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  SHADOW THIEF: HUNTED 
  BY 
  DAVID LOWRIE 
   
   
  TEXT COPYRIGHT © 2020 BY DAVID LOWRIE 
  ART COPYRIGHT © 2020 BY DAVID LOWRIE 
  FRONT COVER COPYRIGHT @ 2020 BY MICHAEL SHEPPARD 
   
  ALL RIGHTS RESERVED. THIS BOOK OR ANY PORTION THEREOF MAY NOT 
  BE REPRODUCED OR USED IN ANY MANNER WHATSOEVER WITHOUT THE 
  EXPRESS WRITTEN PERMISSION OF THE PUBLISHER EXCEPT FOR THE 
  USE OF BRIEF QUOTATIONS IN A BOOK REVIEW. 
   
  10 9 8 7 6 5 4 3 2 1 
  FIRST PRINTING, 2020 
   
  ISBN 9-798638073060 
   
  BLACK DOG GAMEBOOKS 
   
  BLACKDOGGAMEBOOKS@GMAIL.COM 
  
   
   
   
  Shadow Thief  
  Book  Two 
  Hunted 
   
  Words and pictures  
  By 
  David Lowrie 
  Front cover by Michael Sheppard 
   
   
  BLACK DOG 
   GAMEBOOKS 
  
   
   
   
  Acknowledgements 
   
  Rob Hatton  
  James Spearing  
  Richie Aspie Stevens 
   
  Thanks to you for helping by play testing this book and looking for 
  any gremlins.  
   
  Thanks also for proof reading to: 
   
  Rod Winter 
   
  Thanks also to the members of the Facebook Gamebook Authors 
  Guild for their advice, generosity and support. Having an on-line 
  community for me as a new writer has been a great experience.  
   
  And, finally thanks to my family for supporting me, as I endlessly 
  doodle, draw, print, type, read, cross-out, swear and stick pieces of 
  A4 paper together (should’ve used A3) 
  
   
   
   
  Playing a gamebook 
  The chances are that if you have bought this book, then you will 
  probably know what a gamebook is. If so, then please feel free to 
  move on straight away to the next section.  
   
  If by some chance you haven’t played a gamebook before, then it’s 
  basically interactive fiction. Most books are sequential. You start at 
  page 1 and read page 2, 3 etc. until you get to the final page and 
  the end and each time you read it, the book is the same and the 
  story is the same. 
   
  In a gamebook, however, you make choices which indicate which 
  way the story goes. The book is divided up into numbered sections. 
  You start at section 1. You read the text, and you are given the 
  option of, for example, turning left, or turning right.  
   
  If you turn left you will be told to turn to a new section, let’s say 142. 
  If you decide to turn right, then you are told to go to section 34. 
  Therefore, the choices you make determine which route you take 
  through the book. I would say that you are the hero in your own 
  story, but let’s see, shall we? 
   
  As well as that, you also create a character, with different attributes. 
  In this book there are things like fighting skill, ENDURANCE and 
  agility. Your fighting skill helps you when you meet beings you may 
  have to fight. Your ENDURANCE is how healthy or close to death 
  you are, as you can easily die in this book - probably many times in 
  many different but equally gruesome ways. If your ENDURANCE 
  gets to zero, then unless told otherwise, you are dead and your 
  adventure will end. This means you will have to start the book again 
  – and maybe try a different route, or just be luckier.  
   
  Things like fights and tests are determined by rolling dice and 
  adding them to different attributes. For this book you will need two 6 
  sided dice (called d6).  So if you are told to roll 2d6 – you roll two six 
  sided dice and add the numbers together. If you are told to roll 1d6 
  – roll one 6 sided die. 
   
  As well as dice, you will also need a pencil (not a pen!), a rubber 
  and paper. To keep track of your attributes, which will change over 
  
   
   
   
  time, there is an adventure sheet in this book which you can write 
  on, or ideally photocopy so you can use them again and again.  
   
  I would also recommend using blank paper to draw a map, or a 
  route through the book, as there may be times when the path is not 
  clear and mapping where you have already been will help you 
  immensely.  
   
  Of course, this being your gamebook now (as hopefully you have 
  bought it from me) then you can ignore the dice rolling etc., and just 
  read it and try to find your way through without worrying about 
  dying. It’s entirely up to you. 
   
  So, whichever way you choose, then I hope you enjoy your time 
  playing this book. This is my third published gamebook, and so 
  there may be errors, typos or mistakes. If you do find any then 
  please let me know by joining and commenting on my Facebook 
  page: 
   
  THE HELLSCAPE GAMEBOOK SERIES 
   
  Or via: 
  Twitter:  
  Black_dog_gamesbooks @ BGamebooks 
  Instagram:  
  blackdoggamebooks 
  Email:   
  blackdoggamebooks@gmail.com 
   
  Any feedback would be much appreciated. If you get stuck, drop me 
  a line and I will give you a hand (if you deserve it!). 
   
  The Facebook page will also keep you informed of upcoming 
  gamebooks that I am in the process of writing.  
  
   
   
   
  Your character’s statistics 
  Throughout your adventure you have a series of stats that will 
  determine how good you are at fighting, how fortunate you are, how 
  long you can keep going for and how quick you are. Each of these 
  need to be generated by rolling dice and recording them on the 
  Adventure sheet in the book. These attributes will change over time 
  – normally for the worst! 
   
  Fighting Skill 
  Roll 1d6 and add 6. This is mainly used in combat. It is how 
  proficient you are with arms and in hand to hand combat. There may 
  be weapons or other items that will enhance (or decrease) your 
  FIGHTING SKILL (FS). Your FIGHTING SKILL, can go above its 
  original value with some additions.  
   
  Agility 
  Roll 1d6 and add 6. AGILITY is useful in lots of ways. In combat it 
  helps you defend against attacks. In pursuits, or other times, then it 
  can help you escape from enemies. It can also help you dodge traps 
  due to your speed of movement. It can never exceed its original 
  value, unless you are told otherwise. 
   
  Endurance 
  This is the ability of your human form to carry on and take wounds. 
  To find out your ENDURANCE, roll 2d6 and add 12. If your 
  ENDURANCE gets to 0 during a game, your physical form is dead, 
  and your adventure is (most likely) over. You will have to start the 
  book again.  
   
  
   
   
   
  Fitness 
  To find out your FITNESS, roll 1d6 and add 6 to the score. Fitness 
  is your ability to keep on running, moving or fighting despite your all 
  too human body getting tired. If you are in a fight, the longer it goes 
  on, then the more fitness has to do with it – as you get tired and so 
  are less able to attack and defend effectively. Fitness will go down 
  by a point after each round of a fight or pursuit. However, this is only 
  temporary, and it will return back to full levels by one point each 
  subsequent paragraph. So if you go into a second fight soon after a 
  first, you will be less able to fight.  
   
  Intelligence  
  This is the ability to think and reason. The higher your 
  INTELLIGENCE, the more likely that you may be able to escape 
  traps, outwit enemies and work out the logical puzzles. Roll 1d6 and 
  add 6. 
   
  Fortune 
  This is the most random of characteristics. Sometimes pure chance 
  will decide your fate. Some items you find may help (or hinder) your 
  fortune so be careful when deciding what you want to take with you. 
  Each time you test your fortune, subtract one from your FORTUNE 
  score – as luck is fickle, and good fortune does not last. When you 
  test you FORTUNE you need to roll below or equal to your current 
  score. To find out your initial FORTUNE, roll 1d6 and add 6.  
   
   
  
   
   
   
   
  
   
   
   
  Combat
  OPPONENT
  Name
  END
  FS
  FS
  END
  Shadow
  OPPONENT
  Name
  END
  FS
  FS
  END
  Shadow
  OPPONENT
  Name
  END
  FS
  FS
  END
  Shadow
  OPPONENT
  Name
  END
  FS
  FS
  END
  Shadow
  OPPONENT
  Name
  END
  FS
  FS
  END
  Shadow
  OPPONENT
  Name
  END
  FS
  FS
  END
  Shadow
   
   
  
   
   
   
  Combat
  OPPONENT
  Name
  END
  FS
  FS
  END
  Shadow
  OPPONENT
  Name
  END
  FS
  FS
  END
  Shadow
  OPPONENT
  Name
  END
  FS
  FS
  END
  Shadow
  OPPONENT
  Name
  END
  FS
  FS
  END
  Shadow
  OPPONENT
  Name
  END
  FS
  FS
  END
  Shadow
  OPPONENT
  Name
  END
  FS
  FS
  END
  Shadow
   
   
  
   
   
   
  Making “Test your…” rolls 
  There will be (possibly) many times when you are told to test an 
  attribute. Unless told otherwise, the normal thing to do is roll 2d6 
  and compare this to the attribute you are testing.  
   
  If you roll less than or equal to your current score in that attribute, 
  you pass. If you roll higher, you fail and have to face the 
  consequences. The act of rolling 2d6 may be the difference 
  between life and death! 
   
  For example, if you TEST YOUR FORTUNE, roll 2d6 and compare 
  that to your current FORTUNE score. If it is less than or equal to 
  your current score, then you pass.  
   
  Combat 
  Combat is often avoidable, but sometimes inevitable. To get through 
  this ordeal, there will be times when strength of arms or an iron fist 
  are the only way you can proceed.  
   
  This type of combat is aimed at those who either haven’t played 
  many game books, or just want to have a quick play through. This is 
  the same as a lot of game books, in that you and your enemy both 
  have a FIGHTING SKILL (FS).  
   
  You roll 2d6 for your character and add the result to your FIGHTING 
  SKILL. Now roll 2d6 and add the resulting number to your 
  opponents FIGHTING SKILL.  
   
  The one with the higher total has hurt the other who loses 2 
  ENDURANCE points. You continue until you or your opponent has 
  0 ENDURANCE (END) – and so is dead or defeated.  
   
   
  
   
   
   
  Skills 
  It’s been three years since you were indoctrinated into the Guild of 
  Thieves. In that time your rise through the ranks has been nothing 
  short of remarkable. Still just out of your teens, you have a 
  reputation as being one of the best thieves in the illustrious 800-
  year history of the Guild. You have pulled off some of the most 
  infamous heists and theft in recent guild history and are one of the 
  Guild Masters most trusted lieutenants.  
   
  Due to your promise and proven abilities, you have been given 
  additional training in the Skills of the Masters.  
   
  During this time, you have initially mastered 5 of the Skills of the 
  Master Thief. You choose these Skills in Jailbreak. 
   
  However due to your experiances of the last coupkle of days, you 
  can now choose two new Skills – one Physical, one Mental 
   
  Some may help you in this adventure, some may not but will do in 
  further adventures. So choose wisely. 
   
  
   
   
   
  Physical Skills 
  Speed and Agility: All thieves are agile and quick, but you have 
  been given additional training to give you the agility of a trained 
  gymnast. It also means that your body is supple and limber, and you 
  are able to often fall and land on your feet, or roll to reduce injury.  
   
  You are also able to move much faster than most people, both in 
  reflexes and physical speed. This means you can often outrun 
  opponents, or react quicker to allow you to get the first strike in.  
   
  Move silently and hide in shadows: Stealth is a vital part of a 
  thief’s skill set, and working predominantly after night you are at 
  home in the shadows. You are able to easily slip into the shadows 
  and seemingly disappear from view as if by magic.  
   
  Your training and clothing also allow you to move almost silently on 
  most surfaces and to pass without leaving a trace – except in the 
  most extreme conditions. Having lived mainly in the dark, you also 
  have exceptional night vision. However, due to your overly sensitive 
  vision, bright lights or environments can sometimes dazzle you. 
   
  Lock picking: One of the first things you were taught was to pick a 
  lock. You are able to open all but the most complicated locks in a 
  matter of moments, and also know how to jam a lock to make it un-
  openable – even to someone with a key.  
   
  You are also trained in the use of corrosive potions that can help to 
  dissolve the largest and sturdiest locks or barricades. Your trusty 
  lock picks are sewn into the soles of your soft leather boots. Do not 
  lose them, as your ability without them is limited. 
   
  Climbing: You are just at home on the rooftops as you are on the 
  streets. Having lived on these rooftops for several hours a day most 
  nights since you were a child, you have become an expert in 
  climbing onto roofs and scaling almost vertical walls.  
   
  Sewn into the sleeves of your clothes are also “cat’s claws” that you 
  can quickly put over your hands to give you extra grip. However, 
  given the majority of this experience was gained in the town, you 
  are less at home climbing in the wild – although you will still have an 
  advantage over most others.  
  
   
   
   
   
  Unarmed combat: Fighting is not the greatest attribute of a thief, 
  who would rather use stealth, guile and distraction. You also have 
  little love for blood, preferring not to kill, not for moral reasons so 
  much as the attention it draws.  
   
  However, at times you may be cornered and fighting is your only 
  option. You have been trained in various martial arts that give you 
  an advantage whilst fighting most unarmed foes. However, there are 
  limitations, and this skill will be of little use against an experienced 
  and armed opponent. So try to avoid fighting. Unless it’s the last 
  resort.  
  
   
   
   
   
  Mental Skills 
  Charm and guile: As a thief, you may find yourself in a situation 
  whereby the options are either to fight your way out, or talk your way 
  out. Against armed guards, fighting is inadvisable. However due to 
  your promise, you have been given training in the manners and 
  ways of courtiers, and educated to a much higher level than a 
  common cutpurse. This charm allows you to extricate yourself from 
  many a perilous situation, and also the ability to con and persuade 
  others to do what you want.  
   
  “Sixth Sense”: Your additional training in paying close attention to 
  your environment has given you the ability to sense or know when 
  something is not as it seems. This can be useful for a number of 
  reasons. You can often tell when a person is lying, or not who they 
  appear to be. Similarly, you can often sense when a situation is just 
  “wrong”, such as a potential trap – physical or mystical. This sixth 
  sense has alone saved your life on 7 occasions. However, this 
  ability is limited when moving fast or using your agility as the 
  environment moves too quickly for even your enhanced senses.  
   
  Chakra: You have almost complete control over your sympathetic 
  and parasympathetic nervous system. You can slow your breathing 
  and pulse to appear almost dead, you can enter a trance to reduce 
  your need for oxygen, food and water, and you can use the natural 
  energies of your own body to speed up the healing of minor wounds 
  and sprains. However, when you are using this ability, it negates all 
  your other skills – and so make sure that you only use it when it’s 
  safe to do so – or you have no choice! 
   
  Forbearance: This may not seem like a skill, but many a thief has 
  ended up dancing at the end of a gibbet due to alacrity. There is a 
  well-known saying in the Guild that “A hasty thief is often a dead 
  thief”. Regular mental training has given you the strength of mind to 
  ignore potentially dangerous impulses, and you think nothing of 
  waiting for hour upon hour for the right moment to strike. You have 
  also trained yourself to keep your body supple and responsive 
  during times of inactivity, to avoid stiffness and cramping. You can 
  also, despite being exhausted, often resist the temptation to sleep.  
   
  
   
   
   
  Divvy: As a thief you handle a lot of valuables – mostly stolen! 
  However, you must always be aware that there are a lot of fakes 
  around. A combination of experience, education and training has 
  given you the ability to spot a fake.  
   
  Equipment 
  You start your night’s work in your normal thief’s outfit. You are 
  wearing plain and unremarkable clothing in black and grey. All black 
  looks suspicious whilst moving though the town. Your jerkin is of the 
  softest and supplest leather, and adds protection of a light suit of 
  leather armour. A hood is hidden in the neck of the jerkin. Cat’s 
  claws are also sewn into the arms of the jerkin that can be used to 
  aide climbing. 
   
  Your boots are also the softest leather, with added grip to the very 
  soft soles to allow purchase when climbing whilst still allowing you 
  to move with great stealth. Sewn into a false sole of your left boot is 
  your set of lock picks. In the top of the right boot, there are a couple 
  of small phials of corrosive potions.  
   
  You are armed only with a two long thin sharp stilettos, well-hidden 
  in a scabbard along your back. They are perfectly balanced and can 
  also be thrown. You also have a small length of  wire with a hook, a 
  20m coil of lightweight slim rope, a collapsible bag for your loot, and 
  a handful of poisoned caltrops.  
   
  You are carrying no provisions as you are not expecting a journey, 
  but have some snacks to give you energy enough to give you a 
  boost of 2 ENDURANCE points.  
   
  Tonight started just as practically every other night has done for the 
  last three years – on the roof tops. 
  Eating food 
  If your ENDURANCE is getting low, you can get food to recover 2 
  ENDURANCE points. You cannot do this during a fight and you can 
  only eat one meal per section. 
   
  
   
   
   
  Your character 
  This is the second book in the Shadow Thief series. You are 
  Shadow, a young thief of exceptional promise and talent.  
   
  If you can survive to the end of this book, your character will be 
  used in future books in the series. Over time, you will learn new 
  skills, grow in ability, and become more adept at your profession.  
   
  Therefore, some objects you may find in this adventure, or skills you 
  may choose, may not have relevance in this book, but they may in 
  the future.  
   
  Now you are ready to start your adventure. 
   
   
   
  Turn the page to the Prologue 
   
  
   
   
   
  Prologue 
  The grate lock gives, and you push it open and climb through. Then 
  with a start you realise you are standing in a vestibule atop a tall, 
  marble clad spire, in the centre of the Amaldi City itself. You look 
  down over the many marble buildings and their stained glass 
  windows. The early morning light reflects off the white stone and 
  coloured glass so that it almost blinds you.  
   
  You are staggered to realise that the exit from that evil chamber 
  ended up here. Then you remember the words of Inista, who you 
  found close to death in the cells.  
   
  “There….is a great….evil in Laeveni. The man in charge of this 
  blockhouse is one of …. its chief lieutenants… but the true 
  head of the dragon has yet to be revealed. You must stop this 
  power, as it threatens not just the Guild, but the whole of 
  Laeveni itself….even Most Holy……Visit the Apothecary on 
  Singing Avenue, and ask for Livia. She can tell you more” 
   
  You know the chief lieutenant is De-Villiers, but he had become 
  something more in the catacombs under the Holy City. You shudder 
  when you realise the implications that high level members of the 
  One True Church may be involved, in a plan that threatens not just 
  your life, but possibly all life on Laeveni.  
   
  You look around and see a door from the tower, which you hope will 
  take you back down to street level. You resolve that you must find 
  Livia and find out more.  
   
  You open the door and walk through it.  
   
  Turn to 1 
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
  
   
   
   
  1 
  You have never been inside the walls of the Holy City before. In 
  fact, you have rarely even been to the upper city, as most of this is 
  taken up by the fortress atop the left cliff and the walls of Amaldi 
  itself. Dawn is approaching and you need to make it back down to 
  the harbour, and seek out Livia. 
   
  But first you need to escape from the Holy City. You walk down the 
  steps from the tower and find a door at the bottom. You slowly open 
  it and peer through. You are at the side doors of one of the main 
  churches in Amaldi. You don’t know its name but you can see from 
  the grandeur that it is important. 
   
  You look carefully around in the pre-dawn light. The church is a 
  huge domed building, surrounded by lavish gardens and a tall ivory 
  clad wall. Guards patrol atop the wall, wearing the ceremonial 
  uniforms of the Amaldi Guard.  
   
  The uniforms are white, but striped with gold, and the breeches pull 
  out from the waist before being drawn in above the knee. The 
  guards wear elaborately tied white sandals with gold pom poms 
  affixed to the closed toes.  
   
  On their heads are wide brimmed white hats, with gold feathers in 
  their rims. The whole outfit looks ridiculous, ostentatious and 
  impractical to your young eyes. However, the way they carry their 
  halberds and their vigilant manner means you shouldn’t 
  underestimate these men. Despite looking like peacocks, they are 
  professional fighting men and zealous in the protection of the 
  Church. 
   
  You decide to make for the gates and try to slip through. You look at 
  the options. You can either head down the main route to the gates, 
  or try to sneak around behind the barracks nearby.  
   
  If you want to try the main route, turn to 212. If you would rather try 
  to sneak out, turn to 213 
  
   
   
   
  2 
   
  You remember as you hide in the corner that you found a dark cloak 
  in the blocktower. You quickly find it in your bag, and shroud 
  yourself in it. Then you use all your training to become almost 
  preternaturally still. You try to slow your breathing and are almost in 
  a trance like state. 
   
  You can still hear the footsteps above and the murmuring voices, 
  and the occasional thud as they search the small shop. Clearly they 
  didn’t see you go into the cellar and so they are not sure where you 
  went. With luck they may not search the cellar. 
   
  But these men are thorough, as soon the hatch opens a crack, and 
  then more, and then a large man carrying a lantern moves slowly 
  down the steps. In his other hand is a large battle axe. He stands at 
  the bottom of the cellar steps, and starts to walk around the room 
  slowly, using his torch to illuminate every nook and cranny. You are 
  sure to be found. 
   
  You wait for the inevitable, but the torch goes within two feet of your 
  face and yet the man’s almost handsome face does not change – it 
  remains set in a look half of boredom, half of disappointment. He did 
  not see you! 
   
  Fortunately, you have found a Cloak of Night, a charmed garment 
  that works to throw light away from the wearer, and make them 
  imperceptible to the naked eye. Legend has it these Cloaks can 
  hide a man in daylight, unless the sun shines directly on the wearer. 
  The large man gives up his search with a grunt, and walks back 
  over to the steps and trudges back up them. The cellar hatch is 
  thrown back down and once again you are in darkness. They 
  continue to search the shop for a few more minutes, and then you 
  hear the footsteps move away. You breathe. 
   
  Turn to 22 
  3  
  You spend time sat on the riverbank recovering and trying to dry off. 
  You take off your boots and hose and strip to the waist, and wait 
  until you dry off. Whilst you are doing this, you examine the contents 
  of your bag. Roll 1d6. 
  
   
   
   
  If you roll 3-6 you were lucky, and have not lost anything from the 
  bag. 
   
  If you roll 1-2, then you were unlucky, and have lost that many items 
  from your bag. Remove these items from your adventure sheet. 
   
  Despite the late hour, it’s still hot and dry in Laeveni and you are 
  soon able to dress again. You decide to return to the Harbour, as 
  you feel that Celdron and Elrad will by not be looking elsewhere for 
  you and you have contacts in the Harbour who may be able to help 
  you more with uncovering who is behind the treachery in the Guild. 
   
  Turn to 11 
  4 
  You hare along the street as fast as you dare. You run away from 
  the larger streets and towards the alleys, hoping to lose your 
  hunters in the small streets. 
   
  But as you turn the corner you groan inwardly as you see that 
  there’s a massive brawl taking place between some Dwarves and a 
  group of Goblins. You try to thread your way through, without getting 
  embroiled in the fight.  
   
  TEST YOUR SKILL. If you succeed, then you successfully 
  managed to get across the road unscathed. 
   
  If you fail, you run into a dwarf and take a fist to the face for your 
  troubles. Lose 2 ENDURANCE. It has also cost you valuable 
  seconds as you have to pick yourself up off the floor. To determine 
  how many, roll 1d6. 
   
  If this means that either or both of your hunters have caught you 
  turn to the necessary reference. 
   
  If you are still ahead after the next round, then turn to 15 
   
  
   
   
   
  5 
   
  You vault the counter and pull open the cellar door in one smooth 
  action, and drop down into the dark and musty cellar, closing the 
  hatch behind you. 
   
  TEST YOUR AGILITY 
  If you did this quickly and skillfully enough turn to 17. If you failed 
  your test turn to 31 
  6 
  You realise time is of the essence and so you can’t stay here long, 
  and so you knock back the remnants of your pint. Your head starts 
  to spin a bit. You rarely drink, as it affects your agility and dulls your 
  reflexes, and the beer here is stronger than you are used to – as the 
  area’s main customers are fishermen, all rough and tough, and 
  demand a good strong ale at the end of a day’s fishing. 
   
  Throw 3d6. If this is more than your current ENDURANCE, then you 
  must reduce your SKILL level by a point for the next 10 references 
  –until you can sober up a bit! You hope you can find Twentyman 
  soon as you are struggling to cope with the strength of the beer. 
  If you throw less than or equal to your ENDURANCE, you feel 
  slightly tipsy but nothing serious.  
   
  Turn back to 128 and try another tavern. 
  7  
  You look at Bigly and size him up. He is obviously a local at the 
  tavern, and well known, and gamble that he has pride in his local.  
   
  You reply, “Sir, my humblest apologies. I meant no offence. It’s 
  just the outstanding ale in this most excellent tavern has gone 
  straight to my head. You are most lucky to frequent such a fine 
  tavern – it must be the best ale in the city” 
   
  Bigly grunts, and then laughs, and slaps you on the back which 
  knocks you half a step forward. Lose 1 ENDURANCE  
   
  
   
   
   
  “Indeed it is, my fine lad, The Pillars is the best tavern in the wharf 
  front, and I will clobber anyone who says otherwise. I’ve not seen 
  you before. I wouldn’t want you to think The Pillars is unfriendly. 
  Come, let me buy you a beer and put this behind us” 
   
  Bigly is obviously quick to anger but quick to forgive. You dare not 
  say no to his offer. He lurches to the bar, his large arm around your 
  shoulders as you are obviously his new best friend. He buys you 
  another pint, and you drink it as quick as you can, without causing 
  offence. Bigly is surprisingly good company and he shakes your 
  hand warmly when you say you have to leave. With regret, you 
  leave.  
   
  Make sure you record that you have had 2 pints in The Pillars. 
   
  Turn back to 128 and try another tavern or hostelry. 
  8 
   
  You roll back onto your feet like a cat into a crouch. You hand flies 
  to the stiletto and the base of your spine. The smoke is clearing 
  from the room and you can smell naphtha. You blink to try to clear 
  the tears from your eyes caused by the acrid smoke. One quick 
  glance is all it takes for you to take in your situation. The front of the 
  shop is no longer there. It has been blown in and jagged pieces of 
  timber jut into the small shop room. The glass is all over the floor 
  and embedded in the furniture such was the force of the blast.  
   
  Poor Livia was thrown back by the force of the explosion onto the 
  back counter. Judging from the amount of wounds and blood, she is 
  very clearly dead. 
   
  You look through what’s left of the shop front, keeping your body 
  low to the ground and compact in case someone is taking aim at 
  you with a crossbow. Outside you see shadows emerging down the 
  street towards the shop. Your quick eyes soon pick out their clothing 
  and features. They are in the uniform of the Black Guard and you 
  can see two distinct figures. 
   
  One is small, slight and moves quickly. His hair is greasy and a 
  scraggly beard covers most of his pock marked face.  
  
   
   
   
  The other is the huge. Tall and broad, he towers above his 
  companion, and a broad headed battle axe is hooked into his belt. 
  His hair is long, blonde and braided, and his face clean-shaven.  
   
  Either De-Villiers’ men have found you, or they have linked Inista to 
  Livia.  
  As they come into focus you realise that as of yet they haven’t seen 
  you. You know you cannot avoid a confrontation with the two of 
  them. Elrad by himself would be more than your match. Your only 
  hope is to flee – and quickly. 
   
  Your choice is limited. 
   
  Just as you are deciding, Celdron spots you and alerts Elrad and 
  they both start to run towards you. 
   
  Do you: 
  Jump up and grab one of the remaining joists and pull yourself onto 
  the half destroyed roof? Turn to 66 
  The cellar door is visible behind the half destroyed counter. Do you 
  want to vault the counter and try to enter the cellar? Turn to 5 
  Flee out of the front of the shop and trust you can outpace your 
  pursuers? Turn to 73 
  9 
  You glance behind and can see your pursuers are still on your trail. 
  Your options are limited. The next thing you will need to do is cross 
  into the main area of the market and try to lose your pursuers in the 
  Market Place. However, this is a wide thoroughfare that is far too 
  busy and often populated by guards. You cannot hope to run across 
  the street without attracting notice. As soon as you turn the corner, 
  you stop running. 
   
  Do you have an old black cloak? If you do turn to 21 
  Do you have the SKILL of DISGUISE AND HIDE IN PLAIN 
  SIGHT? If you do, turn to 129 
   
  If not, you will have to trust to luck 
   
  TEST YOUR FORTUNE but add 1 to the roll. If you are lucky turn to 
  77. If you are unlucky, turn to 131 
   
  
   
   
   
   
  10 
  You decide to make your way to a friendly tavern you know of where 
  you can get intelligence. You sneak down a side street off Bridge 
  Street towards the main centre of the harbour district – the tavern is 
  only a short walk away. However as soon as you turn a corner you 
  stop dead. Standing in the alley is Celdron, who as luck would have 
  it is facing the other way.  
   
  There is no sign of Elrad – and you and Celdron are a similar size. 
  You decide it’s about time you rid yourself of this nuisance – whilst 
  he is alone. These thoughts flash through your mind in a fraction of 
  a moment and you act without thinking first. 
   
  You must fight Celdron. If you have lost a knife, remember to reduce 
  your SKILL by 1. 
   
