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  PUTFIN BOOKS
  BATTLEBLADE WARRIOR
  After six years of constanrbombardment from the foi.es of the
  mighty Lizard Man Empile, your belov€d cify of Vlmoma lies
  in ruins, yet its batter€d and waFweary troops still hold out
  Fighting alongside you noiher, Queen Per.iefyouknow the
  situation is desperate ltis surely a matter oftime before lhe ciry
  must fall mto the hands of evil 
  untess the divine pow€rs
  Then the greai Lord Telal, god of courage, appears in a dream
  YOU are the one chosen to.arry out the mssion to bring
  victory to you. peopl€. Only YOU can seek out the weapon
  whi.h will aid you and your city against the dark fo.ces Your
  mission wrll take you through cnemy lines and vril be fraught
  wlth dan8ef but you must succ@d- YOU are Vymoma's last
  Two dice, a pen.il and an eraser ar€ all you need to embark on
  this ihlilling advcnhrre, which is .omplete with its elaborate
  combat system and a score sheet to r€cord your garns and
  Many dange.s lie ahead md your success is by no means
  certain YOU decide which rout€s to follow, which dangers to
  risl< and which adversaries to lShtl
  
  Figh ti at Eonta sy G a nebooks
  TtsEIORIJSTOF DOOM
  CNEATURI OI HAVOC
  ISLAND ON THE I,17^RD KING
  Stele lackson's s,/.eiyl
  1. The Shamutanri Hitts
  2 Khar€ - Cityport of Traps
  I The Seven Se.penls
  4 The Clown of Kings
  rrcrrrNc F^NrAsy, The lnrrodDctory Rot*playinS Game
  Fi8hting Fantasy Monsterc
  rrrAN - The Fighring Fanrasy wolld
  Steve Jackson and Ian Livingstone
  present:
  SATTtEBtAD
  TUARRIOR
  by Marc Gascoigne
  Illustrdted by Alan Latlgford
  Puffin Books
  
  . 
  PUFFIN BOOKS
  Publi$ed by the Pcngu,n Croup
  2TwriBhb rine, rondon wB 5rz, England
  v*trrE Penguin ln.,40lred 
  rrrdSteer, Nev York, Ner YorL rooro, USA
  Pcngu Bools AusfalD Ltd, tungwood, vri.ria, Auinlia
  Perylin Books Canada Ltd, 23.11.hn Shet, Mi.!han, Ontano, Cinada Lrk ft4
  Pcngun B.oLs (NZ) Lrd, r3>r9o Wanaultoad, Au.rlrnd 10, NewZealand
  rcn8un Book Lrd, Rcgr*crcd Ot6.es, Harnondswoith, Mddle*x, InAland
  Fn* publhhed 1933
  concpt copynsht o skveJa.kson:.d lan LivmSJrane, 1e33
  Text .opynght O Marc Casmt8ne, r9&s
  lllu*c tions coFy.igh t O Davd Calagher, i933
  Ax .ghb rrnrd
  lrinted and bound i. CieatBritainby
  Cox & wl,nan Ltd, Rcadng
  F mset n Llnobon Pabtinobt
  Rowiand Photorypeseft 
  in8 Lrd
  Dury St Ednrunds, Sufolk
  Ex.ept in rhe Lrnrd srares of Anen.a,
  thN b.ot b sold subject to the.ondrtion
  rhar it shall.ot, bywayoltade 
  ororhetrhe,
  be lcnt, rcsold, hnd out, or othmsc 
  orulated
  with.ur the publishers pnor.onsentin ary rorm.r
  bindinB ormveroth€r than ihai in wlich 
  E
  published and withoura nnilar condrhon
  includine this .ondiiion being i'npored
  on the subsequent pu(haser
  For Bob N . , Maggie 5. , Keaifl W and StephmK,
  and all the stat'f 4t Greylight 
  Industries 
  plc'
  t'or all the futt they're SiDing me
  
  CONTENTS
  YOUR CHARACTER
  9
  HINTS ON PLAY
  a5
  ADVBNTURE 
  SHBET
  18
  VYMORNA BESIEGED!
  2a
  BATTLEBLADE 
  WARRIOR
  27
  
  YOUR CHARACTER
  You are about to embark on a momentous 
  ouest that
  will decide the fate of not just yourself br.ri a whole
  city, and possibly an entire courrlry. Before embark-
  ing on your great advenfute, you must first d€ter-
  mine your own strengths and wealnesses. 
  Use dice
  to discover your lriflal scores. Onpages r8-rgthere
  is a Adoenture Sheet which vou mav use to recotd
  th€ details of an adventure. Cln it yoi w lfind boxes
  for recording your sKrLL, 5TAMINA and LUCK
  scotes,
  You are advised either to lecord yout scotes on the
  Adoehture Sheet inpencil, or to make photocopies of
  the sheet for use in future advenfures .
  Skill, Stamina and Luck
  Roll one die. Add 6 to this number and enter this
  total in the s(tLL box on the Adoenture Sheet.
  Roll two dice. Add 12 to the number rolled and enter
  this total in the srAMrNAbox.
  There is also a LucKbox. Roll one die. add 6 to this
  number and enter this total in the LUcKbox.
  Fot teasons that will be explained below, srrr,r,,
  STAMTNA and LUc( scoles change constandy
  
  during an adventure. You must keep an accurate
  record of these scores and for this reason you a:re ad-
  vised either to write Emall in the boxes, or to keep an
  eraser handy. But never rub out your Jflifi4l scores.
  Although you may be awarded additional sKrLL,
  sraurrva and rucr points, these totals may never
  exceed your lxifral scores, except on very rare occa-
  sions, when you will be instructed on a particular
  Pa8e.
  Your srltt 
  score reflects your swordsmanship and
  general fighting expertise; the higher the better.
  Your srAMrNA score rcflects your geneEl constitu-
  tion, your will to survive, your determination and
  your overall frtness; the higher your sr.rurt,n
  score, the longer you will be able [o survive. Your
  LUCK score indicates how naturally lucky a Percon
  you are; it may only be through Bood luck that you
  survive! Luck - and masic - are facts of life in the
  war-tom lands of Southern Allansia throush which
  you will soon be travelling.
  Battleg
  You will often come across pages in the book which
  instuct you to fight an opponent of some sort. An
  option to flee may be given, but if not - or if you
  choose to attack the opponent an)'way - you must
  resolve the battle as described below.
  First record your opponent's sKrLL and STAMINA
  scores in the filst vacant Encounter Box on your
  Adoehture Sheet. The scores for each opponent are
  given in the book each time you have an encounter.
  The sequence of combat is then:
  1. Roll both dice once fo! your opponent. Add its
  s(rLL score. This total is your opponengs Attack
  Strength.
  Roll both dice once for yourself. Add the number
  rolled to your cunent sKrLL score. This total is
  your Attack Strength.
  If your Attack Strength is higher than that of you!
  opponent, you have wounded it: proceed to step
  4. If your opponent's Attack Strength is higher
  than yours, it has wounded you: proceed to step
  5 . If both Attack Strength totals are the sarne, you
  have avoided each othels blows - start the n€xt
  Attack Round from steD 1 above.
  2,
  3.
  7.O
  a1
  
  4. You have wounded your opponent, so subtract 2
  points from its 9TAMTNA score. You may us€
  your LUcr here to do additional damage (see
  over).
  Your opponent has wounded you, so subtract 2
  Points from you! own srAMrNA score. Again
  you may use Luc( at this stage (see over).
  Make the appropriate adjustments to either your
  opponenfs or your own srAMrNA scorc (and
  your rucx score if you used rucx - see over).
  Begin the next Attack Round by retuning to
  your cuEent sKrLL score and repeating steps
  1-5. This sequence 
  conthues until the srAMrNA
  scor€ of either you or your opponent has been
  leduced to zero (death).
  Strength of all the combatants individually. Resolve
  your own attack against your chosen opponent as
  usual. Next, comparc your curent Attack Stlen8lh
  with those o( all your oiher opponents except the
  one you've j ust fought. Any opponent with a ,,i8rrel
  Attack Strength than yours wi.ll Bcore a hit against
  you, with the usual loss of 2 9TAMTNA point8.
  Remember: you can score hits onry against the oppo-
  nent you chose at the start of the round.
  Luck
  At various time6 during your adventure, either in
  batdes or when you come across situations 
  in which
  you could either be Lucky o! Unlucky (derails of
  these arc given on the pages themselves), you may
  call on your Lucr to make the outcome more
  favourable. Butbeware!Using rucxis a risky busi-
  ness and if you are Unlucky, the results could be
  c[sastrous,
  The procedure for using your L u c K is as follows: roll
  two dice. If the number rolled is equal to or less than
  yorlr current LUc( score, you have been Lucky and
  the result wiil Bo in your favour. lf the number
  rolled is higher than your cuEent LucK score, you
  have been Unlucky and you will be penalized.
  This procedure is known ^s TestinS your Luck. Each
  tirne yon Test your Luck, you must subhact 1 point
  from vour current rucx score. Thus vou will soon
  realize that the morc you rely on your r-ucrg the
  more risky this will become.
  5'
  6.
  7.
  Fithting More Than One Opponent
  If you are involved in a fight with more than one
  opponent, at the start of each Attack Round you
  must decide which single opponent to attack. After
  choosin8 one, roll both dice to determine the Attack
  iL
  L3
  
  Using Luck in Battles
  On certain pages of the book you will be told to Tesl
  your Luck and,willbe told the consequences 
  of your
  being Lucky or Unlucky. However, in battles you
  always have the option of using your LucK either to
  inflict a more s€dous wound on an opponent you
  have just wounded, or to minimize the eflects of a
  wound your opponent has just inflicted on you!
  If you have just wounded the opponent, you may
  Test your LLck as descaibed above. If you are Lucky
  you have inflicled a severe wound and may subhact
  an extra 2 points from the opponent's sraMINA
  Bcore. However, if vou are Unluckv the wound was
  a rirere graze and you must restor; 1 point to your
  opponent's srAMrNA (i.e. instead of scoring the
  normal 2 points of damage you have now scored
  only r).
  If your opponent has ,ust wounded you, you may
  Test yout Luck to try to minimize the wound. If you
  are Lucky you have nanaged to avoid the full
  damage of the blow. Restore 1 point of srAMrNA
  (i. e. instead of doing 2 points of damage it has done
  only r). lf you are Unlucky, you have taken a more
  serious blow. Subhact l extra srAMINApoint.
  Remember that you must subkact 1 point from you!
  owrr LucK scone each ailn.e voru Test vour Luck.
  
