bell.”
Will you ask him how to get to the towers TURN TO 177
Ask him to tell you about Lord Azzur TURN TO 168
Ask him who he is TURN TO 114
Feeling you can trust the large eye you smash his chains with your sword. He appears to be relieved of his burden, then starts to laugh, “You foolish mortal, you may have killed everyone else, but you will not do so with me. I am Zanaar, a fearless warrior of the high seas and mountains. I have seen more than you have in a lifetime, I have been in more battles than you can ever imagine. I am a killer, I am Lord Azzur’s loyal servant, I bring death to many humans and their allies. Tonight, you too will die, and I will make sure you die a hideous but sluggish one.” Feeling deceived you make ready for whatever battle this enemy is about to conjure up. You back out of the door and back into the corridor, the wall smashes to bits and Zanaar emerges, angry and demented, you must fight him in the confines of the hallway. You realise you’re in a lot of trouble, and you kick yourself for putting your self in such danger. A beam shoots out of the creature’s eye, misses you solely, and burns a hole in the wall behind you. He aims at you again, hoping to turn you into a crispy critter. Test your Skill. Did you dive out of the way in time or get caught in the blast? If unsuccessful, turn to 162. If you passed the test, commence combat and end this minion from its wretched existence:
ZANAAR SKILL 12 STAMINA 10
If you win, the eye falls to the ground and dies in a pool of its own blood. There are two other doors here. The one on the left has a sign on it which reads ‘Sage’, and the one of the right is set in a brightly taint of orange. Which door (if any) will you step through?
The Sage’s door, turn to 112.
The orange one, turn to 67.
You examine the room beyond the larch door and find a red elixir which will grant you 2 Stamina points.
If you simply discount the other doors you keep going up the passageway. Turn to 167.
You assume this must be one of Azzur’s cherished rooms for the attention to detail is again mesmerising. There is also a sky window and a telescope so one can gaze up at the stars. In the center of the room is a large globe of Titan, it hovers a few inches from its table and you go to spin it a few times and stop it with your paw and each time it halts at Kazan. Strange, are you destined for something? There is a golden white upholstered chair by the right wall, the arms of the chair have a carved Sphinx on it. Above the chair is a shelf where a model of a three-masted golden ship sits. The ceiling is decorated in Coats of Arms, the walls are heavy, dark wood with intricate, ornate carvings and the floor is a polished moonstone. You for sure admire the world orb, it is very fascinating. Most of the walls are riddled with maps of where Lord Azzur sailed and conquered, some parts are shaded out, however, and tonight you hope to end him from accomplishing and finishing his charts. There is also a large life-size portrait of Lord Azzur in his most royal pose seated upon a throne; he clutches a wizard’s staff. He is swathed in black robes and has his face covered. He really goes through a lot of trouble to be mysterious to others. Will you sit in the chair (turn to 90), examine the model (turn to 134), or leave through the door opposite (turn to 196)?
Your swift expertise stuns him, but he is really strong, can you choke him out before the other guard is alerted? Test your Skill. If unsuccessful, turn to 141. If you were victorious, your teeth pierce his neck and you hold him down until he stops moving. Now you sneak up on the second guard who is busy counting his gold pieces. Will you approach while in your other element, turn to 83, or will you just bring out your sword and attack, turn to 117.
The passage veers to the right suddenly. There is also a door opposite you set nearly in the corner. Will you go through it (turn to 80) or keep walking down the corridor, turn to 26.
The beam smashes into you and burns your entire being in seconds. You live a second longer, just long enough to hear the disciple of Lord Azzur laughing at your demise.
The room you have entered is very spacious and there appears to be a wooden screen separating the room into two parts. Beyond the screen with its swirling designs and leaves sits a magnificent throne. You can’t find your way around. In the area you are now there are benches, rugs and a blue obsidian polished floor. The walls are wood paneled with a sandstone finish behind it. You spot two weapon racks and another door. Will you investigate the weapon racks (turn to 97), or leave through that other door (turn to 22)? Exit this room and return to the main hall, turn to 71.