  His fighting abilities are different to his running skill: 
   
  Celdron   
  FIGHTING SKILL 9   ENDURANCE 11 
   
  As Celdron is turned away, you can strike at him unprotected for the 
  first round – he will not get a chance to strike. 
   
  TEST YOUR SKILL. If you succeed, you manage to strike him 
  unprotected from behind – and you cause 2 ENDURANCE damage 
  to his starting score above. You can TEST YOUR FORTUNE to try 
  to double this. 
   
  If you fail, Celdron’s reflexes save him and he parries your blow. 
  Continue your fight.  
  If you get Celdron’s ENDURANCE down to 2 or less in less than 8 
  rounds, turn to 62 
   
  If you are still fighting after 8 rounds, turn to 132 
  
   
   
   
   
  
   
   
   
  11  
  You carefully approach the bridge, without trying to look too careful. 
  Your adversaries could be anywhere around. You stop and wait at 
  the side of the bridge, sitting down on the floor, and playing the part 
  of a beggar. You wait, occasionally asking for alms from passers-by. 
  You even manage to earn some gold pieces from drunk sailors with 
  too much money in their purses. 
   
  Throw 1d6 and add this amount of gold to your adventure sheet. 
  After half a turn of the watch, you can see no evidence that anyone 
  is watching the bridge and so you get up, bitterly complaining, and 
  stump across the bridge, turning your knee inwards so that you 
  effect a notable limp. 
   
  You get back over to the other side, and slip down the side streets.  
   
  Did you leave your thief bag on the roof. If you did turn to 91 
  If you didn’t, turn to 10 
  12 
  Jac holds out his hand. In it is a blood red jewel set in a gold fixture 
   
   “Take it. I was able to go back and get it before I escaped. I 
  had hidden it in my cell. But I am not fit to carry on. Livia may 
  have stayed the bleeding, but it will be weeks before I recover. 
  You will have to act for me. Will you?” 
   
  You nod 
   
  “Good. I knew I could count on you. I was not the only one 
  taken. The magic user Inista was also imprisoned in that foul 
  dungeon. Do you know of her?” 
   
  Again you nod and reply  
   
  “She’s also dead, I found her in the cell 2 doors from yours. 
  She was tortured to death. But she was just alive when I found 
  her and she told me to seek out Livia” 
   
  Sorrow crosses his face. Then he steels himself and says in a voice 
  cracking with emotion. You realise how weak he is. 
  
   
   
   
  “Inista and I were………close. In the past few months she had 
  given me information that made me a lot of money but it was 
  more than that. We became…..involved. I loved her and she 
  loved me” 
   
  He shakes his head to clear it but continues. 
   
   
  “Recently she had become upset and worried. Her divination 
  had discovered something…..rotten… at the core of Laeveni. 
  And something evil. This power is totally and incontrovertibly 
  evil and if left unchecked will lead to the destruction of 
  Laeveni, and the enslavement of all the world. The only people 
  she trusted with this were Livia, and myself. She also told me 
  that this evil had infiltrated the Guild as well, maybe even 
  Twentyman himself.” 
   
  You gasp out loud. Normally able to control your emotions, but this 
  is shocking news. Twentyman, so named for his huge size, is the 
  head of the Guild of Thieves. 
   
  “I still need to rest. I am not strong enough to carry on. Shadow 
  – it is down to you. You must try to find out more and stop this 
  power. Thieves make poor heroes, but it seems the Gods have 
  chosen you. Seek out Twentyman” 
   
  Turn to 128 
  13 
  Lecas grunts as you order, and turns his back and picks up a mostly 
  clean ale jack and fills it quickly from the tapped barrel racked on 
  the counter behind him. You hand over the gold, and lean casually 
  against the bar and Lecas places the foaming ale on the bar 
  counter.  
   
  You pick it up and have a drink. It’s a dark porter, thick with malt and 
  a tight frothy head. The ale is nourishing and as it’s a porter, it’s the 
  equivalent to a meal.  
   
  Restore 2 ENDURANCE points if you need to. 
   
  Turn to 108 
  
   
   
   
   
   
  14 
  Legend has it that the One Eyed Rat was named after a famous 
  smuggler and pirate, Delosa, who had a fearsome reputation in 
  every port on the Scarlet Ocean. Despite being small and scrawny, 
  he was vicious and merciless, and was described as fighting as 
  furiously as a cornered rat. That he also had at some stage lost an 
  eye in a fight added to the name. The name stuck. 
    
  So now you find yourself back where you were at the beginning of 
  last night, which now seems like days ago. The Rat is a long low inn 
  right by the harbour. Its roof is mostly covered with climbing ivy. 
  From its windows you could watch the ships docking on the wharf – 
  and so it was an excellent place for thieves to watch for business 
  opportunities.  
   
  The Guild has strong links to the Rat, and it would be a good place 
  for Twentyman to frequent if he was concerned for his life. You 
  swear to yourself – why didn’t you try this place first? Maybe it was 
  last night’s experiences which blocked it from your mind. 
   
  You head into the inn. It’s busy and lively with games of cards and 
  knucklebones going on at various table. There’s even a small stage 
  to the left with a garishly dressed troubadour playing his lute and 
  singing a good old sea shanty accompanied by a few of the locals 
  when it comes to the chorus. 
   
  If this is your fourth drink, turn to 93 
  If not, you enter the tavern. Turn to 43 
   
   
   
   
   
  
   
   
   
   
  
   
   
   
  15 
  For the next 3 rounds, you are racing around the side streets of the 
  harbour district. If you are still being pursued after these 3 rounds, 
  then turn to 9 
   
  If you lose both your hunters, turn to 149 
   
  If you get caught, then turn to the reference that deals with this: 
  Caught by Celdron (201), caught by Elrad (202), caught by both 
  (220) 
  16 
   
  You cross to the counter and try the tea. It is excellent. Regain 2 
  ENDURANCE and 1 FITNESS point if needed.  The tea also cleans 
  the poison from your body. You take the Sigil from your inside jacket 
  pocket. She sighs, and nods sadly. 
   
  “It is as I feared. That’s Inestas Sigil. No one could take it off 
  her without great difficulty and cost and so it must have been 
  given to you freely. And she would never give it away if she 
  thought she would still live. She must have trusted you at the 
  end, and so I must trust you” 
  “All is not well in Laeveni. Something is challenging Most Holy 
  Zacatecas's power. The Church is not a kindly Lord, far from it, 
  but Laeveni has lived under their rule for over 400 years – and 
  in that time it has, well, prospered. There have been no wars 
  between the Guilds, and everyone knows their place – or 
  knows the consequences. But now I fear things have 
  changed.” 
   
  “Zacatecas’s ship sailed out of Laeveni some 4 months ago. It 
  is usual for the Zacatecas to go to a retreat in the summer 
  months to avoid the heat of the city, but never in winter and for 
  this length of time. Most Holy has never left Laeveni for so 
  long” 
   
  
   
   
   
  “In this time, someone, or something is trying to seize power 
  away from the Most Holy. And the Zacatecas is a Power in this 
  world, and so nothing less than this would dare cross her. All 
  Inista knew was that she suspected that Kaptain De-Villiers had 
  been corrupted by this Power, and is the main servant of this 
  new horror.  
   
  Do not underestimate De-Villiers, or the Black Guard under his 
  command. There were also rumours that your Guild has been 
  infiltrated – as she had been told that by one of the Guild’s 
  members – a young thief who has also gone missing.” 
   
  “I feel that there is something of great evil behind this. Inista 
  knew more but would not tell me all. The last thing she said to 
  me was that the key to this is in a stone of blood. That must 
  have been just before she was taken by that wicked De-Villiers. 
  That’s all I know” 
   
  Do you have a ruby amulet? If so turn to 81 
  If not, turn to 47 
  17 
   
  Your eyes slowly adapt to the near dark in the cellar. You can make 
  out shelves full of goods for the store, and ledgers and scrolls, as 
  well as many containers of various herbs, potions and ointments. 
  The air is still and there is no evidence of a tunnel or a door out – 
  except the one you came in. 
   
  You hear the tread of feet on the floorboards above and dust drops 
  from the cellar ceiling into your eyes. You hear the mumble of 
  voices, and the footsteps come closer to the hatch. You realise that 
  they are going to check the cellar. You are trapped! 
   
  Do you have a tattered old black cloak? If yes, turn to 2. If not, turn 
  to 48 
   
  
   
   
   
  18 
  You jump down off the rooftops and head quickly towards the 
  Market Square. Both your pursuers are still close on your heels.  
   
  Turn to 134 
  19 
  They arrive at your table and without asking seat themselves next to 
  you. They smell of stale ale and even staler sweat. The leader, a 
  man with a cast in his left eye, smiles an evil smile at you.  
   
  “Now then, my fine fella, it seems to me I know you from 
  somewhere. Where could that be?” 
   
  You can try to bluff, or try to escape 
   
  If you try to create a diversion, turn to 165 
  If you try to escape, turn to 150 
  20 
  A large shard of glass strikes you. Roll 1d6 to determine the injury it 
  causes. 
   
  If you throw 1-5, turn to 102 
  If you throw 6, turn to 106 
  21 
  You remember as you hide in the corner that you found a dark cloak 
  in the blocktower. You quickly find it in your bag, and shroud 
  yourself in it. Then you use all your training to become almost 
  preternaturally still. You try to slow your breathing and are almost in 
  a trance like state. 
   
  Fortunately, you have found a Cloak of Night, a charmed garment 
  that works to throw light away from the wearer, and make them 
  imperceptible to the naked eye. Legend has it these Cloaks can 
  hide a man in daylight, unless the sun shines directly on the wearer 
  – fortunately, it is not full daylight and so the cloak does its job 
  
   
   
   
  You stand in a corner of the Market Square and watch with your 
  heart still racing as Celdron and Elrad emerge into the street. They 
  stop and glare at the crowds, and push through the throngs, pulling 
  back cloak hoods on anyone that looks a similar size to you. This 
  nearly starts a couple of fights until the subject of their attention 
  sees the size of Elrad. 
   
  They slowly cross the street, and then eventually pass out of sight. 
  You have lost them – for now! 
   
  Turn to 149 
  22 
  After what seems like hours, but is in fact minutes, you judge it’s 
  safe enough to emerge from the cellar. You creep on light feet 
  across the cellar floor and ghost up the steps to the hatch. You 
  listen intently for a few minutes, but can hear nothing except the 
  normal hubbub of a night in Laeveni. You slowly push the hatch 
  open, expecting at any moment that the hatch will be thrown back 
  and you will be seized in a giant hand. Nothing happens. Your heart 
  thuds in your chest. You raise the hatch so that you can poke the 
  top of your head through and look around. All seems empty. 
   
  You eventually chance it, and emerge out of the cellar, and then 
  outside the ruined shop. You round a corner and climb quickly up 
  onto the safety of the rooftops. However, as you rise up onto the 
  roofs you see a few rooftops away your pursuers – and they have 
  seen you!  
   
  Now you must try and lose them in a race across the rooftops.  
   
  Turn to 235 
   
   
  
   
   
   
  23 
  You stagger back hurt and expect Bigly, who is clearly on top, to 
  take advantage. Instead he puts his sword to his face. You 
  recognise this is a sign to stop fighting and you do so, fearing the 
  consequence from his fellow guards if you strike an opponent who 
  had put up his blade.  
   
  You mirror his move, and suddenly Bigly laughs 
   
  “Ha ha, I show you, I gave you a good beating little man. Ha ha 
  I think I like you. You've got balls. Go on with your business"  
   
  He turns round laughing, seemingly immune to his injuries and sits 
  back down and resumes his game. You stand for a moment in 
  disbelief, then shake your head slightly and then carry on. Even 
  having been born and bred in Laeveni, sometimes it can still 
  surprise you.  
   
  Turn to 227 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  24  
  The Drunken Goat is the only tavern that’s on the right side of the harbour 
  and so you make your way to the Tithe Bridge and cross. This area is a bit 
  rougher than the port side. It’s close to the Warehouse District, a walled off 
  area where imported goods are stored by merchants and security is high. 
  Its known locally as Tent Town, as huge long warehouses that resemble 
  long tents dominate the area. Behind Tent Town is the Lowers – so known 
  as it’s the lowest area of the harbour district, and is just off the beach. It’s 
  also known as the Lowers as its where the main slums of Laeveni are –
  where most people are poorly paid and poorly educated.  
   
  The Drunken Goat is just off the beach, on a corned looking over the 
  harbour walls. It’s got a reputation for being lively, as a lot of dockhands, 
  fisherman and longshoremen go there to drink all of their meagre wages.  
   
  The tavern is named after a pet that the landlord of years gone by 
  kept, a bearded goat called Bernard. The goat was free to roam the 
  taproom, and was famous for stealing part filled mugs of ale from 
  inebriated customers, and drop the pewter tankards on the floor so 
  he could lap up the spilt ale. Then the customer would inevitably 
  return to the bar to buy a new ale, telling the landlord (who’s name 
  no one remembers) that the previous one was drunk by the goat – 
  but in local dialect it sounded more like “Drunk en tha goat”.  
   
  Eventually this just got shortened to the Drunken Goat – despite no 
  one ever reporting the goat was ever tipsy. So the goat became 
  legend, and his owner was forgotten.  
   
  You head across to The Goat. As you approach, the pub sounds 
  loud and lively, but not unfriendly. You enter through the front door 
  and it’s almost full to capacity with fishermen who are, well, as drunk 
  as the goat appears to be on the sign above the door. It’s even 
  noisier inside as you approach the bar. You have to dodge through 
  the crowds, getting the odd glare from a patron you have to gently 
  push out of the way. You accidentally push one fellow into another 
  next to him, and this starts an angry exchange between the two and 
  leads to a brief scuffle. You receive a punch in the face for your 
  troubles.  
   
  Lose 2 ENDURANCE points 
   
   
   
  
   
   
   
   
  
   
   
   
  You get to the bar otherwise unscathed and order a pint. The ale 
  only costs 1 gold piece – as the fishermen are parsimonious with 
  their money and wouldn’t drink here if it wasn’t cheap! The beer is 
  deceptive. It appears to be light and cool, with a nice fresh taste and 
  clean finish – but it packs a punch! 
   
  You can either stand at the bar and wait to see if anyone comes in. 
  Turn to 151 
   
  Otherwise you notice there are stairs up to a balcony. If you want to 
  climb the stairs and go to the left, turn to 173. If you want to turn 
  right, turn to 125 
   
  25  
   
  Either you are too drunk or too tired, but for whatever reason the 
  sailor feels your hand at his belt. He is a burly fellow, a good head 
  taller than you with a broad chest and heavily muscled arms. He 
  turns around surprisingly fast for such a big man, and his gnarled 
  and calloused right fist flies through the air and cracks into your jaw. 
   
  You fall to the cobbles like a sack of potatoes. 
   
  Turn to 30 
   
   
   
  
   
   
   
  26 
   
  You empty your rather light purse into Bigly’s hand. He stares down 
  at it in disgust.  
   
  But still he closes his giant, gnarled fist around the gold and lets you 
  go. You relax a bit. 
   
  “That it, runt? You think you can buy me with that paltry 
  amount?” And then he swings his fist towards your face.  
   
  TEST YOUR AGILITY. If you pass, then you manage to break free 
  of Bigly’s grasp and duck, and the punch just grazes the top of your 
  head. Lose 2 ENDURANCE and turn to 154 
   
  If you fail, Bigly’s large fist crunches square into your face. You reel 
  backwards, stunned and in pain.  
   
  TEST YOUR FORTUNE. If you are lucky, turn to 83. If you are not 
  so fortunate, turn to 154 
  27 
   
  Have you met someone called Jac before? 
   
  If you have and he was alive when you last saw him, turn to 76 
  If he was dead when you last saw him, turn to 39 
  If you don’t know anything about Jac, turn to 85 
   
  28  
   
  You need somewhere to lie low and plan. This is getting too 
  dangerous and you don’t know who you can trust. You remember 
  there’s a safe house known to very few in the Temple District that 
  you could use to lie low in. You head towards it, scampering south 
  across the rooftops towards Dagger Lane.  
   
  Turn to 67 
  
   
   
   
  29  
   
  You run effortlessly across the rooftops despite your ordeal. Then 
  out of nowhere a night demon attacks. It catches you unaware as it 
  flies past you and the first thing you know is a pain across your 
  shoulder as its talons rake your back. Lose 2 ENDURANCE. 
   
  The Dusk Devil lands on the roof in front of you. It is all black with 
  ears like pointed horns on the top of its head. Its red eyes glare at 
  you and its sharp teeth glint in the early morning sun. Its long tail 
  swishes as the claws from its four legs dig into the roof as it 
  prepares to pounce. Dusk Devils are named for their demonic 
  appearance, and as they tend to favour hunting at dusk and dawn. 
  Although not devils, they are still a tricky enemy. They look more 
  like a cat, except three time as large and more fearsome. They are 
  often captured as young and brought up to be the familiars of 
  warlocks and witches. 
   
  They are too quick to outrun, and so you must fight 
   
  Dusk Devil  
  FIGHTING SKILL 
   8   
  ENDURANCE  9 
   
  If you win, turn to 71 
  30  
  Your eyes open and immediately the pain is almost unbearable. The 
  combination of the beer and the blow to the head has left you with a 
  splitting headache. Even the faint light in the room causes you pain. 
  You look around the dark, cramped room that smells of human 
  sweat and excrement. You have been stripped of all your clothes 
  apart from your loincloth.  
   
  Also in the room are about 30 other men of your age, all similarly 
  stripped. The atmosphere reeks of fear and despair and it’s 
  unbearably hot and clammy. The room is also swaying slightly 
  which you initially thought were due to your headache. Then you 
  look around and realise that you are in the hold of a ship and you 
  can hear the gentle lapping of the waves against the sides of the 
  ship. A rat scurries across your foot. 
   
  
   
   
   
  You realise that you are in the belly of a slaver, and that you are 
  now being transported across the western ocean to be sold at 
  auction. The sailor must have taken revenge on you by dragging 
  you to the docks and selling you to one of the Slave Kaptains. 
   
  You are likely to have a very short but very hard life after being sold 
  – as slaves are treated worse than beasts of burden. You have 
  nothing to look forward to except 20 hour days working, regular 
  beatings, poor food, no sleep and no companionship. 
   
  Your adventure ends here – as will your life after a couple of years 
  of unbearable work and suffering. If the world survives that long. 
   
  31 
   
  Your eyes slowly adapt to the near dark in the cellar. You can make 
  out shelves full of goods for the store, and ledgers and scrolls, as 
  well as many containers of various herbs, potions and ointments.  
   
  The air is still and there is no evidence of a tunnel or door out – 
  except the one you came in. You hear the tread of feet on the 
  floorboards above and dust drops from the cellar ceiling into your 
  eyes. You hear the mumble of voices, and the footsteps come 
  closer to the hatch. You realise that they are going to check the 
  cellar. You are trapped! 
   
  Then the cellar hatch is thrown back and light spills into the room, 
  dazzling you. You hear a snide voice saying 
   
  “We know you are in there, my little thief, come out come out, 
  or we will burn you out” 
   
  You hope they are bluffing – and you know that surrender is not an 
  option as you have seen what can happen to those that are taken. 
  You wait, your heart pounding. Then a few moments, that seem like 
  eons, later the voice says  
   
  “Have it your own way, my little thief, hide like a cowardly mole 
  under the earth, we will let the flames do our work”. 
   
  
   
   
   
  Then there are no more words, but instead a cascade of dark liquid 
  spills down the hatch. You almost gag on the smell – it’s pure 
  naphtha. Then a brightly burning torch drops onto the dark pool, and 
  with a whoosh and a suck of air, the whole of the cellar comes alive 
  with red and amber flames. 
   
  As the flame’s tongues lick the various shelves, potions explode and 
  herbs catch fire, creating a thick dense smog that is cloying and 
  choking. You try not to breath, but eventually after some moments 
  cannot help but take in some of the foul acrid smoke. The heat is 
  impossibly intense and you can feel the skin on your exposed face 
  and hands blistering. Fortunately, the smoke takes you before the 
  fire, and you fall unconscious to the floor where the flames 
  eventually find you and consume you. All that is left is some charred 
  blackened bones, which then crack and disintegrate into dust. 
   
  Your adventure ends here. 
  32 
   
  Finally, you manage to slice through the disgusting flesh of the eel, 
  and almost manage to sever its head with the keen edge of your 
  knife. The restraints on your leg loosen as the eel relaxes in death, 
  and it slowly slips off you and sinks into the depths of the river. As it 
  does, green grey blood spurts out of its gaping neck.  
   
  TEST YOUR AGILITY 
   
  If you roll lower or equal to your AGILITY, turn to 127 
  If you roll higher, turn to 69 
  33  
   
  You walk out of the pub and standing in front of you are three rather 
  rough looking fellows. You recognise one of them had been in the 
  pub when you first entered, but then realise you hadn’t seen his 
  face when you left. He must have sneaked out and found his 
  friends. Despite their rough attire, they carry themselves like military 
  men. You realise you are being hunted.  
   
  
   
   
   
  Two of them grab you so that you cannot move, and the one holding 
  your left arm, who seems to be the leader, says to the third ruffian,  
   
  “Quick, run to the Rat, get Jocto. He’s there watching the big 
  man. But this is the other one they are after. We will hold him 
  here” 
   
  You struggle to get free but the strong-arms hold you tight and 
  maneuver you to a dark alley, out of the way.  
   
  Do you have the SKILL OF UNARMED COMBAT? If so, turn to 
  126. If you do not, turn to 137 
  34  
   
  The ruffians are wise to your ploy and are on their feet, pushing past 
  customers. They are right on your tail as you leave via the front 
  door. You cannot hope to beat all 3 in a fight and so your only 
  choice is to flee. 
   
  You set off at a dead sprint, and they are soon behind you. You 
  have a slight lead but they are hot on your tail. 
   
  You are in a race for your life. Turn to 36 
   
   
   
   
  
   
   
   
  35 
   
  You tell him everything that you know, and at the end you reach into 
  your tunic and take out the ruby pendant. You pass it to Twentyman, 
  who for the first time since you have seen him loses his composure. 
  His eyes widen and his mouth drops open in shock. 
   
  “Do you know what this is?” he gasps? 
   
  You shake your head. 
   
  “It’s a Keystone. There are five of them. For millennia they have 
  been hidden across all four corners of Elenisha. These stones 
  were used to cage an evil power from another realm, who once 
  ruled here, 10,000 years ago. The agents of this power have 
  spent all those years trying to find the five keystones to release 
  their Master. They have four and only need this one stone to 
  unleash a plague on this world, an evil from beyond time.  
   
  You sit there, mouth open in shock. Twentyman continues 
   
  “A few days ago, a high power in the Church went to great 
  pains to contact me. He had found out that the last stone had 
  been recovered, and was being returned to Laeveni. He took 
  me into his confidence. Me, a thief, of all people. But he was 
  desperate. Some inside the Church are working to release this 
  evil – as you have stumbled on. He commissioned me to steal 
  the jewel from the courier before it got to De-Villiers. 
   
  I’m a bit past my prime for out and out thievery these days and 
  so I tasked the best thief in the Guild” 
   
  “Jac” you say 
   
  “yes. You are good Shadow, but Jac is still better. The courier 
  was a magik user of some repute, and so Jac asked Inista to 
  help him counter any mystic guards surrounding the jewel. 
  Three nights ago we got word, and Jac found the courier and 
  relieved him of the jewel, with Inista’s help.  
   
  
   
   
   
  But she was caught by the City Watch and thrown into that 
  infernal blockhouse.  Obviously that fiend De-Villiers managed 
  to extract some information from her, which led them to us.  
   
  I don’t know when they picked up Jac, but he still had the jewel 
  on him. Fortunately, he must have managed to hide it about his 
  person, and then in the cell. If they tortured him, he must have 
  stayed true. But then something went very wrong. Or very 
  right. You were captured on another job and thrown into the 
  same hell-pit” 
   
  Twentyman frowns. “I’m telling you this Shadow, I am betraying 
  my blood oath I made on my very soul to the One Church, and I 
  may be damned to the Hellscape when I die, but I feel like I 
  have no choice. We cannot let this evil free” 
   
  He gets up and walks over to a bureau with a silver tray on it. On 
  top of the tray is a crystal decanter and some crystal glasses. He 
  fills a glass with the clear brown liquid from the decanter. He 
  gestures to you. You shake your head. You’ve had more than 
  enough to drink so far. 
  He sits back down, takes a drink and sighs.  
   
  “Dwarven whisky from the Silver Grotto. I don’t normally drink 
  this as early as I need my wits about me, but I need a drink 
  before I tell you this as both our lives could be forfeit. So what 
  the hell” 
   
  He takes another drink and continues 
   
  “This is no mere jewel. Inside is an elemental power that can 
  either free or destroy the evil beneath our fair city. In this case 
  it’s a ruby – and so the elemental would be of fire” 
   
  He re-fills his glass and leans back in his chair, pinching his eyes in 
  fatigue.  
   
  Turn to 78 
   
   
  
   
   
   
  36 
   
  The rules of this race are simple. Firstly, make sure you note all 
  your current scores for AGILITY, ENDURANCE and FORTUNE. 
   
  YOUR LEAD: Now throw 1d6 for each ruffian and add 2. This is 
  how far ahead of each ruffian at the start of the race. So you roll 5, 
  add 2 – and you are 7 seconds ahead. 
   
  EACH ROUND: Then each round you throw 2d6 for yourself and all 
  of your adversaries. You add this to your AGILITY (this is your 
  ability to travel fast) 
  You then compare scores. If you win, you increase your lead over 
  your adversary. If you lose, that adversary close the distance. You 
  also use your ENDURANCE score. For each turn this contest goes 
  on for, you get tired, and so you lose 2 ENDURANCE points. If you 
  get down to 0, you pass into unconsciousness. You do not die, and 
  will start to recover all your ENDURANCE by the next reference – 
  and so it’s not a permanent injury. 
   
  RUFFIAN 1   AGILITY 9 
  ENDURANCE 11 
  RUFFIAN 2   AGILITY 6 
  ENDURANCE 9 
  RUFFIAN 3   AGILITY 6 
  ENDURANCE 10 
   
  For example: 
  SPEED SCORE: You start off 7 seconds ahead of Ruffian 1. You 
  have AGILITY 12 and roll 8. You score 20. This is your SPEED 
  score of 20 for this turn. 
   
  Ruffian 1 rolls 10 and has AGILITY 9. A SPEED score of 19– and 
  so you extend your lead by a second. You are now 8 seconds 
  ahead of him. 
  TO WIN: If you get to plus 10 on either you have lost that individual, 
  but the others will still keep on coming until you lose them. 
  ENDURANCE: After this turn you all lose 2 ENDURANCE points. 
  Ruffian 1 is down to 9, Ruffian 2 is down to 7 and Ruffian 3 is down 
  to 9 
   
  MODIFIERS: 
   
  
   
   
   
  SPEED AND AGILITY: In addition, if you have the SKILL of 
  SPEED AND AGILITY, you can use you FORTUNE score to 
  increase your advantage or decrease a disadvantage. 
   
  For example, if you lose to Ruffian 2 and he gains 4 seconds, 
  you can throw against your FORTUNE number. If you 
  succeed, then he gains only 2 seconds. If you fail the throw, 
  then Ruffian 2 gains 8 seconds on you. 
  However, each time you roll, take 1 off your FORTUNE score 
  – but keep track of what it was to start with – as when the race 
  is over it will return to pre-race levels. 
   
  Remember this reference in case you need to check the rules again.  
   
  Now turn to 96 
   
  
   
   
   
  37 
   
  Lecas grunts as you order, and turns his back and picks up a mostly 
  clean pewter wine cup and fills it quickly from the open flagon on the 
  counter behind him. You hand over the gold, and lean casually 
  against the bar and Lecas places the wine on the bar counter. You 
  pick it up and have a drink.  
   
  It’s a deep red wine, strong in alcohol and heavy in tannins. Given 
  the trials you have had so far tonight, and your lack of food, you 
  realise you should have gone for the weaker ale. The wine goes 
  straight to your head, and  
  you feel dizzy. You feel intoxicated. Throw 1d6 – and reduce your  
  FIGHTING SKILL by 1 for the number of references from the 
  resulting number. 
   
  Turn to 108 
  38  
   
  The damage it took in the blast has left it very fragile and your 
  added weight is the final straw. As soon as you grab the joist, it 
  bends alarmingly and then snaps. You drop to the floor and roll 
  clear of the thick joist as it smashes into the ground.  
   
  Lose 2 ENDURANCE. 
   
  However, you have now lost valuable time, and don’t have time to 
  try the cellar or another route to the roof. 
   
  You must take your chances by running out the front door. Turn to 
  225 
   
  
   
   
   
   
  39 
   
  You walk into the hallway of the dark house. All is quiet. You slowly 
  move to the first door, which you know leads to the parlour, and you 
  slowly open the door. No one is in. You sit down and rest. 
  At the side on a table is a letter in a plain envelope. It has a “S” 
  written on the front of it. You open it and recognise Jac’s elegant 
  script. It’s written in a code known only to you and him, and so its 
  undoubtedly meant for you.  
   