  HINTS ON PLAY
  skill
  As you are already a battle-hardened warrior with
  many nghts behind you in defence ofyour besieged
  city, your SKILL gcore is above average. lt will not
  change much du ng your adventure, andyoumay
  oi.ly change it if specifically instructed. As s KrL L is a
  measure of combat prowess, it can be reduced, for
  instance by losing your weapon or by the effects of
  something like poison. Acquidng an enchanted
  weaPon codd increase your SKILL-but lemembe!
  that you can only us€ one weapon al a time.
  Stamina
  Your srAMrNA will chaage more frequently as your
  journey continues, as you suffer wounds and ex-
  haustion and then, hopefully, recover. At various
  times you will be given opportunities to eat some of
  the supplies you carry with you. Eating I Provision
  rcstores up to 4 sTAMrNA points; you may eat or y1
  Provision at a time, even though you may have
  more (you can carry up to 4 Plovisions at any one
  time). Your STAMINA may never exceed its lrirt:4l
  value.
  Luck
  The eyes of the Sods are upon you in your quest.
  Your patrons will attempt to help you, but their
  rivals will set deadly enemies and traps in you! path
  to thwalt thei plans. You will need to use your
  Luc( wisely and spadngly if you are to survive and
  vanquish the forces of Evil. There may be occasions
  when you! Luc( will improve and you can recover
  some Points, but the score may never exceed its
  lnitial val'ue .
  Getting Started
  Read the introductory tale, which begins on page
  21, then turn to palagraph 1. It is lecommended 
  that
  you make notes and draw a map as you havel.
  There is a way of successfully 
  completing the quest
  that involves only rninimal risk of failure or death,
  butyou will need all your sKrLL-and LucK-to find
  it. Be wamed: the object of your quest is never fully
  revealed to you, so to be successful 
  you must make
  use of the clues presented to you to deduce just
  whatit is you need to find.
  
  MONSTER ENCOUNTER BOXES
  ADVENTURE SHEET
  SKILL
  Initial
  ITEMS OF
  EQUIPMENT
  CARRTED
  STAMINA
  lnitkl
  Stamina:
  LUCK
  Inihal
  skiLl:
  sk t=
  Skill =
  si<i :
  SPECIALITEMS
  PROVISIONS
  REMAINING
  sk =
  skiu -
  Skit/:
  skitl:
  Stamina:
  Skill =
  
  VYMORNA BESIEGED!
  As the might of the Lizard Man Empire smashed
  like an ocean breaker against its walls once more,
  tie besieg€d city of Vymoma shuddeled -but held.
  Along the ragged lines of its shattered walls desper-
  ate men and women fought, though they werc
  dying on their feet. Their energy sapped by six years
  of starvation and malnutrition, the battered troops
  held firm through sheer will-power. For every pace
  the reptilian troops gained, the defenders vowed a
  hundred lizard corpses would lie. But the Lizard
  J4en could bear such losses, and more, for the might
  ofthe Li2ard King's armies was colossal. Soon. viry
  soon, the evil humanoids would break Vymoma's
  tast ring of defences, even if they had to dismantle
  the city stone by stone, brickbybrick. The Empire of
  the Lizard Kines would not lest until all the lands of
  Southern Allansia were ensnaled under its ouel
  dominion.
  In8ide the City
  All this you know, for your mo ther is Queen Perriel,
  the lion-hearted woman who now commands
  VFnoma's defences. Your father, Aler.andros the
  Second, was skuck down by a poisoned javelin in a
  counter-attack to keep the reotilian hordes from the
  outer wall of the castie at th; centre of the city. His
  
  death made a warrior of your mother, but this, and
  years of constant bombardment, has changed her
  beyond belief. Wherc once she was beauty and
  grace, she is now thin-lipped stemness, her eyes
  red-ringed through lack of sleep and the side-effect8
  of her sorceroug searches for'supematural aid.
  Night after night the Queen pleadi with the gods
  and their servants for divine help against the over-
  whelming odds, and each night she rec€ives no
  answer. lt is as if there is a war in the h€avens as well
  as on Titan, and the forces of Evil and Chaos are
  winning there, too.
  'four father's death also made a warrior of you, and
  now you dde into battle alongside your mother.
  Between raids and wall duties you help tend the
  sick, arayed in rows in the Great Hall of the castle.
  There are wounded wariors by the score, but also a
  treat many women and children, injured by flying
  missiles or simply suffering flom malnutdtion.
  lood is now very scarce and strictly rationed, and it
  is only owing to Bood planning that it has lasted so
  lon8.
  Troubled Dreams
  What is perhaps worse than the lack of food is the
  constant lack of Bleep. lt would be hard enough to
  sleep, anyway, with the bombardment of rocks and
  exploding balls of sulphur, but each night the
  enemy conjure up spirits and demons, which howl
  aiound the towels of the casde until dawn. Thei!
  22
  screaning, often joined by 6orcercus thunder and
  lightnin& would keep all but the most desperately
  tired awake.
  Howeve! on this night even you sleep. You spent
  Irlost of the evening helping to put out a massive file
  blazing in the south tower of the casde, started by a
  flaming brand, which had hultled into the city flom
  one of the many giant catapults stationed just out of
  reach of the city's arclErs. When the 6re was out
  you didn't bother returning to yout quarters in the
  main keep, but just found an ernpty corner, pu.lled
  your stained cloak over yourself and slept.
  Dawn breakg and you awake, savouring the
  warmth of your comer and the light on your eyes
  before opening them. But the casde is somehow
  different. You lie still for a moment, before sitting
  up with a 6tart. There's nothing but silenc€! Every-
  where is quiet, so quiet you can hear your breath
  coming in short gulps as you lub the sleep from
  ]'our eyes with your dirty fists to find yourself alone
  in a corner of the Inner Hall. All you can s€e arc the
  bare, rubble-strewn flagstones, the 6rst tiaces of
  weeds pokin8 up between them as if shetching for
  the sunlight, which beams through the gaps in the
  shattered roof, 'By Telal's golden sword!' you ex-
  daim aloud, u6ing the oath your mother always
  forbade you to utter in those fa!-off days before the
  siege- The siete! you rcmember. The siege . . . and
  Mother! What in the name of all the heavens is goint
  on?
  
  'Indeed you rnay ask,' comes a voice fiom behind
  you. You spin round and look up in wonder. Atop
  the ruined wall above you stands a glowing figure, a
  hefty warrior amred for battle and dad in briliant
  golden armour. About his feet stalks a lion, which
  must be fully grown though it is dwarfed by the
  radiant figule. 'Know you not who I am, rny child?
  You called on me just a moment ago, thouth in
  buth I was here awaiting you,' ihe wardor intones
  in a voice that rumbles like thunder round a distant
  monntain. His gleaming emelald eyes stare deep
  into yours, flashing with supematural power.
  The Taek of Telak
  You drcp tio your knees. morc out of amazement
  than respect/ for you know now flmt the figure
  beforc you is Telak, the Swordbearer, Lord of Cour-
  age and patlon of all who bea! arms against Evil.
  My lord,' you stammer, 'what would you have of
  me?'
  'Do not be afraid,' rumbles the heavenly voice, 'Ior
  you must listen carefully to what I tell you. The dark
  forces that oppose both of us are gathering for a final
  assault. Even as I speak, demonic legions begin to
  batter at the gates o{ my ethereal palace, ju6t as they
  batter at the very doors of yours. What is needed is
  an Earthly victory against Evil, and soon, to fivert
  the Lizard King's deathless masters away flom my
  door so I can properly come to Vyrnoma's aid.
  'Know you of a place called the Dutelakin, TelalCs
  24
  Mount? It is one of twin peaks in the Lion Heighls,
  far to the north-east ofvymoma. You must go there
  and find a weapon which will aid you and your city
  against Evil. Seek out the man they call Laskar.' The
  Bolden wardo/s voic€ fadet as if his attention were
  elsewhere, and the lion at his legs growls. 'I must
  depart to secute my own gates. Go, and seffe me
  well, Wheresoevq I can I will aid you, for you are a
  wardor now, and under my prctection.'
  The golden warrior and hie lion fade away . . . and a
  rough hand is shaking you awake. Through the
  musty gloom of the Inner flall you can see others
  dsing and shaking themselves. From all around you
  comes the sound of coughing, stamping, chatter-
  in& mingled with the distant sounds of battle.
  Th€ Mission
  'lr is decided, then. All the omens are with you. You
  must depart as soon as you are able.' Your mother
  looks stem, but you know from her eyes that she
  is dreading your leaving on such a dangelous
  miasion. Arould the room, everyone shares Queen
  Perriel's uringled look of Eepidation and rcsolve,
  but all nod their heads at the dechion. You will
  leave a few hourg before dawn, to give you the best
  chance of crossing throu8h the enemy's encamp-
  ment. In the darkness you may be able to pass
  through their lines, though I still fear for you.'
  'l was chosen, Mother,' you state Bimply, and leave
  to prepare for your tourney. Turn to 1.
  25
  
  Dawn is not far away. All night the bombardment of
  the city has continued, but somehow you managed
  to lest arrd relax a little in prepantion for your
  journey. Now, with the moon set and the 6-rst few
  glimmers of light on the horizon, you arc in the
  secluded room of your mother, Queen Peuiel, mak-
  ing your final preparations for your journey, You
  are dressed in sturdy dothes, but with minimal
  annour so you can move quickly. You have a skong
  cloak to protect you from the elements and to keep
  you warm at night. There is a large rucksack filled
  with supplies (4 Provisions), and your tiusty sword
  and hunting-knife.
  While you are getting leady, the Queen goes to a
  chest and pulls three items from it. 'These belonged
  to your father,' she says, 'and I know he would want
  them to be put to good use.' You Inay take two of the
  obiects by going to the appropriate paragraphs;
  make a note of those yort droose onyoot Adoantute
  Sfteet. There are a bow and three silvered anows
  (turn to 13), a bottle containing a pale liquid (tum to
  j88), and a small glass globe filled with a swidinB
  doud of dust specks (tum to 3r).
  
