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31
Make a Strength check (to determine if you are strong enough to remove the crystal).
If you succeed, turn to 47
If you fail, you can try again (go to the top of this paragraph).
Otherwise, you decide to climb down and leave via the wooden door. Turn to 21

 

 

 

 

 

 

 

 

 

 

 

 

32
You manage to climb down without incident and leave via the wooden door. Turn to 21

 

 

 

 

 

 

 

 

 

 

 

 

 

33
Most of this stuff is shredded, decayed or otherwise rendered unusable. You do discover two unbroken bottles with liquid inside in the remains of a torn backpack. Taking a cautious sip of the contents, you are startled to discover that some of your wounds have healed! (Restore 1 Life Point). Judging by the amount of liquid left in each bottle, you estimate that each will restore between 2 and 12 Life Points. Roll 2d6 when you drink from each bottle (this will drain it's contents) - remember, you have only found 2 bottles.

Pleased with your discovery, you decide to go down the stairs. Turn to 27

 

 

 

 

 

 

 

 

 

 

 

34
The stench is almost overpowering, forcing you to make a Psi Check to retain consciousness. If you fail, turn to 48. Otherwise, by holding you breath, you manage reach the rope ladder without passing out. Grasping the rungs, you decide to climb up and see what lies above. Unfortunately, you find that the rungs are rotten and will not support your weight.
Your choices are to:
Make your way across towards the object? Go to 35
Wade through the sea of abominating nausea down the slope? Go to 36
Go back up the stairs and return to the main corridor, continuing down the hallway to find out what would have happened had you turned left. Go to 13

 

 

 

 

 

 

 

 

 

 

35
Holding your nose to resist the foul smell, you carefully move across to the shiny object. You discover that the light is being reflected by a silvery helm. This puzzles you, as you would have expected any silver object to have tarnished after even a short period of time down here. Sensing that the helm may have magical properties, you decide to put it on, and are very pleased by the results.

The helm increases your skill by 1, but more importantly, it also filters the air around you. Ignore any references to any airborne smells in the future while you are wearing this helm - assume you succeed in any necessary checks (note: both pleasant and unpleasant smells are filtered by the helm, and this may cause you to miss important clues). Also, you will not inhale any airborne poisons and toxins while wearing the helm.

Do you now:
Make your way to the ladder? Go to 34
Wade through the sea of decaying corpses down the slope? Go to 36
Go back up the stairs and return to the main corridor, continuing down the hallway to find out what would have happened had you turned left. Go to 13

 

 

 

 

 

 

 

 

 

 

 

36
The stench is almost overpowering. Make 3 successful Psi checks or pass out (turn to 48). If you pass all three checks (or have found some way to avoid the smell), you retain consciousness and start down the slope. The way is quite slippery, and you will have to continue resisting the smell, but who knows what treasures you may find?

If decide to go on, make a Skill check to avoid slipping:
If you fail, turn to 49
If you succeed, turn to 50

Otherwise, you decide that the risks aren't worth the potential gain. You can now:
Make your way to the ladder? Go to 34
Make your way across towards the object? Go to 35
Go back up the stairs and return to the main corridor, continuing down the hallway to find out what would have happened had you turned left. Go to 13

 

 

 

 

 

 

 

 

 

 

 

37
You climb the steps, the ancient stone crumbling beneath your trembling feet. As you reach the top of this ancient stairwell the stone underneath you cracks and collapses. You are sent tumbling down into the darkness below amidst a shower of dust and stone. You plunge through darkened shafts and roll through tangled spider webs which cling to your hair like a mad-man's desperate grasp. Eventually you crash into the ground with an impact which jars your body and leaves you breathless. Lose 3 life points and 2 strength points. As your senses return you gaze around and see that you have been imprisoned in an oubliette! Turn to 51

 

 

 

 

 

 

 

 

 

 

 

38
Climbing the ancient stone steps you count thirty before you arrive at a landing. There is an old wooden door here which is half open, through the door drifts a smell which makes your senses tingle and your heart rise - food! Ignoring the stairs continuing up you burst into a small storage room which contains a barrel of water and several loaves of bread upon wooden racks - you are about to plunge your teeth into one when you realise this could be a trap. Unfortunately you are starving and in need of food. Will you throw caution to the wind and begin eating, taking the remainder with you afterwards? (turn to 88) If you do not eat then you are starving and must deduct 1 life point and 3 strength points. You notice another wooden door in the far wall. Will you:
leave by that way (turn to 52)
exit the room and continue up the steps (turn to 53).
Or go back down the stairs and try the other stairway (turn to 37)

 

 

 

 

 

 

 

 

 

 

 

39
You sit cross-legged in front of the hermit, imitating his pose. He looks up at you and hands you his dice, they are oddly shaped and carved from fish bones. "If you wish to ask me questions first you must take the test. Roll these dice to see if you are worthy." Giving them a good shake you throw them to the floor. Roll a single die.
If you roll a 1-3 turn to 54
If you roll a 4-6 turn to 55

 

 

 

 

 

 

 

 

 

 

 

40
You bring your weapon down into the head of the man and are shocked to find that it goes right through him! The image of the man vanishes and the two rune dice tumble to the floor (you may take them with you if you wish). Now you should do something else (no longer can you pick any options involving the man) Will you:
investigate the arches? Turn to 43
Go back upstream? Turn to 28
Or have a look at the bag? Turn to 42

 

 

 

 

 

 

 

 

 

 

 

41
You ask the man his name and hold out your hand in greeting. "Sit my child, and quench your thirst for knowledge." Do you:
Go back upstream? Turn to 28
Attack the old man? Turn to 40
Investigate the arches? Turn to 43
Sit down before the old man? Turn to 39

 

 

 

 

 

 

 

 

 

 

 

 

42
You take quick peek inside and you are pleased to find some interesting treasures within. You find a set of rusty lockpicks, 3 gold pieces and a small vial of green liquid labelled 'healing'. This potion will restore your life points to full - it can be drunk when not in combat. If he is still there the old man seems to be ignoring you, muttering and throwing his dice to the ground. Will you:
Go back upstream? Turn to 28
Attack the old man? Turn to 40
Investigate the arches? Turn to 43
Sit down before the old man? Turn to 39
Or say something to the old man? Turn to 41

 

 

 

 

 

 

 

 

 

 

 

43
All the arches lead straight into darkness. You can discern no clues as to where any of them lead. Which one will you take?
The first one (farthest left)? Go to 56.
The second one? Go to 57.
The third one? Go to 58.
The last one (farthest right)? Go to 59.
Or will you ask the old man where they lead? Go to 46.

 

 

 

 

 

 

 

 

 

 

 

44
The rock disappears down into the darkness. You listen intently for some time, but no sound returns. You would assume this means that the hole is indeed very deep , but this magical darkness makes you second guess yourself. Will you
Investigate the hole further? Go to 60.
Ignore the dark hole and continue searching the walls? Go to 45.

 

 

 

 

 

 

 

 

 

 

 

 

45
Deciding you want nothing to do with this mystery, you continue to search the walls for an exit to this room. After a minute or so, you come to a tunnel not quite big enough for you to stand up in. The ceiling is about a foot shorter than you; you would have to either crawl or walk hunched down. Will you
Enter the tunnel? Go to 61.
Search for another exit? Go to 62.

 

 

 

 

 

 

 

 

 

 

 

46
"Excuse me, sir," you ask, "You wouldn't happen to know where any of these paths lead, would you?"
The old man speaks, but doesn't look up at you. "All paths lead to knowledge, for there is something more at the end of a path that you didn't know or have at the beginning. Whatever you seek determines what path you must take. What knowledge do you seek?"
That wasn't quite the answer you were expecting. What do you tell him?
Do you wish to know who you are? Go to 63.
Do you wish to know how you got in these caverns? Go to 64.
Do you wish to know what those dice are that he is rolling? Go to 65.
Do you simply wish to know how to get out of these caverns? Go to 66.