You run back to the gardens and hide in the gazebo. You can hear a hand bell ringing with your trusty ears. Someone has alerted the guards. In minutes the torches are lit everywhere and the guards are ever ready for the intrusion. You don’t dare stand a chance now, for you have blown your cover tonight. You go out the main gates and depart from the city. You cannot return to Draug with your failure. Your expedition is done.
It’s just like any other kitchen only larger. Food has been left out on the tables, and embers still burn in the fireplaces. A pot is stewing in the hearth, and in it you find a hearty rabbit stew. If you eat some add 2 STAMINA points. Now, searching around you find nothing of interest except parsnip, leeks and carrots and you cannot take any of the food with you. Now you leave the kitchen and spot a staircase ahead, which descends deeper into the building. Rats and mice run along the floor and disappear into the rooms. Most of the places down here are storage and cooking facilities, you have no need to inspect these areas, but that stairwell ahead attracts you. Behind the staircase you just came down are barred gates, steps lead down into the murky depths, this must be the crypt, but the gates are locked and you don’t have the key. If you want to try to smash the lock, turn to 124.
Will you probe one of the pantries for anything useful, turn to 101. Investigate a hallway which runs passed one of the kitchens, turn to 58. If you’re not going to bother with these, turn to 155.
To go back upstairs, turn to 92.
You open the stocks as quietly as possible and he slumps to the ground, he lies there for awhile as if stunned by whatever torture they had put him through earlier. He rubs his wrists and stares up at you with sorrowful eyes, “much thanks to you. How did you get in here? You should leave, for they will kill you if you are found.” You inform him that you are on a mission. “Well, it’s none of my business what you are really doing here, but as for the spell, I have it memorised, all you need do is recite it and it will materialise.” You ask him what the spell is. He starts to rise to his feet, a bit wobbly, his shirt is torn and there are gash marks all over his body. “You will be able to make items disappear for a time being. I used it all the time when I was travelling with my caravan. Do you have a stone or shard I may borrow?” You dig into your rucksack and pull out a pouch of Runestones. There are three in total so you will have to keep track of how many of them you use. He holds on to them in his bloody hands and performs the spell directly into them, you see a slight flicker of light in them as they are charged with this spell. He hands them back to you. “I hope this helps you. Simply place one of your Runestones on the object you wish to make disappear and it will be so. They won’t make you disappear unfortunately. Oh, I don’t know how I am going to get out of here?” You can’t help him with that, your powers are only in tune with you. “Nevermind, my fate is sealed. I hope you accomplish your operation. Good luck.” He walks away as you put your Runestones back in their pouch. You now have the power of ITEM HIDE so add that to your notes. You can conceal things and possibly bodies of whomever you killed (if anyone). You didn’t even get the chance to thank him, for he has disappeared into the gloominess. Now you may stay here and explore the rest of this square (turn to 145) inspect the carriage (turn to 41) or investigate the door by the grape vines (turn to 66)?
If you do, it turns again to the left. It is apparent you are going around in a big circle. You arrive back where you started, the door with the rose gold lock, the window, the staircase leading down. Just as you’re pondering what to do you see the jade dragon start to shift. It steps off its hooks and blows a jet of fire in your direction! Lose 1 STAMINA as your cloak and fur are on fire! You manage to put it out and decide it’s time to escape with your life. If you have a ROSE GOLD KEY, now is the time to use it, go to the door and turn to the number etched on the key. If you do not have this key then you must go out the window, the dragon releases another ball of fire as you do so, turn to 19.