  2-3
  2
  At the bottom of the steps, you have ardved in
  another old and very dusty rcom, littered again
  with small piecee of rubble from its cracked ceiting
  and walls. In a far colner what may be a statue or
  perhaps a fountain casts grotesque shadows in the
  lantem-light, Do you take one of the dark passages
  that lead off to the left (turn to 2SS) and to the dght
  (tum to 2Z), or do you examine the statue or
  fountain (tum to 35)?
  5
  Your hunting-knife slashes out and cuts away part
  of the web. Pdling yowselJ uplight, you are faced
  by the Wasp Spider. You have no time to find your
  swor4 and must defend yourself with your knife.
  WASP SPIDER
  sKrLL 6
  STAMINA 2
  If the Wasp Spider scores a hit atainst you, do not
  deduct the normal z srAMrNA pointe. Instead, roll
  one die and loge as many srAMrNA points as the
  result of your roll. The bite of the Wasp Spider is
  highly poisonous! If you succeed in beating the
  venomous Spider, turn to 356.
  You walk to the top oI the stairs and Peer down
  They seem very steep, dnd it is very dark down
  there. Then you draw back hurriedly, for you are
  sure you heard voices down there Yes, there drey
  Your heart sinks, Will you continue trying to force it
  (tum to j21) or look for a key (tum to 264)?
  
  5-5
  5
  You trip on a statue's arm and knock over your
  lantem. It goes out, plungint the room into pitch-
  darkness. You are surely doomed! You hear the
  sbange shadow-cteatures howl near by, but then
  they s€em to be moving away from you. Their cies
  grow quieter llntil you are left in total silen(€ again.
  Of coursel If they are creatures of shadow they
  won't be very strong without a l8hf to give theEr
  substance! You paw about and find the lantern, and
  the two jets from the statue'o eyes. Without lighting
  the lantem, you creep acloss the room, hoping that
  the Shadow Ghouls have definitely gone. You readr
  the far passage and head up it. When you feel you
  have put enough distance between yourself and the
  rcom you pause to calrn your ragged netves, and to
  light your lantefiL You are alone; add 1 LUcx point.
  Wa.lking on, you come to a new set of stai$, twisted
  and crurnbling, which l€ad down. Tum to 152.
  5
  A horrendous grinding, crashing sound rcnds the
  air a6 your boat is torn in two. A split second before
  it is engulfed you dive into th€ water. Holding your
  b!€ath, you try to swim away to surface safdy, but
  the waber is very turbulent as the gatley sails above
  you. A great oar sweeps towards you, iood<ing the
  ail ftom your lungs. Inmediately you're gulping
  water and choking . . . drowning . . . dead.
  Your tortured imagination can bear it no longer.
  Your nerve snape and you tum and flee into the
  hist, but the voiceg and faces are all around you.
  You dutch your head and s{ream but no sound
  comes out, Dead hces loom out of the Erist; swords
  and axes wielded by skeletal hand$ scythe the air
  around you. You fall to your lqrees in sheer terror.
  The roar of batde is all arcund. Metal dashes on
  metal and bone; screams and curses howl in your
  ears. The gdnning death's-head faces of wardots
  long dead dose in around you. Soon you will join
  thei legion. You! quest i9 at an end.
  I
  
  E-9
  t
  You barge into the nearcst tent, and are stopped in
  your tracks by a very rupulsive sight! A Lizard
  Woman is redining in her tent amid the myliad
  smells emanating from the buming incense pot9,
  the luxurious slime bath and her own foul body,
  You are quite overpowercd, but you lmow you
  must do something before she can react. Will you
  tum and run from the tent (tum to 3r9), say some-
  thing (tum to 254) or attack her (tum to r49)?
  9
  The following moming you rise with the dawn,
  feeling more refreshed and relaxed than you have in
  a very lon8 while. Thoughts of the joumey still
  ahead linger, though, and so it is with a sad smile
  that you bid farewell to White-eye and plunge into
  the thick jungle, hacking a path with your knife. The
  sun is soon high and it becomes desperately 
  hot.
  The sweat ddps from you as you slowly carve a path
  through the tangled undergrowth. By noon you
  have made Bood headway. As you travel you pick
  up more Provisions (up to the maximum of 4). After
  anothe! hou! or so you stop in the shade of a lalge
  tlee and eat (deduct l Provision and recover
  srAMrNA as usual). Suitably refreshed, you press
  on. Tum to 94.
  
  7,2
  give freely, but I will gladly trade with you.' You
  cannot trade your lathels things, but you may have
  something else to exchange. What can you trade?
  1('
  An enormous green-skinned Hobgoblin leaps at
  you from the m6l€e. Rabid and foaming at the
  mouth with blood-lust brought on by the battle, the
  foul creafure yells a war-cry and swings his huge
  nail-studded mace at youl
  HOBGOBLIN
  FANATIC
  If it scores two consecutive hits against you, hrm to
  3o6. If you score two consecutive hits, or kill the
  Hobgoblin, roll a die. If you roll 1-2, ltlr 
  lo 322;
  3-4, turrr to a87; 5-5, turn to 192.
  aa
  You tell White-eye the whole story, leaving out
  nothing. He frowns with anxiety as he hears of the
  siege, looks deeply interested in the account of your
  dream, and seems at times thrilled and horrified by
  the tale of your quest so far. You feel comfortable
  here, and talk far into the night. Youl narrative is
  disturbed by animal howls from outside the cara-
  van, but the old man calms you. 'Donlt fret: friends
  protect us. We cannot be harmed here.'You resume
  your tale. Vvhen it is finally at an end, White-eye
  leans forward in his chair and says, 'I have some
  news regarding this Laskar whom you seek. I do not
  If you have nothing, or iI you do not wish to tmde,
  turn to 111,
  L2
  You steer your small boat for mid-stleam. The sun is
  already making the air humid, and a thin haze of
  steamy mist sits on the cooler water. You could
  avoid the mist by steering for the north shore (tum
  to 295) or continue in mid-stream (tum to 60).
  Black lotus essence
  Cloth o' gold
  A mace
  An Orc charm
  A phial of purple liquid
  A small panther idol
  Tum to 249
  Tumto 49
  Tum to 129
  Turn to 255
  Turn to 344
  Tum to 389
  SKrLL 7
  srAMrNA 6
  
  a1-44
  The bow is made from finlly worked bone, and has
  a grcat many charms and sigils carved into it. Its
  three silvered arrows are fumed to perfection, and
  you know that whenever you fire one you will be
  almost guaEnteed of hitting and destroing your
  target. (Note down the bow and three arrows on
  yo]ur Adre ure Shed; every time you use an afiow
  you must closs it off) If you have another item to
  chooqe, tuln to 31 for the swirling globe or tum to
  3t8 for the phial of liquid. If you now have your two
  items, turn to 351.
  a4
  You carcfully push the dust-hardened curtain out of
  the way with your sword, revealing a circular cham-
  ber with an exit on its fai wa.ll. Cut into the walls on
  either side are dozens of narrow shelves, each one
  occupied by a body. These catacombs are very
  aacient, and many of the bodies have decomposed
  to skeletons, which look quite gdsly in the flickering
  lantem-light. Gingerly you poke one of the cada-
  vers, but nothint untoward happens. Do you rnove
  on (tum to a97) o! investigate fu.ther (tum to 351)?
  15-16
  15
  Did you think that cleatules such aB the6e would
  bow down in servitude to a pdest of Telak? These
  are the servants of Chaos! Tuln to 70.
  1.6
  An incledibly hot she€t of flame explodes upwads
  into the sky, carryint with it the sd€ams of dying
  Lizard Men. You tum awaydisgugted: 
  suely it isnlt
  nght to fight in such a way? Lecalte, it seems, has no
  qualrns - he's leaping up and down, cheering and
  l'etin& with Snag capedn8 round him. l€ading
  kcarte's horse by the reins, you get off on foot for
  Capra. Turn to 8q.
  
  17-18
  t7
  Covered by your doak, you lie in the soft under-
  growth and wait for sleep to come. The moon rises
  between the tlees as you lie ligtening to the croakt,
  whistles and chirps of the jungle's noctumal inlEbi-
  tants until you fall asleep. Turn to r19.
  at
  You scurry along rhe hench, keeping your head
  down to avoid being spotted. Suddenly you hear a
  loud, brash laugh from above you. You peer up, to
  see a huge Tt^r'o-headed 
  Lizard Man looking down
  at you flom the side of the tlench, brandishint a
  long, curving swold. There's no chance to use your
  bow, if you have it. You can leap out and attack him
  (turn to 3o), or grab his foot and try to pull him down
  into the trench (turn to 62).
  19-2l,
  a9
  You land with a bump a mommt later and your
  hntem goes out. You reach out for it and recoil! You
  touched something scaly that wriggled under your
  handl Leaping back flat against the wall, you find
  Iour lantern again, and hastily light it. Oh, Telak!
  Snakes - black, viper-like snakes. Your mind races
  in panic as your h6rrified eyes scan the ioom. Therc
  b a large pile of rags and rubbish in the corner
  nearest you, and a passage leading off from the wall
  opposite you. Will you try to r€ach the exit (tum lo
  r79) or the rags (tum to 1rc)?
  20
  The lcell you are chasing dropg your sword and
  scampers off, swinging up into the branches with
  dextrous ea8e. It swings there, chattedng and
  s.reaming, mocking you in a playful fashion. You
  Etrieve your sword, gather up your things and
  move on. Tum to 22a.
  