 

 

 

 

 

 

 

 

 

 

 

47
With a tug, the amber comes loose, still glowing brightly. You inspect the area of the ceiling where the gem was imbedded, wondering why someone would stick such a marvellous jewel into the ceiling. Upon closer examination, you can see a grinning human skull peeking out of the rock! The amber was imbedded in one of its eyesockets. How the skull got up there, or how the gem got into the skull, you can only guess at.

You quickly make your way back down to the cave floor and, once there, begin to inspect the crystal. As you turn it over in your hands, you are almost certain that the light from it is not a glow, but subtle waves of energy pulsing out from the jewel. This could be a very valuable find indeed! You force yourself to hold the amber closer, despite the bright light it is emitting. Make a Psi check:
If you succeed, go to 67.
If not, go to 68.

 

 

 

 

 

 

 

 

 

 

 

48
The stench overpowers you. Your body attempts to vomit, but you haven't eaten in a while, so nothing comes up. You dry heave violently, unable to breathe. You get dizzy; the world gets black. Finally, you fall, unconscious, to the ground.

You awake to find yourself on a small cot. What is with all this awakening in strange places stuff? And who brought you here? Time to get on your feet and find some answers. There's only one door out of here that you can see. Will you
Leave the room via the door? Go to 69.
Search the room? Go to 70.

 

 

 

 

 

 

 

 

 

 

 

49
You slip and fall upon the slimy floor, landing amidst the pool of fat and bloated white worms. Several of them immediately proceed to crawl over you while you struggle to shake them off and regain your footing. You must roll 1d6, subtracting 2 if you  have a helm of air-filtering. If you roll 5 or less, you are successful in recovering from the fall and continue uneventfully (go to 50). If you roll a 6, you must successfully execute a strength check or die from being eaten alive; for coming into contact with the worms paralysing body oil renders you helpless as you feel them gnawing through your flesh and and smothering you while they weight you down with their pulpous bodies and hungry unprejudice mouths. If you are successful, subtract 1 life point, and go to 50.

 

 

 

 

 

 

 

 

 

 

 

50
Having successfully manoeuvred through the sea of worms down the ravine, you find yourself now within a low-ceiling crevice. The worms are now up over your knees, and with each step continue to bite you. SUBTRACT 1 LIFE POINT. The smell is unbearable, and you must successfully execute a PSI check to avoid vomiting blood, thus losing another 2 LIFE POINTS, unless you have a helm of air-filtering. At the far end of the cavern is a carved indentation, holding what appears to be a rainbow-coloured potion. As you repulsively make your way through the shifting sea of repulsive gleaming white worms towards the shimmering vial, which are now up to your torso, from out of the corner of your eye you notice a hulking shape emerges from the far left depths, creating a tidal wave of the hideous glutonic worms to rise over your head as you instinctively struggle to remove them.

Roll 1d6. If 2-5, You quickly recover and manage to remove them quickly and without suffering the paralysing effects of their body oils. If you roll a 6, you must make a strength check to determine whether or not you manage to recover from the paralysation effect in time. If you are successful, you merely suffer 2 life points of furious flesh-eating damage during the time you were paralysed, and regain control over your body as you dispel the crazed masses. If you fail, you are eaten alive and are powerless to prevent it (you die). If you manage to survive the event, you see the shape that is noisily emerging from the sea of worms, groaning a deep-pitched hiss, and wading her massive bulk towards you... is the QUEEN WHITE WORM. Her children furiously proceed to aid her.
Go here for FF style combat, or here for GD style combat.

 

 

 

 

 

 

 

 

 

 

 

QUEEN WHITE WORM Skill: 11 Life points: 20 Damage: 3
Special Events:
1: Every two rounds you must make a psi check to avoid the nauseating stench (void if you are wearing a helm of air-filtering). Whenever you fail this check, subtract 3 Skill points from the next combat round.
2: If your character is affected by the smell, and your next attack roll is 4 or less, your character has been overwhelmed. The queen white worm rolls over you and submerges your body into the larva depths with her weight. You are slowly smothered as her spawning brethren crawl down your throat, munching away while your muffled scream hopelessly emerges in pain and sheer terror while you are simultaneously asphyxiated to death (you die).
3: If your character is unaffected by the smell, and you roll a 17 or 18, you have scored a terrific blow. Your adreneline surges as you haphazardly leap up, raising your weapon high over your head and bring it down with all your strength, gloriously smashing it through the Queen's black shell cranium. The massive bulk twitches and expulses black blood and goo all over her berserked minions as they are caught in an immediate state of confusion and upheaval, and her bleeding carcass succumbs its twitching as it disappears back into the sea of worms (you win).
If you win, go to 71.
Otherwise, Go to Top of Page.

 

 

 

 

 

 

 

 

 

 

 

QUEEN WHITE WORM Life points: 20
Every two rounds you must make a psi check to avoid the nauseating stench (void if you are wearing a helm of air-filtering). Whenever you fail this check, subtract 3 points from your next dice roll total.

Roll two dice:
1 (or less): The queen white worm rolls over you and submerges your body into the larva depths with her weight. You are slowly smothered as her spawning brethren crawl down your throat, munching away while your muffled scream hopelessly emerges in pain and sheer terror while you are simultaneously asphyxiated to death (you die).
2-4: The distracting stench effects you while the furious white worm masses surrounding you attempt to over power you to aid their queen, and the queen manages to clamp you with her horrible black jaw-pincers. SUBTRACT 5 LIFE POINTS.
5-6: The queen and her minions damage you. SUBTRACT 3 LIFE POINTS.
7: You avoid the queen's attack and damage her while getting bitten by her minions. SUBTRACT 2 from the QUEEN WHITE WORM'S LIFE POINTS, and SUBTRACT 1 FROM YOUR LIFE POINTS.
8-10: You open a horrible gash in the queen's side while fighting off her frenzied minions. SUBTRACT 3 LIFE POINTS FROM THE QUEEN WHITE WORM'S LIFE POINTS.
11: You successfully execute a dangerous yet amazingly effective tactical manoeuvre, allowing you the opportunity to cause serious damage to the Queen White Worm, while effortlessly avoiding her minions. SUBTRACT 6 LIFE POINTS FROM THE QUEEN WHITE WORM'S LIFE POINTS.
12: Your adreneline surges as you haphazardly leap up, raising your weapon high over your head and bring it down with all your strength, gloriously smashing it through the Queen's black shell cranium. The massive bulk twitches and expulses black blood and goo all over her berserked minions as they are caught in an immediate state of confusion and upheaval, and her bleeding carcass succumbs its twitching as it disappears back into the sea of worms (you win).
If you win, go to 71.
Otherwise, Go to Top of Page.

 

 

 

 

 

 

 

 

 

 

 

51
You faint from the jarring impact of the fall.

You awaken. Before you succumb to exhaustion again, you gaze through squinted eyes filled with pain at the new environment before you as you feel yourself gradually loosing consciousness. You appear to be in an abandoned prison chamber. You faint...

..When you awaken your wounds have healed and you feel somewhat refreshed (restore your strength score to its initial level). You find that you have been treated and there is a bowl of green moss sitting in the cage with you. You slowly sit up to look around, and you realise that your cage is the last in line of about 3 that are empty, yet bear no apparent signs of strife or anguish. Your oubliette is situated in the corner of the small room, made of black iron bars, and uncomfortably stout. The lock, as well as the bars, floor and ceiling of the cage, appear to be corroding, as there are brown sections at various lengths. To the far left, at the centre of the wall there is a hunchbacked figure sitting at a desk, that appears to be currently engaged in scribing, nonetheless oblivious to your awareness. Although healed, your body is sore and you feel the great need to stretch, but the cage's smothering grip denies you of this privilege. Inspecting the bowl of moss, you find it has an acidic smell to it, and its texture is composed of a powder substance. It occurs to you that you may be able to manoeuvre yourself into position to attempt kicking the doors of your cell open. Do you:
Examine the lock further? Go to 72.
Manoeuvre yourself to attempt kicking the cell door? Go to 73.
Eat the moss? Go to 74.
Call to the figure? Go to 75.
Or Wait? Go to 76.