  “Shadow 
  I don’t know who else to trust.  
  When I last saw you, 4 nights ago, I was given a task by the 
  Guild Master himself. He said it was very dangerous, but vital. 
  If I am not here now, then I must have been caught or killed – 
  which will end up as the same. I was tasked to find a stone of 
  blood and bring it to him. The fate of us all depends on this 
  stone” 
   
  You reach into your pocket and check it’s there, snug in your inner 
  pocket. Your hand closes on it as you continue to read. 
   
  “If you cannot find me, then you must pass this information 
  onto the Guild Master. You can trust Livia, the apochathra and 
  a magik used called Inista – you will have heard of her” 
  “There is something in Laeveni, a cancer that is threatening all 
  we hold dear.  I was captured as they are trying to destroy the 
  Guild. The Kaptain of the guard, De-Villiers is part of it, but 
  there is someone, or something, behind him that is the real 
  power. Something he is scared of, and he’s not a man to fear 
  anything. If he even is a man. He will do anything to destroy the 
  Guild. The key is this blood stone. You must find it” 
   
  
   
   
   
  That part, at least, is easy, you think to yourself  
   
  “You keep it, as I am not fit to carry on. Livia may have stayed 
  the bleeding, but it will be weeks before I recover. You will have 
  to act for me. Will you?” 
   
  “Inista had recently become upset and worried. Her divination 
  had discovered something…..rotten… and the core of Laeveni. 
  And something evil. This power is totally and incontrovertibly 
  evil and if left unchecked will lead to the destruction of 
  Laeveni, and the enslavement of all the world. The only people 
  she trusted with this were Livia, and myself. She also told me 
  that this evil had infiltrated the Guild as well, maybe even 
  Twentyman himself, although I still trust him.” 
   
  You gasp out loud. Normally able to control your emotions, but this 
  is shocking news. Twentyman, so named for his huge size, is the 
  head of the Guild of Thieves. 
   
  “Shadow, my friend, if I am not here then it is down to you. You 
  must try to find out more and stop this power. Thieves make 
  poor heroes, but it seems the Gods have chosen you. Seek out 
  Twentyman” 
   
  You need to trust someone else. As one not afraid of gambling a 
  whole week’s loot on a horse or a throw of the knucklebones, then 
  you know how to gamble. You decide you need to seek out the 
  Guild Master. You must find Twentyman. 
   
  Turn to 128 
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  40 
   
  Your eyes open and immediately the pain is almost unbearable. The 
  combination of the beer and the blow to the head has left you with a 
  splitting headache. Even the faint light in the room causes you pain. 
  You look around the dark, cramped room that smells of human 
  sweat and excrement. You have been stripped of all your clothes 
  apart from your loincloth. Also in the room are about 30 other men 
  of your age, all similarly stripped. The atmosphere reeks of fear and 
  despair and it’s unbearably hot and clammy. The room is also 
  swaying slightly which you initially thought were due to your 
  headache.  
   
  Then you look around and realise that you are in the hold of a ship 
  and you can hear the gentle lapping of the waves against the sides 
  of the ship. A rat scurries across your foot. 
  You realise that you are in the belly of a slaver, and that you are 
  now being transported across the western ocean to be sold at 
  auction. You must have been attacked by members of the Slave 
  Kaptains crew, looking for new stock. 
   
  You are likely to have a very short but very hard life after being sold 
  – as slaves are treated worse than beasts of burden. You have 
  nothing to look forward to except 20 hour days working, regular 
  beatings, poor food, no sleep and no companionship. 
   
  Your adventure ends here – as will your life after a couple of years 
  of unbearable work and suffering. 
  41 
   
   
  You race off along the streets. Behind you can hear the quick light 
  feet of Celdron and the steady heavier tread of Elrad. This is not 
  your first race across Laeveni– but this is undoubtedly your most 
  dangerous. The men behind you are men of purpose – not 
  overweight unfit City Watch! 
   
  Play the first three rounds of pursuit and if you are still ahead of your 
  pursuers, then turn to 4, but before you do write down the below 
  references 
   
  
   
   
   
  If you are caught in these first three rounds, then turn to the 
  appropriate reference below 
   
  If at any time you are caught by Celdron, turn to 201 
  If at any time you are caught by Elrad, turn to 202 
  If they both catch you in the same turn, turn to 220 
   
  
   
   
   
  42 
   
  You reach into your bag, slowly so as to not make any sudden 
  moves, and find a smoke bomb. You remove your hand, palming 
  the bomb and effect an air of impatience at not being served.  
   
  As they come within range, you shout “oh, what does a fella need 
  to do to get a drink round here?” and bang your hand seemingly 
  in frustration and as a distraction.  
   
  As the same time, you throw the smoke bomb underhand with your 
  other hand at the feet of the trio. It erupts in billows of smoke. 
  Seeking to cause maximum distraction, you shout at the top of your 
  voice “FIRE” and everyone scrambles to their feet and heads for the 
  doorways. 
   
  Turn to 148 
  43 
   
  The One Eyed Rat is tavern often used by some of your closest 
  friends in the Guild. You enter and survey the scene. The usual 
  clientele of merchants, tradesmen, beggars, whores, strong-arms, 
  brawlers, con artists and outcasts populate the common room. You 
  would ordinarily feel right at home! 
   
  The bar is a long, thick wooden plank at the end of the room, on top 
  of a number of large empty hogsheads. The low beamed roof 
  means there is a cloud of smoke from the fire (despite the heat), 
  candles on the tables and pipe weed. 
   
  Numerous characters, some more unsavoury than others, stand 
  around or sit at tables swigging ale from large, rough pewter beer 
  jacks. You cannot stay long at the doorway without attracting undue 
  attention. 
   
  Do you: 
  Approach the bar and speak to Lecas, the landlord and a man well 
  known to you. As much as anyone in this God forsaken city who is 
  not in the Guild, you trust Lecas. Turn to 122 
  
   
   
   
  Sit at a table and wait to get served by one of the serving girls and 
  try to pick up some gossip. Turn to 138 
  Make your way towards the back room – a room off limits to most 
  except those known to be of the Guild. Turn to 57 
  44  
   
  You stagger slightly towards the door. Your vision is a bit blurred 
  and so you don’t notice a couple of unsavoury fellows exchange 
  glances and nod to each other. They both get up from their table 
  and nonchalantly follow you out. Your usual sharp senses and 
  thief’s wariness are blunted by the ale, and as soon as you round 
  the corner they follow you round and rap you sharply over the head 
  with a billy club. 
   
  You stagger forward stunned, but manage to stop yourself from 
  falling to the ground and turn to face them. One of them grabs your 
  money pouch from within your jerkin and then they both turn and 
  flee. 
   
  Mark off all of the gold pieces you have from your adventure sheet. 
  Now turn to 140 
   
  45   
   
  From the noise behind you aware you are still not safe. Your options 
  are limited. The next thing you will need to do is cross the Tithe 
  Bridge into the main area of the Harbour District. However, this is a 
  wide thoroughfare that you cannot hope to jump and it is far too 
  public for you go to street level. As you run you smoothly reach for 
  your rope and hook from your pack and swing it as you run. The 
  hinged hook opens up with the momentum and you cast it with a 
  well-practiced arm. 
   
  TEST YOUR FORTUNE. If you are lucky turn to 112 
  If your luck fails you, then roll 1d6 – this is how long it takes you to 
  re-gather and re-cast you line. Take that off your lead. 
   
  Again TEST YOUR FORTUNE. If you succeed, turn to 112 
  
   
   
   
  If you again fail, you must continue to roll1d6 and take this time off 
  your lead, until either you successfully secure the line, or your 
  hunters catch you. 
  46 
   
  You are practically flying across the rooftops, when all of a sudden 
  you stumble. Your vision blurs, and you feel dizzy. You manage to 
  stop yourself and shake your head. The nausea gets worse. You 
  feel a throbbing in your arm and you remember the rat bite. You 
  curse silently. This could be the Dropping disease – and time is of 
  the essence. You need to get this treated as soon as possible. 
   
  You stop and realise that you cannot go to the safehouse now. You 
  need to see Livia now – as she not only has information that can 
  help you, but she should be able to treat your illness. You make it to 
  the shop. Despite the early hour, the store window is still lit by a 
  couple of flickering candles. 
   
  You climb back down onto street level and quickly go through the 
  door. A small bell rings as you enter, and shortly after a small 
  wizened woman appears from through a curtain behind the counter. 
  Her face seems to be made up of creases and wrinkles. 
   
  Turn to 206 
  47  
   
  You sigh. You had hoped for more information to know what you 
  were getting involved in. Livia was right. Zacatecas’s reign had been 
  very good for the Guild, and anything that upset the status quo 
  would not be. Against your better judgement, you realise that this is 
  too big to ignore. 
   
  Zacatecas missing. An up and coming magic user affiliated to the 
  Guild taken and tortured to death. One of the Guild’s most talented 
  thieves missing. The rumours of the Guild being infiltrated. The 
  horrific scenes at the blockhouse. And your encounter with De-
  Villiers, whom you defeated, but only temporarily. His spirit form was 
  still alive, and his Black Watch were no doubt on your tail.  
   
  
   
   
   
  You realise how lucky you were to escape the blockhouse. You 
  decide you must return to your safehouse and lie low until dark.  
   
  Turn to 124 
  48  
   
  You find the darkest spot of the cellar and settle down. You use all 
  your training to become almost preternaturally still. You try to slow 
  your breathing and are almost in a trance like state. 
   
  You can still hear the footsteps above and the murmuring voices, 
  and the occasional thud as they search the small shop. Clearly they 
  didn’t see you go into the cellar and so they are not sure where you 
  went. With luck they may not search the cellar. 
   
  But these men are thorough, as soon the hatch opens a crack, and 
  then fully, and then a large man carrying a lantern moves slowly 
  down the steps. In his other hand is a large battle axe. He stands at 
  the bottom of the cellar steps, and starts to walk around the room 
  slowly, using his torch to illuminate every nook and cranny. You are 
  sure to be found. 
   
  TEST YOUR FORTUNE. If you have the SKILL OF HIDING IN 
  SHADOWS, you may take 2 off the roll. 
  If you are fortunate, turn to 80. If you are UNLUCKY, turn to 53 
  49  
   
  You are back in the Harbour District. Feeling much happier to be 
  back on more familiar ground, you quickly flee down Priestgate until 
  you find the nearest alley.  
   
  As soon as it is safe to do so, you scamper up the wall of a flop 
  house onto the rooftops. You feel happier and safer here – on the 
  Rat Run, as it is known to the Guild. Laeveni is a city that was not 
  designed, it was thrown together over time. Apart from the few main 
  streets, the majority of buildings are huddled together. This makes 
  the rooftops a network of arteries across the city, and to a thief such 
  as yourself you can move around the town in a fraction of time it 
  takes to traverse the streets.  
  
   
   
   
   
  You know you need to see Livia, but the sun is coming up and you 
  are both tired and nervous about being seen. By now, no doubt, De-
  Villiers will have his men searching the city for you. You decide to 
  head for a safehouse that’s known only to you and one of your 
  friends. There you can rest for the day, and go to see Livia this 
  evening under cover of dark.  
   
  Turn to 142 
  50 
  “Do you still have it?” 
   
  You take it out of your jerkin, and offer it to Jac. He shakes his head.  
   
  “You keep it, as I am not fit to carry on. Livia may have stayed 
  the bleeding, but it will be weeks before I recover. You will have 
  to act for me. Will you?” 
   
  You nod 
   
  “Good. I knew I could count on you. I was not the only one 
  taken. The magic user Inista was also imprisoned in that foul 
  dungeon. Do you know of her?” 
   
  Again you nod and reply “She’s also dead, I found her in the cell 
  2 doors from yours. She was tortured to death. But she was 
  just alive when I found her and she told me to seek out Livia” 
   
  Sorrow crosses his face. Then he steels himself and says in a voice 
  cracking with emotion. You realise how weak he is. 
   
  “Inista and I were………close. In the past few months she had 
  given me information that made me a lot of money but it was 
  more than that. We became…..involved. I loved her and she 
  loved me” 
   
  He shakes his head to clear it but continues. 
   
  
   
   
   
  “Recently she had become upset and worried. Her divination 
  had discovered something…..rotten… and the core of Laeveni. 
  And something evil. This power is totally and incontrovertibly 
  evil and if left unchecked will lead to the destruction of 
  Laeveni, and the enslavement of all the world. The only people 
  she trusted with this were Livia, and myself. She also told me 
  that this evil had infiltrated the Guild as well, maybe even 
  Twentyman himself.” 
   
  You gasp out loud. Normally able to control your emotions, but this 
  is shocking news. Twentyman, so named for his huge size, is the 
  head of the Guild of Thieves. 
   
  “I still need to rest. I am not strong enough to carry on. Shadow 
  – it is down to you. You must try to find out more and stop this 
  power. Thieves make poor heroes, but it seems the Gods have 
  chosen you. Seek out Twentyman” 
   
  Turn to 128 
   
   
  51  
   
  If this is your second pint, turn to 6 
  If this is your third pint, turn to 74 
  If you have had four pints, turn to 92 
   
   
   
   
   
  
   
   
   
  52  
   
  You race off across the rooftops. Behind you can hear the quick 
  light feet of Celdron and the steady heavier tread of Elrad. This is 
  not your first race across the rooftops – but this is undoubtedly your 
  most dangerous. The men behind you are men of purpose – not 
  overweight unfit City Watch! 
   
  Play the first three turns of pursuit and if you still haven’t been 
  caught, turn to 84, but before you do write down the below 
  references. 
   
  If you are caught, turn to the relevant reference 
   
  If at any time you are caught by Celdron, turn to 201 
  If at any time you are caught by Elrad, turn to 202 
  If they both catch you in the same turn, turn to 220 
   
  53 
   
  The torch light moves closer and closer, and all you can do is stay 
  still and hope. You pray to the heathen Goddess of luck, but she 
  has deserted you. As the torch moves to within a few feet of you, 
  you can see Elrad’s face orange and ruddy in the flames light. His 
  bored expression changes, as his eyes widen and an evil grin turns 
  up his mouth. He has seen you! 
   
  You flick out with your hand, which is holding a stiletto against this 
  moment, and it catches Elrad upon the cheek, leaving a thick red 
  line in his face when it passes. His expression doesn’t change, but 
  he grabs your arm surprisingly quickly with one of his massive 
  hands, and snaps your wrist as easily as if he was snapping 
  kindling. You cry out in agony and your stiletto drops to the ground 
  and skits across the earth floor. Then you are thrown back against 
  the wall with tremendous power, and his large fist comes thundering 
  towards you and hits you full on the jaw, smashing your jaw, nose 
  and your cheek and you collapse unconscious.  
   
  Elrad picks you up like he might a sack of potatoes, slings your inert 
  form over his giant shoulder, and carries you out of the cellar. 
  
   
   
   
  The next thing you know, you awake to find yourself in a dark room 
  with stone walls, and all manner of unpleasant objects hanging from 
  those walls. You are naked but for a loin cloth and tied to the Wheel 
  of Pain. The Inquisitor smiles at you pleasantly, asks you a 
  question, and you shake your head. He sighs, almost happily and 
  he slowly turns the wheel. Your toes are then pulled under the 
  weight of the wheel and it starts to crush these small bones to dust. 
  You scream in agony and the Inquisitor only smiles more and turns 
  the wheel again. Your feet start to be crushed and the pain is even 
  more excruciating.  
   
  It takes a long time for you to die and by the time you do your body 
  and spirit are broken you have betrayed the Guild and everything 
  you hold true. Your adventure ends here, and your treachery has 
  doomed the Guild. Within a few days all of the Guild have been 
  either killed or captured and your names goes down in infamy.   
   
  54  
   
  You are lucky. The joist you have creaks under the pressure but 
  hasn’t been overly damaged by the blast. You nimbly pull yourself 
  onto the joist and run effortlessly up it into the roof space, where you 
  can see the tiles have been blown off the roof. You haul yourself up 
  onto the roof and negotiate the treacherous half broken tiles 
  underfoot until you get to a more solid roof next door.  
   
  You glance back. You can already see Celdron’s head poking 
  through the roof and estimate you are 10 seconds ahead of Celdron 
  and 15 second ahead of Elrad. You are now in a race for your life 
  across the rooftops! 
   
  Turn to 235 
  
   
   
   
  55 
   
  Realising that these men mean you harm, you decide the best 
  recourse is to leave. You stand up from your table and ask a 
  passing waitress where the privy is. You make sure you say it loud 
  enough so that the three men hear you. Hopefully this will give you 
  a bit of time to exit the pub. The waitress grunts and points with a 
  hand carrying 3 full mugs of ale. 
  You head towards the door, casually as you can, your ears straining 
  for any sound of the men following you. As soon as you exit the 
  premises you sprint across the market place and onto Temple 
  Street, running as fast as you can. 
   
  However, one of the men followed you – and sees you run off. He 
  shouts  
  his friends and follows you. 
   
  You are now in a race for your life. Turn to 36 
  56  
   
  Your speed and agility gives you a chance, as you move without 
  thought.  
   
  TEST YOUR SKILL. If you are successful you avoid all of the glass 
  and are remarkably unscathed, turn to 8 
  If you fail, turn to 20 
   
  
   
   
   
  57 
   
  You open the closed door into the backroom of the tavern and walk 
  in. As soon as you do, strong hands seize you from behind and pull 
  your head back. A fine knife slashes and cuts deep into your throat, 
  severing your vocal chords so that you can only moan. Blood 
  fountains out of the severed carotid artery, and spurts all over the 
  wall. You drop to the floor.  
   
  Before your life ebbs from your body, you look up into the face of 
  Twentyman, your Guild Master. Sorrow covers his face, and he says 
  quietly “Oh Shadow, whatever made you come here. I am so 
  sorry. So, so sorry”. Then his face turns blank and he turns his 
  back and says to someone unseen “Get rid of him, throw the 
  body in the river” 
   
  Your adventure ends here. 
  58 
   
  You are halfway across the makeshift rope bridge when Celdron 
  reaches the roof edge. You are a sitting duck, silhouetted against 
  the morning sun. He draws a small throwing knife from the small of 
  his back and casts it with practised ease with a flick of his wrist. The 
  knife spins though the air, end over end, and edge gleaming in the 
  moon with every rotation. 
   
  TEST YOUR AGILITY 
  If you succeed, you are able to dodge the knife whilst still crossing 
  the rope. 
  If you fail, the knife grazes your side, and lose 2 ENDURANCE. If 
  you are still alive you make the other side. 
   
  Turn to 95 
  
   
   
   
   
  59  
   
  You take a chance and as you run around the corner near to the 
  bridge. If you have a lead of more than 5 seconds over both your 
  chasers, you have time to hide your bag with its equipment before 
  diving into the river. If you do not, then you must take it with you. 
  You launch yourself off the roof into a dive and head for the muddy 
  depths of the river. Unbeknownst to you, as your pursuers come 
  round the corner and see you do this they stop dead. Jumping into 
  the river is almost a death penalty itself.  
   
  Along with all the pollution from the tanneries and brew houses, 
  waste from various magic users has been thrown into the river for 
  decades, if not centuries. This had led to some strange creatures 
  being bred in the dark depths of the river. You have lost your 
  pursuers for now, if only you can survive the river! 
   
  Turn to 135 
  60 
   
  How long did it take for you to defeat Celdron? If it took you 5 
  rounds or less turn to 118 
  If it takes you longer, turn to 68 
   
  
   
   
   
  61 
   
   
  The Forked Tail is one of the smaller taverns in the area and a 
  couple of street away from the main harbourside. No one knows the 
  origin of the name, although rumours abound: that Bael himself was 
  once conjured during a midnight rite; that it was once owned by a 
  cult of Death Monks who used the sign of the forked tail as their 
  sigil; or that it was simply at a fork in the road at the tail end of the 
  town – as it was then.  
   
  Despite the rather sinister name, when you walk in you find the 
  atmosphere is cosy and friendly – unlike a lot of the taverns in the 
  area which are lively and rowdy. 
   
  The barkeep is behind the bar, talking quietly to a couple of 
  customers who are propping up the other side. You walk in and look 
  around the common room and can see no sign of Twentyman, but 
  there are other nooks and crannies that he may be in. Years of 
  surviving as a professional thief in a city as violent as Laeveni has 
  meant Twentyman favours sitting out of the way and near to a back 
  exit. 
   
  You walk up to the bar and order a pint of LPA (Laeveni Pale Ale). 
  Mark 2 gold pieces off your adventure sheet. You thank the barkeep 
  and leave the bar seemingly to find an empty table, but in fact to 
  check the other rooms. There are two side rooms and you glance 
  into both – and both are empty. 
   
  You sit down at a table and to avoid suspicion, you drink your beer. 
  It’s an excellent pint, with, you think, a slight taste of grapefruit and a 
  good, balanced bitterness.   
   
  Gain 2 ENDURANCE points as the beer is refreshing.  Is this your 
  first pint of ale?  
   
  If it is, you finish it and now turn back to 128 and visit a tavern that 
  you have yet to visit. If it’s not, turn to 51 
   
  
   
   
   
   
  
   
   
   
  62 
   
  You and Celdron were evenly matched. He has a shorter reach, but 
  a longer weapon. You had the better reach, but only a side weapon. 
  Your reflexes serve you well, as you are able to dodge and parry his 
  strokes. Eventually, he makes the smallest of mistakes. He feints 
  towards you and you parry the blow and he overextends his feint by 
  a matter of inches. You seize on the opportunity and are able to 
  grab his sword hand, and pull his body towards you and deliver a 
  savage blow with the point of your knife into his stomach. 
   
  He opens his mouth to cry out, but instead blood gushes from it and 
  his eyes roll back in his head. He crumples to the floor with a 
  whimper and is dead. Do you want to search the body?  
   
  If so turn to 60 
  If you would rather just rest, turn to 149 
   
  63  
   
  The guard looks startled.  
   
  "I have important business with the Arch Deacon. How dare 
  you hinder my passage" 
   
  The guard looks around and his friends are looking down pretending 
  not to have seen anything.  
   
  The guard splutters.  
   
  "What is your name, guard, so that I can report you to your 
  Captain for such impertinence to a member of his Holiness’ 
  staff".  
   
  He looks increasingly flustered and blurts out 
   
  "Bigly, but please don't tell the Captain, good sir. My humblest 
  apologies for any offence" 
   
  
   
   
   
  You stare at him coldly until he can no longer hold your gaze. He 
  wilts under and lowers his eyes, pleading to you. You wait for a long 
  silent moment to add to the tension whilst you pretend to consider 
  your reply. Bigly is noticeably sweating now. 
   
  "Very well, but next time I see you, I had better see an 
  improvement in your behaviour and your appearance. You are 
  an embarrassment to the Church” 
   
  “Yes, sir, thank you sir, of course”  
   
  You look at him and nod, then walk on. Turn to 227 
  64 
   
  You climb quickly back onto the rooftops and rest. You may eat 
  provisions to restore your ENDURANCE.  
   
  Turn to 28 
  65 
   
  The next thing you know, you awake to find yourself in a dark room 
  with stone walls, and all manner of unpleasant objects hanging from 
  those walls. You are naked but for a loin cloth and tied to the Wheel 
  of Pain. The Inquisitor smiles at you pleasantly, asks you a 
  question, and you shake your head. He sighs, almost happily and 
  he slowly turns the wheel. Your toes and then pulled under the 
  weight of the wheel and it starts to crush these small bones to dust. 
  You scream in agony and the Inquisitor only smiles more and turns 
  the wheel again. Your feet start to be crushed and the pain is even 
  more excruciating. 
   
  It takes a long time for you to die and by the time you do your body 
  and spirit are broken you have betrayed the Guild and everything 
  you hold true. Your adventure ends here, and your treachery has 
  doomed the Guild. Within a few days all of the Guild have been 
  either killed or captured and your names goes down in infamy. 
   
  
   
   
   
  66 
   
  You jump up and catch the joist in both hands and start to swing 
  your body up. TEST YOUR FORTUNE. If you are lucky, turn to 54 
  If you are unlucky, turn to 38 
  67 
   
  You make your way quickly to the house on Dagger Lane. You are 
  soon there and quickly pick the lock with your tools and slip inside 
  the door.   
   
  Turn to 27 
  68 
   
  You make a quick search of the body. Celdron has a pouch 
  containing 4 gold pieces which you pocket quickly. You realise that 
  tonight is about survival and not thievery and so you decide to take 
  his sword. It is an excellently balanced blade, light, razor sharp and 
  lightning quick. 
   
  Then you are aware of a hulking silent shape behind you. A huge 
  hand seizes your head and bashes your skull against a hard stone 
  wall. You crumple to the ground, unconscious. 
   
  It turns out Elrad was never far from his friend and came running 
  when he heard the signs of a struggle. 
   
  Turn to 65 
  69  
   
  You do not manage to avoid getting covered in the blood of the eel. 
  However, there is an unexpected side effect. The blood actually 
  restores any lost SKILL points. You may restore your SKILL back to 
  its original level – except if you still only have one knife, then when 
  fighting you must reduce your SKILL by one. 
  
   
   
   
   
  Realising the value of this blood, you spy a small bottle on the 
  riverbank and manage to use it to store some of the blood. You can 
  use this to restore your SKILL to its original level at any time, except 
  when in action. 
   
  You haul yourself onto the bank of the river, and roll away from the 
  water, and remain there panting and trembling with shock. That was 
  close! Turn to 87 
  70 
  You manage to slip down the other side back to street level. You are 
  now back in the main city – but still in the area known as the Upper 
  City. You need to take the pass through the cliffs back down into the 
  Harbour District via Priestgate, the main road back into town. 
   
  However, the pass down into the Lower City is guarded day and 
  night, and you need a warrant to pass through. You have no such 
  warrant. 
   
  You sneak through the streets of the Upper City until you reach the 
  Citadel atop the cliffs. This is where the main city garrison reside, 
  watching over the city from the high cliffs. Due to the time, it’s quiet 
  and you are able to slip through to the passage through the cliffs.  
   
  You watch and wait. Two sets of barriers face you, at the entrance 
  and the exit. The pass is roughly 20 yards wide and was cut straight 
  through the towering cliff. There is no way around, you must go 
  through. 
   
  Each barrier has two guards patrolling it. All are armed with pikes 
  and longswords. Violence is not an option. Despite your recent 
  battles having improved your skill at arms, you are no match for four 
  guards, plus reinforcements who wait in the guardhouse. 
   
  If you have found an old black cloak, turn to 205 now.  
   
  If not, to get past the first set of guards, TEST YOUR AGILITY. If 
  you have the SKILL OF HIDING IN SHADOWS, you can take 2 off 
  the roll.  
   
  If you pass, turn to 203. If you fail, turn to 204 
  
   
   
   
  71 
   
   
  You have been injured by a Dusk Devil. The claws of such beasts 
  are coated in a natural poison that will kill you if you don’t get 
  treatment soon. It’s designed to kill smaller animals and so it takes 
  time with a full grown human - but it still needs treating. You decide 
  you can’t wait to find Livia now.  
   
  Turn to 206 
  72 
   
  You leave the bloody Guild House, just as the watch calls the fourth 
  hour. There is not much time until dawn. Do you want to head 
  straight for the west gate? 
   
  If so turn to 189.  
   
  If you would rather wait an hour and find somewhere to rest and 
  gain 1d6 ENDURANCE, then turn to 190 
  73  
   
  Judging the cellar is too dangerous to hide in and that you don’t 
  have enough time to climb onto the roof, you flee directly out of the 
  shattered front window. Both Celdron and Elrad are soon on your 
  trail. You must try to lose them in the streets of Laeveni.  
   
  Turn to 225 
   
  
   
   
   
  74   
   
  That last pint is really starting to make you feel rather inebriated. 
  This beer must be rocket fuel! 
   
  Roll 3d6+2. If this is more than your current ENDURANCE, then you 
  must reduce your SKILL level by 1 for the next 15 references and 
  turn to 44 
   
  If you throw less than or equal to your ENDURANCE, you cope with 
  the ale. Turn back to 128 and try another tavern. 
  75 
   
  You almost reel towards the door and stagger out. Gods, you are 
  plastered! Then the night air hits you and seems to make you feel 
  even drunk. You can hardly walk straight and lurch along the street. 
  You don’t get far, when all of a sudden you are rapped smartly over 
  the back of the head. 
   