“His Lorship, Varek Azzur, is the infamous ruler of Port Blacksand if you didn’t know that already. He is known for his raids along the southern coastline of Allansia. To get the city here, he had to destroy Illios Valentis. I remember that day as if it were yesterday. He hung that poor man from the highest tower of the old palace. He of course rebuilt the palace to suit his needs, although somewhat barbaric, it seems. I am not sure if he is still a member of the cult Kukulak, but there is a shrine downstairs dedicated to it. I hardly ever see him there worshipping so I have no why he had it erected. Lord Azzur has been a pirate most of his life, and rarely goes out of the palace except in his coach and when he wants to attend the gladiatorial arena. The only time he will speak to outsiders is if it’s in anger, and you don’t want that man angry at you, believe me. He is by far the most intellectual and mystical person I have ever known. No one thus far has dared oppose his command. He may be feared but he is also respected.”
Now will you explore the library, turn to 28, or leave the library, turn to 184.
The door opens without a sound, the room beyond shares the same wealth as many of the other rooms. It has a sable marble floor, heavy ornate wooden furniture, richly adorned wallpaper, wall candles and wall panels consisting of thousands of amber set with diamonds backed with gold. There is a single bed with a canopy over it, black drapes hang down from it. You can spy someone sleeping amidst the black silken and ostrich feathered blankets. All kinds of pillows decorate the bed. Quietly you go over to the bed and slice the man’s throat ear to ear. You feel you have accomplished your mission most easily. Then you feel you are not alone, fearing it to be a guard you spin around a see a tall man standing there in the darkness. He lifts a hand and all of the candles light up. He is enfolded in dark robes, and his face is covered by fabric, only his eyes show. He holds on to a large scimitar. You realise you killed the wrong person! Lord Azzur has been waiting for your arrival. Just as you’re about to charge he slams the tip of his sword into the floor and a massive wave spreads from it throughout the room like a ripple in a pond and sends you careening into a wall. Lose 1 Stamina point. As you recover you try to get close to him again and he does the same thing, only this time you’re flung onto the bed. Then his blade turns into an inferno of flames. Are you wearing a SILVER TIARA? If so, turn to 116. If not, turn to 127.
You sense danger but you don’t know what you feel. You can’t hear any guards breathing. As you step forward a stone beneath your paw sinks into the ground. You have triggered traps and now must react swiftly. Will you duck, run and jump (turn to 140), jump (turn to 52), or stand perfectly motionless (turn to 102)?
“He sleeps in the north tower, that’s all I know; I’ve only been up there once to bring him a tray of cinnamon bread and goat’s milk. But that was months ago, he probably changed where he sleeps now. You can only access the way into the northern part of the palace via the third floor. The third floor is heavily guarded I doubt you will even get that far by taking the main corridors, let alone the stairwell near his chamber door. Please let me go, I won’t tell a soul I saw you.”
You can’t believe him, the mission is much more important to mess up if he squeals on you. Will you spare him and let him go anyways (turn to 12) or will you kill him (turn to 148)?
As you approach the door and look between the bars a man in tattered robes looks up from his slumber. He quietly gets to his feet and shuffles over to you. You ask him if he knows anything about Lord Azzur. “If you let me out, I’ll tell ya, I’ve been in here for years for sneaking into his bed chamber one night. I do have very useful information if you are headed up there.” Do you have the CELL KEY? If so, turn to 34. If not, he goes back to lie down and grumbles under his breath. There is nothing else to do down here in the dungeons, you must make you way back upstairs. Turn to 71.
The floor of this room is set with circular patterns and metal plates, it is lit by four iron braziers. In the center of the place is a creature which resembles an eye, you can see red and purple veins throbbing beneath its flesh. The iris is black and cat-like. It hovers a few feet above the floor. It is held in place by four large chains which rattle when it notices you and starts to move. The monster has a mouth full of jagged teeth, and it lurches forward by the chains stiffen and keep it in place. “So, you’ve come to destroy Lord Azzur have you?” You smirk, how does it know this? You unsheathe your sword and dagger. “I am the all-seeing eye, I know your mission. Do you see what serving him has done to me? They have chained me to this room, here, I await the next voyage where I intend to make my escape. Release me, and I will aid you.”