 

 

 

 

 

 

 

 

 

 

52
You step towards the door and find that the odour of food which wafts from below the doorway becomes stronger. Your stomach growls with the anticipation of satiation and your tastebuds shoot with painful yearning! As you are about to approach the door, you hear shuffling beyond. Something is approaching! Do you:
Hide behind the door? Go to 77.
Stand your ground? Go to 78.
Flee the room and ascend the stairway? Go to 53.
Flee the room, descend the stairs and ascend the frontal stairway? Go to 37.
Flee the room, descend the stairs and return downstream? Go to 29.
Charge through the door? Go to 79.

 

 

 

 

 

 

 

 

 

 

 

53
The torches lining the stairway flicker slightly as you feel light gusts of wind travelling down the steps, refreshing you with hope and curious suspense. At the top of the stairway you can see a wide comforting ray of light shining through. The air has become clearer and fresher, and you feel relieved by the sensation. You emerge through the opening to find yourself at a large brightly lit banquet hall before you. Elegant tapestries line the portrait decorated walls, along with shields and crossed swords among other ornaments. The portraits depict young handsome men and stunningly beautiful women, whose menacing eyes appear to watch your position intently.

You shake off the paranoia and continue to examine your environment. The long banquet table seems to be half-ways prepared, with beautiful utensils and elegantly decorated napkins and tablecloths, as well as a few bowls of gleamingly ripe fruit and fine bottles of wine. You instinctively engorge yourself with some of the succulent fruit and eventually regain 3 strength as your upset digestion subsides from satiation. At your left, there is a double arching staircase leading to a landing, from which you can see several doors. Below the landing, between the arching stairways there are two tall, narrow doors. Turning towards your right, at the far side of the banquet hall you see a large pair of double-doors, bearing engraved handles of gold. Suddenly, you hear footsteps emerging up the stairs from which you came! You must react quickly! Do you:
Dive beneath the table? Go to 80.
Hide behind the door? Go to 81.
Stand your ground? Go to 82.

 

 

 

 

 

 

 

 

 

 

 

54
The old man looks satisfied with the result, and raising his right hand to your head, commands you to close your eyes. Your vision blurs as you momentarily attempt to resist the overbearing affect, and remain focused. You then find yourself viewing a dream theatre. There is an elegantly dressed individual surrounded by a menacing presence of doom walking through the halls of an elegant mansion. His eyes are bloodshot and terrorising. They look towards you and you are immediately filled with pure fear and helplessness from the overpowering presence. The horror is too much to bear and you find yourself drifting through utter darkness until you realise where you are once again. The old man is gone, and in his place is a marble amulet. You arise to your feet, clutch your head until you regain consciousness, and reach out towards the amulet. Just as you grasp it, from out of nowhere you hear the mysterious old man's voice calling out "Fearless...". You instinctively know that you now possess an amulet of resist fear. You place it on your neck, and ponder the images you witnessed...

Before you are 4 archways protruding with ethereal energies. The sensations seeping out from within them seem to cause your skin to crawl and your soul to sink. You get the impression that beyond these archways are dead dimensions, hollow in every aspect. You gaze past the first door, see the abrupt corner of a stone corridor, with a sandy floor and rough cavern ceiling. Within the second, you see an empty plain with motionless trees, bathed in a grey light. Beyond the third archway, you see a terrifying tall, twisted and misshapen red demon looking out towards you from within a black pool of total darkness. As you gaze into the fourth, you see the gloomy corridor depicted in your vision, except without a trace of the terrible vampire.

The impression you feel from witnessing all of the scenes is that they are dead and hollow. As if devoid of substance or feeling. It appears that not even an echo could be produced from their empty midst's. It is an icy sensation of impending doom and frightening solitude, as if missing time itself. Yet, you feel as if there is no alternative. You suddenly realise that the runes engraved around the archways are glowing in a dull, subtle red. Do you:
Pass through the first rune-engraved archway? Go to 83.
Pass through the second rune-engraved archway? Go to 84.
Pass through the third rune-engraved archway? Go to 85.
Pass through the fourth rune-engraved archway? Go to 86.

If you decide to struggle against the instinctive force to proceed into one the archways, make a Psi check and go to 87.

 

 

 

 

 

 

 

 

 

 

55
The old man gives a smile, obviously pleased. He is suddenly bathed in light (click here to view) and begins to speak. "I am Volkros, the God of Chance. Chance has favoured you, yet Chance alone will not save you. To survive, you must display both Wisdom and Skill. These are beyond my ability to grant, but my brothers may see fit to assist you. Yet you shall still have the benefit of Chance. Take these dice, they will allow you to call forth my aid twice - no more. If Chance allows, I shall see you again."

With that, he disappears (you may not select any choices involving the old man in this area, although if you meet him again in another area, you may approach him). You sense that these dice have been blessed by the God, and can be used in any situation where chance can play a part. You can use these dice twice to allow you to CHOOSE any result that can be obtained by a roll of the dice (they can be used in combat).

What do you decide to do now:
Investigate the bag? Go to 42.
The first archway (farthest left)? Go to 56.
The second archway? Go to 57.
The third archway? Go to 58.
The last archway (farthest right)? Go to 59.

 

 

 

 

 

 

 

 

 

 

56
Gathering your nerve, you enter the tunnel. It proceeds for only a short distance, and then makes a 90 degree turn to the left. Strangely, the radius of your light's illumination has decreased. Now you can only see a few feet in front of you, and the darkness makes you practically blind. Continuing on, you find yourself in another chamber.

Your light is still too dim to make much out, however you get the impression that this chamber is quite large. Looking above you, you see a number of runes carved into the archway in what you suspect are Dwarven script. Strangely, the floor is also carved with these runes, forming circles on the floor. These circles vary in size, some are so small that your foot would barely fit in them, while others are so large that you could easily lie down inside them. You sense that these circles have some kind of magical properties, and the hairs at the back of your neck begin to tingle.

Do you:
Step inside one of the runes? Turn to 89
Explore the chamber further? Turn to 90
Return to the previous chamber? Turn to 29

 

 

 

 

 

 

 

 

 

 

 

57
You start down the tunnel, and your light suddenly goes out! You stop and move back, and your light re-appears. Something strange is happening here:
Proceed forward in darkness. Turn to 91
Or return to the previous chamber. Turn to 29.

 

 

 

 

 

 

 

 

 

 

58
You bravely enter the tunnel, and move determinedly towards whatever fate awaits you. Only to find that the tunnel arrives at a dead end after just 20 feet!! Hoping that this isn't a prediction for your future, you return to the chamber you came from. Turn to 29.

 

 

 

 

 

 

 

 

 

 

59
Realising that the best choice is always the right choice, you enter the last tunnel. It turns to the right, and ends at what you can only assume is a mausoleum. In front of you are several Dwarven statues, and what appear to be stone sarcophagi. Do you:
Indulge your more ghoulish (or greedy) desires and investigate this chamber? Turn to 92
Or respect the dead and return from whence you came? Turn to 29

 

 

 

 

 

 

 

 

 

 

60
The only way you are going to be able to find out more about this shaft is by crawling down it. Awkwardly, you begin climbing down, with your back against one side of the shaft and your hands and feet pressed firmly against the other. The shaft is slightly slippery, and contains few useable holds for your hands and feet, making it difficult for you to return to the top. Fortunately, the shaft is quite short. Unfortunately, it ends in an open space. This wouldn't be a problem if you were able to fly, but since you can't, you now have to make a choice. Do you:
Return to the top of the shaft (this requires a successful Strength check, only 1 try)? Turn to 44
If you fail the Strength check, or you want to go down, turn to 93

 

 

 

 

 

 

 

 

 

 

 

 

61
You cautiously enter the tunnel. Crouching down, you keep one hand on your sword just in case. The sides of the tunnel are extremely smooth, with an unusual pattern on them- a series of tiny ridges, forming complete circles around the walls. It almost looks like there are ripples making their way across the rock face! Their surface is completely dry, but seem to be covered by a silvery sheen. As you progress down the tunnel, you start noticing some changes.