  You drop to the hard cobbled floor like a sack of potatoes 
   
  Turn to 30 
  76 
   
  As you turn around from securing the door, you find a knife at your 
  throat. The holder of the knife is in shadow, as is your face in the 
  dark hallway. The point is placed right at the carotid artery and is 
  razor sharp. A trickle of blood flows down your neck.  Impossible! 
  No one can sneak up on you like that! No one except someone 
  lightning fast 
   
  Turn to 104 
  
   
   
   
  77 
   
  You merge into the crowded masses and head towards the Market 
  Place. You do everything you can think of to change your 
  appearance. You alter your stance, crouching over to look a lot 
  older. You manage to pick up a stick from the street and use it as a 
  crutch. You alter the setting of your jawline to give yourself an 
  overbite. You smudge dust into your cheeks to make them look 
  more angular. 
  Celdron and Elrad emerge into the street. They stop and glare at the 
  crowds, and push through the throngs, pulling back cloak hoods on 
  anyone that looks a similar size to you. This nearly starts a couple of 
  fights until the subject of their attention sees the size of Elrad. 
   
  Then you stop and start talking in a foreign tongue with a nasal tone 
  to a street vendor who eventually has enough of you and pushes 
  you to the ground. Your deception works as they barely glance at 
  you and slowly cross the street, and then eventually pass out of 
  sight. You have lost them – for now! 
   
  Turn to 149 
   
   
  78 
   
  “We have to act” says Twentyman. “We suspect that high 
  members of the Church itself are involved in this plot. I suspect 
  the Guild has been infiltrated, but I need to find out for myself. 
  There are things I need to ascertain and you cannot be part of 
  this” 
   
  He pauses to think once more 
   
  
   
   
   
  “Give me two hours that should suffice, and then meet me at 
  the safe house in Wychgate” 
   
  You nod.  
   
  “Lay low here. The landlord I trust and he is one of the few who 
  knows my true name. He won’t disturb you. He has kept me 
  safe here these last two days. If anyone else had come looking 
  for me, they would have been dead. You are fortunate Lecas 
  likes you, my boy” 
   
  Twentyman gets up, moving quickly for his size, and with purpose, 
  and leaves without another word. 
   
  For nearly two hours you wait in the room, unable to rest, and you 
  are so nervous the wait doesn’t help your ENDURANCE as you 
  constantly pace around the room. When you judge it time to head 
  for the safe house you leave, closing the door behind you. 
   
  Turn to 147 
  79 
   
  Despite seemingly having his hands full relieving himself, you try to 
  sneak up to the dwarf. However, although not as famed as the elves 
  for their senses, dwarfs still have exceptional hearing (and eyesight) 
  from spending a lot of time underground in the dark. The dwarf 
  hears your approach and feels your hand on his money pouch hung 
  on his belt. He turns round brining his hands up, causing his 
  breeches to drops to his ankles. This would be a quite comical sight, 
  if it wasn’t for the axe that he has snatched from his belt as his 
  trousers drop, which is now heading towards your head. 
   
  TEST YOUR FORTUNE, if you pass, turn to 176. If you fail, turn to 
  177 
  80  
   
  Tense moments pass as the large man searches the cellar, kicking 
  occasionally at objects, but you have managed to hide yourself well 
  enough to fool him. 
  
   
   
   
   
  The large man gives up his search with a grunt, and walks back 
  over to the steps and trudges back up them. The cellar hatch is 
  thrown back down and once again you are in darkness. They 
  continue to search the shop for a few more minutes, and then you 
  hear the footsteps move away 
   
  Turn to 22 
  81 
   
  Your hand closes on the red amulet you got from Jac inside your 
  tunic pocket. This must be the key. You decide not to mention it to 
  Livia, as you do not know her well enough, and you decide that the 
  less people that know about the amulet, the better.  
   
  Whilst you look around the shop, you see a pile of smoke bombs. 
  You pick a couple up and Livia nods that you can take them. Add  
  them to your adventure sheet. Turn to 47 
  82 
   
  You manage to negotiate your way to the door, keeping the ruffians 
  well away from you. As soon as you get outside, you intend to 
  spring into a sprint and are quickly off round the corner before the 
  ruffians can even get out of the door.  
   
  This gains you valuable seconds as the ruffians get caught up in the 
  panic. Roll 1d6 and add this to the lead you have when you are told 
  to calculate it. 
   
  Turn to 34 
  83 
   
  You slump to the floor, stunned. You feel Bigly’s large hands grab 
  you again, this time he drags you to the door and plants his large 
  boot in your backside and kicks you unceremoniously into the street. 
   
  
   
   
   
  “Now don’t come back here again, you cheap runt.”  
   
  You hear laughter from the inn, as Bigly returns in 
   
  Roll 1d6 – this is the amount of ENDURANCE you lose. If you are 
  down to 2 or less, then you pass into unconsciousness, then turn to 
  30 
   
  If you are still conscious, then you leave the area of the inn as quick 
  as you can. You now have no money, so turn to 140 
   
  84 
   
  You hare along the roof as fast as you dare. The early morning light 
  means you can easily pick out the right path, but it also makes it far 
  easier for your pursuers to track you. You run diagonally across 
  Livia’s roof away from the larger streets towards the side alleys, 
  hoping to lose your hunters in the small streets of the harbour 
  district. 
   
  You now have to jump across an alley onto the houses that front 
  onto the harbour, near the street. TEST YOUR AGILITY. If you 
  succeed, then you successfully make the leap and land safely on 
  the roof. 
   
  If you fail, you manage to grab the guttering of the nearest roof and 
  haul yourself onto the roof, but this has caused you valuable 
  seconds. To determine how many, roll 1d6. 
   
  If this means that either or both of your hunters have caught you 
  turn to the necessary reference: 
   
  Caught by Celdron (201), caught by Elrad (202), caught by both 
  (220) 
   
  If you are still ahead after the next round, then turn to 45 
   
  
   
   
   
  85 
   
  Jac is your best friend in the Guild, but he has not been seen for 
  some days. Rumour has it that he was involved in a secret mission 
  for the Guild Master himself.  
   
  As you turn around from securing the door, you find a knife at your 
  throat. The holder of the knife is in shadow, as is your face in the 
  dark hallway. The point is placed right at the carotid artery and is 
  razor sharp. A trickle of blood flows down your neck.  Impossible! 
  No one can sneak up on you like that! No one except someone 
  lightning fast  
   
  Turn to 104 
  86 
   
  You wait for your drink. Lecas eventually brings it to you, and says, 
  shortly “One gold piece”.  
   
  Having no money, you say “Lecas, old friend, it’s me, Shadow. 
  Don’t you recognise me? Put the drink on my tab I will pay you 
  later” 
   
  Lecas stops dead in his tracks, his eyes showing almost blind panic. 
  His eyes flick to the left and three roughnecks sitting at a table near 
  the bar.  
   
  “I know you not, and there’s no credit for strangers” he grunts 
  and takes your pint away 
   
  But your voice has alerted them and they stand up as one. All are 
  large men, with the calloused hands and scared faces or 
  experienced fighters. They are all armed with short swords and 
  knives at their belts and wear well used leather armour. They head 
  towards the bar. 
   
  You realise the mistake you have made and why Lecas didn’t  
  acknowledge you – they are clearly looking for you! 
   
  Do you have any smoke bombs? If you do turn to 42 
  
   
   
   
   
  If you don’t, turn to 170 
  87 
   
  Did you have chance to hide your bag before diving into the river? 
  If you did, turn to 109 
  If you didn’t, turn to 3 
  88 
  The walls are steep and you struggle to keep a hold. You go for a 
  handhold to your right, but your hand doesn’t quite grip it and you 
  slip. You start to fall and soon the ground is rushing up to meet you.  
   
  You hit it head first. 
   
  Your adventure ends here 
  89  
   
  You manage to sneak through the gate and you are in the main 
  streets of the Upper City. Turn to 211 
   
   
   
  
   
   
   
  90 
   
  Despite the cold shock, you manage to hold your breath and not 
  swallow any of the foul water. You continue to swim downwards, 
  hoping to get as far away from the bank so that your pursuers lose 
  sight of you. 
   
  Turn to 111 
  91 
   
  You quickly climb up the roof and make your way to the chimney 
  you managed to hide your bag behind. You rummage around and 
  cannot find anything. Then you hear movement behind you. You 
  turn like lightning in a half crouch, your hand diving for your knife. 
  Standing across from you is Celdron, who is smirking at you.  
   
  He says “ah, looking for this my little thief?” he holds up your 
  bag “if you want it you will have to come and ask me very 
  nicely. You do have some manners don’t you, little thief. Do 
  you know how to say please and thank you to those who have 
  helped you”?  
   
  His smirk widens into a malevolent grin. You glance around. There 
  is no sign of Elrad – and you and Celdron are a similar size. You 
  decide it’s about time you rid yourself of this nuisance – whilst he is 
  alone 
   
  You must fight Celdron. If you have lost a knife, remember to reduce 
  your SKILL by 1. Celdron’s fighting abilities are different to his 
  running: 
   
  CELDRON   FIGHTING SKILL 9 ENDURANCE 11 
  If you win, you decide to make your way to a safe house to get 
  intelligence, a rest and a change of clothes.  
   
  Turn to 67 
  
   
   
   
  92   
   
  Throw 3d6+4. If this is more than your current ENDURANCE, turn 
  to 75 
   
  If you throw less than or equal to your ENDURANCE, you just about 
  cope with the ale. Turn back to 128 and try another tavern. 
  93 
   
  You enter the tavern and approach the bar, but as you do all the 
  beer that’s been churning around in your stomach decides to make 
  a reappearance. You try to cover your mouth with your hand, but all 
  that happens is that the sick sprays through your fingers and covers 
  everyone at the bar. 
   
  Everyone turns and stares at you, with fury in their eyes. The 
  nearest man, a ruffian with a huge bushy black beard, wastes no 
  time complaining and instead smashes you over the head with his 
  pewter tankard. You drop to the flagstone floor. Just before you lose 
  consciousness you are aware of strong arms taking you under the 
  shoulders and dragging you along the floor to the door, where you 
  are unceremoniously thrown into the street and left – but only after 
  you have been relieved of all your valuables. 
   
  Turn to 30 
  94  
   
  You cross to the counter and push away the tea. Livia tuts to herself 
  – it was well meant and would have helped you cure the poison in 
  your veins. You shudder as it takes hold. Lose 2 ENDURANCE  
  points. 
   
  Livia looks at you and then walks over and examines you. 
   
  “Fool of a boy. I mean you no harm. Now drink this and it will 
  cure your ailment”  
   
  
   
   
   
  She hands you the tea again. This time you drink it, and you feel 
  your symptoms lessen.  
   
  Turn to 101 
  95  
   
  You are on the other side and run off. You curse under your ragged 
  breath. If you had just stopped to think you could have stopped to 
  cut the rope, stopping any hope of pursuit. Once again, despite all 
  your talents, your inexperience has cost you – but then you have 
  never had to run for your life against two such determined and 
  capable foes. It has rattled you to your core. 
   
  Work out how much you lead any of your still active hunters to allow 
  the changes for them crossing the rope bridge. Now roll for the next 
  round.  
   
  Turn to 115 
  96 
   
  You head off across the market place and onto Fish Street, running 
  as fast as you can. Resolve the race until either: 
   
  You lose all your pursuers. Turn to 107 
  If one of them catches up with you. Turn to 139 
  If more than one of them catches you, turn to 121 
  Your ENDURANCE reaches 0. Turn to 174 
  97 
   
  As one, the three rise from their table knocking one stool over in 
  their haste. You realise your mistake. You should have fled. All are 
  large men, with the calloused hands and scared faces of 
  experienced fighters. They are all armed with short swords and 
  knives at their belts and wear well used leather armour. 
   
  
   
   
   
  They head straight for your table - their eyes intently focused on 
  you.  
  There is no kindness in those eyes. 
   
  Do you have any smoke bombs left? If you do turn to 42 
  If you don’t turn to 19 
  98  
   
  It’s a bit of a walk to The Pillars of Amaldi. It is named after the twin 
  cliffs that stand on each side of the port entrance to Laeveni. The 
  port area is between the cliffs and at sea level, but then the cliffs 
  rise up and the rest of the city is only accessible via steep roads cut 
  through the cliffs. The Holy City of Amaldi, the city within the city, 
  sits atop the port cliff – allowing fantastic views and a very 
  defensible position. In over 500 years, no one has ever sacked 
  Amaldi from the sea.  
   
  The tavern named after the cliffs, commonly known as The Pillars 
  as a large bush has been left untended and has grown up and 
  covered part of the tavern’s sign, so that only the first half of its 
  name can be seen. It’s a bit of a hike up, coming from the harbour, 
  up Priestgate, and then you have to turn right opposite the Mitre.  
   
  You turn down Rockfall Row, just before you carry on up the road 
  into the upper city. This road is guarded day and night with 
  checkpoints, and you need a valid pass to get through.  
   
  You are right at the edge of the harbour district when you arrive at 
  the door of The Pillars of Amaldi, which is nestled against one of the 
  sheer cliff walls, that rise up a full 100 yards. 
   
  Contrary to its salubrious name, it’s a seedy looking place from the 
  outside. The paint is peeling off the window frames, and the badly 
  painted tavern sign is hanging lopsided from one hook. Faint light 
  spills out of the windows and the open front door. Inside you can 
  hear the general hubbub of a busy tavern, with laughter mixed in 
  with cursing and singing. 
   
   
   
   
  
   
   
   
   
   
  
   
   
   
   
  You nervously walk through the door. Immediately eyes are upon 
  you. This is quite a clannish part of town where most people stick to 
  their own turf – and you are a stranger on their turf. In order to allay 
  concerns you head straight to the bar, and order a pint of ale from 
  the surly looking barmaid. The bar top is stained and dirty and 
  swimming with puddles of spilled ale. She plonks the stained pewter 
  beer jack onto the counter, causing ale from a puddle to splash you, 
  and gruffly demands 4 gold pieces. If you don’t have enough money 
  to pay, turn to 40 
   
  FOUR gold pieces, you are almost outranged. This is twice as much 
  as you would expect to pay in an establishment like this, if not three 
  times as much. You have been marked as a visitor and so are being 
  overcharged. You think about complaining but realise that causing a 
  scene in this pub would be a bad idea and grudgingly toss the gold 
  pieces into another puddle on the bar. The barmaid grimaces at you 
  and snatches up the money. 
   
  The beer is dark and sickly sweet, more a barley wine than a beer, 
  and is fiercely strong. You turn around and lean with your back to 
  the bar, and take in the environment, searching for Twentyman. The 
  tavern is one large room, and so it’s easy for you to covertly check 
  all the faces. Almost everyone here is male, human and appear to 
  be fishermen. All have sun burned faces, ruddy cheeks and peeling 
  skin from the salt water. Most have tattoos on their burly arms. Very 
  few are armed as these men use their large calloused fists as 
  weapons – and brawling is in their nature. 
   
  You walk around the room drinking your beer, but it’s gone straight 
  to your head and you stumble. TEST YOUR AGILITY 
   
  If you pass, turn to 171. If you fail, turn to 152 
   
  99 
   
  You wait for a few long minutes and then decide that you have to do 
  something. You see a sailor leaving the tavern, staggering and 
  follow him. You approach from behind and reach out to take the 
  money purse from his belt. 
   
  
   
   
   
  TEST YOUR SKILL. If you roll less than or equal to your AGILITY  
  turn to 146. However, if you have been drinking you must take the 
  number of pints you have had from your roll. 
   
  If your roll is greater than you AGILITY, then turn to 25 
   
   
  100 
   
  You make it to the top of the wall. You are halfway there. You still 
  need to climb down the other side.  
   
  TEST YOUR AGILITY.  
   
  Do you have the SKILL OF CLIMBING? If so you can subtract two 
  from the roll.  
   
  If you pass, turn to 70 
  If you fail, turn to 88 
  101 
   
  Lose 1 FORTUNE point for not trusting Livia. However, you are now 
  free of any disease or toxin 
  Livia stares at you, waiting.  
   
  You take the Sigil from your inside jacket pocket. She sighs, and 
  nods sadly. 
   
  
   
   
   
  “It is as I feared. That’s Inestas Sigil. No one could take it off 
  her without great difficulty and cost and so it must have been 
  given to you freely. And she would never give it away if she 
  thought she would still live. She must have trusted you at the 
  end, and so I must trust you” 
   
  “All is not well in Laeveni. Something is challenging Most Holy 
  Zacatecas's power. The Church is not a kindly Lord, far from it, 
  but Laeveni has lived under their rule for over 400 years – and 
  in that time it has, well, prospered. There have been no wars 
  between the Guilds, and everyone knows their place – or 
  knows the consequences. But now I fear things have 
  changed.” 
   
  “Zacatecas’s ship sailed out of Laeveni some 4 months ago. It 
  is usual for the Zacatecas to go to a retreat in the summer 
  months to avoid the heat of the city, but never in winter and for 
  this length of time. Most Holy has never left Laeveni for so 
  long” 
   
  “In this time, someone, or something is trying to seize power 
  away from the Most Holy. And the Zacatecas is a Power in this 
  world, and so nothing less than this would dare cross her. All 
  Inista knew was that she suspected that Kaptain De-Villiers had 
  been corrupted by this Power, and is the main servant of this 
  new horror.  
   
  Do not underestimate De-Villiers, or the Black Guard under his 
  command. There were also rumours that your Guild has been 
  infiltrated – as she had been told that by one of the Guilds 
  members – a young thief who has also gone missing.” 
   
  “I feel that there is something of great evil behind this. Inista 
  knew more but would not tell me all. The last thing she said to 
  me was that the key to this is in a red stone. That must have 
  been just before she was taken by that wicked De-Villiers. 
  That’s all I know” 
   
  Turn to 47 
  
   
   
   
  102  
   
  Although painful, the glass does not seem to have caused any 
  serious damage and you can still move around relatively 
  unhampered. Lose 2 ENDURANCE.  
   
  Turn to 8 
  103 
   
  Your waiting pays off as you see a young dandy walking unsteadily 
  along the street. He appears unarmed (very unwise in Laeveni) and 
  a bit tipsy. Your sharp eyes can make out a money pouch hanging 
  from his belt. You quickly catch up with him and reach out and slip 
  the money pouch off his belt, and then you turn away and leave. 
   
  Turn to 105 
  104   
   
  Out of the shadows comes a man you recognise – Lightning Jac is 
  your best friend in the Guild. Despite looking pale and wan, he is 
  smiling openly. Only a few years older than you, you have often 
  worked together. 
   
  He laughs, and says “Shadow, thank the old Gods it’s you. No 
  time for niceties now, we must talk”.  
   
  You nod. And are relieved when the knife disappears back into 
  Jac’s sleeve and you can breathe again. 
   
  You walk into the main room and there are a few chairs. You both 
  sit and start talking. Jac starts 
   
  “All is not as it seems, Shadow.” 
   
  “It rarely is” you dryly interject. Jac nods, half smiling. 
   
  
   
   
   
  “When I last saw you it was at the blockhouse and you left me 
  to recover. I managed to stay hidden, and then all hell broke 
  loose, as someone escaped. I am guessing it was you?” 
   
  You nod 
   
  “Fortunately for me, there was such a panic that all the off-duty 
  watch was called to duty. De-Villiers was going mad and no 
  one dared cross him. In the confusion, I was eventually able to 
  slip out. I made my way to the apothecary run by Livia. She 
  helped get me back on my feet as I was in a bad way” 
   
  “Livia’s dead” you say “killed by De-Villiers thugs” 
   
  Jac shakes his head, sadly 
   
  “But I was not captured by chance. There is something in 
  Laeveni, a cancer that is threatening all we hold dear.  I was 
  captured as they are trying to destroy the Guild. De-Villiers is 
  part of it, but there is someone, or something, behind him that 
  is the real power. Something he is scared of, and he’s not a 
  man to fear anything. If he even is a man. He will do anything to 
  destroy the Guild. The key is the ruby amulet.  
   
  If you were given the amulet by Jac, turn to 50 
   
  If you do not have it, turn to 12 
  105  
   
  You check the contents. Roll 2d6. That how many gold pieces are in 
  the pouch. 
   
  Turn back to 128 and choose another tavern you have yet to visit. 
  
   
   
   
  106  
   
  A large jagged shard of rough glass flies through the air, and not 
  even your thief’s’ reflexes can save you. As you try to duck, it hits a 
  chair and splinters into several smaller, but even more lethal, glass 
  daggers – and you cannot avoid them all. One of them slices 
  through your neck, and nicks your carotid artery. Blood spurts from 
  the wound and you collapse, soon losing consciousness. Then it’s 
  only a matter of moments before the rich red blood drains out of 
  you, and you bleed out.  
   
  Your adventure ends here. 
   
   
  107 
   
  You manage to slip around a corner and wait. You hide in the dark, 
  trying to control your breathing and stay quiet. You wait for a long 
  few moments to make sure no one is still following you. Your 
  breathing slows down and your heart stops racing. You can return 
  your ENDURANCE and FORTUNE scores to the same level they 
  were before the race. 
   
  You still need to speak to Lecas and so you work your way carefully 
  back to the Rat. 
   
  You wait in a dark passage opposite the door to the cellar and 
  stables. Eventually your patience is rewarded, as you see Lecas 
  cross the yard. You quickly make your way over and catch up with 
  him, and grab him by the arm. 
   
  Lecas, who is a retired soldier, reacts quickly, turning around with a 
  raised fist, ready to attack. Then he relaxes and smiles. 
  
   
   
   
   
  “You fool, Shadow, I nearly knocked your head off” 
   
  You smile at Lecas “You could have tried, old man” 
   
  He laughs, a short, sharp bark of a noise. 
   
  “It’s good to see you, Shadow. Rumour had it that you had 
  been captured or killed – taken a tumble into the river or worse. 
  There’s a price on your head and every low life in the town will 
  be looking for you” 
   
  “There is something evil in this city” you say “What do you 
  advise?”  
   
  “Indeed there is” agrees Lecas “I saw your friend Jac a few 
  days ago. He said that if I see you in the next few days to take 
  you to Twentyman. He’s been keeping a low profile” says Lecas 
   
  “He told me to seek out Twentyman as well. Do you know 
  where he is?” 
   
  “I may do. Follow me”. 
   
  Lecas turns and walks to a side room of the inn 
   
  Lecas turns and walks back to the inn, and to the door of the private 
  room at the back of the hostelry 
   
  Do you want to trust Lecas and follow him? If so turn to 119 
   
  If you don’t trust him, turn to 155 
  108 
   
  Given Lecas has not acknowledged he knows you, you decide the 
  best option is to play the same game. As you stand at the bar with 
  your back half to the room, the area between your shoulder blade 
  itches. Something here is not as it seems. As you drink you try to 
  look around the bar room and notice that some of the customers are 
  hardly drinking, and seem unusually quiet. 
   
  
   
   
   
  Trying to sound casual, you turn to Lecas who is half-heartedly 
  cleaning the counter top near you. You open saying “That’s a good 
  drink, barkeep, you know how to keep your cellar. And 
  reasonably priced. In other cities, the same would cost me 3 
  times as much! I will have to remember this place” 
   
  Lecas looks up at you, and replies “Thank you, young sir. That’s 
  uncommonly good of you to say so. Are you new to Laeveni? I 
  can’t remember seeing you before”. As he speaks, his eyes flick 
  to the left to a table of three rough necks, and then he returns his 
  stare to you. Almost imperceptivity you nod. 
   
  “Just passing through. Can you recommend anywhere for a 
  good night’s sleep?” 
   
  “I have rooms out back – if you give me a minute I can show 
  you” 
   
  Lecas calls to one of his staff to care for the bar whilst he is away, 
  and beckons you to follow him, “this way young Sir, finest rooms 
  in Laeveni, outside of the Holy City, and only 5 gold pieces per 
  night. Let me show you” 
  You follow him through to the back of the tavern. As you pass the 
  table of ruffians, they all watch you pass. You see one start to rise, 
  but another, seemingly the leader, puts a hand on his comrade and 
  holds him back. You pass through the room and out the back into a 
  small stable yard with stairs leading to a loft above it.  
   
  When you are safely out of sight of anyone, Lucas turns to you, 
  slaps your face and hisses “You stupid young fool. You shouldn’t 
  have come here. You are putting me and mine at risk”. Lose 1 
  ENDURANCE point 
   
  You are lost for words at Lecas’ harsh rebuke. He carries on, but 
  moderates his tone and becomes almost friendly and he clasps your 
  hand warmly and shakes it. 
   
  “But it’s good to see you, Shadow. Rumour had it that you had 
  been captured or killed – taken a tumble into the river or worse. 
  There’s a price on your head and every low life in the town will 
  be looking for you” 
   
  
   
   
   
  “There is something evil in this city” you say “What do you 
  advise?”   
   
  “Indeed there is” agrees Lecas “I saw your friend Jac a few 
  days ago. He said that if I see you in the next few days to take 
  you to Twentyman. He been keeping a low profile” says Lecas 
  “He also told me to seek out Twentyman as well. Do you know 
  where he is?” 
   
  “I may do. Follow me”. 
   
  Lecas turns and walks back to the inn, and to the door of the private 
  room at the back of the hostelry 
   
  Do you want to trust Lecas and follow him? If so turn to 119 
  If you don’t trust him, turn to 155 
   
   
  109  
   
  You spend time sat on the riverbank recovering and trying to dry off. 
  You take off your boots and hose and strip to the wait, and wait until 
  you dry off. Despite the late hour, it’s still hot and dry in Laeveni and 
  you soon able to dress again. 
   
  You now have to recover your thief’s bag, which you hid on the 
  rooftops near the Tithe Bridge. And you have contacts in the area 
  who may be able to help you more with uncovering who is behind 
  the treachery in the Guild.  
   
  Turn to 11 
  
   
   
   
  110  
   
  You collapse to the roof in sheer exhaustion – mental and physical. 
  Your supple and fit thief’s body quickly recovers though – you may 
  return your ENDURANCE to the same level it was before the race – 
  unless you have been injured during it (these points stay lost). Your 
  FORTUNE remains at the level it was at the end of the race. 
   
  Turn to 64 
  111 
   
  Due to the lack of light above and the darkness of the water it is 
  almost impossible for you to see where you are going, and so you 
  close your eyes and rely upon your other senses. The water feels 
  oily and rank against your exposed skin, and was already starting to 
  make your eyes itch before you closed them. You know that you 
  can’t survive long in such a hostile environment. 
   
  Every now and then you feel something brush past your body or 
  move very close. You involuntarily shudder at the thought of what 
  horrors live in these depths. 
   
  Having been brought up in a port and living initially as a beggar on 
  the sea front, you are a strong swimmer who is able to hold his 
  breath under water for 3-4 minutes whilst moving at full pace. You 
  move gracefully through the water, and eventually sense that you 
  are nearly at the other bank. With the lack of light there is no way 
  your hunters will see you at this distance. 
   
  You head for the surface and break the water as silently as you can, 
  and take in a gasp of air – which nearly makes you retch due to the 
  stench of the air. 
   
  You grab hold of the bank and prepare to haul yourself out, but as 
  you do you feel something horribly soft yet strong hook itself around 
  your leg and hold you firm. Panic nearly seizes you but you struggle 
  against your unseen attacker. 
   
  
   
   
   
  You manage to hold onto the river bank with one hand, whilst 
  unsheathing one of your daggers with the other. You must try to 
  fight this horror one handed to try to get free of its horrid grip.  
   
  Turn to 120 
  112 
   
  Your hook finds its mark in a chimney on the opposite side of Bridge 
  Street, and you quickly secure the end you still have to another 
  chimney pot on this side and pull it so it’s taut. The thin but strong 
  material shines in the moonlight.  
   
  To determine how long, it takes to cross the thieves’ bridge, roll 1d6. 
  As long as this is longer than your hunters are behind you, then you 
  successfully cross before they get to the rope and get a chance to 
  cut it down or worse. 
   
  If Celdron reaches the rope before you can finish crossing turn to 58 
  If Elrad does, turn to 113 
  If they both do, turn to 123 
   
  As they also need to cross the bridge, roll for each: 
  1d6 for Celdron. If this is less than your score, then he gains on you, 
  if it’s more then you increase your lead 1d6+3 for Elrad. Elrad, 
  although surprisingly sprightly on the rooftops for his size, is not as 
  able to run across a rope as you and Celdron – and so it is likely to 
  take him longer. Take his score from yours, and alter you lead 
  accordingly. 
   
  Assuming you are still free, roll for the next round and turn to 95 
  113   
   
  You are halfway across the makeshift rope bridge when Elrad 
  reaches the roof edge. His approach has no finesse. He simply 
  grabs the taut rope with his hands and with a mighty heave he 
  shakes it so that the whole of the rope trembles and quivers. This 
  wave of force soon travels down the length of your flimsy bridge. 
   
  
   
   
   
  TEST YOUR FORTUNE – Roll 2d6. If you score less than or equal 
  to your FORTUNE score, you are lucky. 
   
  If you are lucky, you are close to the end of your makeshift bridge 
  and are able to propel yourself forward in a half dive, half fall and 
  grab onto the opposite roof. However, your body, still travelling with 
  great momentum, slams into the building with a dreadful impact. 
  Roll 1d6 – this is how much ENDURANCE you have lost.  
   
  Turn to 95 
   
  If you are unlucky, the disturbance happens when you are halfway 
  across the bridge.  
   