Do you comply? If so, turn to 158. If you wish to speak to him some more, turn to 62. Otherwise, you leave this room and go back into the corridor, return to 4.
You’re astounded that they are still able to attack you accurately. It is apparent that your guise only works on certain species, but these things aren’t human. In your state you see that they walk with regular legs and not the tornado beneath them. These women or creatures are young and beautiful to behold. Still, you fight them off as quietly as possible.
1st AZZUR CONCUBINE SKILL 6 STAMINA 4
2nd AZZUR CONCUBINE SKILL 4 STAMINA 6
If you win, they disappear into the wind hopefully never to return, and you decide it’s not a good idea to stay out here any longer for the commotion over at the barracks has cooled down to a mere whisper. It would be dangerous for you now should more monsters come and instead decide to head straight for the doors at the front of the palace. Turn to 88.
You ask him where to find the pirate lord and he chuckles. “So you’re an assassin? You’ve come to the wrong tower. You cannot harm his Lordship.” The smoke in his pipe turns a shade of green and now you feel light-headed. His eyes gleam at your confusion and weariness. “I’ve got many surprises, intruder, and you’ve picked the wrong room, but I won’t kill you. No, I will make your job a little bit harder than it already is. My master pays me well for my services…” his voice sounds muddled now as you slump to one knee, dizzy, breathless. “I may get fired for giving you second chance, so I will give you a chance of survival.” You try to make for the door but find that now you’re crawling, dragging your body. He rises from his seat and walks over to you. The room fills with that acrid green smoke which doesn’t seem to affect him. He kicks you with his foot. Roll two dice and keep the first result then roll again. If the second result is equal to or lower than the first result, turn to 44. If the amount is higher, then turn to 42.
It’s a typical place full of hogs, chickens, cows, jet black roosters and goats. Someone is snoring loudly up on the second level of the barn. It must be the caretaker. Hay is strewn about everywhere. A guard comes by and you dive into a pile of hay. The snoring stops and the guard walks in carrying his military fork as if he knew you came in here. He is definitely searching for an intruder. Will you stay where you are hidden (turn to 49) or get up and kill him (turn to 87)?
“Well, the way north is barred by guards and such. You will need a key to get up there. I know where you can acquire such a key but it will cost you.”
Do you have any gemstones? If so, turn to 20. If not, he will not accept any gold you offer, he explains it’s simply not enough to get him out of the palace.
“The other tower is under construction again, I wouldn’t go there, only undead creatures serve there. I have no idea what plans he has for that section, but I’m sure it can’t be good.”
Now will you ask him to tell you about Lord Azzur TURN TO 168
Ask him who he is TURN TO 114
Explore the library TURN TO 28
Leave the library TURN TO 184
Quickly you hide in a cupboard. You can smell all kinds of ripe fruit and vegetables in here. There is a sack of walnuts the mice are eating, fresh herbs sit on the table, buckets of tomatoes, cabbage and onions are beneath the tables. The walls are lined with shelves full of all kinds of grains, beans and oats. There is a single table in here where cleavers, hooks and knives are stationed. Guards arrive and start searching for you carrying torches as they do so, but cannot find you. You’re not sure how long you’re cramped in your hiding spot but soon everyone goes back to their own business and forgets about you. Lose 1 Luck point for causing such a confusion, you may not escape next time. Cloves of garlic hang from the ceiling. You can take a clove if you like and add it to your notes.
Ahead there is a staircase, which descends deeper into the building. Rats run along the floor and disappear into the rooms. Most of the places down here are storage and cooking facilities, you have no need to inspect these areas, but that stairwell ahead attracts you. Behind the staircase you just came down are barred gates, steps lead down into the murky depths, this must be the crypt, but the gates are locked and you don’t have the key, or do you? If you have the CRYPT KEY turn to the number etched on it. If not, you’re not going to bother with it. To go further into the lower levels of the palace, turn to 155. To go back upstairs, turn to 92.