Disconcertingly, the tunnel seems to be getting narrower and narrower. It is not too long before you are unable to stay on your feet at all - not even crouching down as low as you can get. If you want to proceed down this tunnel, you will have no option but to crawl along.

Secondly, the walls start feeling rather tacky. Gingerly testing the surface with your finger, you notice that its tip is now covered by a whitish mucus. It quickly dries, to form a silvery coating not dissimilar to that covering the tunnel walls earlier. Quickly brushing it off, you consider your options. Your best guess is that this tunnel is the bore hole of some huge creature, although that cannot be certain. Given the vulnerable position that you would be in should you meet this creature, continuing down this tunnel has to be considered as a most foolhardy choice. However, it remains an option and you may take it by turning to 94. Alternatively, you might decide that this route is too dangerous, and instead return to the cavern to search for another exit.
Turn to 62.

 

 

 

 

 

 

 

 

 

 

62
You spend some time searching for alternative exits, but eventually have to give up the search. There are only three possible exits. The first is the original entrance that you came into the cavern by. Since this is going back on yourself, you decide that this would be pointless. This leaves you with only two options. You could either return to the man size hole you found earlier, investigating it by dropping a rock down (turn to 44), or you could enter the low tunnel (turn to 61).

 

 

 

 

 

 

 

 

 

 

63
The old man sighs, and closes his eyes. "Many have asked this question, but few have found the answer they pursue. One's perception of oneself, and hence one's identity, can be quite different from another's. Suffice it is to say that you are what you are, and you will be what you will be. To strive to found out what you are not, is a fruitless task indeed." He waits expectantly, as if he is waiting for you to speak again. What else will you ask the man?
Do you wish to know how you got in these caverns? Go to 64.
Do you wish to know what those dice are that he is rolling? Go to 65.
Do you simply wish to know how to get out of these caverns? Go to 66.

 

 

 

 

 

 

 

 

 

 

64
You ask the old man how you got into the caverns. "Foolish are the young," he replies, "for they walk the earth and see what I see, and yet understand little of what their eyes tell them. All who come into these tunnels do so from the holes in the sky, and yet few stop to consider that they might wish to return by the same route. No doubt you will ask me next how to get out of these catacombs?" Before you can stop yourself, you blurt the question out.
Turn to 66.

 

 

 

 

 

 

 

 

 

 

 

65
"These dice," starts the man, "show the paths of destiny. Whilst some trust to luck, others seek to change the path that they take. Ignorant are the latter, for they try to avoid that which they cannot avoid. Only the dice speak truth, and only the dice can help you understand that truth." Bemused, again, by what the man has said, you start to ask how simple dice can affect your life.
Waving away your questions, the man gestures to you to sit down. Turn to 39.

 

 

 

 

 

 

 

 

 

 

66
"There are only two ways out of these caves." says the man, "Either you will see the sky again, or you will die trying. In the first, you might once again live to see the sun, and to feel the fresh breeze on your face, but eventually, you will grow old and wither away to meet your destiny. In the second, you will move to the higher plane that is your destiny. Either way, then, you cannot avoid that which is to come, so why do you struggle so hard against the now?" He looks at your bemused expression, and adds, "But your immediate destiny lies with one of three paths. One goes no further in the caverns ahead. One turns to darkness, to the servants of sin. One carries all to the land of the dead. One leads to madness, to the Chaos within."

Realising that you are not going to get any more out of the man than these rather cryptic clues, you consider again the archways in front of you.Which one will you take?
The first one (farthest left)? Go to 56.
The second one? Go to 57.
The third one? Go to 58.
The last one (farthest right)? Go to 59

 

 

 

 

 

 

 

 

 

 

 

67
You resist the pyschic probing as waves of amber light wash over your face. Gritting your teeth you focus your mind on a single mental image of pure nothingless to shield your thoughts. You close your fingers over the glowing gem and in doing so block off all of the deadly light. Once the glow fades you feel the sensation of intrustion fade away and you breath a sigh of relief. The spirit imprisoned within the jewel failed to take over your mind and now you have an amber gem with a demonic spirit trapped within (record this on your adventure sheet). Climbing back down the wall you are very careful not to let any of the light escape when you place it within
your pack. Now then, what will you do?
Retrace your steps back to the last junction and take the other route? Turn to 13
Continue towards the wooden door and leave that way? Turn to 21
Or, brave soul that you are try eating some of that strange looking moss? Turn to 19

 

 

 

 

 

 

 

 

 

 

 

68
As the amber light washes over your face you feel a strange force penetrate your mind. Before you can stop it the demonic spirit trapped inside the amber jewel leaves the gem and escapes into the depths of your mind. Everything goes black and you awaken on the stone floor below, yet there are no signs of injury on you that would indicate a fall. Getting to your feet you notice the amber gem is lying several feet away on the floor, though it no longer glows. If you wish to you may keep this gem (record it on your adventure sheet).

Little do you know that you the spirit has taken root inside your mind and can control your actions at any time should it choose to do so. For now escaping the underworld suits its purpose but it may exert its willpower over you later. If ever you see a number between asterisks like this *60* then you must immediately make a psi check. If you fail you must turn to that number immediately as the spirit has decided it will control you. Hopefully you can find some way to rid yourself of this possession, but until then you are stuck with it.

Once you have recovered, you must choose a path onwards:
Retrace your steps back to the last junction and take the other route? Turn to 13
Continue towards the wooden door and leave that way? Turn to 21
Or, brave soul that you are try eating some of that strange looking moss? Turn to 19

 

 

 

 

 

 

 

 

 

 

 

69
The door swings open and you walk down a passage of blackened stone which widens out into a large cavern. Two tunnels lead away from here, one to the left and one to the right. The scene is one of chaos and dead bodies are strewn over the floor. Some are of brutish orcs and the remainder are humans dressed in fine armour. If you do not have any you may avail yourself
of a sword (inflicts 4 points of damage when it hits) and a suit of chainmail armour (increases your skill by 1 and absorbs 1 point of damage each time you are hit). As you are readying yourself to leave you hear a voice. One of the soldiers is not quite dead! "Help me..." a man gasps and holds his hand up towards you. (*97* - ignore this if you don't know what it means)

What will you do...
Try and bandage his wounds? Turn to 98
Tell him you will help him if he tells you the way out? Turn to 99
Ask him what happened here? Turn to 100
Or stand up and leave by one of the two tunnels? Turn to 101

 

 

 

 

 

 

 

 

 

 

 

70
Carefully you examine the room, looking for any hidden clues or loose bricks in the walls. Make a skill check.
If you succeed turn to 96.
If you fail, after a fruitless search you give up and leave the room by the door. Turn to 69

 

 

 

 

 

 

 

 

 

 

 

71
The worm crashes to the ground quite dead, as its bulbous corpse crashes into the writhing floor of filthy worms its body splits open spraying you with foul smelling gore. As it dies you hear a screeching noise so sharp that your ears bleed (lose 1 Life Point). The sound is short lived however and soon stops as the death of the queen silences the other worms forever. You sit down against the wall to rest your weary body. Restore any lost psi points, strength points and regain 2 life points. After your fight you have gained some new fighting techniques and you are the better for the experience. Add 1 to your skill score permanently. Searching around the fetid chamber you find several items lying around that interest you. A small leather pouch that contains 15 gold crowns is enough to catch your eye. There is also an emerald ring tucked into a crack in the wall. If you wish to try and wear the ring turn to 95.

Otherwise, once you are ready you scan the cavernous pit. Your attention returns to the rainbow coloured vial that you found before. You hold it up to the light of your lantern and marvel at the beautiful hues. If you wish to drink this potion you can at any time by making a note of the paragraph you are on and turning to 102. If you wish to take it with you record this number alongside it.

The walls are far too slippery to give you any hope of scaling the walls. Luck is with you however, for the acidic blood of the White Worm Queen burns into the stone floor and creates a smoking hole in the centre. The smoke from this acid makes you choke and unless you possess a helmet of air filtering you must lose 1 life point. Peering down you can see nothing but blackness. Once the acid seems to have cleared away a large enough gap you take a deep breath and plunge into the darkness. You crash into the hard floor of the ground below and momentarily lose consciousness. You awaken some time later feeling rather weakened (deduct 2 strength points) and realise to your horror that you have been imprisoned in an oubliette! Turn to 51.