  Turn to 130 
  114  
  Consult below to see your fate: 
   
  Double 1 The Psychic attack from the eel shatters your mind, and 
  you are rendered unconscious. The Eel wraps its slimy body around 
  you, and pulls you to the bottom of the water, where you will be 
  slowly consumed over a number of years. Your adventure ends 
  here. 
   
  Double 2 The shock of the attack mean you lose extra 
  ENDURANCE – roll 1d6 and subtract this from your ENDURANCE. 
  If your ENDURANCE is now 0, the eel takes you as a prize down 
  the murky depths of the stinking river. 
   
  Double 3 The attack rattles your head and you lose focus. Lose 1 
  SKILL for the remainder of the fight. 
   
  Double 4 Lose 2 extra ENDURANCE points 
   
  Double 5 The attack causes you to drop your knife in shock. It 
  drops to the bottom of the river. You now have to draw your other 
  knife, but if you survive, you now only have one knife and your skill 
  stays reduced until you find another knife. 
   
  Double 6 You are lucky – the eels attack fails, you can continue to 
  fight. 
  
   
   
   
   
  If you are still alive, turn back to 120 and continue to fight the eel. If 
  you throw another double return here – unless it’s a double, you 
  have already thrown – in which case ignore it and continue fighting. 
   
   
  115 
   
  For the next 3 rounds, you are racing over the rooftops of the 
  Harbour district, where the settlements are closely huddled together. 
  The rooftops are close with few impediments to stop you.  
   
  If you are still being pursued after these 3 rounds, then turn to 133 
  If you lose both your hunters, turn to 110 
   
  If you get caught, then turn to the reference that deals with this: 
  Caught by Celdron (201), caught by Elrad (202), caught by both 
  (220) 
  116 
  “Kind sir, I am so sorry, I seem to be lost. I was in a tavern in 
  the harbour when all of a sudden I felt unwell. That’s all I 
  remember until I awoke here. I know not where I am. I just wish 
  to return back to the ship I paid for passage on. Can you help 
  me” 
   
  You look so lost and sound so earnest, the guard takes pity on you. 
  The main reason for guarding the pass is to stop undesirables for 
  getting into the Upper City. Surely, reasons the guard, a ragamuffin 
  like this is better off in the dive bars in the Harbour. 
   
  
   
   
   
  He nods and lets you through and waves to his compatriot on the 
  lower barrier.  
   
  Turn to 49 
  117 
   
  If you are successful, roll 1d6+3 to determine how many gold pieces 
  you have stolen. You make off from the dwarf quickly as he finishes 
  his business and buttons himself up. You are just around the corner 
  when you hear a roar of rage. Your theft has obviously been 
  discovered. You are lucky you are out of sight.  
   
  Turn to 128 and try another tavern 
  118 
   
  You make a quick search of the body. Celdron has a pouch 
  containing 4 gold pieces which you pocket quickly. You realise that 
  tonight it’s about survival and not thievery and so you decide to take 
  his sword. It is an excellently balanced blade, light, razor sharp and 
  lightning quick. Now that you are fully armed you can add 1 to your 
  initial SKILL. 
   
  You also find several folded pieces of paper. You don’t have time to 
  review them now and so place them inside your tunic. Note these 
  new items on your adventure sheet. There is also a small bottle 
  inside his jerkin. You may keep this if you wish.  
   
  Turn to 149 
  119 
   
  Lecas shows you to a private back room and opens the door and 
  gestures. You enter the room and see a man sitting alone at a 
  corner table. He is cloaked in shadow, despite his massive size. 
  You approach and your heart skips a beat. The man appears to be 
  tall and the size of three ordinary men. He’s in his mid-fifties, with 
  greying, receding hair and a thick beard.  
  
   
   
   
   
  He leans forward into the light, and you can see that it is 
  Twentyman. He sees you but his face doesn’t change, apart from a 
  slight narrowing of the eyes. 
   
  His hands move slightly and you pick out the signal in thief’s-talk. 
  He asks if everything is safe. You signal back the sign for danger. 
  He returns with the sign to follow him, but not directly. He stands up 
  from his table and heads round to the left where there is a small 
  well-hidden door.  
   
  He unlocks it with a key, opens it and walks through, leaving it ajar. 
  You leave it a couple of minutes until the end of the current song 
  and applaud the troubadour, and whilst the crowd cheers you finish 
  your drink, and follow. 
   
  You walk into a dimly lit corridor. You close the door behind you and 
  you hear it “click” as it automatically locks again. There’s a door at 
  the end of the corridor and light streams from it. You walk up to it 
  and look through the door into a well-appointed room. Twentyman is 
  sitting at a table, his eyes deep in thought, the fire reflected in his 
  dark eyes. 
   
  “Shadow, come in, and come over here and take a seat” 
   
  You do as he asks until you are sitting in front of him. He smiles 
  slightly and then his hand lashes out cat fast and he slaps you 
  around the face. You feel the sting of the blow.  
   
  Lose 1 ENDURANCE point. 
   
  “You fool, what makes you search for me here? Few know my 
  true identity in this area and I take great pains to keep it that 
  way. What makes you search for me?” 
   
  You flush red in embarrassment, as well as from the slap to the 
  face, and apologise, saying 
   
  “I’m sorry my Lord, but there’s no one else I can trust. Jac told 
  me everything. He told me to find you” 
   
   
  
   
   
   
   
   
   
  
   
   
   
  His only response is to grunt, and then he moves and sits in a high 
  leather arm chair next to the fire. He gestures towards its twin, 
  opposite him, and you gladly sit down in the plush leather. 
   
  “Tell me everything” he commands and you start. 
   
  Turn to 35 
  120  
  You turn round to face your, so far, unseen adversary. It’s a 
  Psychosomatic Eel. Once a relative of an electric eel, these 
  monsters can grow up to 10 feet long. However instead of 
  electricity, the years of evolution in the river have given them a 
  psychic ability. They can attack you with a psychic energy as well as 
  fighting you. As you resolve this contest, after each attack round, 
  you must throw an additional 2d6. 
   
  If you throw a double, then you must turn to 114 
   
  As you can only use one dagger, you must take 1 from your SKILL 
  level for this fight. 
   
  Psychosomatic Eel  FIGHTING SKILL 7  ENDURANCE 9 
   
  If you win turn to 32 
  
   
   
   
   
   
   
  
   
   
   
  121 
   
  As hard as you try, you cannot shake off these men. Who are they? 
  They are not just run of the mill brawlers – you would have 
  outdistanced them long ago if they were. Panic starts to rise in your 
  throat and you fight it down. But then you are aware that they are 
  closing on you, and then one of them tap tackles you from behind, 
  enough to send you sprawling to the rough ground. Strong hands 
  grab you and tie you up. 
   
  One of the ruffians laughs, a cruel, heartless sound “you led us a 
  merry dance there, so you did my lad. But we’ve caught you 
  and perhaps the boss may want to have a chat to you”.  
   
  Then one of them raps you smartly over the head with a blackjack 
  and you know no more. 
   
  Turn to 136 
  122 
   
  You approach the bar. You stand at the bar but make no sign, being 
  careful not to attract undue attention to yourself. Lecas looks up and 
  sees you, but his face remains expressionless as he approaches 
  you, saying  
   
  “Yes young man. What do you want? Hurry up hurry up – I 
  haven’t got all night” 
   
  Strange. Normally you would get at least a half smile of 
  acknowledgement and a good bit of banter. Lecas knows that you 
  are above reproach in his tavern – as you never steal from here or 
  cause trouble – and you are a good source of information about 
  what’s happening in the city. This change in his attitude alarms you 
  but outwardly you mask this and remain calm. 
   
  
   
   
   
  
   
   
   
    
  If you have enough gold, you can either buy a quart of ale or a glass 
  of Amaldian Red. The ale is 1 gold piece, the wine 3 gold pieces. If 
  you choose the ale, turn to 13 
   
  If you choose the wine, turn to 37 
  If you have no money, you will have to ask to have the drink put on 
  your tab, turn to 86 
  123  
   
  You are still crossing your flimsy bridge when both Celdron and  
  Elrad reach the edge of the building. Elrad’s approach has no 
  finesse. He simply grabs the taut rope with his hands and with a 
  mighty heave he shakes it so that the whole of the rope trembles 
  and quivers. This wave of force soon travels down the length of your 
  flimsy bridge. 
   
  All of a sudden your world is turned upside down. You are thrown 
  into the air and then cartwheel down ungracefully towards the 
  cobbles below. You are three stories up and know that this fall is too 
  high. The ground rushes towards you, and you close your eyes in 
  acceptance. 
  124  
   
  As you mull all this information over, Livia busies herself making 
  more tea. You sit down by the counter deep in thought, and then 
  ask her again if there is anything she can possibly remember that 
  may help. Any slight detail may be enough. She furrows her brow, 
  which only makes her face disappear into more wrinkles, so that her 
  eyes can barely be seen twinkling under her bushy brows. 
   
  “Now you mention it, she did say something strange a couple 
  of days before she was taken” 
   
  You press her as much as you dare and she nods, saying “Yes that  
  was it. She said…………..” 
   
  
   
   
   
  Then there is a blinding flash and a crash behind you and the 
  window explodes into the small shop, showering you with large 
  shards of glass. 
   
  Do you have the SKILL of SPEED and AGILITY? If so turn to 56 
  If you do not, turn to 20 
  125  
   
  You finish your beer as you walk up the stairs and place the pewter 
  jack on a table at the top of the stairs You turn right and arrive at a 
  sturdy iron door. As you open it, you are grabbed by a large, scaly 
  green hand and pulled inside the room. Your speed and agility help 
  you keep your balance but you are spun round and stare into a 
  face.  
   
  The face is a nightmare. His skin is green and blue hued, 
  pockmarked and scarred, with one deep slash from side to side 
  leaving a huge rent in his large bulbous nose. This causes snot and 
  worse to ooze out of this gash as he breaths, which he does with 
  rasping breaths. 
   
  His teeth are fangs, with his orcines overhanging his upper and 
  lower lips by at least 3 inches. The teeth are yellow and stained and 
  have pieces of meat, and you don’t want to know what, stuck 
  between them. As he opens and closes his mouth the teeth often 
  slice into the flesh of his lips, causing them to ooze a deep green 
  pus that acts as the Orcs blood. One of them has broken off leaving 
  a jagged half point. The forehead is thick and bony with ridges in it, 
  and the eyebrows are more like irregular tufts of thick black wire 
  wool. His brow is low so his hairline almost reaches his eyebrows, 
  giving him an even more thuggish look and would make him look 
  stupid if it wasn’t for his eyes. They glowed an evil yellow from 
  under his heavy brow, gleaming with intelligence and cruelty. 
  
   
   
   
   
  
   
   
   
   
  You see that the creature is chained to the wall. There have been 
  rumours of underground orc fights in some taverns – strictly against 
  the edicts of the church. You seem to have found a contestant 
  locked up until his next fight.  
   
  “Small weak man thing disturbs Ozark? Ozark will kill and eat 
  small weak man. Ozark not eaten since he ate a dwarf in his 
  last fight. Ozark Hungary. If weak man is lucky, he may be dead 
  when Ozark eats him. HA” he snorts with an evil laughter; his face 
  once again being covered in snot from his wrecked nose. 
   
  His thick and gnarled hand reach out towards you. His claws are 
  several inches long and yellowing.  
   
  You have no choice but to fight this beast. Even unarmed and 
  chained, he is a fearsome beast. 
   
  OZARK   FIGHTING SKILL  10 
  ENDURANCE 15 
   
  If you win turn to 164 
   
  If your ENDURANCE reaches 2, turn to 157 
  126  
   
  You struggle against their fierce hold on your arms and shoulders, 
  seemingly thrashing at random. But instead you have a plan. You 
  pull forward trying to escape, and as they automatically pull back on 
  your shoulders to stop you from breaking their grasp. You manage 
  to wheel them around so that you are facing the alley wall. You give 
  one more pull forward, as strong as you can, and as they struggle to 
  again pull you back, you raise both your feet and push them firmly 
  against the alley wall.  
   
  This sudden change in your momentum, compared with their own, 
  catches them by surprise and you all fall backward into a heap. You 
  roll away and come up into a crouch. As the first of the ruffians 
  rises, you kick his squarely in the temple with a powerful 
  roundhouse kick. He drops to the floor, dazed.  
   
  
   
   
   
  The second ruffian regains his feet, but warily keeps his distance 
  and draws his sword. He is between you and the exit to the alley, 
  which is a cul de sac. You draw your blade and engage with him.  
   
  RUFFIAN 2 
   
  FIGHTING SKILL 8 ENDURANCE 10 
   
  If you defeat him in under 4 rounds, turn to 153. If it takes more than 
  that, turn to 158 
  127  
   
  You manage to duck to avoid the horrible blood covering your face. 
  You haul yourself onto the bank of the river, and roll away from the 
  water, and remain there panting and trembling with shock. That was 
  close! 
   
  Turn to 87 
  128 
   
  You go to a wardrobe in an upstairs room and change clothing and 
  dress more like an off duty mercenary. You belt a sword around 
  your waist. If you found a sword in Jailbreak you can use this one. 
  Otherwise it will just be a standard sword.  
   
  You will need money to buy beer in the taverns you search. You find 
  your stash. Sadly, there is not much in there as you have spent too 
  much of your recent profits on gambling.  
   
  Roll 1d6 – that is how many gold pieces you have. You sigh, hoping 
  it’s enough, and place the gold in a purse, and tuck it inside your 
  jerkin 
   
  You head out back onto the street, closing the door behind you and 
  locking it. 
   
  
   
   
   
   
  
   
   
   
   
  In the past few years Twentyman has spent most of his evenings 
  frequenting the taverns and alehouses of Laeveni. He does this not 
  to get drunk, although he is fond of a few pints or mugs or wine, but 
  instead he uses it to gather information. That way he can identify 
  marks or potential scores, or ships coming in with good cargos that 
  are worth lifting. He has a network in each of the districts who funnel 
  intelligence to him. Although he varies his nights in different districts 
  to stay unpredictable, you know that tonight he was due to frequent 
  the harbour. 
   
  Whilst not the most salubrious parts of town, the harbour is home to 
  the fisher families and the fish markets – and a lot of information is 
  shared by fisherman in the local alehouses, as they love to do two 
  things: drink and gossip – and especially gossip to someone buying 
  the drinks! 
   
  You will need to trawl the taverns and alehouses to try to find him. 
  This is not a part of town you frequent, partly as you cannot abide 
  the smell, and so you should not be known here. There are 5 
  taverns you know of in the harbour, but you don’t know which ones 
  Twentyman visits. You cannot ask for him by name, as he never 
  uses it when he is out and about and will instead be known by an 
  alias in this district. Sadly, you don’t have a clue what he will be 
  called here. You will have to physically search. 
   
  You must not look out of the ordinary and everyone will expect you 
  to buy beer in each tavern and drink it. You hope you find him soon 
  as you do not have a head for beer, and will soon feel its effects if 
  you have to visit too many hostelries – and you cannot risk looking 
  out of place by not buying and drinking a beer at each stop.  
   
  Will you try: 
   
  The Pillars of Amaldi? Turn to 98 
  The Forked Tail? Turn to 61 
  The Drunken Goat? Turn to 24 
  The Bishops Mitre? Turn to 143 
   
  If you run out of money before finding Twentyman turn to 140 
   
  
   
   
   
  129 
   
  TEST YOUR SKILL, but you can take 2 off the dice roll. If you are 
  successful turn to 77. If you fail, turn to 131 
   
   
  130  
   
  All of a sudden your world is turned upside down. You are thrown 
  into the air and then cartwheel down ungracefully towards the 
  cobbles below. You are three stories up and know that this fall is too 
  high. The ground rushes towards you, and you close your eyes in 
  acceptance. 
   
  Your adventure ends here. 
  131 
   
  You wait, milling around in the crowds near the Market Square. 
  Celdron and Elrad emerge into the street. They stop and glare at the 
  crowds, and push through the throngs, pulling back cloak hoods on 
  anyone that looks a similar size to you. This nearly starts a couple of 
  fights until the subject of their attention sees the size of Elrad. But 
  they are getting closer to you. You try to move away when they are 
  within feet of you, but then a rough hand grasps your shoulder and 
  spins you round. Elrad smile coldly when he sees your face, and his 
  huge fist thunders towards you, smashing your nose and 
  cheekbone and knocking you unconscious. 
   
  
   
   
   
   
  
   
   
   
  The next thing you know, you awake to find yourself in a dark room 
  with stone walls, and all manner of unpleasant objects hanging from 
  those walls. You are naked but for a loin cloth and tied to the Wheel 
  of Pain. The Inquisitor smiles at you pleasantly, asks you a 
  question, and you shake your head. He sighs, almost happily and 
  he slowly turns the wheel. Your toes and then pulled under the 
  weight of the wheel and it starts to crush these small bones to dust. 
  You scream in agony and the Inquisitor only smiles more and turns 
  the wheel again. Your feet start to be crushed and the pain is even 
  more excruciating. 
   
  It takes a long time for you to die and by the time you do, your body 
  and spirit are broken, you have betrayed the Guild and everything 
  you hold true. Your adventure ends here, and your treachery has 
  doomed the Guild. Within a few days all of the Guild have been 
  either killed or captured and your name goes down in infamy. 
  132  
  You and Celdron were evenly matched. He had a shorter reach, but 
  a longer weapon. You had the better reach, but only a side weapon. 
  Your reflexes serve you well, as you are able to dodge and parry his 
  strokes, but he is almost as fast as you and so neither of you can 
  manage a decisive blow. 
   
  Then you are aware of a hulking silent shape behind you. A huge 
  hand seizes your head and bashes your skull against the hard stone 
  walls. You crumple to the ground, unconscious. 
   
  It turns out Elrad was never far from his friend and when he heard 
  the signs of a struggle, had found his way to the alley. 
   
  Turn to 65 
  133  
   
  Your plight is getting desperate as people on the street have started 
  to notice the noise above – and that will only bring more City Watch 
  – even in the Harbour, an area where the Guild have strong 
  loyalties. The closest blockhouse is only a couple of streets away. 
  The jump over the street is too wide without your rope, and you do 
  not want to go back the way you came. 
  
   
   
   
   
  Your mind races as you consider your options. 
   
  Even after sundown you can see the area is busy with stalls, 
  merchants and customers. You can try jumping down and heading 
  for the busy streets, and try to lose them in the crowds.  
  If you want to try this turn to 18 
   
  You have noticed that as you run, both your pursuers are wearing 
  their traditional Black Guard uniforms, which consists of heavy 
  leather trousers and jerkins, with a black mail coat over the top of 
  the jerkin. Added to this their heavier weapons, and they are not 
  best suited for a swim! As you come running around the side corner 
  onto Bridge Street, you can try to dive off the edge near the Tithe 
  Bridge, into the murky depths of the river. 
   
  If you try this, turn to 59 
  134 
  You glance behind and can see your pursuers are still on your trail. 
  You cannot hope to run across the street without attracting notice. 
  As soon as you turn the corner, you stop running. 
   
  Do you have an old black cloak? If you do turn to 21 
   
  Do you have the SKILL of DISGUISE AND HIDE IN PLAIN 
  SIGHT? If you do, turn to 129 
   
  If not, you will have to trust to luck 
  TEST YOUR FORTUNE but add 1 to the roll. If you are lucky turn to 
  77 
   
  If you are unlucky, turn to 131 
   
  135 
   
  THE RIVER 
   
  You dive straight as an arrow into the river, and sense rather than  
  
   
   
   
  feel a dagger fly past your shoulder – no doubt thrown by Celdron. 
  At least that missed. 
   
  You plunge into the dark depth of the stinking river, remembering to 
  hold your breath, close your mouth and breathe out as you enter the 
  water. The cold shock nearly takes your breath away, and you 
  struggle to maintain your breathing. You do not want to take in water 
  from this river! 
   
  TEST YOUR FORTUNE 
   
  If you are FORTUNATE turn to 90 
  If you are UNLUCKY turn to 145 
   
  136 
   
  The next thing you know, you awake to find yourself in a dark room 
  with stone walls, and all manner of unpleasant objects hanging from 
  those walls. You are naked but for a loin cloth and tied to the Wheel 
  of Pain. The Inquisitor smiles at you pleasantly, asks you a 
  question, and you shake your head. He sighs, almost happily and 
  he slowly turns the wheel. Your toes and then pulled under the 
  weight of the wheel and it starts to crush these small bones to dust. 
  You scream in agony and the Inquisitor only smiles more and turns 
  the wheel again. Your feet start to be crushed and the pain is even 
  more excruciating. 
   
  It takes a long time for you to die and by the time you do your body 
  and spirit are broken you have betrayed the Guild and everything 
  you hold true. Your adventure ends here, and your treachery has 
  doomed the Guild. Within a few days all of the Guild have been 
  either killed or captured and your name goes down in infamy. 
   
  137 
  The hold on you stays firm, no matter how much you struggle. Do 
  you have any smoke bombs? If you do, turn to 166 
   
  If not, turn to 159 
  
   
   
   
  138 
   
  You make your way to one of the few unoccupied tables and wait to 
  order.  As you wait you sense something here is not as it seems. 
  You look around the bar room and notice that some of the 
  customers are hardly drinking, and it seems unusually quiet – 
  without the usual hubbub of a busy tavern. No one is laughing, no 
  one is gambling, no one is shouting. 
   
  As you look, you notice a group of three roughnecks at a table to 
  the right of the bar. One of them catches your eye, and his eyes 
  widen slightly in recognition. He then whispers intently to his mates. 
  Do you wait to see if they are friendly? 
  Turn to 97 
  Get up and leave quickly? Turn to 55 
  139 
  You feel an arm on your shoulder and it pulls you back. You stumble 
  round, pulling your blade out. You are facing a rather plain looking 
  man, with a non-descript face and mud coloured hair.  He already 
  has his sword free, and the way he holds it and moves shows he’s a 
  professional. You must fight him.  
   
  RUFFIAN 1   FIGHTING SKILL 9  
   
  You both have the ENDURANCE levels you have after the race. 
  Each combat round takes 1 second. If you have not lost your other 
  pursuers, then you only have the seconds you are in front of them to 
  beat your enemy. If the fight lasts longer than that, then another 
  pursuer joins the fight and you are overpowered and knocked 
  unconscious. Turn to 136 
   
  If you win, turn to 107 
  If you lose, you are eventually knocked unconscious. Turn to 136 
   
   
   
  
   
   
   
  140  
   
  You have still to find Twentyman and you have no money to pay for 
  beer. No establishment will take kindly to you wandering in without 
  any gold to buy a drink. You need to get some more money. 
  Fortunately, this should not be too difficult for a thief! 
   
  You meld into the background of the street and watch the passers-
  by, looking for a good mark.  
   
  Do you have the SKILL of FORBEARANCE? If you do turn to 103. 
  If you don’t turn to 99 
   
  If this is your second time trying to raise money, turn to 167 
   
  141 
   
  The brute advances on you and you wait. His fellow guards don’t 
  interfere but instead start to place wagers on the outcome - first 
  blood, best wound.  
   
  Bigly is strong and an experienced fighter, but past his best, and a 
  bit worse for wear even at this hour. 
   
  BIGLY  
  FIGHTING SKILL  8 ENDURANCE 10.  
   
  If you are the first to inflict two wounds, turn to 192 
   
  If Bigly is the first to inflict two wounds on you without killing you, 
  turn to 23 
  142 
   
  Several hundred yards beneath the street, there is a cavern, a 
  cavern you know all too well as you escaped it less than a turn of an 
  hourglass ago. In this ancient cavern, the spirit of De-Villiers rages. 
  You escaped him, and with the token he needs, and now without 
  corporal form, he is unable to leave the cavern.  
  
   
   
   
   
   
   
  
   
   
   
  Instead he summons his Black Guard to him. There are a dozen of 
  them, but at the front are the two Lieutenants.  
   
  The first is small, slight and moves quickly. His hair is greasy and 
  seemingly plastered to his head and face, as well as a scraggly 
  beard covering most of his pock marked face. This is a face not to 
  trust. His dark eyes glitter cruelly under his brows. Celdron! One of 
  De-Villiers most trusted Lieutenants. What he lacks in size he 
  makes up for in viciousness. 
   
  The other is the opposite. Tall and broad, but without enough bulk to 
  slow him down. He towers above Celdron, and a broad headed 
  battle axe is hooked into his belt. His hair is long, blonde and 
  braided, and his face clean-shaven. It would be a friendly, attractive 
  face if it wasn’t for his eyes, which shine like blue ice – but there is 
  no emotion in these eyes.  
   
  This is Elrad, Celdron’s normal accomplice when working for De-
  Villiers. He is the brawn to Celdron’s brains – and he enjoys using 
  his brawn. 
   
  “My friends, my most loyal servants, the thief called Shadow 
  has escaped me. He has with him a token I need. We need. HE 
  needs. It’s a stone of red, and I need it to complete our plan. 
  Rest not, wait not. Seek him out and bring him to me, alive or 
  dead. But bring me this stone” 
   
  Celdron and Elrad salute, and turn, and the Black Guard file out of 
  the chamber after them. 
   
  Turn to 144 
  143  
  The Bishops Mitre sits a couple of streets back from the harbour 
  front. It’s at the junction of Priestgate and Hallows End on the left 
  hand side when travelling from the port side of the harbour. 
  Priestgate is the main road up from the port side of the harbour, up 
  to the left cliff face and the road up to the upper city and eventually 
  Amaldi City.  
  
   
   
   
   
    
  
   
   
   
  It’s a large three storey establishment with tall, stained glass 
  windows. It’s so named, as centuries ago, a bishop travelling to the 
  Holy City for a pilgrimage stayed there one night – as he was late 
  arriving to port and in those dark days, the pass to the upper city 
  was closed at dusk. 
   
  He got so uproariously drunk that he ended up giving a sermon on 
  the devils of drink to the local clientele, whilst stood on the bar of the 
  tavern, clad in nothing but his Mitre.  
   
  When you go in, this spiritual theme is continued through the pub. 
  Choral music plays from a mechanical music box. The bar looks like 
  a pulpit from a church and all the walls are festooned with icons of 
  religious figures. It’s very quiet inside. 
   
  You head to the bar and a red cheeked man behind the bar 
  welcomes you. He is dressed all in black with a white collar, that 
  gives him an ecclesiastical look. He likes to pepper his sentences 
  with lots of praise the lords, and you order a pint. The beer costs 3 
  gold pieces – make sure you mark this off your adventure sheet.  
   
  You can see why the tavern is so quiet. 
   
  You move away from the bar to save yourself from the constant 
  diatribe from the barkeep. You walk around checking to see if 
  Twentyman is in here. There are only 4 other customers – all look 
  like tourists. However, unseen by you, one of them notices you, and 
  leaves immediately by a side door. 
   
  You walk into the room next door and find there’s no one in there. 
  You sit at a table and quickly drink your ale. It’s a dark porter, which 
  whilst being strong also provides you with some nourishment – add 
  2 ENDURANCE points. 
   
  You decide it’s time to leave. Turn to 33 
  144  
   
  When escaping from the jail, did you get bitten by a rat?  
   
  If you did turn to 46 
  If you didn’t, turn to 29 
  
   
   
   
  145 
   
  The cold shock causes you to breathe in sharply whilst you are 
  underwater. You involuntarily swallow some of the foul black water. 
  It feels horrible and greasy as it goes down your throat. You cannot 
  head straight to the surface as you know Celdron’s eagle eyes will 
  still be on the lookout for you. 
   
  Throw 1d6. This is the amount of damage the water has done to 
  your body, and you will slowly become weaker. You will lose 1 
  ENDURANCE point per reference from now. So if you threw 1, you 
  lose 1 ENDURANCE point. If you threw 5, you will lose an 
  ENDURANCE point for the next 5 references – or until you can find  
  an antidote. 
   
  If you rolled 6, if you don’t get an antidote by the 6th reference, then 
  the water is toxic to you and you die – regardless of your 
  ENDURANCE level. 
  If you are still alive turn to 111, but make a note of how many 
  ENDURANCE points you need to lose. 
  146  
   
  You successfully manage to take the money pouch from your quarry 
  without him realising. You quickly turn and head the opposite 
  direction and check the contents. Roll 1d6. That how many gold 
  pieces are in the pouch. 
   
  Turn back to 128 and choose another tavern you have yet to visit. 
  147 
   
  After 90 minutes you slip out of the back door of the Rat. You watch 
  to make sure you are not followed, and with extra stealth make your 
  way to the Guild safehouse on Wychgate. 
   
  
   
   
   
  Part way down on the left is a single non-descript door. You look 
  around, see there’s no one about and turn the handle and step 
  inside. There’s now a short corridor to another door with a sliding 
  panel in it. Only those that know the signal will be admitted through 
  this door, as the Guild’s strong-arms guard it. You approach and 
  gently knock tonight’s code on the door and as you do you are 
  amazed that it starts to open – only a few inches. This door is never 
  left open and is always guarded. Something is wrong.  
   