You leap onto a nearby table and jump over the first Warrior who tries to jab you with its trident. The other guard of crystal goes behind you. If your timing is accurate you can force him to accidentally hit his own partner. Test your Skill. If you were successful then his trident strikes the other Warrior and shatters him to pieces. Now you may escape this battle, and you will not suffer any penalties, turn to 92, to return to the main floor. If you were unsuccessful, then the trident strikes home and embeds deep into your thigh. He raises the trident with you still attached to it and throws you across the room as if you were a mere rag doll. Lose 6 STAMINA points. If you are still alive, you find you cannot escape this for the doorway is blocked by the other Crystal Warrior. Commence combat with them using the hilt of your sword, and since you do not have a blunt weapon you must deduct your Attack Strength by 2.
1st CRYSTAL WARRIOR SKILL 10 STAMINA 11
2nd CRYSTAL WARRIOR SKILL 9 STAMINA 13
Should you win the encounter, you leave the dungeons and return to the main floor. Turn to 92.
You are astounded by what you find. This room is riddled with all kinds of treasures, possibly stolen loot the guards scrounged up while bothering citizens of Port Blacksand. You find silver shields, buckets of apples, sacks of sugar, swords of all makes and sizes, plated armour and gemstones. These items are precious to behold but you cannot take them with you, you won’t be able to pass through doors wearing that normal armour, and your weapons can never be replaced by those measly swords and cutlasses, for your sword and dagger are your babies. You can however take a handful of those gemstones and add TOPAZ, AGATE and RUBY to your list of pickings. You don’t know how much they’d sell for so you decide to give them to Draug as a gift when you return to him. Now you decide to head to those solid oak doors at the front of the palace. You can pass through doors with these stones, for as long as you put them in your little pouch where you keep your valued Runestones, your magick will take over and bless them. Turn to 88.
You take them and unsheathe your weapons should you run in to anyone. You come to a stone corridor where there are countless smells of food and fire. Torches line the walls and just like the Market Square, this area is deserted too. One room has shelves and pantries and a few tables piled with bread, fruit and cheese. Another room opposite must be the kitchen, for there are two large fireplaces which are probably used to cook and smoke food with. There is a big wooden table with gutted pig carcases on it. There is warmth down here, it’s not as cold as upstairs. Upstairs the pain to detail is immaculate but down here where the servants work is all mason and stone, rock imported all the way from Firetop Mountain, it reminds you of a dungeon. Ahead there is a staircase, which descends deeper into the building. Rats run along the floor and disappear into the rooms. Most of the places down here are storage and cooking facilities, you have no need to inspect these areas, but that stairwell ahead attracts you. Behind the staircase you just came down are barred gates, steps lead down into the murky depths, this must be the crypt, but the gates are locked and you don’t have the key. Do you have the CRYPT KEY? Turn to the number engraved on it. Otherwise, if you want to try to smash the lock, turn to 124.
Will you probe one of the pantries for anything useful, turn to 101. Go onto the kitchen, turn to 165. Investigate a hallway which runs passed one of the kitchens, turn to 58. If you’re not going to bother with these, turn to 155.
To go back upstairs, turn to 92.
They don’t stand a chance against your savage might and you cut them both with your poisoned dagger and watch them die. Add 1 Luck point.
You find 10 gold pieces on the bodies and four EMERALDS. You wonder if you should hide the corpses. If you have ITEM HIDE written in your notes, you take out a Runestone, pile the bodies up on top of each other, place the stone on them, and watch the guards magically fade out. If you do not have the spell then there is nothing much you can do but stuff them into the hollow in the wall and hope no one comes around.
You carry on deeper into Lord Azzur’s palace. Turn to 125.
“How the heck would I know that? I hear the south tower is under construction, so I doubt you’ll find him there. I wouldn’t go there either, for I hear there are zombies and skeletons hard at work day and night trying to improvise that section.” He smiles warmly, “So you didn’t tell me, are you a thief or are you not?”