  ;\
  )"
  'Come onl' shouts the man, Pulling you with him as
  iJ you had no choice in the matter. You glance back
  over your shoulder. The Lizard Men have stoPped
  at the edge of the copse, as if afraid to venture into it.
  A little further in, you come to a cleadng. Tethercd
  here are a horse and a small Pony, both aPparently
  grazing. As you approach them the pony lifts its
  head and you halt. It is not a pony at all but a
  Sabre-toothed 
  Tigerl 'Easy, Sna8,' says the stranger '
  'I-ook, fresh lizardl' If you have your father's bow,
  tum to 284; otherwise, tum to 9E.
  22
  You hail the travellers, greeting thern cordially
  There is no reply: they sit motionless on their
  mounts, who regard you with cold, lizard eyes A
  ddll breeze springs up, and you Sive a quick
  *rudder. 'Whafs the matter? Have you lost your
  bngues?'you cry. Tum to 247.
  .}\
  wy
  .\awY
  \
  .nb^,
  14' " ,ih
  
  23-25
  23
  Through sheer momentum you have bludgeoned a
  way tfuough the enemy lines, and many oI your
  fellow warriors are with you. Pausing only to slash
  stray Swamp Coblins and panicked Lizard Men out
  of your way, yo u race on. A frightened riding lizard
  skitters across your path and you manage to grab its
  bridle and stop i t. The enemy are regrouping behind
  you. Ifyou are to escape you must go now. Do you
  want to try to dde the lizard (tum to 59) or escape on
  foot (turn to 144)?
  24
  They seem to be waiting, too, sittin8 motiorJess on
  their steeds. The peculiar lizards look at you both
  with cold, emotionless eyes. You shudder, and
  Katya does, too, as a <hill o[ foreboding grips your
  body. And then, without a word or sign from their
  iders, the lizards start to move slowly towards you
  Tum to 247.
  Gathering all your strength, you give a sudden
  surge and brrrst from the web. In its anger the Wasp
  Spider stings you as you jump up, knockingitflying
  into the undergrowth. Roll one die: deductas many
  STAMINA points as the result of the roll -the bite of
  the Wasp Spider is highly poisonous and often
  deadly If you suruive the sting you rest awhile,
  before staggering in the direction of the iver to
  wash and refresh yourself. Tum to 355.
  26-27
  26
  The massive Lizard Man Champion looks down at
  soq from his bloodied perch, sneers an ugly sneer,
  .nd leaps ro join bahle with you. I Ie is using his
  giant axe as his main weapon, but also attacks with a
  huge pointed dagger (treat it as a se(ond opponent
  hith the same sKrLL value as the axe- ifyoulose to
  rt, you tale damage; othelwise you hold it ofo.
  LIZARD MAN
  CHAMPION
  lf he scores three hits against you, tuln to 96. lf
  bv some good fortune you defeat, o! kill, the
  Champion, tum to 166.
  Keeping the dark, forbidding tangle of the jungle
  always on your right hand, you decide to head
  northwards. Away to the west is the southem ex-
  :ent of the Axehead Plain; as you gaze out over
  it you notice that something is burning on the
  norjzon. Could it be V'.rnoma? No, it's too far
  rorth, you decide; itmust be somewhere else under
  attack. You peer further south but cannot pick out
  $e city from the haze. Will you keep headingnorth
  tum to331), or chan8e your mind and head directly
  .ast (turn to 175)?
  SI<ILL 12
  STAMINA 18
  
  Howling for vengeance for his treachery you leap at
  Laskar. The old man looks momentadly frightene4
  but parries your blow easily, knocking you aside.
  The Lizard Men surround you, their swords raised
  for the final blows, which you know must come.
  Your adventure is over,
  29
  You run down the rough-walled passage before
  emerging in a much wider, very dusty tunnel that
  leads off both to the left and to the right. After some
  consideration you choose to go right and follo\ r the
  passate as it leads down a shallow slope and into a
  large room. The room is empty of life, but features a
  row of large stone slabs that look (from the red
  patches splattercd on them) as if they were used
  for dissecting bodies or some similarly gmesome
  activity. Around the walls lie the shards of smashed
  Dots and vases, buf most seem to be filled with ashes
  - you dare not think of what! Passages lead off
  straight ahead (turn to 357) and to the left (tum to
  385).
  10
  The Lizard Man swings his sword at you as you
  clamber out of the trench, scoring an instant hit
  (deduct 2 srAMrNA points).
  TWO-HEADED
  LIZARD MAN 
  SKILL 9
  STAMINA 8
  If you defeat him, you may sneak away among the
  tents of the Lizard Man camp (tum to 294).
  3a-31
  11.
  The globe contains fragments of crystal ftom Pet-
  rfied glow-worms. A11 you need do is shake the
  globe, which will light up, slowly fading after about
  five minutes. lf you have another item to choose,
  turn to 388 for the phial of liquid, or tum to 13 for the
  bow and arows. If you already have two items, fum
  tD 36a.
  J2
  The ruins furn into those of the ancient docks of
  Vynoma. All around you are watehouses and
  boatyards, once bustling with trade, now shattered
  and empty. You move on. Will you keeP to the
  alleyways (turn to 2o3), or sneak through the ware-
  house ruins (turn to 26a)?
  33
  There is no sign of anyone who might have built the
  platform, nor any indication of why it should be
  here at all. A rickety rope-bridge overgrown with
  sines and creeDets leads off between the trees to
  another platform a fair distancd away. You are
  steeling yourselJ to cross it when you notice a
  hrotted crceper hanging down from higher uP one
  o{ the immense trees. Will you take the bridge (tum
  b 199) o! climb the rope (tum to 243X
  
  34-35
  34
  The Tyrannosaurus Rex sees the Triceratops and
  bellows its rage. Leaping down the slope it Brabs its
  huge opponent and attacks.
  TYRANNOSAURUS
  REX 
  3 attacks 
  14
  TRICERATOPS 2 attacks 12
  SRILL 
  STAMINA
  19
  r8
  You may fight the battle out if you wish, butby the
  time it is over you are well away ftom it. TuIn to 76.
  J'
  It is a fountain, with a small statue of Telal pouring
  h?ter into a shallow bowl. The water that trickles
  out, though, seems very dark. You catch some in
  :your hand and examin€ it in the li8ht of your
  hntem. Oh, Telak! It isn't water at all - il's blood!
  lVhat evil has poisoned this place? You huiry ftom
  {re room-youmay go left (turn to 255) or dght (tum
  lo 271).
  
  LIZARD MEN
  LECARTE
  SNAG
  SKILL
  each 
  8
  1a
  a2
  STAMINA
  7
  14
  8
  35
  .36
  With howls of war-cries and the dash of metal on
  metal, battle is joined. You should fight it out. The
  Lizald Men attack in twos, and their opponents are
  Snag, Lecarte and yourself. The combatants each
  have the following profile:
  t7-t8
  You sneak up to the dozing aviator - and hit him
  acoss the head with the flat of your sword! He falls
  to the floor and lies still. Your troubles arcnlt over
  yet, though, as the Pterodactyl saw what happened
  and has taken fright, It'6 squawking and scleeching
  fit to bust. Shouts come flom the tents behind you.
  You must escape quickly. Will you leap on to the
  Pterodactyl and fly out of the camp (turn to 382)? Or
  wou.ld you rather put your tu6t in a riding lizard
  (turn to r45)?
  38
  You rest awhile, letting your panic subside and
  getting your breath back, before moving on. You
  prise open the door to reveal a short corridor, which
  leads to yet another door - does lhis place never
  end? You creep the length of the corridor and listen
  at the door, but hea! nothing except the sound of
  gently rurlning water. You force the door and
  alrnost slip sideways, for this room is at a very
  bizarle angle. More importantly, the door opposite
  you is behind a larye gout of dark water, which is
  flowing through wide sacks in the wall and ceiling.
  Carefully, trying to avoid the flow, you move to the
  door. Turn to E2.
  Snag can make two attacks, but only on the same
  opponent. Any Lizard M€n not involved in a fight
  will attempt to fire arrow6 into one of the battles.
  First, dete.mine which battle they are aiming at,
  then roll one die. If you roll a 1, the arrow hits a
  Lizard Man; if you roll a 6, the arrow hits you or one
  of your allies. For each hit, deduct 1 srAMrNA
  point, Eventually the skirmish will be ovet. If you
  win you may head for the relative safety of Capra.
  Turn to Eo.
  
  +-42
  19-40
  39
  Voices and faces surround you, swirling in the mist.
  You grit your teeth and try to stand firm- The battle
  rages on. With wide eyes and an evet-increasin8
  sense of terror you stare at the thostly wafiiors, all
  bedecked in ancient afinour, their fleshless skulls
  grinning like death's heads as they fi8ht on. You
  must do something about this. Will you command
  these visions to depart in the name of Telak (tum to
  299), in the name of your illustrious ancestors (tum
  to 232), or stay where you are and watch (turn to 7)?
  4a
  The passageway, strewn with dust and rubble like
  so rluch of this underground maze, continues for a
  while, and then tums to the right At the corne!,
  though, you stop, for the tunnel ends in a wall of
  mbbie - a dead end. Will you attemPt to dig through
  the wall (tuin to cE), or would you mther iehace
  your steps and take the exit on the left (tum to a25),
  or try the tunnel (turn to 67)?
  42
  This healing draught will cure some of your
  wounds. Each time you take it (you may do so
  h^rice), roll one die, add 2 to the number you roll and
  recover as many 5 T A M rNA Points. Bear in mind that
  your s rA M r N A score may not exceed its Ilitial level
  You may take the draught at any time, providing
  you are not doing something strenuous like fiShting
  or running, and that you are not restained, tied uP
  or in any way kept from making a normal action.
  Now iefum to the palagraph you came from
  40
  Roll two dice. If you roll
  sKrLL SCOre, turn to J39.
  sKrLL SCOre, 
  tUm to 1o9.
  equal to or below your
  If you roll above your
  
  45-46 
  \
  4r-44
  +a
  The huddled shapes stand upright, revealing them-
  selves tobe three Rat Man engineers. 
  They squeaka
  challenge a'rd draw their shortswords. Luckily the
  kench is so narrow you need 6ght or y one at a
  time. The filst one leaDs for you.
  SKILL
  First RAT MAN 
  5
  Second RAT MAN 
  6
  Third RAT MAN 
  6
  If you defeat the Rat Men, you may move on to the
  right (tum to 2o5), or to the left (tum to 2Z).
  44
  After your 'visitor', you spend a resdess night. You
  are detemined to stay awake until dawn, but you
  find you keep dropping off to sleep. When you
  wake again the sun is alleady climbing in the mom-
  ing sky. You soanble down from the tuee and head
  off towards the dver to wash and refresh vourself-
  Turn to 356,
  45
  Oh, crikey! You dutch your stomach and tum blue,
  trying to stop the feeling that a mt is gnawing you
  from the inside! cuursh is deadly! Roll one die and
  lose as many srlrlrwA points as the result of your
  rol1. lf there is a chance that you'r€ still alive atter
  making such a drastic mistake, tum to 161.
  ^6
  Your kick catches Laskai in the jaw, knockint him
  flying. You grab for the sword and one oftherewels.
  Note down which one you choose on your Aduer-
  ture Sheet (yo'u may only choose from those you
  threw on the floor):
  STAMINA
  6
  5
  Damond
  Emeralds
  Jets
  Ruby
  Turn to 371
  Tum to 22E
  Tum to 173
  Turn to 291
  