 

 

 

 

 

 

 

 

 

 

 

72
Although badly corroded the lock is still firm enough to resist any efforts to snap it off the bars. Hmmm. Do you have a set of rusty lock picks? If you do and wish to try picking the lock make a skill check. If you succeed turn to 102. If you fail the lock picks break (cross them off your adventure sheet).

If you fail or do not have any lock picks you must try something else. Will you...
Manoeuvre into a position to kick the door open? Turn to 73
Eat the Moss? Turn to 74
Call to the figure? Turn to 75
Or wait? Turn to 76

 

 

 

 

 

 

 

 

 

 

 

73
Bracing your back against the opposite end of the cage, you bring your knees up to your chest and slam your feet forward with all your might against the door of the cage. YEEEOUCH!! White-hot pain shoots up your leg, as the deceptively strong iron bars hold fast against your onslaught (Lose 1 Life Point). As you cry out in pain, you realize that this tiny cage was far too cramped for you to get decent leverage.

As you curse your misfortune aloud, you hear a voice come from the humpbacked figure. "Quiet you!" he snaps in a high-pitched, raspy voice. "You just keep your mouth shut, and you’ll get out of here alive."
Well, you think, what now?
Examine the lock further? Go to 72.
Eat the moss? Go to 74.
Call to the figure? Go to 75.
Or Wait? Go to 76.

 

 

 

 

 

 

 

 

 

 

74
You pick up a piece of moss from the bowl, covering your fingers with green powder in the process. The taste is almost, but not quite, entirely unlike broccoli. As you are about to take another piece, a sudden chill goes through your body. Your arms goes limp before you can grab one of the pieces of moss, then your legs, and in a matter of moments you collapse to the floor of the cage. All your senses are fully functional, but you cannot move a muscle. You can’t even blink.

Minutes pass by. There’s an itch on your right ear, just behind the ear lobe. Something furry scuttles over your leg, then pauses to sniff your kneecap. Man, you wish you could scratch that itch.

Finally, you hear the creak of a large door opening. Footsteps approach, slowly increasing in volume. Clop. Clop. Clop. A dark, menacing voice – definitely not the voice of the hunchback – slithers through the air to your ear. "Kiltha, what have you caught for me today?"

"Oh, a young, strong one, sir," the humpback replies. "Although, I’m afraid he didn’t look to good after the fall. I’m not sure if he pulled through. I did all I could."

"Well, if he’s as strong as you claim, he should," the hideous voice replies. The footsteps continue closer, and a gaunt, pale, human face comes into your view. Unnatural eyes – eyes with red veins radiating from black pupils like spokes on a wheel – stare into your own. You wish you could close your eyes, or at least turn them from this horrid sight, but your paralysis is total. After a few moments, a scowl of dissatisfaction reveals two glinting fangs as the face finally leaves your view. Cold, bony fingers begin to poke and prod you for a few seconds more; then, at long last, the footsteps retreat.

"He looks strong, doesn’t he?" the hunchback asks tentatively.

"Find me a live one next time," is all the cold voice says, "Or I’ll be forced to have you as my meal."

As the sound of a door slamming shut reverberates through the room, the hunchback Kiltha come up to your cage and whispers, "It’ll be alright now. The effect of the moss will wear off in a few minutes, and then everything will be explained to you."
Turn to 103.

 

 

 

 

 

 

 

 

 

 

75
"Hey! You! You with the quill-"

"Quiet, wretch!" he snaps at you without looking up. "If you wish to survive, you must remain silent." Doesn’t look like you’ll get much more out of him than that. Now what are you going to do?
Examine the lock further? Go to 72.
Maneuver yourself to attempt kicking the cell door? Go to 73.
Eat the moss? Go to 74.
Or Wait? Go to 76.

 

 

 

 

 

 

 

 

 

 

76
You really don’t have enough information to make a rational decision, so you’re probably better off just waiting to see how things pan out. You sit for a few minutes, twiddling your thumbs, when the humpback puts down his pen and slams the heavy book closed with a bang.

"Time is short," he tells you in a voice like a rusty door hinge. "If you want to live, you must eat the moss I put in the bowl."

"Wait, what’s-"

"Silence, knave, and do as I say! I haven’t time to explain everything to you; just eat and you will get out of here breathing."

Should you trust this little toad of a man?
Yes? Turn to 74.
No? Turn to 104

 

 

 

 

 

 

 

 

 

 

 

77
As the door opens, you quickly dart behind it. A tall young man in white robes walks out and does not notice you at first, but very soon he sees you. "Who are you!" he demands. "Um, I can’t really remember," you reply. "What are you doing here?" he says. "I was walking along the stream when I came in here and smelt food, for I am very hungry," you say "I’ll consult my elders," he says after a short pause and goes back into the room. In a few minutes he comes back "Come in," You walk into the room and you see a small table with people sitting around it, all in white robes. At the top of the table there is an old man with a long beard. "Are you good, evil, or neither?" the old man asks. "Good, I think," you say. He nods. When you’ve seated yourself and eaten your fill (restore 3 strength), the robed young man you met in the doorway explains that his name is Ceiran, and he is an initiate in the Order of the Oak, an order of Druids. "Tomorrow is the winter solstice, and we shall journey South to the stone circle and conduct the ritual," Ceiran says. "You are welcome to watch". Do you:
Go with the order? Go to 108.
Decline? Go to 109.

 

 

 

 

 

 

 

 

 

 

78
The door opens and you see a tall young man in white robes walk out. When he sees you he whips out a dagger and says "Friend or foe!". "Who are you?" you say. "I am Ceiran, an initiate in the Order of the Oak. Who are you?" he says. "I can’t remember," you say. "What are you doing here?" he says. "I came in here and I smelt food. I am very hungry." you say. "Come in and eat something," Ceiran says. You walk in and Ceiran tells an old man at the top of a small table who you are and sends for food to be brought down. After you have eaten (restore 2 strength), Ceiran explains that the Order of the Oak is an order of Druids. "Tomorrow is the winter solstice, and we will be travelling South to the stone circle to conduct the ritual. You are welcome to join us." says Ceiran. Do you:
Journey with the order? Go to 108.
Decide not to? Go to 109.

 

 

 

 

 

 

 

 

 

 

79
You open the door, and run in. Sitting around a table are lots of people in white robes. Do you:
Try to fight them? Go to 110.
Talk with them? Go to 111.

 

 

 

 

 

 

 

 

 

 

80
You duck under the table, and a tall young man walks into the room. Do you:
Charge out from the table? Go to 112.
Wait a little longer? Go to 113.

 

 

 

 

 

 

 

 

 

 

81
You have hidden behind the door when someone (or something!) emerges up the staircase. Do you:
Wait behind the door? Go to 114.
Jump out? Go to 115.

 

 

 

 

 

 

 

 

 

 

82
A man comes up the staircase and demands to know who you are and what you are doing here. Do you:
Attack this man? Go to 116.
Talk to him? Go to 117.

 

 

 

 

 

 

 

 

 

 

83
As you step through the portal, you feel a strange sensation, as of movement with motion. You sense that you have been taken somewhere else. When you look behind you, you notice a rough rocky wall, but no passageway. Looking more closely, you discover old, faded runes marked into the rocks, but they show no signs of magic. There may be a way back to where you came from using these runes, but for the moment you have no idea how this can be done.

The sandy floor and rough stone walls indicate that you may be in some kind of sea cave. There is a strong smell of rotting seaweed (which you will notice if you are not wearing a Silver Helm), and you can hear the sound of the sea hitting a nearby beach echoing through the cave. Moving forward, you come to a corner in the cave. What happens next depends on whether you are wearing a Silver Helm:
If you are, go to 118
Otherwise, go to 119

 

 

 

 

 

 

 

 

 

 

 

84
As you pass through the portal, you almost scream as your body is distorted and turned in all directions. Even though you are not moving, you have the feeling you are being taken to a far distant place. When you arrive, you are surprised to find that you do not appear to have been harmed in any way by the experience. You are now on a deserted plain with no apparant signs of life except for some withered and twisted trees in the distance. Looking at your feet, you notice that you are standing in a rune-carved circle, but you instinctively feel that you must achieve something here before they will activate.