Will you answer affirmatively, turn to 118. Or leave the room, return to 5.
You are passed the library now and skulk through the darkness, weapons out in case any guard steps out. You find double glass doors to the right and see a long corridor beyond them. On the right again are another set of two doors made of black wood. There is a single door on the left. Will you open the glass doors (turn to 50), see what’s through the wooden doors (turn to 78), or listen at the single one (turn to 47)?
To go back downstairs and return to the main hall, turn to 71.
They play the game with great agility, obviously having had much time to practice. None stabs their fingers. They are betting gold and gemstones. As you are observing a loud wail far off in the city somewhere strikes your perked ears. The guards are unaffected by it. “Great, some thief set off another JIB-JIB.”
They let out a laugh.
“Two out of three?”
“You cheat.”
“I never cheat.”
“You always do that, why do you do that?”
Your stomach lets out a growl and the one guard glances up and puts his hand on the hilt of his sword. He’s about to stand up but changes his mind and sits back down. “It’s your turn to make the rounds.”
“No, I did it last time.”
“You lying rascal!”
“Fine, but I’m taking my gold and emeralds with me, I can’t trust your wavering hands.” He gets up and you crouch down as far as you can go; he is coming in your direction. Will you attack (turn to 14) or wait and see what happens (turn to 45)?
A haggard old woman burst to livelihood and hollers at the top of her lungs. She is utterly uproarious and mad. You hear footsteps arrive and wait to see who is coming around the corner with weapons raised and ready. You are dismayed to discover footpads and Crystal Warriors coming to the upheaval. You are entirely outmatched and outnumbered. Soon bells ring throughout the palace warning everybody that there is an intruder. You are thrown into one of the cells and hung in the square the next day. People come from afar to see a feline’s body hanging off of the tower. It serves as a warning to others to stay out of the stronghold.
She sees her own reflection and turns immediately to stone. Now Lord Azzur has a pretty statue in his fancy bathtub. Her face is contorted; perceptibly being turned into rock is quite a painful process. There is nothing in this area but a parlour beyond, where you find nothing except the Gorgon’s bright finely threaded clothes. You leave the room and go back into the corridor. Turn to 197.
The library is decorated in all the latest Azzur wealth and prizes. There are tiger pelts and bear skin rugs embellishing the red mosaic tiled floor. Citrine quartz pillars seem to hold up the second floor of yet another part of the library. The walls are cherry wood and lined with fancy tapestries and banners. There are a few statues of archers and naked women posing as if they were then turned to stone by some basilisk only to be found later on by Azzur on one of his exploits. Chandeliers hang off the ceilings, which hold up to sixty or so candles. All of the candelabras are silver, each holding black candles. As you creep in, your padded paws feel the chill of the floor, you sniff a few of the statues and feel you’re not alone. All of the hairs stand up on the back of your neck and you realise you are NOT alone. Someone is seated behind a full desk watching you. He hasn’t said anything as you turn to him, but his finger rests on a single metal bell. He appears eager to ring it and collect the guards to come dispose of you. Will you tell him that you mean no harm and that you know Morri (turn to 157), give him some gemstones if you have any (turn to 20), attack him before he can ring that bell (turn to 133)?
A little ball of fur emerges from the table and approaches you. You dare not move as it sniffs at your feet. Its hair is wiry and black as coal, and it has two stubby legs with fat toes, the creature has no arms. You examine the room with it following at your heels, and then as you leave the room you hear a scream from the dining room. The creature is obviously doesn’t want to be departed from your company and it starts to wail. The cry is so loud it’s deafening! You go invisible and run down the corridor as guards materialize in the entrance hall. They may wonder what set off the being but with the doors still closed they figure the little furry monster is overreacting. You are not discovered. You go downstairs into the darkness. Turn to 181.