  17-48
  47
  The press of batde buffets you this way and that.
  And then, ftom out of the sky, a la€e leathery
  shape swoops across the battlefield. T6, yoaz L4ck.
  If you are Lucky, tum to 1E4. If you are Unlucky,
  tum to 42.
  48
  Laskar finds all kinds of equipment for you. Choose
  what you do not already have from the fouowing list
  and h,rite it o yout A.iloenturc Shceti a aword, a
  lanlem plus supply of oil and some flints to light it
  with, a length of rope, 4 l\ovisions. Fully equipped,
  you allow Laskar to lead you back to the nvine.
  Rather than dimbing to the edge, thouth, he takeg
  you by a wide sloping path down the side of the
  huge cut. The going is hard, and before long the
  tlack is so steep and rocky that you must rope your-
  selves together, Bvenhally you reach the base of
  the ravine and stand looking out across the ruined
  city with its once-beauriful buildings now lying at
  strange angles, twisted and cracked by their fall.
  Laskar leads you through the city, bringing you to
  where a huge depression leadE down into the earth.
  fhe roof of a covered courtyard has fallen in, and
  several dark and foftidding passages lead off it,
  Laska! Doints one out. 'That one leads down to
  anotheicourtyard from where you will find pas-
  sages leading to the crypts, the royal palace and
  chief temple. I have notbeen fulther than the court-
  yard,' You embrace the old man and he departs to
  climb up to the temple on the nolth gide of the
  
  4)-51
  ravine and await your successfirl emer8ence from
  the underground complex. Will you descend into
  the darkness (tum to 289), or pause awhile (hrm to
  36?
  49
  White-eye peerc at the cloth, picks at it with a long
  fingernail, rubs it between his palms - then blows
  his nose on it! You object most strongly, but he
  calms you, saying that it is just a worthless piece of
  ordinarydoth dyed a golden colour and shows you
  the dye that has come oIf on his hands. Tum to 11
  and choose again.
  5o
  It is a fountain, with a small statue of Telak pouring
  water into a shallow bowl. The water which kickles
  out now, lhou8h, seems very dark. You catch some
  in your hand and examine it in the light of yout
  lantem. Oh, Telak! It isn't water at all - rk bloodl
  I/Vhat evil has poiooned this place? You hurry from
  the room. Turn to 22.
  All day you wait, swapping nervous stories with
  Lecarte. Finally, as the sun is setting, the sound of
  hoofs comes ftom the west. In addition to those
  whom you fought earlier, there are six more Lizard
  Men - quite a force to be talen on bJr two adven-
  turers and a tiger! The warriom ride up and head
  straight for the copse. This is it- theie is no escape
  now- Tum to 36.
  52-54
  *
  Roll two dice, If you roll less than or equal to your
  srrl.I, gcore, turn to aEo. If you toll more than your
  sKrLL SCO!e/ turn tO 1a5.
  'J
  But you will need more than luck now that you are
  being chased by hatf a dozen Lizard Men, all
  rnounted on riding lizards very mudl like yours.
  You spur your steed, and race away from the enemy
  Lines. The chase is ont. T.ut^ to a77 .
  t+
  You creep between the trees, starting at every
  rustle. After only a few 6teps you come to a small
  path (turn to 257).
  
  55-57
  Aaaaughh! Over the edge you go. You land on a
  large pile ofbroken floorboards and othei hash. Roll
  one die. If you roll r-4, you must deduct as many
  STAMINA points as the result of youi rcll. If you roll
  5-5, you were lucky and avoided injury. AJter
  lesting down there for a moment, you pull you$elf
  outof the collapsed cellar, and move on. Turn to 3u.
  56
  You wake up with a jolt and go rigid as all the hatus
  on the back of your neck stand up. Something large
  is oawling along the branch towards you, dragging
  some thing behind it! You freeze, wishing you could
  sink back into the trce-hrnk against which you are
  pressed. The thing gets larger, and you can hear the
  faint rasping of its breath. Will you attack it (tum to
  225), make a light (tuln to q3), orjust stay still and
  hope that somehow it fails to notice you (tum to
  152)?
  J/
  Suddenly there are Lizatd Men everywherc, all
  slashing and cutting with their weapons. You don't
  stand a chance. FallinS to the gound, the precious
  blood draining from your bod, the last thing you
  hear is Laskals laughter, an embodiment of pffe
  Evil.
  5E-59
  58
  Steeling yourself ior a bap, you tfuust in your hand
  and grab a small, hard object. Slowly, nervously,
  you withdraw it, expechng every second something
  nasty to happen. lt's a small idol, carved from some
  strange metal, depicting a panther-headed god like
  the larger figures dotted around the over8rown
  temple. You tuck it away in your rucksack, and
  Press on. Tum to 245.
  59
  The dding lizard is jittery, but you are an expert on
  horseback and the technique seems much the same.
  You grab the reins and swing yourself up into the
  small saddle. You kick your legs and with a screech
  it hares away. Maybe you are not such an expert
  after all - the Lizard is "ery difficult to control as it
  gallops about on only two legs!Roll two dice. If you
  roll higher than your s I< r L L scole, fum to 260. If you
  rollless than or equal [oyoursKr!L scorc, tum to 91.
  
  50-6r
  6o
  A skange, soft lapping sound comes from within
  dre mist, And then, without wamin8, a galley is
  upon you! Roll two dice, Ifyou roll higher than your
  sKr LL score, furn to 6, If you roll less thal or equal to
  your sKrLL score, fum to 136.
  b1
  The rickety caravan is packed to the ralters with an
  incredible assortment of items, Bats hang ftcfir
  hook, glass jars fulI of amazing thhgs lie the
  shelves, strange tapestries are piled thick on the
  floor. Candles in the comers flicker and dance as if
  animated, throwing wondrous shadows. The old
  man speaks: 'Welcome, young one, to the home of
  White-eye. I am a trader. I deal in anything and
  everything: advice, rare items from neai and far,
  healing, heart's-ease, food and rest. I give and I
  receive, a fair exchange. Now, tell me your story
  and you can stay here for the night. . .' Do you
  want to tell him (tum to a1), or would you rather not
  {turn to 1oE)?
  
  62-6j
  62
  With a growl the Lizard Man slips over the edge of
  the trench. A sickening sound follows and his
  broken body lies still. Luckily for you, he fell on his
  sword; add 1 LUcr< point. You continue along the
  tench, following it for some way before it ends in a
  set of rough wooden steps. Yau damber up thern
  and peer over the top, Tum to 294.
  61
  All at once you are at the clearing. Dark shapes
  mounted on larger ones mill about in confusion,
  trapped by your simple balriels. You toss your taper
  high over their heads and tum and run. As you fly
  throu8h lhe trees a vast sheet of flame springs up
  behind you, mingled with the scrcams of the dying
  Lizard Men. At a safe distance you stop and look
  back, feeJing disgusted at what you have done.
  Always taught to fight fair, you feel you have some-
  how cheated. Leca:rte rides up, all smiles. 'Come,
  my friend, let's go.' Offering you his big hand he
  helps you up into the saddle behind him and you set
  off for Capra, with Snag capering arouni your
  mounfs legs. Tum to E9.
  64
  54
  You freeze instantly. That last cry was too artficial!
  Silently drawing your sword, you stand in the
  shadows and wait. With a whooping cry, a band of
  dark-skinned warriors clad in panther skins swings
  down at you from the trees, long knives slashing the
  air. You are ready for them, though, and leaP to the
  attack. There are five warriors, and they attack two
  at a time. Each time a warrior falls another tales his
  place.
  PANTHER
  WARRIORS
  each s(rLL 5 
  STAMINA 6
  lf you take two consecutive hits or your srAMlNA
  score is reduced to4 orless, tum to3E1. If you defeat
  the warriors, hrrn to 155.
  
  65-66
  65
  With a screamint bellow, a huge Stegosaurus
  lumb€rs through the ranks towardryou, the Lizard
  Man on it3 back howling a blood-curdlint war-cry.
  STEGOSAURUS 
  sKrLL 10 
  srAMrNA to
  Roll one die every rourrd. lf you loll 6, you are hit by
  a sling-stone flung by the Lizard Man rider. Deduct
  1 STAMTNA 
  point. If you gcore hdo conoecutive hits
  against the Stegosaurus, ot del€at or kill it, you can
  fl€e from it. Roll one die. If you roll 1-2, tum to a6Z;
  3-4, tu't to a44i 5-6, tum to 47.
  6
  The Shaman yells, 'A saaifice! A gift to Lord
  Flashd<! Yeah!' Will you try to fight (tu'n to 205) or
  surrender peacefully (tum to 343)?
  67
  The narow tunnel s€e$s to have been formed
  when part of the roof collapsed into a passage.
  Before you venture in you poke it with your sword
  to check that it is safe; it seems so, though a few
  palticles of dust are dislodged. You wliggle inj it
  doesn't lead eery far. At the other end it opens out
  into a room. You wriggle a little fudher, th€ floor
  beneath you oumbles, and you fall into the !oom.
  Tum 60 a9.
  b!
  fhis small alcove was obviously us€d to store water,
  wine or something similar, for there are sevenl
  smashed pots in it. They are of arr interestingly
  ancient deeign, but don't appear to hold an,'thing of
  intelest. You poke around for a bit but nothing
  comes to light. Now you may investigate the other
  alcove Oy going to 158), or leave the room (tuln to
  274).
  67-6a
  