Looking at the "sky", you notice that it is a uniform grey colour, with no sign of where the light is coming from. You have no idea where north, south, east or west might be, so you decide to head off in a random direction. After just a short while, you notice one of the "trees" in the distance is actually a rather grim-looking tower. As you get closer still, you can't help but get a feeling of forboding from the tower - whoever inhabits this place is definately not going out of his way to make the place appear welcoming! *120*

If you decide to approach the tower (for whatever reason), turn to 121
Otherwise, turn to 122.

 

 

 

 

 

 

 

 

 

 

85
As you boldly walk through this portal, you are immediately hit by the searing heat, but you boldly draw your weapon intending to engage the demon in mortal combat. Too late, you notice the pit which opens beneath your feet, and as you begin to fall you hear the demon beginning an evil laugh. It would be best if we were to draw a kindly veil over the remainder of these proceedings, but rest assured the demon will give you it's full attention. You will even be invited for dinner (and for breakfast and lunch the following day), and until the demon is defeated, it will attend to your immortal soul on a daily basis.

Go to Top of Page

 

 

 

 

 

 

 

 

 

 

86
After a short, gut churning moment as you pass through the portal, you find yourself in the main hallway of the mansion you saw previously. When you turn around, you see what you take to be the front door. It also has runes around it, but they do not appear to be active at the moment, and the door is locked. At the end of the hallway is a room with a roaring fireplace which attracts your attention. There are also a few doors along the hallway. Do you:
Enter one of the doors? Go to 123
Or go to the end of the hallway to the room with the fireplace? Turn to 124

 

 

 

 

 

 

 

 

 

 

87
If the PSI check is successful, the runes cease glowing. Turn to 43, ignoring any references to the old man at this location
Otherwise, return to 54, but you must enter one of the archways.

 

 

 

 

 

 

 

 

 

 

88
You begin eating the food, and for once receive a pleasent surprise. What you are eating is actually health food! Not only will it fill the stomach, but it will also restore up to 2 Life Points of damage. There is enough food left over for one more meal which you may take with you, but since it won't be fresh when you use it, it won't restore any Life Points.
Return to 38, ignoring any references to hunger in that section.

 

 

 

 

 

 

 

 

 

 

 

89
You pause to consider. Although you sense the magic of these rune circles, they do not seem to have affected you so far. You examine the runes under your feet carefully, and realize that, by chance, you are standing just off-center from one of the circles. Perhaps their magic is only activated when someone stands at the ring's heart? One particular circle is significantly more elaborate than the rest. The straight cut runes somehow twist in and out of each other, their pattern remaining just beyond your grasp. They seem to suggest the possibility of many different orders, each of which remains elusively outside your comprehension. With this thought, you take a deep breath and step into the symbols.

Nothing happens. You stand waiting there for some time, before you decide that you must present an image of a ridiculous fool. A fully armed, well built warrior- waiting in a ring of Dwarven carvings. When nothing continues to happen, you conclude that maybe your instincts about the runes was false after all- perhaps they don't have any magic potential? Disgusted with yourself for your over-active imagination, you start to step back out of the circle.

Abruptly, your mind is filled with a multitude of images. The sun rising over a misty lake. Two Dwarfs sitting together in an inn. Children playing in the long summer grass. As each image presents itself to you, you feel that you are part of that scene- somehow, you are drawn towards those people- to their lives. An army of Centaurs charging across the battlefield. A hand, reaching out of a lake holding a sword. An apple, falling from a tree. You notice that, in turn, each of the runes in the circle is glowing a dull red, before fading out to the next symbol. A great ship sinking beneath the waves. A war-hammer, falling through the sky. A beetle scuttling across a sand dune. As the images flood into your mind, you feel yourself losing your grip on sanity. Which life are you part of? Who are you? What is your destiny?

As your foot comes down outside the circle, the rune circle stops on a particular symbol. Roll two dice. If you threw a double six, turn to 125. If you threw any other number, read on.

You find yourself in some kind of sea cave, complete with sandy floor and rough stone walls. Outside the cave, you can hear the sound of strong waves breaking on the beach. Feeling rather nauseous from your recent experience, you take in a lungful of air. Are you wearing a Silver Helm? If you are, turn to 118. If you do not have the Helm, go to 119.

 

 

 

 

 

 

 

 

 

 

90
Taking care to step on as few of the runes as you can- for who knows what power they might possess- you explore the chamber further. You make your way carefully towards the far wall, your footsteps echoing around you. This place is big! After around 10 meters, the patterns on the floor come to an abrupt halt, and you find yourself walking on now, plain, rock. You see a short shape in front of you, the details of which become clearer as you step towards it. It is a small stone statue, of a gargoyle type figure, clutching a stone bowl. In the bowl is a fine white powder. You feel a strange compulsion to rub some of the powder into your face. As you reach towards the bowl, the figure's eyes flicker open, and it leers at you from its evil little face.

Make a Psi check. If the check is successful, turn to 126. If it is unsuccessful, turn to 127.

 

 

 

 

 

 

 

 

 

 

91
Deciding that you are prepared to face whatever is ahead- even without a light, you press on. You continue down the tunnel, hugging the left wall. You hear a grinding noise coming from the wall at knee height. Curious, you bend down to listen more carefully to this sound, just as the rock face explodes in front of you. There is a great screeching noise, and you find yourself being attacked by some creature.

You have encountered a burrowing ROCK GRUB. Although the tunnel is completely dark, this will not hamper the creature, since it is totally blind and detects its prey by body heat. You, however, do not have this advantage, and will find yourself at a disadvantage against this foe. Click here for FF style combat, or here for GD style fighting.

 

 

 

 

 

 

 

 

 

 

ROCK GRUB Skill 7 Life Points 11 Damage 2
You must deduct three from your Attack Strength each round, because you cannot see where the grub is.
If you win, turn to 128, otherwise, go to Top of Page.

 

 

 

 

 

 

 

 

 

 

Rock Grub....... Life Points 11
Roll two dice:
Score 2 to 9: The Rock Grub hits you, lose 2 Life Points.
Score 10 to 12: You hit the Rock Grub, and do normal battle damage.
If you win, turn to 128 otherwise go to Top of Page.

 

 

 

 

 

 

 

 

 

 

92
The statues are made from plain stone and are of little interest to you, so you turn your attention to the sarcophagi. Most of them are covered with similar runic symbols to those you saw earlier. You step over to the nearest one. The stone slab across the top looks extremely heavy, and you doubt you could move it alone. As you are considering whether or not to make the attempt, you hear a tapping noise coming from one of the other tombs! You glance over in that direction, and see that an the slab has been moved by an inch or two, so that it is no longer centralized. You then hear a woman's voice calling out for help. With a shock, you realize that she is inside that box!

If you wish to try to push the slab off, you will need to make a Strength Check. If you succeed, turn to 129. If you fail, or if you do not wish to face whatever might be in the coffin, you retreat back out. Turn to 29.

 

 

 

 

 

 

 

 

 

 

 

93
Steeling yourself, you allow yourself to fall out of the tunnel. The plunge is not a long one, but your ankle twists as you land, and your head cracks down onto a sharp rock, jolting your head backwards. Deduct 4 Life Points, and turn to 51.

 

 

 

 

 

 

 

 

 

 

 

94
The mucus quickly becomes more plentiful, and you find yourself schlupping through deep pools of the sticky substance. As the tunnel continues to narrow, you decide that, on reflection, this was not a choice which is going to win you any awards for wise moves. You start to turn round to head back the way you came, only to find that your belly is stuck fast in the gunge! Desperately, you wriggle around, trying to free yourself, but you have been caught fast. After some time, you have been exhausted by your attempts, and can struggle no more. You lie there, wondering what will happen next.