The walls are made of solid rock and all of the cracks are small, this wall was crafted in such a way to stop foreigners like you from scaling it. You try to grab hold of the bricks but slide back down. Your claws make a loud clamour as they scrape. A guard pauses what he is doing and peers in your direction. You are still under the cloak of your dimensional travel, he can’t see you but he can hear what you are doing. He holds out a military fork and starts in your direction. Test your luck. If you are unlucky, turn to 56. If you are lucky, he glances around and soon gives up and rejoins his fellows. You will not try to climb the wall, it’s too risky, but perhaps you can try again later if you get high enough in the palace. Will you examine the oak doors now (turn to 88) go to the courtyard (turn to 10)?
The noise of steel against steel attracts the other guard, he is utterly confused at first but soon it sinks in that his fellow is fighting an invisible foe. You cannot escape from this battle, for if you do they will surely ring out the alarms.
1st GUARD SKILL 6 STAMINA 4 DEFENCE 4
2nd GUARD SKILL 6 STAMINA 4 DEFENCE 2
If you win, you find 10 gold pieces on the bodies and four EMERALDS. Hoping this didn’t cause a commotion out in the barracks you wonder if you should hide the corpses. If you have ITEM HIDE written in your notes, you take out a Runestone, pile the bodies up on top of each other, place the stone on them, and watch the guards magically vanish. If you do not have the spell then there is nothing much you can do but cram them into the hollow in the wall and hope no one comes around.
You carry on deeper into Lord Azzur’s palace. Turn to 125.
No one is present, the Sage is gone. You examine the room and discover that some of the chests carry pearls, diamond jewellery and golden bracelets. You can take some of these with you and put them in your Runestone pouch, for sure Draug will be pleased with them, but it’s nothing new, he’s seen it all before. Will you continue inspecting the chests? There’s a huge one over by the corner, who knows what secrets it keeps, turn to 131 to open it. The rest of the room holds all kinds of vials and parchments which are of no use to you. But then you find one milky elixir that restores 2 STAMINA, or 1 SKILL, or 1 LUCK point when taken. You can drink it now or put it in your belongings for later. You exit the room and carry on up the corridor; it turns again to the left. It is apparent you are going around in a big circle. You arrive back where you started, the door with the rose gold lock, the window, the staircase leading down. Just as you’re pondering what to do you see the jade dragon start to shift. It steps off its hooks and blows a jet of fire in your direction! Lose 1 STAMINA as your cloak and fur are on fire! You manage to put it out and decide it’s time to escape with your life. If you have a ROSE GOLD KEY, now is the time to use it, go to the door and turn to the number etched on the key. If you do not have this key then you must go out the window, the dragon releases another ball of fire as you do so, turn to 19.
The tunnel opens up to a kennel of sort. Each has a dog in it either sleeping in a nest of hay or lying there lazily gnawing on a huge bone. They look up and start to snarl, some come to the bars and watch you. You step gingerly toward the room with the table and spot a fat balding man sitting there, dozing off. A dog which you haven’t spied earlier comes out of its bed of hay, starts to bark, and rouses the man from his slumber. His eyes flick open and set upon you immediately. He sees you are fully armed and doesn’t bother getting up. He is not wearing any armour, only his worn clothing and a huge belt. He sighs and takes another swig from his wooden mug. You spot a cat-o-nine tail on the table. This man must be one of the torturers. “If you’ve come to put me out of my misery then do so quickly, I won’t put up a fight. But if you have gold on you, I will give you information.” His stern voice eases his dog and it goes back to lie down. He asks for 10 gold, and if you have this you can pay him, turn to 63. Otherwise, he shrugs his shoulders and eyes a long cord up against the wall in the far corner. Will you slay him now before he gets up and goes for the rope (turn to 86), or threaten him (turn to 147)?