  69-7o
  69
  The Commander and one of the Swamp Goblins
  leap to the attack, while the others hastily;ttempr to
  put out the flaming pitch and ioin the battle. They
  will engage you on-ly if you defeat the fiIst two.
  SXILL 
  STAMINA
  COMMANDER 
  7 
  9
  Fnst SWAMP GOBLIN 
  6 
  5
  Second SWAMP GOBLIN 
  6 
  5
  Third SWAMP GOBLIN 
  5 
  5
  If you defeat them, tum to r93.
  7o
  Wiping the sweat from your dammy hands, you
  grip tlrc pommel of your sword and prepare for
  batde. You nay fight the nightmaish ceatures in
  twos. However, if you should score a hit, their
  revolting bony frames are so strong that your sword
  will only cause them to lose l srAMrNA point,
  SKILL
  9
  8
  7
  8
  STAMINA
  8
  7a-72
  77'
  You hear a tremendous thumping sound from the
  hench, and try to stay as low as you can. A huge
  riding lizard; along with its Lizard Man rider, leaps
  the trench and travels on, After dusting yourseu
  down you creep on (turn to 1o4).
  ,,2
  The hours go by. The days go by. No help comes.
  Soon the \..ultures will be picking meat from your
  bones. Your advenfure is over.
  Iilst ISHKARIM
  Second 
  ISHKARIM
  Third ISHKARIM
  FourthISHKARlM
  If you defeat them all, you may take the jewel and
  Ieave by the small door to the status (turn to 87)-
  9
  8
  10
  
  73
  73
  You creep nearer, crouching close to some low
  bushes a litde way from the figures. At the top of the
  low hill you see the group of Orcs all lining up to pay
  their lastrespects to what seems to have been a very
  eminent (but now very dead) old Orc. You slip
  surreptitiously on to the end of the line. No one
  pays you much attention; everyone seems very
  upset and solemn. The dear departed was obviously
  well loved by these Orcs, as many are weeping
  openly. The line shuffles on and you get closer and
  doser to the funeral bier. It is at this moment that
  you lemember sitting with your tutor back in
  Vymoma, sharing a laugh over the fact that Orc
  tradition declares that mourners must leave their
  teeth-marks in the body of the dead! How are you
  going to get out of this one? Will you attack the
  nealest Orc (tum to 265), pretend to bite (turn to
  25o), or actually bite the corpse (tum to 392)?
  
  74-75
  74
  What a magnificent place! Columns stretch out on
  both sides, disappearing into the shadows, but
  ahead of you well, what a sightl The walls are lined
  with weapons and shields, and carved with muials
  depicting many gteat deeds. At thelr centre,
  though, slands a magniJicent aliar to Telak, and
  upon it stands a small plinth holding a magnificent
  rubyl Could this be the Eye of Telak? You glance
  wadly arourrd you, peering into the shadows. To
  one side ofthe altar there is a small door, obviouslv
  ledding to the stairs up to the temple where you are
  to meet Laskar. Will you approach the altar (tun to
  229) or leave by the small door (tuln to 87)?
  75
  Your equipment and weapons are tossed out to the
  waniors, and then you are trussed up and caried
  off to a distant platform high in the trees. There you
  lie until sunset, immobile and desperately thilsty
  As the moonrises you tryto relaxand sleepbutyou
  are very afraid- From beneath you comes the pad,
  ding of many feet through the undergrowth. You
  roll to the edge of the platform andpeerover. There
  are a myriad shapes moving about in the moonlight
  - panthers, dozens of them. Footsteps sound on the
  platform behind you, somethmS #ves you a small
  push and you fall. The pantherc look at you, deh
  cious hunger in their eyes. Claws lash out. Your
  quest rs over.
  f-77
  76
  Congratulating yourself/ you stdde on across the
  rocky landscape. By the time the sun is starting to
  set yc'u have descended again to a flat, dusty plain
  dotted with occasional trees, with the ever-present
  tangle of jungle away to your right By now you
  should really be looking for somewhere safe to
  spend the night, but nowhere presents itself. And
  then . . . surely not? A light up ahead, between the
  trees. You creep closer Of all the things to frnd in
  this forsaken wilderness: a caravan, a gypsy cara-
  vanl lt stands in the shade of a clump of scrubby
  trees, an old horse sleepily grazing the rough grass
  near by. Will you approach the caEvan(turn to 25E)
  or would you rather wait and watch (tum to 166)?
  77
  You duck back into the anteroom and cower in the
  shadows to plan your next move. Suddenly you
  hear footsteps onthe stairs fromTelak's temple. The
  door is flung open and a palty of Lizard Men
  emerge. You have no chance against them 
  you
  struggle as they Brab you and drag you into the
  temple before Laskar, but ifs no use. The old man
  turns with a gr'in of pure malice on his face One of
  
  ,rt
  dle Lizard Men hands Laskar a bundle wrapped ilr
  doth. He greedily unwEps it to reveal a gorgeous
  longsword, obviously the Arm of Telak. 'Now, fool!
  Do you have the Eyes?' demands the old man in a
  aazed voice. You rcach into your pack and retrieve
  whatever gemstones you found on your havels. (lf
  you have no gems, tum to 57.) With a disdahful
  8esfure you Bcatter them across the floor. Laskar
  dives for them with amad shout and you lash out at
  him. Roll two dice. If you roll your srrl.I- score or
  less, tum to 45, If you roll more than your sKrLL
  score, tuln to 57.
  7E
  A brass-bound door opens to Eveal a small passage,
  which in tum leads to a larg€ room. The clumber is
  empty of [fe, but featues a rcw of large stone slabs
  that look (from the deep rcd patches splaftered on
  th€m) as if they weie used for dissecting 
  bodies or
  some similarly giuesome activity. Around the walls
  lie the shards of smashed pots and vases, but most
  seem to be filled with ashes - of what, you ctate not
  contemplate!Passages 
  lead off stmight ahead and to
  the right. After peering down both you decide to go
  right. Turn to 385.
  79-Ea
  79
  'Ily'e've got seveial options,' Lecarte tells you. 1/{e
  could make a run for Capra, but the Lizald Men
  might catch us, especially since we have only one
  horse. Alternatively, we could wait Ior them to
  return and fight them off. Or we cou.ld try some-
  thing else; I have a fire-making substance that I
  acquired ftom an old tlader of Kallahehr. If we
  could lure the Lizard Men into a trap and set it off we
  could wipe'em off the face of Titan! Now, I'm not
  sule whether that plan would work at all, so the
  decision is up to you.' Will you run for it (tum to
  12o), stay and fight (tuIn to 51) o! 6et a trap (turn to
  14?
  Eo
  You march on, now keeping your eyes peeled foi
  any threat. After an hour passes without incidenl
  you stop and eat some Provisions (if you have any).
  Your supplies may be getting low. II you want to
  hunt out some more Provisions, fum to 54; if you
  would mther hek on, fum to 257.
  81
  Being careful not to trip over fhe loose locks, you
  lead the raging Tyranaosaurus Rex back to the edge
  of the ridge. If you can Bet him there before he
  attacks you, he should distract the Triceratops! As
  vou reach the edge he makes one final lunge for
  yolt- Test !ou/ L ek. If you are Lucky, tum to 34. If
  you are Unlucky, tum to r32.
  
  e.
  d?
  Keeping your head bowedso thatyourhood covers
  your tedtures/ you lift the chariot for the mutant
  Lizald Man to tefit the wheel. The impatient priest
  iumps in without thanJ<ing 
  you, and cricks his whip
  lor the mutant to pull along agdjn. As the mutant
  pass€s you and catches sight of your face, his eyes
  widen in alarm. You wink at him u, ne rcum".
  off, his cruel maste/s whip cracking across his
  shoulders. Add r LUcxpoint. yor-t mov-e on. Tumto
  349.
  E4-85
  84
  They seem to be waiting too, sitting motionless on
  their steeds. The peculiar lizards look at you with
  cold, emotionless 
  eyes, You shudder, as a chill of
  foreboding grips your body. And then, without a
  word or movement from their riders, the tizard
  mounts start slowly to ftove towards you. Turn to
  309.
  85
  '!Vell, at least take sornething, even if ifs only a
  good-luck charm,'You pore over the big man'g
  wares, which include a pot of black lotus incense; a
  dazzling square, which Lecarte claims is doth o'
  gold; a small idol in the shape of a squat man with a
  panthels head; a 6nely worked mace; a jagged
  copper Orc charm; and a phial of purple liquid,
  Choose one, then turn to 223.
  ;*/
  
  i'----r+
  M-$j
  t5
  You peer over the top of a barel. A curious sight
  Feets your eyes. A small chariot bein8 pulled by a
  stunt€d, mutant Lizard Man has shed a wheel and
  its passenger, a haughtylooking old Lizad Man
  pdest, is beating the unfortunate creature. You can't
  undelstand the words he's safng, but he's
  obviously furious, altemately shading his eyes from
  the sunlight and lashing out with a crqp. The priest
  gives an exaspeFted sigh and gazes alourrd him,
  obviously looking for someone to assist him. You
  duck down again, but were you fast enough? Iesf
  yont Luck. ll you arc Lucky, turn to 13,t. IJ you aie
  Unlucky, tum to 1o5.
  E7
  The door opens easily enough, leading to a narrow,
  rough-hewn passageway which slopes up for some
  distance. Eventually it ends in a small, smooth-
  walled chamber. Another leads ofl to your left, but
  you're more interestedin the stairs, which spiralup
  to laskar and freedom! Tum to 3or.
  