It is then that you notice that, although you have stopped moving, the ceiling is still coming closer to you. As it starts pressing against the back of your head, you are unable to stop your face from being pressed incessantly downwards.

You take the only option available to you- prayer. Unfortunately, the Gods are not listening, and the mucus gradually starts oozing into your ears, nose and mouth. As you run out of air, a rather strange thought passes through your mind.

Why do wasps sting?
Because they don't know the stong.

Go to Top of Page

 

 

 

 

 

 

 

 

 

 

95
The rings fits perfectly and you marvel at the master crafted piece of jewelry, its faceted jewel glinting in the warm light of your lantern. There is a chance that you have found a magical ring, roll 2d6 and look on the chart below to see if the ring has any special features.

2-4 Cursed ring! The ring slows down your movement, deduct 2 skill. The ring is cursed in a way that you cannot remove the ring unless you can somehow find a special way to do so.
5-7 Ordinary ring - although valuable it has no special powers
8-9 Ring of Shielding - This ring has a magical ability to deflect blows in combat. Each time you are struck roll a d6. On a 6 the ring activates and you take no damage.
10-12 Ring of Mind Control - This ring permanently adds 1 to your initial and current psi score. In addition if you have been possessed you can use this ring to rid yourself of the demon and capture the spirit within the stone of the ring (if you wish to do this note that you have a 'Ring of Mind Control containing a demon spirit'). Otherwise you can just let the spirit free.

Now return to 71 and keep reading (remember to record your find on your adventure sheet)

 

 

 

 

 

 

 

 

 

 

96
You find a loose stone set into the wall and after some effort manage to dislodge the brick and pull it out. There appears to be something glinting within the darkened space and you put your hand inside to remove the object. OUCH! Pulling your hand back a small spider scuttles out of the space and down the wall. The bite mark is swollen and red, unfourtunately for you the spider was slightly poisonous and you must lose 2 life points and reduce both your intial and current strength by 1 until you can find a cure for the poison.

However you notice the glinting is still there. Carefully removing the object you find a small silver scarab hidden within the darkness. You may keep this if you wish. Having enough of this room you decide to leave by the exit behind you. Turn to 69

 

 

 

 

 

 

 

 

 

 

97
As you are about to speak to the man suddenly you feel compelled to kill this pitiful man. You raise your foot and bring it crashing down on the soldier's neck, crushing his windpipe and killing him. After doing this deed you shake your head and question your action, feeling guilty at the cold blooded murder. Turning from the scene in disgust you run from the room to leave the bloody scene behind you, Turn to 101.

 

 

 

 

 

 

 

 

 

 

98
Tearing strips of cloth from your clothes you attempt to staunch the blood. The warrior can barely speak now and you must act fast to help him in time. If you have any type of healing potion you can administer it to him to guarantee his recovery (turn to 130). Otherwise make a skill test. If you succeed turn to 130. If you fail turn to 131.

 

 

 

 

 

 

 

 

 

 

99
"We came down the steps from the manor basement... followed the stream..." at this the soldier begins to choke and spits blood from his mouth. You try to help him but it is too late, the soldier's body jerks violently before he dies. Standing up you curse your obsession with escape over human life but realise that there is little that can be down now. You turn to leave the cavern. Turn to 101.

 

 

 

 

 

 

 

 

 

 

100
"The baron employed us... coming up from the basement... tried to fight them but so many..." With this he begins to choke and spits blood from his mouth. You try to help him but it is too late, the soldier's body jerks violently before he dies. Standing up you curse your obsession with escape over human life but realise that there is little that can be down now. You turn to leave the cavern. Turn to 101.

 

 

 

 

 

 

 

 

 

 

 

101
You walk out of the grisly room and for a few minutes the only things to be seen are some harmless insects. Not for long though. You suddenly stumble across something that makes your blood run cold. A vampire. The horrible undead says nothing, but just laughs manically. This-and it’s minions-must have been responsible for the death of the warrior, and all the other bodies. You’ve got no choice to but to fight.

Click here for Fighting Fantasy style, and here for Golden Dragon style.

 

 

 

 

 

 

 

 

 

 

 

VAMPIRE Skill: 15 Life Points: 15 Damage: 2

If you win, go to 132.

Otherwise, go to Top of Page.

 

 

 

 

 

 

 

 

 

 

 

 

 

VAMPIRE Life Points: 15

Roll two dice:
2: The vampire is too quick for you, kills you and drinks your blood. Unfortunately you are to become a vampire too, soon. For the meanwhile you are dead.

3-4: The vampire deals you a vicious blow. Lose 4 Life Points.
5-7: You strike the vampire, but it strikes you back. Deduct 3 Life Points from the vampire, and 2 Life Points from you.
8-9: You’re hit. Lose 3 Life Points.
10-11: You hit the vampire, causing it to lose 5 Life Points.
12: You strike the vampire in the heart, killing it instantly. When it’s dead the corpse hisses and smokes as if it’s burning. Within moments it vanishes away. You’ve won.

If you win, go to 132. If you die, go to Top of Page.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

102
You manage to pick the corroded lock, but your picks break. As you push the door open with your legs, the hinges squeal and the hunchback whips his head around in surprise. Before he can react you spring out of the cage, onto your feet. He says "There is no need for alarm. I left your items intact, for i mean you no harm.". This is true, you realize as you find your weapon and backpack in their place. "But you must trust me and remain in the cage before the master comes."

"What master? Why?" You implore.

"No time, just get back into the cage, and eat the moss.." he insists as he hastily points behind you, gently forcing your retreat. Do you:
Do as the hunchback suggests (go to 140)
refuse (go to 104)
or attack him (go to 141)?

 

 

 

 

 

 

 

 

 

 

103
"That’s it! I demand to know what’s going on!" you shout after the paralysis wears off.

"That’s a mighty rude way to talk to someone who just saved your life," he replies as he unlocks the door to your cage. He then grabs your shirt after you hop down and pulls the collar downward revealing a strange rune tattooed to your chest!

"What-what is that?"

"That, my boy, is the mark of the Dazen, the leaders of the Order of Omega – my order. From your reaction, I surmise that you have no recollection of being a member, much less a leader, of such an organization?"

"Well, not as such, no."

"We are a group dedicated to the eradication of all unliving beings. Such beings are a mockery of life, the most sacred gift of all, and as such must be destroyed. Does any of this jog your memory?" You shake your head. "Then I can offer you no more help, other than this." He goes over to his desk and taps a spot on the underside, causing a hidden compartment to swing open. He comes back and hands its contents to you. *105* "This medallion will glow in the presence of an undead creature. Then, with merely a thought, you can use its power to destroy them." (Record the Amulet of Omega on your character sheet.) "Also, if you ever meet someone who may be a member of the Order, our code is simply this: ‘It will be a nice day if it doesn’t rain.’ The reply is, ‘And if the sun’s not too warm.’ Now, go through that door…" he points to the doors where the vampire exited "…and rid the world of that foul creature forever!"

Wow. Undead hunting. Sounds fun…and dangerous.

Will you
Do as he says? Turn to 106
Refuse? Turn to 107

 

 

 

 

 

 

 

 

 

 

104
"Why in the world should I trust you? You locked me up in this cage! I’m not about to eat anything until you tell me what’s going on!"

"Please, young master!" the hunchback begs, "You must do as I say! Your very life depends on it!"

After arguing for a while, the two of you are interrupted by the sound of a heavy door being slammed open. "Kiltha, what is going on in here?" a hideous voice calls out. You look in the direction it came from to see a tall pale figure wearing black robes standing in the doorway. His lips, curled in a snarl, reveal two glistening fangs.

Kiltha is frozen for a moment; then, with a look of determination, he dashes for his desk. As he fumbles to find some sort of panel on its underside, a lance of flame shoots out from the arm of the vampire and engulfs him. His piteous screams echo through the chamber as the vampire walks slowly toward your cage. You struggle madly to break out, and he begins to laugh at your efforts. When he approaches your cage, he reaches in, grabs your hair, and bangs your head against the iron bars with tremendous strength, stunning you. Your last thought as he sinks his fangs into your neck is who Kiltha was, and why he was willing to sacrifice his life to save you.