  Your adrenaline starts to flow again, making your senses almost 
  preternatural. Before you even open the door further the smell hits 
  you – a strong iron-like smell mixed in with something even worse 
  that cloys your nose and mouth. Your ears strain for any noise, but 
  there is nothing to hear. 
   
  You draw your sword and slowly push the door open. What you see 
  inside is a scene of horror. The large common room has bodies 
  sprawled around it. Blood covers the floor in pools and is sprayed 
  over the walls in bright spurts and entrails and worse are mixed in 
  with the blood. The stench is almost unbearable and flies have 
  already started to gather on the bodies. Unseeing eyes look up at 
  you from your dead friends and colleagues. The two strong-arms 
  who were guarding lie facing the door. Their throats have been 
  expertly cut from ear to ear and seemingly from behind. 
   
  In a chair at the far end of the room is sprawled Twentyman. Tears 
  come to your eyes unbidden. More than anyone Twentyman has 
  been a father to you. He was a stern and demanding master, but fair 
  and he trusted and liked you above all others.  You walk over to him 
  and as you do his head moves slightly and he groans. His 
  unfocused eyes struggle to focus on you and he smiles wanly. 
   
  “Shadow……….” He says weakly “I don’t have much time. I 
  need to tell you a little more I now know.” He gasps for breath 
  and blood spurts from his mouth and he coughs. “Listen carefully. 
  You can……trust….no one….in the Guild now.” 
   
  He coughs again, more blood spurts out of his mouth, even darker  
  blood. Hearts blood. You know he doesn’t have much time 
   
  “Go to the western gate of the Amaldi City. Show the Kaptain of 
  the Holy Guards this.” He presses something into your hand. 
  Struggling for breath he continues “But it must be at…….” 
  
   
   
   
   
  Then you hear a noise behind you. You turn into a cat like crouch, 
  your sword in front of you.  
   
  Turn to 191 
  148 
   
  Chaos erupts in the common room. In a town where fires are an 
  frequent and deadly event, then everyone knows better than to sit 
  and wait. Customers flock towards the door, as do you, trying to 
  keep as many people between you and the three men as you can. 
   
  TEST YOUR AGILITY. If you have the SKILL of SPEED AND 
  AGILITY, take 2 from the roll 
   
  If you succeed, turn to 82. If you fail, turn to 34 
  149  
   
  You collapse to the floor in sheer exhaustion – mental and physical. 
  Your supple and fit thief’s body quickly recovers though – you may 
  return your ENDURANCE to the same level it was before the race – 
  unless you have been injured during it (these points stay lost). Your 
  FORTUNE remains at the level it was at the end of the race. 
   
  You turn around a corner so that you are out of sight, and when it’s 
  safe, climb quickly back to the rooftops. You decide to head to the 
  safehouse on Dagger Lane to rest and wait for night.  
   
  Turn to 67 
   
   
  
   
   
   
   
   
  150 
   
  Using all your speed you try to jump up from the table and flee. But 
  they are surprisingly fast and have been expecting this. Large 
  hands with grips like cold iron encircle both of your arms and you 
  are pulled back down onto your seat. Then one of the men gives 
  you a sharp rap around the back of the head with a blackjack. The 
  whole world goes dizzy and you start to lapse into unconsciousness.  
   
  As you do, the last thing you hear is one of the ruffians laughing and 
  saying “Oh look, the poor lad can’t handle his drink. But don’t 
  you worry landlord, we’ll take him outside for a bit of fresh air”.  
   
  You lose consciousness 
   
  Turn to 136 
  151 
   
  You stand at the bar and sip your beer. It’s a ruby red spiced ale 
  that has a real kick of chilli heat at the back of the throat. The spice 
  takes you by surprise and makes you cough, and the cough turns 
  into something else as all the beer that’s been churning around in 
  your stomach decides to make a reappearance. You try to cover 
  your mouth with your hand, but all that happens is that the sick 
  sprays through your fingers and covers everyone at the bar. 
   
  Everyone turns and stares at you, with fury in their eyes. The 
  nearest man, a ruffian with a huge bushy black beard, wastes no 
  time complaining and instead smashes you over the head with his 
  pewter tankard. You drop to the flagstone floor. Just before you lose 
  consciousness you are aware of strong arms taking you under the 
  shoulders and dragging you along the floor to the door, where you 
  are unceremoniously thrown into the street and left – but only after 
  you have been relieved of all your valuables. 
   
  Turn to 30 
   
   
   
   
  
   
   
   
   
  
   
   
   
  152 
   
  Even your thief’s reflexes cannot save you, as you stagger into the 
  broad back of a man. He in turn lurches forward and his beer goes 
  flying into another customers face. He splutters, and shakes his 
  head, and then realising that you were the source of the incident he 
  stares at you, his face reddening with anger. The first turns round 
  and looks down at you. He towers at least a foot over you and he 
  seems to blot out the light from the lamps.  
   
  He grabs your shirt front with a broad calloused hand, and pulls you 
  towards him. Your toes drag along the planked floor, as he lifts you 
  almost off your feet. He pulls your face to his, until you are scant 
  inches apart. He stinks of booze, and his breath almost knocks you 
  out as he shouts into your face. Lose 2 ENDURANCE points.  
   
  “What did you do that for, runt. I’ve not seen you before, what 
  you doing in The Pillars causing trouble. I ought to snap your 
  arms off for that. No one spills Bigly’s beer in The Pillars. Now 
  what you going to do about it? Or shall we take it out of your 
  skinny hide?” 
   
  Have you met Bigly before? If so turn to 195 
   
  If not, you will have to try to talk your way out of this. Have you the 
  SKILL OF CHARM AND GUILE? If so turn to 169. If not, turn to 7 
  153 
   
  The first ruffian that you kicked is starting to come round and 
  staggering to his feet. Wasting no time, you run him through before 
  he has a chance to regain his senses. You leave the alley as quick 
  as you can, as you know their acquaintance has gone to find the 
  man called Jocto.  
   
  Realising you are still being hunted, you must still risk the taverns to 
  find Twentyman. Then you realise what one of the ruffians said – to 
  go to the Rat and get Jocto who was watching the big man. The Rat 
  must be the One Eyed Rat, and the big man might be Twentyman.  
   
  
   
   
   
  If you want to try visiting the One Eyed Rat, turn to 14. Otherwise 
  turn to 128 and try a hostelry you have yet to visit.   
  154 
   
  You are on the floor, half conscious. But obviously Bigly hasn’t 
  finished yet. He picks you up again, and once again strikes you full 
  in the face. You feel your cheekbone shatter. Then he punches you 
  again, this time your mouth is pulped, and acting on pure instinct 
  you spit out half of your teeth. The ruthless beating continues until 
  you are unconscious and are thrown out onto the street.  
   
  Turn to 30 
  155 
   
  There’s something in Lecas’ demeanor that you do not like. You 
  decide against following him as he walks to the back door, and turn 
  and run out through the open stable gate into the street. As you turn 
  the corner, you see three shadows appear from out a side alley. 
  They block you off, and one of them raps you over the head with a 
  blackjack. You drop to the ground, dazed. A quick kick to the head 
  and you lose consciousness.  
   
  Turn to 136 
  156 
   
  You get your purse out of your tunic and Bigly grabs it and pours the 
  contents into his calloused hand. You can see his mouth move as 
  he counts the coins. He looks up, claps you on the back, and turns 
  away from you. Lose 1 ENDURANCE as his slap on the back was 
  like a normal man’s punch. 
   
  As Bigly heads to the bar, you take the chance to leave. But you no 
  longer have any money and still need to find Twentyman. Turn to  
  140 
  
   
   
   
  157 
   
  The orcs arm whistles down and its claws pierce your flesh once 
  more. Ozark cleverly twists it so that the claws open up the wound 
  even more. Blood spurts from the wound. You scream with abject 
  agony. The impact drives you to your knees. Ozark places his giant 
  boot in the centre of your chest, and pushes you backwards to 
  wrench his claws free of your body. You almost feint, and you feel 
  the blood oozing into the now vacated space. 
   
   
  Ozark grunts, and picks you up by a leg. “Lucky you disturbed 
  Ozark. Ozark is hungry, but man-people get mad if Ozark kills 
  anyone just to eat and human food is foul. But you I had to kill! 
  You were in my place. HA! Now it’s food time for Ozark. Ozark 
  likes food warm. HA. Come with Ozark” and he smiles almost 
  gently at you. 
   
  He drags you to the side of the room and he sits himself down, and 
  pulls your inert body over to him. He opens his mouth and his breath 
  is that of rotten meat and stale ale. He licks his lips with his large 
  ulcerated purple tongue (managing to cut his tongue on his broken 
  fang, not that he seems to care). He rips open your jerkin exposing 
  your bare torso, and almost tenderly pulls you up to his gaping maw.  
   
  His fangs pierce your skin, burying deep in your chest, and then he 
  swiftly pulls his head back, tearing his teeth from you, taking large 
  chunks of flesh with him. He chews noisily twice and swallows and 
  takes another bite. Whilst eating, his hands rip apart your dreadful 
  wounds, and his claw-like fingers close around your internal organs 
  and pull, like a fisherman gutting a fish. You remain conscious long 
  enough to see him bring up your glistening deep red liver to his lips, 
  and take a large bite. Then you pass mercifully into 
  unconsciousness never to awake, as the brute continues to devour 
  you. 
   
  Your adventure ends here. 
  
   
   
   
  158 
   
  By the time you dispatch the second ruffian, the leader is back on 
  his feet. Wary of your feet, from the blow to his head, he keeps his 
  distance, drawing his sword and blocking the exit from the alley 
   
  TEST YOUR FORTUNE 
   
  If you are fortunate, then the third of their party has not returned with 
  Jocto and any other help. But you must fight the man in the alley.  
   
  RUFFIAN 1 
   
  FIGHTING SKILL 9 ENDURANCE 11 
   
  If you are unfortunate, turn to 168 
  If it takes you 5 or more rounds to win, then turn to 168 
   
  If you win in less than 5 rounds, then you make haste from the alley.  
   
  Then you realise what one of the ruffians said – to go to the Rat and 
  get Jocto who was watching the big man. The Rat must be the One 
  Eyed Rat, and the big man might be Twentyman.  
   
  If you want to try visiting the One Eyed Rat, turn to 14. Otherwise 
  turn to 128 and try a hostelry you have yet to visit.   
  159 
   
  The wait seems to go on forever. Despite your best attempts, you 
  cannot wriggle free from your captors. Eventually, four men walk 
  into the alley. One you recognise as the man in the Mitre who was 
  then sent to get Jocto. Then one of them steps forward and smiles 
   
  “Well, my boy, you’ve been elusive as I would expect from the 
  famous thief Shadow. But we have you now. The boss has got 
  some questions, and I think you may have something he wants 
  a lot. If I were you, son, I’d do as he says” 
   
  Then he signals. Two of his men reach down and haul you to your 
  feet. The leader, who you assume is Jocto, takes a black cylinder 
  from his belt and raps you over the head with it. The black jack 
  knocks you out. Turn to 65 
  
   
   
   
   
   
  160 
   
  You run out of the alley, but as you do, someone unseen sticks a 
  leg out and you go tumbling over it. You roll along the ground and 
  then come to a stop on your back, looking up. Four faces stare 
  down at you, swords pointing at you. One of them steps forward and 
  smiles 
   
  “Well, my boy, you’ve been elusive as I would expect from the 
  famous thief Shadow. But we have you now. The boss has got 
  some questions, and I think you may have something he wants 
  a lot. If I were you, son, I’d do as he says” 
   
  Then he signals. Two of his men reach down and haul you to your 
  feet. The leader, who you assume is Jocto, takes a black cylinder 
  from his belt and raps you over the head with it. The black jack 
  knocks you out.  
   
  Turn to 65 
  161 
  You wait for a few moments until a tall slim figure comes into view. 
  You cannot tell if it’s a male or a female, or even human or not, as 
  the figure is wearing a long black cloak, and the cloak’s hood is up 
  covering his / her head. All you can see is a shadowy outline of a 
  long aquiline face, and cold gleaming eyes. These eyes make you 
  nervous. 
   
  
   
   
   
  However, you can see no one else you could try to accost and so 
  you steel yourself and strengthen your resolve. You approach the 
  mysterious figure just at it walks past a street lamp 
   
  The light from the flickering torch illuminates the face of the creature 
  under the cowl. You gasp. The pale skin, gleaming silver blue eyes 
  and long straight hair highlight a creature of unnatural beauty – but 
  it’s the dark beauty of a Dark Elf. 
   
  These creatures are not often seen in Laeveni as they are an 
  arrogant and aloof race who do not like to demean themselves by 
  talking to humans, orcs or, even worse, dwarves. This is a 
  dangerous quarry to stalk. Dark Elves are rumoured to have 
  mythical powers, but their physical abilities are preternatural at 
  least. As fast as you are, Dark Elves are faster, both in speed and 
  reflexes. They also have heightened senses which make them very 
  difficult to sneak up on. 
   
  This cannot be done by stealth, you will have to use deception and 
  disguise.  You decide to approach the elf openly and pretend to 
  recognise him.  
   
  You walk up towards him and shout “Oi mate, I knows you I does, 
  it’s me. Fancy a beer with your old mate” and you close the 
  distance on him.  
  He turns, casting back his hood and cloak and stares malevolently 
  at you. A gold and ebony handled knife is sheaved at his belt. You 
  can see no money purse. 
   
  “How would I know one such as you” he asks scornfully. 
   
   But you are next to him and put your arm around him, and say you 
  are Bradoch, doesn’t he remember you. Meanwhile your other hand 
  moves slowly and imperceptivity towards the knife. Dark elf metal 
  work is rarely on the open market as they hate trading with “lesser” 
  species and this will fetch you a good price. Your hand closes on 
  the knife’s handle. 
   
  TEST YOUR AGILITY. Add 1 to each role for each beer you have 
  drunk.  
   
  If you fail, turn to 175 
  If you pass, turn to 162 
  
   
   
   
  162 
   
  Amazingly, the elf is so arrogant that he does not even consider you 
  have another motive. He looks down his long aquiline nose at you 
  and says contemptuously  
   
  “If I have met you, then I know not where, and I seldom truck 
  with your kind, but you filthy ground dwellers look alike 
  anyway. Get away with you, before you provoke my wrath” 
   
  You pretend to grovel and apologise, whilst in fact you have 
  successfully stolen the knife from his belt. Dark elven knives are 
  rumoured to have special abilities and so this should be worth a 
  pretty penny.  You are down the street and out of sight and then you 
  hear a scream of rage. The Dark Elf has discovered his loss! It 
  would be better for you if you didn’t encounter him again tonight – 
  as they make fearsome foes. 
   
  Roll 3d6. This is how much you can swap the knife for. You quickly 
  find a back street fence who gives you the money, no questions 
  asked, and you can now continue the search for Twentyman. Turn 
  back to 128 and try another tavern. 
   
  163 
   
  You wait for a few moments until a tall slim figure comes into view. 
  You cannot tell if it’s a male or a female, or even human or not, as 
  the figure is wearing a long black cloak, and the cloaks hood is up 
  covering his / her head. All you can see is a shadowy outline of a 
  long aquiline face, and cold gleaming eyes. These eyes make you 
  nervous. You decide to wait for another target.  
   
  Across the street, a Dwarven warrior walks into view out of an ale 
  house. You curse under your breath – this is not the type of quarry 
  you would normally target – but given your lack of other option you 
  will need to try. Dwarves are notoriously bad tempered and 
  suspicious of other species, and for anyone who gets on the wrong 
  side of an angry dwarf it’s rarely a good outcome. 
   
   
  
   
   
   
   
  
   
   
   
  You follow on quiet feet, closing the distance between you and the 
  dwarf. He has obviously been drinking, as he reeks like a brewery, 
  but showing little effect as the Dwarven constitution is legendary. He 
  suddenly stops at the side of the road and undoes his breeches, 
  and then relieves himself into the gutter at the side of the road. This 
  is your chance to strike! 
   
  TEST YOUR AGILITY. You will need to add 1 to the roll for each 
  beer you have drunk 
  If you pass, turn to 117. If you fail, turn to 79 
   
  164 
   
  The orc is a cunning fighter, vicious and cruel, but finally you 
  manage to beat him. The point of your blade slides between his ribs 
  and upward to pierce his heart. A gurgling noise comes from his 
  fanged mouth, and blood fountains out of it. His scimitar drops from 
  his now almost lifeless hands and lands on the cobbled streets with 
  a clang.  
   
  You quickly pull your blade out of the orc’s hideous torso and he 
  groans. Then the strength leaves his legs and he drops first to his 
  knees, and then topples forward onto his face. His breathing 
  continues raggedly for some moments, until he finally convulses and 
  his final breath rattles out of him and he dies. 
   
  By his side is a bottle. It’s plain brown with a cork roughly stuck in 
  the top. You want to open it and see what’s inside 
   
  You pull the cork and it comes off with a satisfying pop. You sniff the 
  neck of the bottle and it smells like a strong malty ale is inside. Do 
  you want to drink it? If so turn to 172 
   
  If not, you leave the room. If you haven’t tried the other door on the 
  balcony, turn to 173 
   
  Otherwise you decide to leave this tavern.  
   
  Is this your first pint of ale? If it is, turn back to 128 and visit a tavern 
  that you have yet to visit. If it’s not, turn to 51 
  
   
   
   
  165 
   
  The ruffians are nearly upon you and all you can do is shout “Oi, 
  barkeep, what sort of swill are you trying to poison me with?” 
  and you throw your drink across the room.  
   
  As the same time, you push past them and run for the door. They 
  are right on your tail as you leave via the front door. You cannot 
  hope to beat all 3 in a fight and so your only choice is to flee. 
   
  You set off at a dead sprint, and they are soon behind you. You 
  have a slight lead but they are hot on your tail. 
   
  You are in a race for your life but you have bought some time. 
  Throw 1d6 and add this to the lead you have, when you are told to 
  calculate it. Turn to 36 
  166 
   
  The smoke bombs are inside your jerkin, from when you go them 
  from Livia earlier today. You so limp, hoping that the men holding 
  you assume you are too tired to struggle. You manage to inch your 
  hand into your jerkin, as the ruffians have you by the shoulders. You 
  remove the bombs and with a sudden jerk of your arm, hurl them to 
  the ground.  
   
  You close your eyes and hold your breath. You feel a whoosh as 
  the chemicals in the bombs come into contact with air and release 
  the acrid vapour. You bury your face into your jerkin to try to stop 
  the fumes going up your nose. Then you hear coughing and 
  spluttering and the grip on you loosens. Exactly what you had been 
  waiting for. You lunge forward and break free, running for the exit 
  from the alley.  
   
  You manage to escape, and now know you are still being hunted. 
  But you still need to find Twentyman.  
   
  Then you realise what one of the ruffians said – to go to the Rat and 
  get Jocto who was watching the big man. The Rat must be the One 
  Eyed Rat, and the big man might be Twentyman.  
   
  
   
   
   
  If you want to try visiting the One Eyed Rat, turn to 14. Otherwise 
  turn to 128 and try a hostelry you have yet to visit.   
  167 
   
  You meld into the background of the street and watch the passers-
  by, looking for a good mark.  
   
  Do you have the SKILL of FORBEARANCE? If you do turn to 163. 
  If you don’t turn to 161 
  168 
   
  You lunge at the first ruffian and the fight starts. He is much better 
  with his blade and you cannot hit him for the first two rounds, but 
  neither does he lay his sword on you. But as you fight, you wheel 
  around so that your back is to the alley exit. You think you have a 
  chance and disengage and turn to run. The ruffian lunges at you 
  and managed to scour along your ribs, a painful blow, as you 
  retreat. Lose 2 ENDURANCE points.  
   
  Turn to 160 
  169 
   
  You look at Bigly and reply, “Sir, my humblest apologies. I meant 
  no offence. It’s just the excellent ale in this most excellent 
  tavern has gone straight to my head. Please let me buy you and 
  your friend a drink by way of apology” 
   
  Bigly’s mood seems to brighten, and he stares at his red faced 
  friend, who nods. He lets you down to the floor but keeps hold of 
  your tunic.  
   
  “C’mon then, put your gold where your mouth is” he growls 
  You ask to be allowed to get your purse from inside your tunic. Bigly 
  agrees and let’s go of your shirt front, but still keeps a large hand on 
  your shoulder in case you try to bolt.  
   
  
   
   
   
  How much gold do you have in your purse? If it’s less than 3 gold 
  pieces, turn to 26. If you have more than 3 gold pieces, turn to 156 
  170 
   
  They arrive at the bar and stand next to you. They smell of stale ale 
  and even staler sweat. The leader, a man with a cast in his left eye, 
  smiles an evil smile at you.  
   
  “Now then, my fine fella, it seems to me I know you from 
  somewhere. Where could that be?” 
   
  You can try to create a diversion or try to escape 
   
  If you try to create a diversion, turn to 165 
  If you try to escape, turn to 150 
  171 
   
  Your thief’s reflexes save you and you only stagger slightly and 
  don’t barge into anyone – a good thing in this tavern. There’s no 
  sign of Twentyman – and you dare not ask anyone. 
   
  You spend the next 20 minutes trying to mind your own business 
  whilst finishing your ale. You don’t want to act suspicious by leaving 
  any – especially for the amount you have been charged, and so 
  decide you must finish your pint – and then leave quickly 
   
  Is this your first pint of ale? If it is, you finish it now turn back to 128 
  and visit a tavern that you have yet to visit. If it’s not, turn to 51 
  172 
   
  You have a swig of the ale and it’s fiery as it goes down your throat. 
  TEST YOUR ENDURANCE. Roll 4d6. If you roll less than or equal 
  to your current ENDURANCE, then your constitution is strong 
  enough to cope with the fiery beer, and the beer, or pochi, has no 
  adverse effects on you. In fact, it’s surprisingly nutritious so you can 
  restore 2 ENDURANCE points. 
  
   
   
   
   
  If you roll more than your current ENDURANCE, then the pochi is 
  too harsh and acrid for your feeble human stomach, and you soon 
  feel sick and end up throwing up the beer, as well as your last meal!  
   
  You feel decidedly weak. Lose 2 ENDURANCE points. 
   
  You leave the room. If you haven’t tried the other door on the 
  balcony, turn to 173 
   
  Otherwise you decide to leave this tavern.  
   
  Is this your first pint of ale? If it is, turn back to 128 and visit a tavern 
  that you have yet to visit. If it’s not, turn to 51 
  173 
   
  You take your beer and finish it as you walk up the stairs. At the top 
  you turn left and find a door off the balcony. You open it and walk 
  into a darkened room. You can see two shapes moving in the 
  darkness, making strange moaning noises. You take a step into the 
  room, and then you hear a female voice shouting at you “hey, get 
  out, we rented this room for the hour.” 
   
  Then you hear a noise and something strikes you on the head. You 
  reel back staggering, as a pewter ale jack clatters to the floor in front 
  of you. Lose 2 ENDURANCE points  
   
  You stammer and apology and leave, closing the door behind you. 
  Back in the room, the two shapes continue to writhe together in the 
  darkness.  
   
  You can either try the right hand side of the balcony and turn to 125 
   
  Otherwise you decide leave this tavern. It’s a bit lively for your 
  liking..  
   
  Is this your first pint of ale? If it is, turn back to 128 and visit a tavern 
  that you have yet to visit. If it’s not, turn to 51 
  
   
   
   
  174 
   
  You have used up all your strength trying to flee from these men.  
  You start to feel dizzy, and falls to the floor and drift into 
  unconsciousness.  
   
  Turn to 136 
  175 
   
  The elf feels your hand at his belt, and pushes you away before you 
  can grasp the handle. He smiles coldly. There is no humour in that 
  smile. “ah so you desire my blade do you? Then you shall have 
  it” 
   
  As quick as lightning, his hand reaches towards his belted weapon 
  and the knife almost seems to jump into his hand. He whips his arm 
  across with the knife blade outwards towards you. The razor sharp 
  edge cuts through your jerkin like it’s not there, and slices into your 
  belly. You cry out in pain. 
   
  The Elf slowly but deliberately slices across your belly, from side to 
  side, disemboweling you. Your guts spill out onto the ground in front 
  of you and you stare at the smiling elf in shock. You stagger 
  backwards holding at your stomach, and trying to stuff your innards 
  back into the gaping wound. But it is all to no avail. Your legs buckle 
  and you end up kneeling in your own entrails, your hands red with 
  your own blood. The elf continues to stand there watching, smiling 
  dispassionately, until you slowly keel face first to the ground as the 
  life ebbs from your body. 
   
  The Dark Elf walks over, and reaches down and cleans his knife 
  blade of the blood, guts and worse on the back of your jerkin. Then 
  he contemptuously kicks you in the face as a final insult for having 
  the temerity to try to rob him. He then sheathes his knife and turns 
  and walks away without a second look. 
   
  Your adventure ends here. 
  
   
   
   
  176 
   
  You were lucky as well as being fast, and manage to dodge the axe 
  blow and you quickly turn tail and flee. The dwarf tried to chase after 
  you but only manages to half fall over his breeches which are still 
  round his ankles. 
   
  The dwarf pulls up his breeches with one hand and does them up, 
  handing his axe back on his belt. He then turns and walks off, 
  muttering about “bloody surface dwellers”. But at least he has 
  emptied his bladder and worked up a thirst and so he walks into the 
  nearest tavern and orders a pint of ale. He then regales other 
  customers with his story and laughs with the landlord about the fool 
  that tried to rob him. 
   
  You still need to find a target to rob.  
   
  Turn to 178 
  177 
   
  The axe whistles through the few feet between the dwarf and you 
  and it crunches into your shoulder, angled inwards towards your 
  neck. The combination of the razor sharp edge, the weight of the 
  weapon and the strength and expert timing of the dwarf causes the 
  blade to smash your clavicle and cut into your neck, almost 
  decapitating you. You drop to the floor, blood spurting from the 
  awful wound in thick red spouts. The cobblestones are soon awash 
  with it. The dwarf grunts, puts his surprisingly large boot on your 
  chest, and wrenches the axe free from your body. The last thing you 
  see before the light leaves your eyes is rather unfortunately the 
  naked lower body of a dwarf – a sight that will never forget for the 
  rest of your life. Fortunately, the rest of your life is a matter of 
  seconds. 
   
  
   
   
   
  The dwarf flicks the blood off the axe blade, pulls up his breeches 
  with one hand and does them up, hanging his axe back on his belt. 
  He then turns and walks off, muttering about “bloody surface 
  dwellers”. But at least he has emptied his bladder and worked up a 
  thirst and so he walks into the nearest tavern and orders a pint of 
  ale. He then regales other customers with his story and laughs with 
  the landlord about the fool that tried to rob him. 
   
  Your adventure ends here. 
   
  178 
   
  You are getting desperate and need to rob someone soon. You 
  have no choice but to steal from the next person or creature you 
  see.  
   
  You hear a deep trudge of feet around the corner. Something large 
  is coming this way. Just slip back into the shadows and watch…. 
   
  Turn to 217 
  179 
  You pull your arm away from his grasp and spin and like lightning 
  draw your blade. The bruiser looks at you and laughs, saying, 
   
  "Ha ha, this young shrimp thinks he can turn Bigly into a pin 
  cushion, well we shall see"  
   
  He draws his sword and advances.  
   
  You must now fight. Turn to 141 
   
  
   
   
   
  180 
   
  You know the type. Every group has one, the loud belligerent bully. 
  In the past you have always found that ignoring them and showing 
  no fear was the best way. You pull your arm away from his grasp 
  and carry on up the path without a backward glance.  
   
  You hear a voice roar 
   
  "You ignore Bigly. No one ignore Bigly, especially a pipsqueak 
  like you"  
   
  and with that you hear a noise and then he grunts in exertion. The 
  next thing you know you feel an object smash into the back of your 
  head. you are knocked forward but manage to stay on your feet.  
   
  Around you are pieces of broken earthenware pottery. He has 
  obviously thrown an empty ale bottle at you.  
   
  All you can hear behind you is laughter from the other guards and 
  Bigly shouts  
   
  "Next time you stop and talk to Bigly. Be on your way little 
  man".  
   
  You carry on walking and feel the back of your head. It’s wet with a 
  mixture of blood and ale. Lose 2 ENDURANCE points and turn to 
  227 
  181 
   
  Despite your natural speed and agility, you are too slow and miss 
  one of the coins. Time almost freezes as it slowly drops towards the 
  cobbled streets but you cannot reach fast enough to do anything 
  about it. You watch in horror as it hits the ground with a notable 
  tinkle and it lands on its edge and bounces across the cobbled 
  surface and hits the orc’s hob nailed boot. 
   