  EE-E9
  8E
  You grab for your sword and lash out with it,
  striking at the foul bird as the wind whisdes around
  youl
  PTERODACTYL 
  sxrl,I, 7 
  srAMrNA 9
  If you score three hits against the overgrown bird it
  will drop you- tum to 131.
  89
  You reach Capra's welcoming walls and are soon
  safebehind its thick wooden stockade. It was once a
  small tradinB seftlement, but now it is cmmmed to
  bursting with nomads and farmers afraid of con-
  stant attacks by the Lizard Man raiding bands. The
  townsfolk are stunned by the news of Vymorna,
  and do all thev can to make you feel y/elcome. All
  you really want to do is get some rest, but you end
  up sitting in the Council House for much of the
  night telling of the siege. Eventually, though, even
  the anxious relatives clamouring for news ofpeople
  in the city can see you need some sleep, and leave
  you alone. Tum to 2o2.
  90-94
  90
  The door holds. You hear the sound of feet ringing
  on the stairs behind you. You throw youJ whole
  weight a8ainst the door again, but to no avail: it
  wort't budge. The othei door flies opeD and a.ll of a
  sudden you are b€ing faced by four cdlously
  grinning Lizard Men. You must fight them two at a
  time.
  SI(ILL
  First LIZARD MAN 
  8
  SecondLIZARDMAN 
  7
  ThidLIZARDMAN 
  9
  Fourth LIZARD MAN 
  7
  If you defeat all four opponents, tum to 38.
  9r
  More by luck than iudgement you manage to steer
  the lizard in the right direction, away from the
  battle. You leap through the stra8glinS ranks of
  Lizard Men.In front of you, beyond the last series of
  barricades 
  and a few amazed soldiers, there is only
  open country, and freedom. You urge your mount
  forward, pleading with it to jump the baricades.
  Roll one die.Ifyouroll r-5, tum to263. If you roll6,
  turn to 260-
  STAMINA
  7
  7
  7
  8
  
  92-9t
  92
  The sudden light is blinding - but the enonirous
  Black Panthe! recove$ filst. Wicked claws slash ai
  youi deduct 2 STAMTNA points.
  BLACK PANTHER 
  sKrLL 10 
  stAMrNA 10
  Ifyou defeat the savage creature, turn to 44.
  You creep ftom the castlJis the first rays of light are
  touching the tallest towers. Away to the west you
  can hear battle being joined as a group ofdefenders
  male a suicidal attack on the Lizard Man lines in the
  hope that they will divert attention away from you.
  You sneak through the ruined houses down to a
  conduit, which leads through the lower walls. Soon
  you'll have to decide whether you are going to head
  for the plains or the river, but fftst you must get dear
  of the city walls! You scuttle through the henches,
  hunched in your doak, until the path divides into
  two, Will you take the right (tum to 206) or the left
  path (turn to 296)?
  94-95
  94
  Throughout the day Ariella, the sun goddess,
  blazes down on you. Every step you take is accom-
  panied by a startling screech or growl. You continue
  to head east, through the ferociously tangled under-
  gowth. Around noon you have a run-in with a
  small panther, though the seature scampers away -
  you don't know who was more terrified, you or it!
  I**] As the sun sta s to sink behind you, you are
  pleas€d to hear the sound of the river alongside you,
  although you can't see it. As you walk on, the
  grourd becomes darnp and marshy, and soon you
  have nouble finding a dry pati; you weave this
  way and that around large, swampy pools and find
  your feet sinking into the satulated ground. You can
  try to male camp where you are (tum to 278), or go
  on a litde way in the hope of finding more solid
  ground (turn to 3ZE),
  95
  You make it, but only justl As you walk down the
  dark corridor you can sdll hear the rubble you
  dislodged bouncing off the wall of the rvell as it falls
  into the depths. The passageway ends in five shal-
  low steps, which lead up to another rotting door.
  From behind it, as you listen, you can hear crea.king,
  Iike a door blowing in the wind, perhaps. You listen
  again, but the noise seems to have stopped. You
  push the door and it gives, but opens with a very
  loud groan that will guarantee you/re not going Lo
  surprise the occupants of this rcoml Turn to 153.
  
  96-97
  96
  Battered and bruised, blinded by blood pouring
  from a slash across your forehead, you stagger
  about in a daze. Someone - or something 
  batters
  into you and sends you flying into the midst of the
  bahle. Tum to 144.
  97
  You continue on your way, hacking at the tangled
  orrdergro\ /th. The sun rises; the nighfs animals
  creep back to their dens to sit out the scorching day
  in cool shadows. Different creafures screech and
  chatter in the branches above you. Soon you ale
  bathed in sweat, wishing you could stop, but
  always pressing on. Turn to 2o4.
  98
  98
  You accompany the strange man as he lays
  ambush for the Lizard Men. You can only watch as
  he picks off two Lizard Men with his arrows. Then,
  from the low branch of a nearby tree, the Sabre-
  toothed Tiger leaps down at the inhuman enemy.
  The mounts of the remaining Lizard Men shy away,
  furn and run. Snag chases them for a short while,
  then gives up and rehrms to the scene of the battle.
  It sniffs the Lizard Man corpses for a moment before
  turning up its nose and kotting back to its master.
  Turn to 24o.
  
  ^)J()
  gg-roo
  99
  A wide-winged Pterodactyl bearing a Lizard Man
  pilot swoops down to attack, screeching with de-
  light at having found a new preyl Each time it dives
  at you, the Lizard Man attemptE to poke you with
  his javelin. Trea t them as separate opponents. IJ the
  creature arrd its rider have not killed you after six
  rounds, they will fly away. If you manage to kill il
  the beast will flop down to the groun4 allowing the
  Lizard Man to leao off and attack vou.
  SKILL
  STAM INA
  PTERODACTYL
  LIZARD MAN
  If you su rvive this attack, you may continue on your
  ioumey (tum to r54).
  1l,0
  From behind your hiding-place another larte Orc
  stddes up. You breathe a gentle sigh of rcliet but
  keep your head down. The Orc is Feeted by
  another: "Ello, cuzzin Skaldak. Dat's a bad sniffle
  yoo got dere.'
  'Eh?' replies Skaldak. 'It weren't me oo sneezed. It
  cum from dat bush dere!' You hear thei! footsteps
  getting closer to you. So much for rucxlTurn to 66.
  9
  7
  7
  6
  
  aoa-ao2
  aor
  The key fits easily, but requires a lot of forcing to
  spring the ancient lock. Finally it gives way with a
  satisfying ctick, and the box opens to rcveal a mas-
  sive gleamint diamond llng on a base of rotting
  purple cloth. You gasp in amazement 
  at its size - it
  must be worth a fortunel Recovering yours€l{, you
  secret€ the tem in your rucksack? 
  and move on to
  explore the other room. Tum to 112.
  ao2
  You stagger on. The mist is thicker, if anythin&
  than it was before. The ground becomes littered
  .with small white stones and pebbles, which make it
  increasingly difncult to walk. fhere's another howl,
  this time from behind you. Whatever it is, either it
  circles you - or you are walking round in cirdes! The
  rccks crunch beneath your feet arrd you look down
  in horror. They are not pebbles: you are walking on
  bones, a field of small white bones! Shapes loom in
  the mist alound you, accompanied by more hea*-
  chilling howling, Your every instinct is to !un, but
  where to? Will you run (tum to 195) o! stay whele
  you are (tum to 39)?
  I
  ao3-to4
  103
  You resume your joumey, heading due east now.
  This terrain is very empty, with little sign of life. The
  land begins lo rise. You make camp among a few
  kees half-way up a rocky hilside, listening to the
  howls of nocturnal aeatures hunting way off in the
  dark night. In the moinin8 you continue travelling,
  seeing for the first time the broad band of jungle
  ahead of you on the horizon. Tum to 32.
  1('4
  This part of the trench has obviously seen some
  fairly recent fighting, as bloodied bodies lie
  splawled in the mud. It seem8 that a unit of m€n
  from the city were holdin8 an important junction
  against a large force of Orcs and Hobgoblins, but
  evenfually succumbed 
  to superio! numbers. There
  is no sign of anyone around now, though, and you
  may choose which path to take. You may go left
  (tum to aB), right - almost certainly down to the
  river (tum to 360) - or take the central trench (turn
  to 2n).
  
  105-106
  it down on your .4doenture Sheet.\ \o! Eaze at the
  t05
  'Grgll'garr! Kffthkr'll!'The old priest has seen you,
  and is plair y orde ng you to help, as his useless
  selvant is now fully occupied in cowering at his
  scaly feet. You realize that your hood and doak,
  totether with all the mud plastered over you, must
  make the short-sighted priest think you are anothe!
  mutant Lizard Man! There is no time to flee. Will
  youaid thepriest (turn to 2E3) orattack him (tun to
  a5?
  106
  You race downthepassate, the fire's heat warming
  the back of you r neck as clouds of smoke billow from
  the room. The passagewayjoins a wider tunnel and
  you run down it, coughing and choking. You run
  out into a liarge room and stop to catch your breath -
  and examine your find. There are several table-like
  slabs of stone here, obviougly used for some grisly
  purpose. for they all bear the dark brolr'n splafters
  of ancient blood-stains. You pause bv one and care-
  fully unwrap the bundle, shaking ii to make sure
  that no snales are still hidinq in its folds. Inside
  the bundle, wrapped up in oil-dorh ro keep it ftee
  flom tarnish, is a magnific€ntly decoated sword,
  engraved and bejewelled, but with something
  rvondrous weapon fo! a while, before wrapping it
  up again and strapping it to your back for safety,
  Now you may leave this chamber by heading left
  (turn to 3E5) or goinS straight on (turn to ,57).
  You scull your small craft along the southern side of
  the river, just out of reach of the branches of the
  frees overhanging the bank. As you think about
  them, you realize that you are sailjng along the
  northem edge of the infamous mangrove swamp6
  of Silur Cha, home to the Lizard Man invaders
  ctrrrendy pulling down your beloved Vymoma
  stone by precious stone. The hees be8in to look dark
  and forbidding, holding hidden dangers for you.
  Will you sail onyour plesent course (turn to 359) oi
  push out formid-stream (turn to 12)?
  