 

 

 

 

 

 

 

 

 

 

 

105
As soon as you grasp the amulet, it glows a purple hue, vibrates and explodes, sending the shattered fragments everywhere! Roll two dice, subract this total from your life point total. The hunchback lies on the floor, apparently dead. "You will carry me to that vampire. I shall possess his frame." a demonic influence echoes in your head. Do you:
Leave the room and go after the vampire (go to 142)
or examine the hunchback's notes (go to 143)
or search his body (go to 149)?

 

 

 

 

 

 

 

 

 

 

106
Bewildered and confused, you stumble after the vampire through the door. You briefly hesitate, and turning around, just barely witness the hunchback dissapear behind a revolving secret door. Do you:
Turn and leave the room (go to 142)
or return to examine the hunchback's notes (go to 143)
or examine the secret door (go to 146)?

 

 

 

 

 

 

 

 

 

 

107
You shake your head in denial and he immediatly frowns and snatches the amulet from you in disgust, saying: "Very well, i will do it myself.", and stomps off determinedly through the door. Do you:
Follow him through the door (go to 144)
examine the hunchback's notes (go to 145)
or further examine your surroundings (go to 147)?

 

 

 

 

 

 

 

 

 

 

108
The next day you and the Order set off South to the ritual grounds. You arrive soon and see one of the most magnificent sites you’ve ever seen. The concentric ring of large stones with smaller stones inside and an altar in the middle looms over the plains, dominating the landscape. A large crowd outside the stone circle is watching as the druids enter. Arcane words are uttered, and the people start to place money on the central altar. You give some of your money if you have any. Everyone, including the druids, starts looking up in amazement. At first you think that you have done something they see as strange, but then you realise they are looking at something far more unusual. The gap in the sarsen (two stones capped by another) is glowing a bright white light. Two human figures seem to glide out of the light, one male and the other female. They look like people, only different. "Sidhe! the head druid cries. "They are Sidhe!" "Otherworld is in grave danger. The Fomorians have us surrounded" the man says. "We need your help." adds the woman. Before you wonder what in the world (or Otherworld) they are talking about, you, along with many other people, are sucked into the glowing light. Go to 139.

 

 

 

 

 

 

 

 

 

 

109
You decline and the old man replies: "How unfortunate..", then he waves his hands in hypnotic gestures towards you while mumbling cryptic words, and you realize his hands glowing in a white hue. Before you can react you suddenly find yourself transported to another location! Your head feels dizzy and you are slightly noxious. (go to 148)

 

 

 

 

 

 

 

 

 

 

110
You draw your weapon and step to engage the nearest druid, who backs up in surprise, and before you can reach him, you hear arcane mumbling coming from an old mage at the head of the table, and when you glance towards him you see a green glow fading from his pattern-weaving hands. You immediatly realize that the world around you seems to speed up! All you see are white blurs whizzing around you, then before you can react, you feel a sharp sting in your neck, then you fall backwards against the wall as you lose equilibrium, and slump to the floor, embracing the cozy, familiar darkness...

 

 

 

 

 

 

 

 

 

 

111
While these people do seem startled by your sudden entrance, they do not appear to be hostile - which makes you feel foolish for charging in prepared for battle. Shamefaced, you stammer an apology for barging in. One of them stands and moves towards you. He introduces himself as Ceiran, an initiate in the Order of the Oak, and asks who you are and what you are doing coming into the room the way you did.

"I can’t remember who I am," you reply. "I just came in here and I smelt food. I'm very hungry."
"Sit down and eat something," Ceiran says. You sit down and Ceiran introduces you to the others at the table. Apparantly an old man at the top of a small table is the Order's leader. After you have eaten (restore 2 strength), Ceiran explains that the Order of the Oak is an order of Druids. "Tomorrow is the winter solstice, and we will be travelling South to the stone circle to conduct the ritual. You are welcome to join us." says Ceiran. Do you:
Journey with the order? Go to 108.
Decide not to? Go to 109.

 

 

 

 

 

 

 

 

 

 

112
You let loose with a war cry as you leap forward from under the table towards the young man. He reacts quickly to your surprise attack and avoids taking a lethal blow. Even so, he is severely wounded by your attack, and seems incapable of taking any action against you. Just then, you become aware of startled shouts emerging from beyond the doorway. Looking through, you see a room with a table and more men wearing white robes. The one who was sitting at the end of the table (who looks to be the oldest) sees you and starts mumbling something in a quiet voice while his hands start moving in obsure patterns.

In moments, you see a green glow fading from his pattern-weaving hands. You immediatly realize that the world around you seems to speed up! All you see are white blurs whizzing around you, then before you can react, you feel a sharp sting in your neck, then you fall backwards against the wall as you lose equilibrium, and slump to the floor, embracing the cozy, familiar darkness...

 

 

 

 

 

 

 

 

 

 

113
You decide to wait and continue to observe this stranger's actions. He continues to move through the room towards the door opposite when suddenly he stops, as if struck by a sudden thought. You tense, wondering if he has noticed something which has betrayed your presence. If you have eaten the food mentioned previously, you are especially nervous, since you're sure he will notice that it's missing. He turns, and looks directly at your hiding spot.

"I have sensed your presence, so you might as well reveal yourself" he says. Realising that somehow you have been detected, you decide to come out of hiding. He introduces himself as Ceiran of the Order of the Oak. Despite your militaristic appearance, he doesn't seem to be afraid of you, although he is understandably curious and asks who you are and what you are doing here.

"I can’t remember who I am," you reply. "I just came in here and I smelt food. I'm very hungry." Ceirn invites you into the other room where you can sit down at a table and eat something. You sit down and Ceiran introduces you to the others at the table. Apparantly an old man at the top of a small table is the Order's leader. After you have eaten (restore 2 strength), Ceiran explains that the Order of the Oak is an order of Druids. "Tomorrow is the winter solstice, and we will be travelling South to the stone circle to conduct the ritual. You are welcome to join us." says Ceiran. Do you:
Journey with the order? Go to 108.
Decide not to? Go to 109.

 

 

 

 

 

 

 

 

 

 

114
You decide to wait behind the door to get a better view of who (or what) is coming through the door. Before long, you notice a tall young man in white robes walk through. He does not notice you at first. Do you:
Jump out and attack him from surprise? Turn to 115
or step out and introduce yourself? Turn to 117.

 

 

 

 

 

 

 

 

 

 

115
You jump out and immediately launch a vicious attack. Your target is a young, taller than average male human dressed in white robes. Such is the effectiveness of your surprise attack that your foe has barely enough time to give a startled gasp before he receives a mortal wound. You are pleased with your skill - your blade almost seemed alive as you made that attack. You are somewhat curious about who it was that you killed, but a quick search of his clothing and belongings reveals nothing - not even a weapon. You begin to think it was a mistake to have killed this person so hastily, and start to regret the skill that allowed you to kill so easily. Reduce your Skill by 2 until you can find someone who will give you absolution for your sins (a priest or any friend of the person you killed will do - if you can get their forgiveness). Resolving not to be so hasty in the future, you move into the main room. You decide to ignore the lesser doorways, and may choose between the long, narrow doors (turn to 150) or the doors with the gold handles (151)

 

 

 

 

 

 

 

 

 

 

116
This tall youth who has the impertenance to interrogate you does not even appear to be armed or wearing armor. You raise your weapon and begin to attack him. The youth will not attempt any counterattack in this battle, but instead will be attempting to dodge out of the way and flee. His skill reflects only his ability to dodge your blows (all out defence, no attack). Any round in which his total skill equals or exceeds yours indicates he has dodged your attack - no damage will be done to you. If his total skill exceeds yours by 3 or more, he has managed to flee.

Unarmed Youth: Skill 13. Life Points 8        Damage 0 (dodging or fleeing)

If you kill him, you can investigate the long, narrow doors (turn to 150) or the doors with the gold handles (151)
If he manages to flee, you should immediately turn to 152.

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