/* failed to open reference 194.sel */
She is outraged that you will not leave her alone and rises on her serpent tail. Every time she hits you deduct an additional 2 points off your defence or stamina for her tail and wand are very potent. Her wand is very powerful and she knows how to use. Fire explodes from it and misses you by inches. You tackle her to the floor and try to pry the wand from her grasp. Test your skill. If you were unsuccessful she points the wand right in your face and sends a vicious ball of fire into your eyes, blinding you momentarily, deduct 2 Stamina points. If you were successful, you get the wand, having no idea how to channel it and use it on her, and decide to just throw it against the wall shattering it into thousands of pieces. She shrieks and attacks you with her tail.
SERPENT PRINCESS SKILL 9 STAMINA 14
When the battle is over, you find her bath water is mysteriously sparkling. Will you drink from it, turn to 106. If you’d rather not, grossed out by the idea, then you leave, turn to 53.
/* failed to open reference 194.inc */
You quickly hide behind your secret ability and watch helplessly as swarms of guards come to the area with their pole arms equipped and ready to strike. With your great cat-like skills you could cut them all down, or you can escape and run to the oak doors at the front of the fortress, turn to 154.
Do you wish to stay and fight? Turn to 137.
You open the door and arrive at another corridor. It is vaguely lit by a few candles on the wall in their brass holders. The floor is solid stone and the walls are stuck with yellow and silver wallpaper. There is a door on the right, and you can smell a fire burning beyond it, it is apparent the room is possibly occupied, will you enter, turn to 132, or will you keep walking (turn to 161)?
The corridor veers right. You peek around the corner and spy four archers, two dogs and two goblin guards. To the left is a very short passage that ends at a door. You don’t need to go that way, so you ignore it. You must go forward, you must stay alive, for Draug’s sake. Quickly and stealthily you go invisible and pounce on the first archer, killing him. Then something unimagined happens, your cloak of invisibility crashes and everyone can see you. You must fight many adversaries one at a time. Will you survive or die?
2nd ARCHER SKILL 8 STAMINA 11
3rd ARCHER SKILL 9 STAMINA 10
4th ARCHER SKILL 9 STAMINA 8
You must fight the dogs simultaneously:
1st DOG SKILL 7 STAMINA 7
2nd DOG SKILL 7 STAMINA 7
Then move on to the remaining guards:
1st GOBLIN GUARD SKILL 6 STAMINA 4 DEFENCE 2
2nd GOBLIN GUARD SKILL 5 STAMINA 6 DEFENCE 2
If you are still alive you see a doorway ahead and stumble toward it. It leads into a tower with a curving stairwell. It leads up beyond the third level. Turn to 46.
The key fits and unlocks the door, you arrive at a short corridor and spy archers ahead, but unfortunately for you they have spotted you first and start letting loose arrows. Roll two dice. Write down the first number rolled then roll again and compare. If the amount is equal to or lower than the first result, turn to 136. If the result surpassed, roll 1 die, the amount rolled will determine how many arrows struck you, and you will lose 1 STAMINA point per arrow. If you are still alive, you leave the corridor and find yourself in the opening for the corridor splits into two. Down the right corridor many guards stand around not yet having noticed the dilemma. You must test you luck and try to hack down the three archers before anyone notices, turn to 65.
Now you have a few choices, beneath the moonstone light in the star spangled sky, you slip in and out of her shadows, on the prowl, wondering what to look at next.
To sniff around the square TURN TO 130
Inspect the carriage TURN TO 41
To visit the garden TURN TO 10
Go to the oak doors by the front TURN TO 88
This is a day to celebrate for you, dear feline assassin, for when you get to Harbour Street Draug’s fleet has already arrived. They displaced Azzur’s ships easily. You are welcomed with open arms as Draug sets foot on the quayside. The city realises they’re under siege but there is nothing they can do about it. His men outnumber the guards of Port Blacksand, and the promise of being paid more makes them immediately turn their back on their current lord. You and your master, your friend, walk boldly through the gates of the palace. You’re not sure what kind of a dictator he will be, but other assignments await your call and you soon sail away from the city in a few days after Draug has settled in.
To have completed this mission in such a short amount of time you realise that the gods must truly favour you. END