  
   
   
   
  The Orc stops dead in his tracks, and turns his head to show his 
  hideous face as he looks to see the source of the noise. His face is 
  a nightmare. His skin is green and blue hued, pockmarked and 
  scarred, with one deep slash from side to side leaving a huge rend 
  in his large bulbous nose. This causes snot and worse to ooze out 
  of this gash as he breathes, which he does with rasping breaths. 
  His teeth are fangs, with his orcines overhanging his upper and 
  lower lips by at least 3 inches. The teeth are yellow and stained and 
  have pieces of meat, you don’t want to know what, stuck between 
  them. As he opens and closes his mouth the teeth often slice into 
  the flesh of his lips, causing them to ooze a deep green pus that 
  acts as the Orcs blood.  
   
  One of them has broken off leaving a jagged half point. The 
  forehead is thick and bony with ridges in it, and the eyebrows are 
  more like irregular tufts of thick black wire wool. His brow is low so 
  his hairline almost reaches his eyebrows, giving him an even more 
  thuggish look and would make him look stupid if it wasn’t for his 
  eyes. They glower an evil yellow from under his heavy brow, 
  gleaming with intelligence and cruelty. 
   
  He sees the coin on the floor and notices his sack has been cut. He 
  looks up and sees you half in the shadows and grunts “Small weak 
  man thing tries to steal from Urglak? Urglak will kill and eat 
  small weak man. If man is lucky, he may be dead when Urglak 
  eats him. HA” he snorts with an evil laughter; his face once again 
  being covered in snot from his wrecked nose. 
   
  His thick and gnarled hand grabs his scimitar in its sheaf and it 
  makes an unpleasant rasping sound as he draws it. The scimitar is 
  thick and heavy with a large point at the end of the blade, that points 
  upwards. It is a crude weapon, but that doesn’t mean it’s any less 
  dangerous. 
   
  You have no choice but to fight this beast. 
   
  Urglak  
  FIGHTING SKILL 10 ENDURANCE 15 
   
  If you win turn to 218 
  If your ENDURANCE reaches 2, turn to 183 
   
  
   
   
   
  182 
  "Forgive me, M..m..my Lord" you stammer nervously "I am new 
  here, it’s my first day. I think I have taken a wrong turn toward 
  the chapel and I am hopelessly lost, can you direct me, my 
  lord?".  
   
  One of the guards at the back says loudly  
   
  "HAHAHA, Bigly is a Lord. Well look at that lads, we are in the 
  presence of nobility"  
   
  And he stands and bows to the large bruiser of a guard, who is 
  clearly Bigly.  
   
  All the other guards laugh uproariously at this, and Bigly looks 
  embarrassed and his face starts to flush. He looks angrily at you 
  and says  
   
  "You taking the piss. Me a Lord, you think that's funny. You 
  think I'm funny. Bigly’s going to have to teach you a lesson".  
   
  He swings a punch at you. If you want to try to duck under the 
  punch, turn to 221. If you decide to stay still, turn to 187 
   
  183 
   
  The scimitar whistles down and smashes through your guard on last 
  time, shattering your arm but before the edge reaches your body, 
  Urglak cleverly twists it so that the large spike on the tip is now 
  facing down and it pierces your body, embedding itself in your 
  collarbone. You scream with abject agony. The impact drives you to 
  your knees.  
   
  Urglak places his giant boot in the centre of your chest, and pushes 
  you backwards to wrench the scimitar free of your body. You almost 
  feint when the point of the weapon leaves you, and you feel the 
  blood oozing into the now vacated space. 
   
  
   
   
   
  Urglak grunts, and picks you up by a leg. “Lucky you tried to steal 
  from Urglak. Urglak is hungry, but man-people get mad if 
  Urglak kills anyone just to eat and human food is foul. Urglaks 
  nest mate Ozark was caught for eating humans. But you I had 
  to kill! HA! Now it’s food time for Urglak. Urglak likes food 
  warm. HA. Come with Urglak” and he smiles almost gently at you. 
   
  He drags you into a side alley and he sits himself down, and pulls 
  your inert body over to him. He opens his mouth and his breath is 
  that of rotten meat and stale ale. He licks his lips with his large 
  ulcerated purple tongue (managing to cut his tongue on his broken 
  fang, not that he seems to care).  
   
  He rips open your jerkin exposing your bare torso, and almost 
  tenderly pulls you up to his gaping maw.  
   
  His fangs pierce your skin, burying deep in your chest, and then he 
  swiftly pulls his head back, tearing his teeth from you, taking large 
  chunks of flesh with him. He chews noisily twice and swallows and 
  takes another bite. Whilst eating, his hands rip apart your dreadful 
  wounds, and his claw like fingers close around your internal organs 
  and pull, like a fisherman gutting a fish. You remain conscious long 
  enough to see him bring up you glistening deep red liver to his lips, 
  and take a large bite.  
   
  Then you pass mercifully into unconsciousness never to awake, as 
  the brute continues to devour you. 
   
  Your adventure ends here. 
   
  
   
   
   
  184 
   
  “I am so sorry to bother you, Sir, but I really do need to speak 
  to your Kaptain. It is of vital importance, and he will thank you 
  when he knows what news I bring” You say, please 
   
  “Hrumph, suppose so, but he’s just come on duty so you’d 
  better be quick” 
   
  The hatch slams closed and you hear a clinking of chains and a 
  turning of locks, and then the door opens and the guard beckons 
  you in. You enter and the guard takes you into an antechamber.  
   
  The Kaptain sits at a desk, and turns round and stares at you. You 
  hold out your hand, and hand him the Coin of the Mark. He stares at 
  it briefly, half smiles and then nods, closing his hand around it.  
  He stands and beckons you to accompany him. He takes you down 
  a tunnel deep into the bowels of the Holy City. You arrive at a metal 
  bound oak door and he opens it and stands aside, signalling you 
  through. He follows you in and closes the door behind you.  
   
  Turn to 193 
  185 
  Feeling uneasy, you walk towards the shimmering portal and pass 
  through it. Time and space seem to meld into one. Then you appear 
  in a hexagonal chamber.  Everything is black but accented with 
  silver. Black wax candles stand all around you, flickering seemingly 
  with an arcane silver flame.  
   
  In the centre is an altar and Devero kneels before it. Atop the altar is 
  a pentacular sigil that you are familiar with. Behind the altar is a 
  black statue of a beautiful young man. Possibly the most beautiful 
  being you have ever seen.  On the breast of his robe is the mark of 
  the 5 pointed star.  
   
  Devero finishes his devotions at the altar and stands and drinks 
  from a basalt cup. He turns, a dark liquid dribbling down the corner 
  of his mouth. Blood! It looks almost black in the silver light. You 
  shudder.  
   
  
   
   
   
  
   
   
   
  Devero smiles at you and takes the Coin of the Mark the Kaptain 
  gave him and walks to the beautiful statue. He places the Coin of 
  the Mark into the statue and lowers himself prostrate to the ground. 
  He mumbles some prayers in a language that appears ungodly to 
  your ears.  
   
  The statue shimmers and in place of it appears the physical 
  embodiment of the beautiful youth. Instead of black, the figure 
  wears the finest white robes, and seems to shine with a holy light. 
  The face of the youth is perfect, with a high forehead, high 
  cheekbones, and a wide sensuous mouth. His almost colourless 
  hair falls in curls to his shoulders. On his right arm is a tattoo of a 
  snake, wrapped around his wrist, but as you stare you seen the 
  snake moves.  
   
  “Why hast thou summoned us, Devero” says a voice as rich as the 
  finest wine, and as old as the universe. 
   
  “I apologise, my lord, but we have found him” Devero says, 
  pointing at you. “He has the key. He can free the Great Lord” 
   
  “Ah, then thou hast done well, Devero. Doth he knowest who we 
  are?” 
   
  Devero turns to you and says “Boy, meet your new master……..” 
   
  Turn to 240 
  186 
   
  You recognise the man as Jocto – who has been trying to capture 
  you as you have been trying to find Twentyman.  
   
  “Ah, Shadow my boy. Shame you had to get here before I 
  finished my job. I do so hate a half finished job. Makes me look 
  quite amateur. Still, here we are.” 
   
  He talks as if you are old friends and something in his manner 
  causes you to almost relax. But then you hear Twentyman’s 
  breathing becoming more laborious and you raise your sword.  
   
  
   
   
   
  “Ah, a fighter are we now? More than a cut purse. You have 
  grown up, Shadow. It’s not a game anymore to you is it?” he 
  says, still smiling pleasantly. Then he raises his sword and 
  advances, he face now hard. 
   
  You have been elusive, my boy, but I have you now” 
   
  With that he leaps forward, swinging his sword and the battle is 
  joined. He is a cunning warrior.  
  JOCTO 
  FIGHTING SKILL 11  
  ENDURANCE 8 
   
  If you fail to defeat him in 7 rounds of fighting, turn to 188 
  If you defeat him in 7 rounds or under, turn to 196 
  187 
  The punch hits you squarely on the temple and knocks you to the 
  ground. Lose 2 ENDURANCE in damage. Bigly then walks over to 
  you and towers over you, but offers you his hand. You take it 
  nervously and he pulls you up.  
   
  "Ha ha, you took your medicine like a man. I think I like you, 
  you stop back here sometime and Bigly will buy you a beer. 
  Now be on your way, before this bunch of scoundrels steal my 
  stake"  
   
  He turns around and sits back at the table and you shake your head 
  to clear it and carry on.  
   
  Turn to 227 
  188 
   
  You chop Jocto down with a thrust to the neck, and he dies gurgling 
  in a pool of his own blood. You drop your sword and turn to 
  Twentyman, falling to your knees by his side.  
   
  Struggling for breath he continues “But it must be……” 
  And then he’s gone and he groans involuntarily as his spirit leaves 
  his body. Tears stream down your face and you reach down and 
  close his eyes, and say a brief prayer to the pagan God of thieves. 
  
   
   
   
  You open your hand and stare at the item Twentyman pressed into 
  it. You wipe the blood from its gold surface. It’s a golden coin with a 
  5 pointed star in the centre. Mark Coin of the Star on your adventure 
  sheet. 
   
  Without wasting any time, you leave the blood drenched room.  
   
  Turn to 72 
  189 
   
  Arriving at the tower you knock on the door. A panel slides back and  
  two unfriendly eyes stare back at you. You say you need to see the 
  Kaptain. The panel slides shut with a thud. Nothing happens. You 
  bang on the door again and the panel opens once more.  
   
  “You again? Whatcha want?” 
   
  Again you ask again to see the Kaptain. Do you have the SKILL of 
  GUILE AND CHARM? If so turn to 194 
   
  If you do not, turn to 237 
  190 
   
  Arriving at the tower you knock on the door. A panel slides back and 
  two unfriendly eyes stare back at you. You say you need to see the 
  Kaptain. The panel slides shut with a thud. Nothing happens. You 
  bang on the door again and the panel opens once more.  
   
  “You again? Whatcha want?” 
   
  Again you ask again to see the Kaptain. Do you have the SKILL of 
  GUILE AND CHARM? If so turn to 184 
   
  If you do not, turn to 223 
  
   
   
   
  191 
  In the room by the door is a plain faced man. But in his right hand is 
  a blood drenched sword. Have you spoken to or seen a man called 
  called Jocto before? 
   
  If you have, turn to 186. If you haven’t, turn to 222 
   
  192 
  Bigly staggers back, but puts his sword to his face. You recognise 
  this is a sign to stop fighting and you do so, fearing the 
  consequence from his fellow guards if you strike an opponent who 
  had put up his blade.  
   
  You mirror his move, and suddenly Bigly laughs 
   
  "Ha ha, you gave me a good beating, a little man like you. And 
  you've earned me some money as no one thought you would 
  hurt Bigly. Ha ha, I think I like you. Go on with your business"  
   
  He turns round laughing, seemingly immune to his injuries and sits 
  back down and resumes his game.  
   
  You stand for a moment in shock, and then carry on. 
   
  Turn to 227 
  193 
   
  The door slams behind you and you look into a darkened chamber. 
  Three figures approach you. All wear long, red robes, with red 
  pointed hoods. One is open faced, but you can only see the eyes of 
  the others. 
   
  “Grand Inquisitor” begins the Kaptain “this heretic came to our 
  Holy City bearing this” he passes the Coin of the Mark to one of 
  the Inquisitors, the one with the tallest and most ornate hood. 
  The Grand Inquisitor looks down and speaks for the first time.  
  
   
   
   
   
   
  
   
   
   
  “Ah yes, the Sigil of Astaroth, a most renowned Duke of the 
  Hellscape. This man must be in league with the enemies of the 
  One True Church, and of Most Holy herself. Leave him to us, 
  Kaptain. We will find out what he knows, and who his contacts 
  are within these very walls” 
   
  You look at him in terror, not comprehending what’s going on.  
   
  The Grand Inquisitor beckons, and behind him several more 
  Inquisitors walk forward. They take hold of you, and quickly strip you 
  naked. You are dragged naked across the room to a large wooden 
  frame. They tie you to the frame, your legs and arms pulled 
  diagonally to the corners where they are lashed to rollers at each 
  end.  
   
  The Grand Inquisitor looks at you. His eyes gleam with feverish 
  belief in his job. In a voice like honey, he says “now my boy, confess 
  and it will save me a lot of time, and you a lot of pain” 
  Then he signals and one of the Inquisitors turns the handle on the 
  top roller. Your arms are slowly being pulled from you. You scream 
   
  “Confess, my boy, confess” the Inquisitor continues, his voice rich 
  and unctuous. 
   
  The handle turns again, and you scream again 
  Your adventure ends here. 
  194 
   
  “I am so sorry to bother you, Sir, but I really do need to speak 
  to your Kaptain. It is of vital import, and he will thank you when 
  he knows what news I bring” You say, using all of your charm 
  “Hrumph, suppose so, but he’s just about to go off duty so 
  you’d better be quick” 
   
   
  The hatch slams closed and you hear a clinking of chains and a 
  turning of locks, and then the door opens and the guard beckons 
  you in. You enter and the guard takes you into an antechamber.  
  The Kaptain sits at a desk, and turns round and stares at you. You 
  hold out your hand, and hand him the Coin of the Mark. He stares at 
  it briefly and then nods, closing his hand around it.  
  
   
   
   
   
  He signals his guards to leave. Before they do, he commands them 
   
  “You will not bother me again tonight. I will be left alone in this 
  room without disturbance on pain of death. Understand?” 
   
  The guards salute and leave, closing the door behind them. The 
  Kaptain stands and walks to the door, bolting it from the inside.  
   
  “Come” he says “He is waiting” 
   
  He walks to mantle and reaches underneath. You hear two clicks 
  and then the whole fireplace slides aside, revealing a dark portal. 
  The Kaptain walks through it and it shimmers. You, rather 
  nervously, follow. 
   
  Turn to 199 
  195 
  You recognise the first man as the off duty guard you met when 
  trying to escape from the church grounds.  
   
  You curse under your breath and hope that he doesn’t recognise 
  you.  
   
  He looks down at you and smiles.  
  “Bigly know you” 
   
  Did you fight with Bigly and win, if so turn to 238 
  If you lost, turn to 214 
  If you ordered him to let you pass, turn to 207 
   
   
  
   
   
   
  196 
  You chop Jocto down with a thrust to the neck, and he dies gurgling 
  in a pool of his own blood. You drop your sword and turn to 
  Twentyman, falling to your knees by his side.  
   
  Struggling for breath he continues “But it must be at…….the 4th 
  call of the watch. No other time” 
   
  “You will be taken to see the man who employed me. Trust no 
  one else. …. It must be that gate…. At that time……….or you 
  risk discovery. When you are taken to this man, whose name I 
  will not say, tell him I …..Sent you. He can be difficult….as he 
  values his privacy….but tell him everything. 
   
  “Everything?” you gaps 
   
  “Yes, EVERYTHING, and show him the keystone. He will know 
  what to do” 
   
  You nod. 
   
  “Finally, Shadow, I am sorry this is all on you. Of all in the 
  Guild, I loved you like a son…..and I would not have anything 
  happen to you……good luck……my so………….” 
   
  And then he’s gone and he groans involuntarily as his spirit leaves 
  his body. Tears stream down your face and you reach down and 
  close his eyes, and say a brief prayer to the pagan God of thieves. 
  You open your hand and stare at the item Twentyman pressed into 
  it. You wipe the blood from its gold surface. It’s a golden coin with a 
  5 pointed star in the centre. Mark Coin of the Star on your adventure 
  sheet. 
   
  Without wasting any time, you leave the blood drenched room.  
   
  Turn to 72 
   
  
   
   
   
  197 
   
  You have always been quiet and reserved and unwilling to trust. But 
  once you start talking you cannot stop. It’s almost as if there is a 
  spell upon you. You tell Devero how you were caught and captured, 
  then escaped. And that you found yourself in the fight of your life 
  against an otherworldly foe. Then you say how you managed to halt 
  the evil beneath the Holy City. But since then you have been 
  pursued and almost everyone you know and trust is either dead, or 
  helpless.  
   
  Devero nods as you talk, occasionally asking questions, often about 
  seemingly obscure points. When you are finished you feel 
  exhausted. He stands and walks towards a full sized floor to ceiling 
  portrait of Most Holy and presses a hidden catch. As in the Kaptains 
  office, the portrait slides to one side and he walks toward the 
  shimmering darkness that has been revealed. He waits for you to 
  follow 
   
  Are you going to follow the Arch-Cardinal? If you do turn to 185. If 
  you decide not to turn to 215 
  198 
  You enquire politely if you can help the guard. He's an ugly looking 
  bruiser of a man with a bald head, heavy set brows and a nose that 
  has clearly been flattened into his face in a tavern brawl. He stands 
  up and looks down on you, as he towers a good foot above you.  
   
  He looks like a tavern brawler who is a bit out of shape, evidenced 
  by the tunic that will barely fasten over his large girth.  
   
  "I know everyone who works here, but you I don't know, who 
  are you, and where are you going so early?" 
   
  Are you going to act nervously and pretend to be new member of 
  staff, turn to 182; be aloof and ask him how dare he talk to you that 
  way, turn to 219, or stand back and draw your sword and prepare 
  for a fight, turn to 179 
   
   
   
  
   
   
   
   
  
   
   
   
  199 
  You appear in a lavishly appointed room. Ornate golden chairs 
  surround a marble table. Jewelled chandeliers hang over the table, 
  which is laden with silver goblets and plates. Heaped on the plates 
  are food. A man in his seventies. He is wearing a white robe, with a 
  white skullcap. Around his neck is a golden cruciform. He rises and 
  beckons you to sit. You recognise him as Arch-Cardinal Devero. He 
  is second in command of the One True Church, and some say the 
  power behind the throne. 
   
  He beckons again, at a vacant chair at his side. You nod vacantly, 
  your mind struggling to take in where you are, and who you are 
  staring at. 
   
  “Come, come, my boy, sit. Eat and drink. Recuperate. You have 
  had a busy couple of nights, no?” and he smiles. The smile is so 
  full of fatherly joy that you cannot help but feel relaxed. You sit down 
  as requested and realise you are ravenous. You grab a chicken leg 
  from a plate, and a loaf of bread, and start eating 
   
  “Now my boy, who sent you? Tell me all” 
   
  His voice is so fatherly and you feel so drowsy that you want nothing 
  more than to bare your soul to this man. 
   
  Will you tell him who sent you? If you want to turn to 197. If you do 
  not trust him and decide to stay silent, then turn to 215 
   
   
  
   
   
   
  200 
  You try to bluff your way through, but the guard is having none of it.  
  He calls over to his fellow guard and they soon have you in cuffs   
  and taken to a holding cell in the guardhouse.  
   
  A message is sent down to the blockhouse in the Harbour area and 
  soon two men appear. 
   
  The first is small, slight and moves quickly. His hair is greasy and 
  seemingly plastered to his head and face, as well as a scraggly 
  beard covering most of his pock marked face. This is a face not to 
  trust. His dark eyes glitter cruelly under his brows. Celdron! One of 
  De-Villiers’ most trusted Lieutenants. What he lacks in size he 
  makes up for in viciousness. 
   
  The other is the opposite. Tall and broad, but without enough bulk to 
  slow him down. He towers above Celdron, and a broad headed 
  battle axe is hooked into his belt. His hair is long, blonde and 
  braided, and his face clean-shaven. It would be a friendly, attractive 
  face if it wasn’t for his eyes, which shine like blue ice – but there is 
  no emotion in these eyes.   
   
  This is Elrad, Celdron normal accomplice when working for De-
  Villiers. He is the brawn to Celdron’s brains – and he enjoys using 
  his brawn. 
   
  Celdron look at you and smiles 
   
  “Ah, the young thief. You have led us a merry dance, young 
  Shadow, but no longer. My master would like to speak to you 
  again. I think you have something of his that he very much 
  wants returned. Come, young thief, let us make haste. My 
  master grows impatient” 
   
  You realise that his master is De-Villiers, whom you have only just 
  escaped from, and who is trapped in spirit form in an unearthly 
  cavern beneath the city.  
   
  You are taken from the cell by the guards, and then Elrad swings 
  one large fist at you. 
   
  
   
   
   
  You come to on the cold stone floor or an all-too familiar cavern. 
  You are hog-tied and so cannot move. Celdron squats down next to 
  you and lifts your head by your straggly hair. 
   
  “He has awoken, master” 
   
  “Good, you have done well. He is mine now and will not slip 
  through our fingers again” 
   
  You look up and see the spectral figure of De-Villiers floating over 
  you.  
   
  “Now, my boy, where were we? Yes, I think you have a trinket 
  for me” 
   
  There is no escape for you this time, and you are still alive to see 
  De-Villiers use the ruby gem to complete the lock to an otherworldly 
  door. Then the gateway opens and a being with an aura of 
  unimaginable power emerges. Evil seems to emanate from him. 
   
  He is tall and powerful and naked, with a well-muscled body and no 
  visible genitalia. Large feathered wings rise from his back. His head 
  is bald, except for a pair of long curved horns protruding from his 
  ears, and a second, shorter set on top of his forehead. Black 
  markings cover his body in swirls. You hear his voice and his name 
  echoing through your head, for this is Bael, the King of Hell. 
   
  “Ah, the taste of freedom after eons of cruel 
  imprisonment”  says Bael, the Lord of Hell. 
   
  He looks down at you and smiles. 
   
   
  
   
   
   
  
   
   
   
  201  
   
  You thought you were quick, but Celdron is lightning fast over the 
  rooftops with an agility that almost puts you to shame. Despite your 
  best effort you are unable to shake him off, and he is soon breathing 
  down your neck. He tap tackles you, causing to sprawl to the 
  ground. TEST YOUR FORTUNE 
   
  If you are successful, you are up in time to fight the first combat 
  round. If you are unsuccessful, you are too slow to get up and 
  Celdron gets in the first blow – lose 2 ENDURANCE 
   
  Now you must fight Celdron, using the current ENDURANCE scores 
  you both have. 
   
  If you haven’t already lost Elrad, then note down how many seconds 
  behind you he is. The fighting is fast and furious and each combat 
  round only lasts a second – but each round brings Elrad a second  
  closer.  
   
  CELDRON 
  FIGHTING SKILL  11 ENDURANCE = CURRENT 
  SCORE 
   
  If Elrad catches you before you get Celdron down to 2 
  ENDURANCE then Elrad catches up and you must now face both. 
  You back away and Celdron and Elrad circle you. Turn to 220 
   
  If you get Celdron down to 2 ENDURANCE or less before Elrad 
  catches up, then Celdron passes into unconsciousness and you 
  must continue your chase across the rooftops with Elrad still behind 
  you. His new starting distance will be however far behind he was 
  when the final round of conflict was resolved. 
   
  Turn back to your previous reference 
   
  
   
   
   
  202  
   
  Elrad is not as quick as you, but he’s got the constitution of a dwarf 
  or a barbarian, and no matter what you do, you cannot shake him. 
  His pursuit is implacable. You are aware that he is getting closer 
  and closer and yet there is nothing you can do. If he catches you, 
  you are no match for him hand to hand. 
   
  Eventually a large hand reaches over and grabs you round the 
  neck, and you are sent sprawling. With unbelievable speed for his 
  size, Elrad unslings his axe, and the last thing you see is it whistling 
  down towards you in a bright arc – and the last thing to go through 
  your mind is its keen edge. 
   
  You adventure ends here. 
  203 
  Using your skill and agility, you manage to sneak past the first set of 
  guards. You make your way down the passage which is about 100 
  yards long. Fortunately, the towering cliffs either side of you create 
  plenty of shadow, despite the flickering torches mounted on the 
  walls at 10 yard intervals.  
   
  Soon you are at the second checkpoint, but you are feeling 
  increasingly nervous.  
   
  You judge your moment to try to slip past the second set of guards.  
   
  TEST YOUR AGILITY. If you have the SKILL OF HIDING IN 
  SHADOWS, take 1 of your roll. If you have the SKILL OF 
  FOREBEARANCE, then you wait an extra few moments until the 
  guards as distracted, and so you can take 2 of your roll. You cannot 
  do both.  
   
  If you pass, you have managed to return to the Harbour District, turn 
  to 49  
   
  If you fail, turn to 228 
  
   
   
   
  204 
  As you approach the barrier, one of the guards spies you and 
  shouts out. You stop still, hands up, as a long pike is levelled at your 
  navel.  
   
  “And what do you think you are doing, son?” the guard asks, 
  gruffly but not entirely unpleasantly.  
   
  Do you have the SKILL of CHARM AND GUILE? 
   
  If you do, turn to 116  
  If you don’t, turn to 200 
  205 
   
  You remember as you hide in the corner that you found a dark cloak 
  in the blocktower. You quickly find it in your bag, and shroud 
  yourself in it. Then you use all your training to become almost 
  preternaturally still. You try to slow your breathing and are almost in 
  a trance like state. 
   
  Fortunately, you have found a Cloak of Night, a charmed garment 
  that works to throw light away from the wearer, and make them 
  imperceptible to the naked eye. Legend has it these Cloaks can 
  hide a man in daylight, unless the sun shines directly on the wearer 
  – fortunately, it is not full daylight and so the cloak does its job. 
   
  You manage to slip past both sets of guards and you are back in the 
  Harbour District. 
   
  Turn to 49 
  206 
  “Yes young man? Why are you bothering me at this early 
  hour?” 
   
  
   
   
   
  You apologise and say that it is of great importance. You look round 
  and see there’s no one else outside the shop, and pull the tattered 
  curtains closed after blowing out the greasy candles. Then you lock 
  and bolt the door. Livia seems unperturbed by this and busies 
  herself making a cup of alanea tea. She also pours one for you. Do 
  you want to drink the tea? 
   
  If yes, then turn to 16 
  If no, then turn to 94 
  207 
  “Ha ha, yes Bigly knows you. Lads, remember? This was the 
  runt that ordered Bigly around. Well there is no one to look 
  after you now. Your Arch Deacon is not here, and bad things 
  happen to foolish boys around here” 
   
  He swings a giant fist and you don’t have time to dodge it. You 
  stagger backwards, and crash into a table and fall to the ground. 
   
  You are on the floor, half conscious. But obviously Bigly hasn’t 
  finished yet. He picks you up again, and once again strikes you full 
  in the face. You feel your cheekbone shatter. Then he punches you 
  again, this time your mouth is pulped, and acting on pure instinct 
  you spit out half of your teeth. The ruthless beating continues until 
  you are unconscious and are thrown out onto the street.  
   
  Turn to 30 
  208 
  You stop and meld into the background behind the last tree. As any 
  thief knows, you need time to case and plan a job, and urgent as 
  your mission is, if you don't stop and watch for a while, you may pay 
  for it - with your life. You wait hidden behind the tree for what seems 
  like hours but you know from your measured counting is only 15 
  minutes.  
   
  In that time, you have seen two patrols pass in front of the gate, as 
  well as numerous servants as the church starts to come to life. As 
  well as the main gates, you can also see a smaller door almost 
  hidden in the side of one of the towers on either side of the gate, 
  that most of the servants seem to use.  
  
   
   
   
   
  Are you going to be bold and try the main gates, then turn to 229. If 
  you would rather try to sneak out by the servants’ gate, turn to 234 
   
  209 
   
  “Kind sir, I am so sorry, I seem to be lost. I was in a tavern in 
  the harbour when all of a sudden I felt unwell. That’s all I 
  remember until I awoke here. I know not where I am. I just wish 
  to return back to the ship I paid for passage on. Can you help 
  me” 
   
  You look so lost and sound so earnest, the guard takes pity on you. 
  The main reason for guarding the pass is to stop undesirables from 
  getting into the Upper City. Surely, reasons the guard, a ragamuffin 
  like this is better off in the dive bars in the Harbour. 
   
  He nods and lets you through and waves to his compatriot on the 
  lower barrier.  
   
  Turn to 49 
   
  210 
  Rules for smoke bombs. To throw a smoke bomb you must first 
  make your SPEED roll and then deduct 2 seconds from it. Decide 
  who you are aiming at first. 
   
  
   
   
   
  Then roll 1d6. If you roll an even number, the smoke bomb is not 
  accurate enough or the winds of the top of the roof are sufficient to 
  disperse the smoke. Roll your adversary’s SPEED scores as 
  normal. 
   
  If you roll an odd number, then it has worked! You can now roll your 
  adversary’s speed scores and work out the distance gained or lost. 
  Then throw a second 1d6 and this is how much additional time you 
  have gained on your adversary. 
   
  You then still need to roll your second adversary’s SPEED scores – 
  and this will NOT be affected by the smoke bomb. 
  Each time you use a smoke bomb, mark it off your adventure sheet. 
   
  Turn back to the previous reference. 
  211 
   
  You sneak through the wide streets of Amaldi. All of the buildings 
  lining the streets are richly appointed and faced in marble, with 
  mother of pearl inlays. You do not feel at all at home in this place. 
  The roofs are too high and there are too many spires and single 
  buildings to make travelling across the rooftops an option. The 
  streets are too open with no side streets and alleys, making it 
  difficult to keep off the main routes.  
   
  You eventually reach the tall stone walls that divide the Holy city 
  with the larger, sprawling city of Laeveni. They are full 50-foot-high, 
  but the inside walls are quite rough with age with loose mortar in the 
  large bricks and cracks and crevices you can told onto.  
   
  You have to try to climb the wall. TEST YOUR AGILITY.  
   
  Do you have the SKILL OF CLIMBING. If so you can subtract two 
  from the roll.  
   
  If you succeed, turn to 100 
  If you fail, turn to 88 
  
   
   
   
  212 
  You decide to take the direct route and head straight from the 
  church to the gates.  
   
  You draw yourself up in a show of confidence and belonging, 
  hoping that anyone you see will not question you being here. You 
  walk briskly yet without hurry towards the tall gates 
   
  As it’s still early morning few people are around, only a couple of 
  gardeners pruning shrubs, and servants quickly heading across the 
  grounds. All appear too busy to pay attention to you.  
   
  You get to the end of the path through the gardens and now you are 
  only a short distance from the gates out of the church’s grounds.  
   
  Do you want to go straight to the gates, then turn to 229. If you want 
  to wait and watch, turn to 208 
  213 
   
  You decide that going straight up the main path is too risky as this 
  seems to be reserved for visitors and guests, and you hope you can 
  blend in as staff. You turn to your left and walk towards the low, ugly 
  barracks building.  
   
  Although it is still early morning there are still off duty soldiers sat 
  outside, lounging on rough chairs by tables and drinking ale and 
  playing knucklebones and poker. Each church and temple has its 
  own small garrison. 
   
  Currently there are a limited number of guards housed in the 
  barracks, which can hold up to 150-300 men depending on the size 
  of the church 
   
  The off duty guards look scruffy and unshaven. Currently 6 of them 
  sat at two tables. As you approach, one guard shouts out to you, 
  saying  
   
  "Why don't you come over here and have a drink with us, pretty 
  boy. Me and my mates could do with the company" 
   
  
   
   
   
  Do you ignore him and carry on walking, turn to 239; or stop and 
  talk to him, turn to 198 
  214 
  “Ha ha, yes Bigly knows you. Lads, remember? This was the  
  runt that Bigly gave a beating! Such a small runt. But Bigly buy 
  you a drink” 
   
  You dare not say no to his offer. He lurches to the bar, his large arm 
  around your shoulders as you are obviously his new best friend. He 
  buys you another pint, and you drink it as quick as you can, without 
  causing offence.  
   
  Bigly is surprisingly good company. After you have finished this pint, 
  you manage to make your excuses to leave. Bigly shakes your hand 
  warmly when you say you have to leave, almost crushing your 
  fingers. With regret, you leave.  
   
  Make sure you record that you have had 2 pints in The Pillars. 
   
  Turn back to 128 and try another tavern or hostelry. 
  215 
  The Arch-Cardinal sighs in regret 
   
  “Ah, it’s unsurprising that a boy such as yourself is low on 
  trust. Shame, I had hoped I could help you, but this is too 
  important a matter. If you do not have faith, then I will just have  
  to leave you behind and take what I need” 
   
  He raises his hand. Upon it is a large gold ring with a black jewel on 
  top of it. A bolt of black light cascades from it and strikes you. You 
  are held in place unable to move. The Arch-Cardinal walks over to 
  you, and moves his hand over your torso, searching without feeling, 
  using some unholy power.  
  
   
   
   
  Then he detects what he needs. He clenches his fist and pulls, and 
  you feel something in your pocket being drawn inexorably towards 
  the Arch-Cardinal. You feel heat in your chest, where the pocket is, 
  and then the material starts to smoulder and then burn. Devero pulls 
  his fist back and the ruby, hidden in your pocket since you saw Jac, 
  rips through your jerkin and flies towards the old man. He opens his 
  fist and the ruby flies into the palm of his hand.  
   
  He looks down at it, proclaiming 
   
  “At last we have it. We can finish this once and for all. 
  Thousands of years of waiting ended. The Dark Lord will be 
  pleased” 
   
  Then he goes to turn to leave the room, but pauses. He walks back 
  over to you and places his hand on your head 
  “If you will not follow, at least let me give you my blessing, and 
  the Dark Lord’s regards” 
   
  His hand on your head starts to throb with energy and dark power 
  courses through your veins, until you feel like your body is about to 
  explode 
   
  The Arch-Cardinal walks away and as he does, you look down and 
  see that your body seems to be fracturing into tiny pieces, and dark 
  light shines out between these fractures. Then they explode, and 
  your mortal form is scattered into millions of fractal particles. 
  Just before this happen, you hear the Arch-Cardinals voice say 
   
  “Go with our blessing, my boy” 
   
  Your adventure ends here 
  216  
  The Sergeant glares down at the parchment and grunts. 
   
  “So your name is Ptero, is that right?” 
   
  “Yes sir” you reply, hoping that’s the name on the warrant.  
   
  
   
   
   
  “Hmm, this is interesting. You seem to have given me a warrant 
  for your own arrest and execution. Seize him boys. Throw him 
  in the cells and inform De-Villiers’ guardhouse we have one of 
  his miscreants” 
   
  Turn to 233 
  217 
  An orc warrior rounds the corner. Orcs are not the best of creatures 
  to cross, as they have been known to bite a man’s hand off for trying 
  to steal from them, but you do not have the time to wait. The orc has 
  around his waist a belt at which hangs a wicked looking scimitar and 
  a long saw tooth knife. There is also a pouch, tucked into the belt, 
  that seems to jingle a bit as the orc walks, or stomps, past. 
   
  Taking your chance, you draw your stiletto and reach forward to 
  slice the bottom of the pouch open in a manner thieves have used 
  since time began. The sharp edge of the knife bites into the rough 
  hessian material and you slice deftly. You reach forward to catch the 
  coins as they fall from the pouch 
   
  TEST YOUR AGILITY. If you pass, turn to 232. If you fail, turn to 
  181 
   
  218 
  The orc is a cunning fighter, vicious and cruel, but finally you 
  manage to beat him. The point of your blade slides between his ribs 
  and upward to pierce his heart. A gurgling noise comes from his 
  fanged mouth, and blood fountains out of it. His scimitar drops from 
  this now almost lifeless hands and lands on the cobbled streets with 
  a clang. You quickly pull your blade out of the orcs hideous torso 
  and he groans. Then the strength leaves his legs and he drops first 
  to his knees, and then topples forward onto his face. His breathing 
  continues raggedly for some moments, until he finally convulses and 
  his final breath rattles out of him and he dies. 
   
  You gather up all the coins. Roll 1d6 – this is how many you find. 
  Now turn to 128 and try another tavern. 
  
   
   
   
  219 
  You stop and turn, your hold your head high and look down at the 
  overfamiliar guard as though you have just scraped him from the 
  soul of your boot. "I beg your pardon" you say in your most plumy 
  tones "and what is the meaning of this?" 
   
  TEST YOUR FORTUNE. If you have the SKILL of CHARM AND 
  GUILE, take one off the throw. If you succeed turn to 63. If you fail 
  turn to 226 
   
  220  
   
  Try as you might, both your pursuers are implacable and you cannot 
  shake them. They catch up with you, one on either side: Celdron 
  with his short curved scimitar, Elrad with his giant battle axe. You 
  pull your daggers, but realise that the best you can hope is to block 
  a couple of blows from Celdron – which you do.  
  But then Elrad’s axe screams through the air and you raise you 
  other dagger to block it with lightning reflexes, but the force of the 
  impact shatters your arm, which falls useless to your side. Celdron 
  takes quick advantage and starts to lacerate your body with his 
  wickedly sharp scimitar, producing sprays of blood that look quite 
  black in the moonlight.  
   
  Then Elrad finishes it all with an almost casual backhand with his 
  axe, which sends you head bouncing along the rooftops and into the 
  street. 
   
  Your adventure ends here. 
  
   
   
   
  221 
  Bigly’s size is prestigious, but no match for your speed. You duck 
  and Bigly’s roundhouse that was aimed at your left temple flies 
  overhead. Without the resistance of you to stop him, Bigly is spun 
  round by the momentum and you give him a good kick on his ample 
  rump to send him sprawling into another table. 
   
  He crashes into the table with a yell, and then slowly gets back up. 
  His face, which was flushed, is now red with anger and you realise 
  you should have just taken your punishment. His hand reaches for 
  his sword and he slowly draws it and advance on you. You have no 
  choice but to fight him. 
    
  Turn to 141 
   
  222 
  You haven’t seen the man before in your life, but he clearly knows 
  you.  
   
  “Ah, Shadow my boy. Shame you had to get here before I 
  finished my job. I do so hate a half finished job. Makes me look 
  quite amateur. Still, here we are.” 
   
  He talks as if you are old friends and something in his manner 
  causes you to almost relax. But then you hear Twentyman’s 
  breathing becoming more laborious and you raise your sword.  
   
  “Ah, a fighter are we now? More than a cut purse. You have 
  grown up, Shadow. It’s not a game anymore to you is it?”  
   
  says, still smiling pleasantly. Then he raises his sword and 
  advances, he face now hard 
   
  “You have been elusive, my boy, but Jocto has you now” 
   
  With that he leaps forward, swinging his sword and the battle is 
  joined. He is a cunning warrior.  
   
  JOCTO 
  FIGHTING SKILL 11  
  ENDURANCE 8 
   
  
   
   
   
  If you fail to defeat him in 7 rounds of fighting, turn to 188 
   
  If you defeat him in 7 rounds or under, turn to 196 
  223  
  TEST YOUR FORTUNE. If you are fortunate, turn to 193. If not, 
  then the door slams shut and you hear a voice shouting behind, 
  something about pitch. 
   
  You stand, wondering what to do next, and then you hear a noise 
  above. You look up and see a window opening in the tower, and a 
  half pipe comes out of the window. Then too late you decide to 
  move, but by then the red hot pitch hits you in the face. You try to 
  scream but the pitch is in your mouth and throat. You fall to the 
  ground and the pitch covers and burns your body, eating through 
  your jerkin and hose.  
   
  Your scream turns into a gurgled whimper and then you breathe no 
  more. 
   
  Your adventure ends here.  
   
   
  224  
  Rules for caltrops. 
   
  To throw some caltrops, you must first make your SPEED roll and 
  then deduct 4 seconds from it. 
   
  Caltrops are thrown over a larger area and so you can target both  
  
   
   
   
  adversaries on the narrow rooftops. 
   
  Then roll 2d6 for each adversary. If you roll a double, they have 
  stood on the caltrop but it hasn’t quite pieced their boots, but it has 
  delayed them by the number of seconds equal to the sum of the 
  double. For example, you throw 1-1 – 2 seconds. You throw 5-5 – 
  10 seconds. 
   
  If you roll a double 6, then they land on a caltrop – and the poison 
  paralyses their foot immediately and they are out of the race. 
  You do not need to roll SPEED scores in this round and because of 
  this none of you lose ENDURANCE. 
   
  Each time you use a set of caltrops, mark it off your adventure 
  sheet. 
   
  Turn back to the previous reference. 
   
  225  
  RACE THROUGH THE STREETS 
   
  The rules of this race are simple. Firstly, make sure you note all 
  your current scores for FITNESS, ENDURANCE, and LUCK 
   
  YOUR LEAD: Now throw 2d6 for Celdron. This is how far ahead of 
  him you are at the start of the race. So you roll 7, – and you are 7 
  seconds ahead. Then throw 2d6 for Elrad, and add 1. This is how 
  far ahead of him you are at the start of the race. So you roll 7, add 1 
  – and you are 8 seconds ahead. 
   
  EACH ROUND: Then each round you throw 2d6 for yourself and 
  both your adversaries. You add this to your FITNESS (this is your 
  ability to travel fast over unsteady areas) 
  You then compare scores. If you win, you increase your lead over 
  your adversary by the difference. If you lose, they close the distance 
  by the difference.  
   
  
   
   
   
  You also use your ENDURANCE. For each turn this contest goes 
  on for, you get tired, and so you lose 2 ENDURANCE points. If you 
  get down to 0, you pass into unconsciousness. You do not die, and 
  will start to recover all your ENDURANCE by the next reference – 
  and so it’s not a permanent injury. 
   
  Celdron   
  FITNESS 11    ENDURANCE 11   
  LEAD  2d6 
   
  Elrad    
  FITNESS 9   ENDURANCE 17   
  LEAD  2d6+1 
   
   
  For example: 
   
  SPEED SCORE: You start of 8 and 10 seconds ahead of Celdron 
  and Elrad. You have FITNESS 12 and roll 8. You score 20. This is 
  your SPEED score of 20 for this turn. 
   
  Celdron rolls 10 and has FITNESS of 11. A SPEED score of 21 – so  
  he gains a second on you. You are now 7 seconds ahead of him.  
   
  Elrad rolls 7 and has a FITNESS 9 and so only scores 16. 
  Therefore, you have gained 4 seconds on him and now lead by 14 
  seconds. 
   
  TO WIN: If you get to plus 20 on either you have lost that individual, 
  but the other one will still keep on coming until you lose them. 
  ENDURANCE: After this turn you all lose 2 ENDURANCE points. 
  Celdron down to 9, Elrad down to 15, and you are down to 2 less on 
  your ENDURANCE. So Celdron is quick but doesn’t have much 
  ENDURANCE, whereas Elrad is slower but can keep going longer. 
   
  MODIFIERS: 
   
  SKILL TO HIDE IN SHADOWS: If at any stage you get 15 or more 
  seconds ahead of any still chasing hunter, then you can choose to 
  hide in shadows and hope that they miss you. To do this is a 
  FORTUNE roll. However, if you fail, then whoever is still chasing 
  you will find you and you will have to deal with the consequences! 
   
  SPEED AND AGILITY: In addition, if you have the SKILL of  
  SPEED AND AGILITY, you can use you FORTUNE score to 
  increase your advantage or decrease and disadvantage. 
  
   
   
   
  For example, if you lose to Celdron and he gains 4 seconds, you 
  can throw against your FORTUNE number. If you succeed, then he 
  gains only 2 seconds. If you gain 3 seconds on Celdron and use 
  FORTUNE well, then you gain 6 seconds. 
   
  However, each time you roll, take 1 off your FORTUNE score – but 
  keep track of what it was to start with – as when the race is over it 
  will return to pre-race levels. 
   
  SMOKE BOMBS: You can also try to use smoke bombs to delay 
  your pursuers. However, doing so will cause you to slow down and 
  lose 2 seconds on your speed score. You then have to throw 1d6 to 
  see if the smoke bomb has any effect. If at any time you want to use 
  smoke bombs, turn to 210, follow the rules and then afterwards turn 
  back to the reference you were on. 
   
  CALTROPS: You can also use caltrops, but these will slow you 
  down by 4 seconds – and you need to throw 2d6 to see if they have 
  effect. For caltrops, turn to 224, and then afterwards turn back to the 
  reference you were on. 
   
  Make a note of this reference (225) in case you need to check the 
  rules again. 
   
  There may also be other hazards on the way – and so good luck!  
   
  Turn to 41 
  226 
  Despite your attempt to browbeat him, Bigly isn’t fooled. 
   
  "I don’t like your attitude, friend" says the large guard, "Bigly 
  thinks Bigly will have to teach you a lesson, little man” 
   
  He swings a punch at you. TEST YOUR FORTUNE. If you are 
  lucky, turn to 221. If you are unlucky, turn to 187 
   
  
   
   
   
  227 
   
  You walk briskly yet without hurry round the semi-circular path until 
  it brings you back to the gates at the front of the church. The gates 
  are open, as Church law states the doors of all churches must be 
  available to all worshippers and at any time. 
   
  Do you want to approach the gates directly? If so turn to 229. If you 
  would rather wait and reconnoiter the scene, turn to 208 
   
   
   
  228  
  As you approach the barrier, one of the guards spies you and 
  shouts out. You stop still, hands up, as a long pike is levelled at your 
  navel.  
   
  “And what do you think you are doing, son?” the guard asks, 
  gruffly but not entirely unpleasantly.  
   
  Do you have the SKILL of CHARM AND GUILE? If you do, TEST 
  YOUR FORTUNE. If you pass, turn to 209  
   
  If you don’t, turn to 200 
  229  
  You walk up the wide boulevard to the main gate, and seemingly 
  nerveless, as though you belong here, go to walk through the gate, 
  past the guards.  
   
  
   
   
   
  As you go to pass through the gate, two halberds crash down in 
  front of you, forming a cross that blocks your movement. The two 
  guards stare at you with narrow, unfriendly eyes. 
   
  You go to speak, but before you can, you are grabbed from behind 
  by strong hands. Do you have any free movement warrants 
  recorded on your adventure sheets from when you escaped from 
  the prison cells. If you do, turn to 230.  
   
  If not, turn to 200 
  230 
   
  You remember the warrants in your bag, and ask the guards if you 
  may show them your documents. It’s very risky as you have yet to 
  change any of the names on the warrants. 
   
  You pull a sheet of yellow parchment out of your bag and present it 
  to the Sargent. He looks down at it 
   
  TEST YOUR FORTUNE. If you are fortunate, turn to 231. If you are 
  not, turn to 216 
  231 
  The Sergeant glares down at the parchment and grunts. 
   
  “Let him go, boys, this all appears to be in order” 
   
  You thank the Sergeant, and leave, wordlessly muttering a prayer of 
  thanks to the Heathen God of Luck. 
   
  You walk through the gates from the Church into the main streets of 
  the Upper City. You just need to get back to the Harbour District 
  now. 
   
  Turn to 211 
  
   
   
   
  232 
  Your free hand deftly reaches out and plucks the coins out of the air 
  as they fall with incredible speed. However, Orcs are not known for 
  their thrift with money, and this theft only earns you 1d6 in gold.  
   
  Now turn to 128 and try a tavern you have yet to visit.  
  233 
   
  You are quickly stripped of all your possessions, until you are just in 
  your undergarments. Any hope of escape by picking the locks go 
  when they remove your boots, as your lockpicks are hidden in the 
  stitching of the soles.  
   
  You are bundled into a cell. A message is sent down to the 
  blockhouse in the Harbour area and soon two men appear. 
   
  The first is small, slight and moves quickly. His hair is greasy and 
  seemingly plastered to his head and face, as well as a scraggly 
  beard covering most of his pock marked face. This is a face not to 
  trust. His dark eyes glitter cruelly under his brows. Celdron! One of 
  De-Villiers’ most trusted Lieutenants. What he lacks in size he 
  makes up for in viciousness. 
   
  The other is the opposite. Tall and broad, but without enough bulk to 
  slow him down. He towers above Celdron, and a broad headed 
  battle axe is hooked into his belt. His hair is long, blonde and 
  braided, and his face clean-shaven. It would be a friendly, attractive 
  face if it wasn’t for his eyes, which shine like blue ice – but there is 
  no emotion in these eyes.   
   
  This is Elrad, Celdron’s normal accomplice when working for De-
  Villiers. He is the brawn to Celdron’s brains – and he enjoys using 
  his brawn. 
   
  Celdron looks at you and smiles 
   
  
   
   
   
  “Ah, Ptero is it? I think not my young thief. You have led us a 
  merry dance, young Shadow, but no longer. We have eyes 
  everywhere. My master would very much like to speak to you 
  again. I think you have something of his that he very much 
  wants returned. Come, young thief, let us make haste. My 
  master grows impatient” 
   
  You realise that his master is De-Villiers, whom you have only just 
  escaped from, and who is trapped in spirit form in an unearthly 
  cavern beneath the city.  
   
  You are taken from the cell by the guards, and then Elrad swings 
  one large fist at you. 
   
  You come to on the cold stone floor or an all-too familiar cavern. 
  You are hog-tied and so cannot move Celdron squats down next to 
  you and lifts your head by your straggly hair. 
   
  “He has awoken, master” 
   
  “Good, you have done well. He is mine now and will not slip 
  through our fingers again” 
   
  You look up and see the spectral figure of De-Villiers floating over 
  you.  
   
  “Now, my boy, where were we? Yes, I think you have a trinket 
  for me” 
   
  There is no escape for you this time, and you are still alive to see 
  De-Villiers use the ruby gem to complete the lock to an otherworldly 
  door. Then the gateway opens and a being with an aura of 
  unimaginable power emerges. Evil seems to emanate from him. 
   
  He looks down at you. His face is strikingly handsome, but hard and 
  cruel. His body is naked and powerfully formed with large wings 
  surrounding him. His body is covered with dark swirl like tattoos or 
  markings. 
   
  “Ah, the taste of freedom after eons of cruel 
  imprisonment” says Bael, the Lord of Hell. 
   
  
   
   
   
  He looks down at you and smiles. 
   
  YOUR ADVENTURE ENDS HERE 
  234 
   
  You make your way to the small gate in the wall. The majority of 
  people are coming in through the gate to work in the Church 
  grounds and so you have to try to fight the incoming tide. You see a 
  chance and try to dash through. 
   
  TEST YOUR FORTUNE and AGILITY. Add both together and now 
  throw 4d6.  
    
  If you have the SKILL of HIDING IN SHADOWS, you can subtract 2 
  from the roll. If you have the SKILL of FOREBEARANCE, you can 
  subtract 3, as you are patient enough to wait for the best chance. 
  You can only use one skill. 
   
  If you roll less than or equal to your combined attributes, then turn to 
  89. If you roll higher, turn to 236 
   
  235 
  RACE ACROSS THE ROOFTOPS 
   
  The rules of this race are simple. Firstly, make sure you note all 
  your current scores for FITNESS, ENDURANCE, and FORTUNE 
   
  YOUR LEAD: Now throw 2d6 for Celdron. This is how far ahead of 
  him you are at the start of the race. So you roll 7, – and you are 7 
  seconds ahead. Then throw 2d6 for Elrad, and add 1. This is how 
  far ahead of him you are at the start of the race. So you roll 7, add 1 
  – and you are 8 seconds ahead. 
   
  EACH ROUND: Then each round you throw 2d6 for yourself and 
  both your adversary’s. You add this to your FITNESS (this is your 
  ability to travel fast over unsteady areas) 
   
  
   
   
   
  You then compare scores. If you win, you increase your lead over 
  your adversary by the difference. If you lose, they close the distance 
  by the difference. You also use your ENDURANCE. For each turn 
  this contest goes on for, you get tired, and so you lose 2 
  ENDURANCE points. If you get down to 0, you pass into 
  unconsciousness. You do not die, and will start to recover all your 
  ENDURANCE by the next reference – and so it’s not a permanent 
  injury. 
   
  Celdron   
  FITNESS 11    ENDURANCE 11   
  LEAD  2d6+2 
  Elrad     
  FITNESS 9   ENDURANCE 17   
  LEAD  2d6+4 
   
  For example: 
   
  SPEED SCORE: You start of 8 and 10 seconds ahead of Celdron 
  and Elrad. You have FITNESS 12 and roll 8. You score 20. This is 
  your SPEED score of 20 for this turn. 
   
  Celdron rolls 10 and has FITNESS of 11. A SPEED score of 21 – so  
  he gains a second on you. You are now 7 seconds ahead of him. 
  Elrad rolls 7 and has a FITNESS 9 and so only scores 16. 
  Therefore, you have gained 4 seconds on him and now lead by 14 
  seconds. 
   
  TO WIN: If you get to plus 20 on either you have lost that individual, 
  but the other one will still keep on coming until you lose them. 
  ENDURANCE: After this turn you all lose 2 ENDURANCE points. 
  Celdron down to 9, Elrad down to 15, and you are down to 2 less on 
  your ENDURANCE. So Celdron is quick but doesn’t have much 
  ENDURANCE, whereas Elrad is slower but can keep going longer. 
   
  MODIFIERS: 
   
  SKILL TO HIDE IN SHADOWS: If at any stage you get 15 or more 
  seconds ahead of any still chasing hunter, then you can choose to 
  hide in shadows and hope that they miss you. To do this is a 
  FORTUNE roll. However, if you fail, then whoever is still chasing 
  you will find you and you will have to deal with the consequences! 
   
  SPEED AND AGILITY: In addition, if you have the SKILL of 
  SPEED AND AGILITY, you can use you FORTUNE score to 
  increase your advantage or decrease and disadvantage. 
  
   
   
   
  For example, if you lose to Celdron and he gains 4 seconds, you 
  can throw against your FORTUNE number. If you succeed, then he 
  gains only 2 seconds. If you gain 3 seconds on Celdron and use 
  FORTUNE well, then you gain 6 seconds. 
   
  However, each time you roll, take 1 off your FORTUNE score – but 
  keep track of what it was to start with – as when the race is over it 
  will return to pre-race levels. 
   
  SMOKE BOMBS: You can also try to use smoke bombs to delay 
  your pursuers. However, doing so will cause you to slow down and 
  lose 2 seconds on your speed score. You then have to throw 1d6 to 
  see if the smoke bomb has any effect. If at any time you want to use 
  smoke bombs, turn to 210, follow the rules and then afterwards turn 
  back to the reference you were on. 
   
  CALTROPS: You can also use caltrops, but these will slow you 
  down by 4 seconds – and you need to throw 2d6 to see if they have 
  effect. For caltrops, turn to 224, and then afterwards turn back to the 
  reference you were on. 
   
  Make a note of this reference (235) in case you need to check the 
  rules again.  
   
  There may also be other hazards on the way – and so good luck!  
  Turn to 52 
  236 
  You think you are safe as you emerge from the gate into the main 
  streets of the Upper City, but then a strong hand grabs your arm.  
   
  Do you have any free movement warrants recorded on your 
  adventure sheets from when you escaped from the prison cells. If 
  you do, turn to 230.  
   
  If not, turn to 200 
   
   
   
  
   
   
   
  237 
   
  TEST YOUR FORTUNE. If you are fortunate, turn to 194. If not, 
  then the door slams shut and you hear a voice shouting behind, 
  something about pitch. 
   
  You stand, wondering what to do next, and then you hear a noise 
  above. You look up and see a window opening in the tower, and a 
  half pipe comes out of the window. Then too late you decide to 
  move, but by then the red hot pitch hits you in the face. You try to 
  scream but the pitch is in your mouth and throat. You fall to the 
  ground and the pitch covers and burns your body, eating through 
  your jerkin and hose.  
   
  Your scream turns into a gurgled whimper and then you breathe no 
  more. 
   
  Your adventure ends here.  
   
  238 
  “Ha ha, yes Bigly knows you. Lads, remember? This was the  
  runt that gave Bigly a beating! Such a small runt. Bigly said he 
  would buy you a drink, and so he shall” 
   
  
   
   
   
  You dare not say no to his offer. He lurches to the bar, his large arm 
  around your shoulders as you are obviously his new best friend. He 
  buys you another pint, and you drink it as quick as you can, without 
  causing offence. Bigly is surprisingly good company but will not let 
  you leave after just one pint – and so he buys you another. After 
  you have finished this pint, you manage to make your excuses to 
  leave. Bigly shakes your hand warmly when you say you have to 
  leave, almost crushing your fingers. With regret, you leave.  
   
  Make sure you record that you have had 3 pints in The Pillars. Turn 
  back to 128 and try another tavern or hostelry. 
  239 
  You pretend you haven't heard him, and carry on walking. However, 
  there is precious little space between the path and the tables at the 
  front of the barracks. As you pass by, the noisy guard, reaches out 
  his hand grabs your arm, stopping you and spinning you around.  
   
  Are you going to talk to the guard, turn to 198; pull your arm away 
  and carry on, turn to 180, or draw your sword and challenge him, 
  turn to 179 
   
   
   
   
  
   
   
   
  240 
  “The Lord Astaroth of the Tenth Circle, Duke of Hell” 
   
   
  
   
   
   
   
  Other gamebooks from 
   
  BLACK DOG 
   GAMEBOOKS 
   
   
  Available now: 
   
  Shadow Thief Book 1: 
  Jailbreak 
   
   
  The Hellscape Book 1:  
  Straight to Hell 
   
  Upcoming: 
   
  Psycho Killer 
  31/10/2020 
   
  Shadow Thief Book 3: 
  Heroes (TBC 
  (December 2020) 
  
   
   
   
   
  
SOURCE: textdata/thevault/Shadow Thief Book 2 - Hunted [Solo].pdf