  1OE-1O9
  108
  'Why keep silent, young one?You need not fearme
  for I serve no one but myself, and rnean no harm tc
  anyone because of it. And no one could ever harn
  me because of it, either. I have made sute of that.
  The old man gazes deep into your eyes, and you fed
  your angq/ spirit diminishing. You tell White-e) e
  the story o{ your journey and the siege, arld oi
  you! hopes and dreams, and more. You talk and
  talk, feeling sornehow compelled to continue. Ard
  finally there is nothing more to tell, and you slump
  in the chaii, feeling t cked by this wizened old
  Bypgy, You are not sure what to do; half of you
  wants to attack him (turn to 285), while the other
  half wants to relax and inddge the old man (turn to
  3Da).
  109
  The boats draw near. Each holds two grinning
  Swamp Goblins - they obviously expect an eas\.
  victoryl You may fight a boatload at a time; each of
  the three boats holds two Goblins-
  SXILL 
  STAMINA
  First SWAMP GOBLIN 
  6 
  5
  Second 
  SWAMP GOBLIN 
  5 
  5
  Third SWAMP GOBLIN 
  6 
  5
  Fourth SWAMP GOBLIN 
  j 
  5
  Fifth swAMP GoBLIN 
  6 
  5
  Sixth SWAMP GOBLIN 
  5 
  5
  lf you defeat all six Swamp Coblins, turn to 275.
  110-a11
  110
  Waving your sword wildly, you attempt to clear a
  path to the rags. Fight the snakes as one opponent.
  TOMB VTPERS
  sKrLL 7
  STAMINA O
  If you defeat them, you manage to get to the pile of
  rags and clear thern of their slithering inhabitants.
  You grab a largc handful ofrags, set ftue to them and
  throw them towards the doorway to ueate a path-
  way. You grab a second handful, and feel some-
  thing long and hard r,vrapped up in the cloth.
  Hastily tucking it under your arm, you cast more
  buming rags towards thedoor, and then make a run
  fot it. You leap the flames, reach the doorwav, and
  fling yourself down the corridor, your heart goi g
  fit to burst!Tum to 106,
  111
  'Ah, well,' says White-eye, 'so we canlt dobusiness.
  Never mind. Rest now, for it will be light soon
  enough and you have a long journey stilJ ahead of
  you.' You take his advice and lie down and close
  you:r eyes, but sleep evades you for sometime. Just
  what does the old man know? Evenhrally, though,
  you sleep. Turn to 9.
  
  at2-a14
  472
  A towering Lizard Man warrior crashes into you/
  svfinging a large flint-edged sword and parrying
  youl blows with a crudelymade shield
  LIZARD MAN
  s(rLL 9
  STAMINA 
  10
  II the Lizard Man scores two consecutive hits
  against you, turn to 162. If you score two consecu-
  tive hits against him, or kill yow opponent, roll one
  die.Ifyou roll l 2, tur^loag2, j-4, tnrr.to}22,5-6,
  furn to 187.
  aat
  The messenger, who tells you her name is IGtya,
  agrees to accompany you, but says that her horse is
  inno shapetobe ridden. You set olf on foot, leading
  the ailing beast behind you. That night, you make
  camp with the dark canopy of the jungle only half a
  day's walk away on the horizon. The two of you,
  glad of the company, sit around the fire talking late
  into the night before sleeping. In the moming you
  wake to find that Katya's hoise has died du ng the
  night. You continue your joumey on foot. Turn to
  ra4
  You lie stunned in the iong grass, temporarily
  winded by your fall. Looking around you notjce a
  copse only a shot way away- Will you attempt to
  make a run for the trees (tum to 341), or stand and
  face the enemy (turn to 189)?
  
  1r5-ar7
  115
  Aiieeel Your hand slios and vou slide down the
  vine, buming several iayers oi skin off your hand
  (deduct l sI<rI-I- 
  point). You land in a heap, disturb-
  ing a cloud of flies and butterflies, which buzz
  around your head before flitting away. You pick
  yourselflrp, dustyourselfdown as best you can and
  walk on, promising you won't try anything so fool-
  ish in the future! Tum to 17o.
  1A6
  You creep nearer to the immense siege engine.
  There seem to be fhrce engineers, Swamp Goblins,
  commanded by a very officiouslooking 
  Lizard
  Man. They are preparing to fire, lighting huge bales
  of stlaw and wood dipped in a cauldrofl of steaming
  $een pitch. What will you do now? You could
  sneak away a8ain (turn to 353), wait for the soldiers
  to be fully occupied and then leap to the attack (tum
  to 69), or if you have your father's bow you could
  fire one of the special airows at the pitch (tum to
  222].
  aa,
  The ground is very spongy and damp. You sink into
  it up to your ankles, but luckily no further. After
  only a few dozen careful paces the ground hardens
  again and you can go on as before. Turn to 194.
  aaE-aag
  118
  You creep closer, sticking to the bushes. Orcs are
  lining up to pay their last respects to the body lying
  on the large funeral bier atthe top of the hillock. As
  you are watching the line shuffle along, a very large
  Orc comes and stands in silent contemplation right
  by the bush in which you are hiding! The bush is
  very prickly, sclatching your face and tickling your
  nose. Sudder y you iust know it: you're going to
  sneeze! Here it comes. Oh, no! Atishoo! Tesf voal
  Lrrk. lf you are Lucky, tum to roo. lf you'are
  Unlucky, tum to 65.
  1r9
  You pull back the rcmains of the curtain and come
  Iace to face with another Giant Slug!lfyou are ever
  gorng to get out of this room you will have to attack
  GIANT SLUG
  SKILL 7
  STAMINA 
  10
  lf you defeat it you may enter this alcove (turn to 6E),
  or leave the room and continue youI exploration
  (turn to 274).
  
  t2at-724
  ao
  I€carte looks doubtful, but you set off anyway. The
  horse is laden with large panniers and bundles of
  goods, and as a resultyou make little headway. The
  shadows lengthen as the sunnears the hodzon, but
  thele is still no sign of Capra. Then, ftom behind
  you, comes the unmistalable rumbling of hoofs
  Looking back, you can count the dark shapes head-
  ing shaight for you: as well as all the Lizard Men
  who escaped you earlier, there are another six, quite
  a force to be taken on by two adventurers and a
  tiger. Will you continue to run from them (turn to
  135), or tuln and fight (turn to 36)?
  724
  With a snort the startled Lizard Man wakes uD, sees
  you, and draws a mrelly curving dagger.
  LIZARD MAN
  PILOT 
  sKrLL 8
  If you defeat him, turn to 358.
  STAMINA 9
  122-424
  122
  The ground rises to a small hillock dofted with
  sparse patches of bushes and trees. At the crest of
  the hill a motley group stands gathered around a
  large funeralbier. Lookingclosely you can see that,
  despite theveils and dark clothes, the moumers are
  all Orcs! To one side a bizarrely dressed shaman
  leaps and capers, throwing bones and entrails to the
  winds in honour of rhe dead. In your disguise you
  could ffeep closer still arrd take a better look. lvhile
  you are deciding, Test your Luck. lf you are Lucky,
  tumto 73. If you are Unlucky, turn to 198.
  You come face to face with a dead end as the trench
  stops in a blank wall. T'his part must be still under
  construction. Overhead a huge Pterodactyl wheels
  above the battlefield, shrieking a ghostly cry. You
  scurryback to the junction and this time take the left
  branch. Turn to 18.
  424
  You creep round, flat a8ainst the wall for the most
  part, avoiding the.ubble 
  and broken fittings.
  Luckily the Slug seems to be intent on eating the
  remains of a large tapestry. You leach the rotten
  curtain covering the firct alcove. Will you dart inside
  (turn to 211)or attack the repellent creature (tum to
  37?
  
  t 25-'127
  a4
  The archway leads through to another, very large
  chamber. You raise your lantem and peer in - and
  stop in amazement. As far as the eye can see stretch
  row uDon row of Detrified stone warliors. Their
  armoui and weapo.ts "te detailed and lifetke,
  though very ancient and foreign in design. So life-
  like are they, in fact, that you could almost swear
  that they were looking back at you! Will you enter
  and explore (turn to 160), or Jetrace your steps and
  take either the narow tunnel (turn to 62) or the
  dght-hand archway (turn to 4rX
  a26
  You have no chance oI fleeing from such teerning
  numbers! Fight them as one opponent.
  WHARF RAT PACK 
  s(rLL 9 
  srAMrNA 11
  After five rounds of combat you may escape, if you
  wish. and turn to 2o1.
  427
  You strike the chest with you! Bwold, try to pdse it
  open with you! knife, throw it againEt the wall. even
  kick itaboutabitbut nothincseems even to dentit!
  You root about in the deb;s for a key, but find
  nothing. In disgust you toss the chest into a comer
  and continue on to the other room. Tutn to 312.
  
  t2E-1.3o
  12t
  429
  'What need have I of weapons? I am a man of peace
  and my friends protect me. Furthermorc/ I will not
  trade in weapons of war. I will not trade for this.'
  Whitceye gives you a look that says, 'You should
  have known betterl'Turn to rr and chooSe 
  again.
  130
  It is about half an hour before dawn when you ride
  the feasting of the ever-present 
  vultures and crows.
  Slowly, picking your way around ruined houses
  and sheets where you used to play, you ride to-
  wards the flat, blood-stained 
  plain whete the main
  engagement 
  is to take place. As you leave the ruins
  behind you peerout across to the sprawling enemy
  Unes. From every side rise soldiers of Evil. They
  cheer a heart-stopping 
  war-cry, and battleisjoinedl
  Tum to 22o.
  t1r-ar2
  ings (turn to 15E).
  Tyrannosaurus Rex! Your advenfurc is over.
  
  a31-434
  431
  Laskar is still gloating over having you dght whele
  he wants you, when a heavily armed band of Lizard
  Men enter ftom the back of the temple, presumably
  having come along the same route as you, Their
  commander crosses to the old man, carrying a Iong
  object wrapped in rags. He speals with Laskar, who
  exclaims in your tongue, 'Hal The Arm of Telak.
  Now we shall see whether the legends are as true as
  some believe ! Youl' - directing his ahention to you -
  'Give me the gems tones you found on your litde, er,
  excursion!' You have no oPtion but to hand over
  whatever gems you found on your travels. (If you
  found none, tum to 57.) You toss the gem or gems
  on to the floo!- Laskar dives for them, a mad Sleam
  in his eye.Ina lastdespelate attempttobeftee, you
  lash out at him with your foot. Roll two dice. If you
  rolled equal to or less thanyoursKrLL score, turn to
  46. If you roled higher than your sKrLL score, tum
  to 57.
  134
  Keeping your head down very low, you wait for the
  noise to die away, before peering out again, The
  coastis clear and you may move on. Tum to 319.
  135-r37
  435
  You kick the horse into action but already the Lizard
  Men are gaining on you. The lights ofCapra appear
  ahead at last, and Leca:rte sounds his hom. You are
  glatified to heai one answer him from the walls of
  the settlement. Arrows start to whistle around you
  and you begin to weave about. It will take you
  twenty rounds to rcach the safety of Capra. Ior each
  round roll one die. If you roll 6, you are hit by an
  arrow and must deduct 2 STAMTNA points. If you
  get to Capra alive, tum to 89.
  13b
  The galley scrapes by, its huge wake soaking you
  and threatening to capsize your puny craft. As it
  Eails off into the distance - to deliver more suDolies
  and troops for the siege, no doubt - you b;gin
  bailing out the water. All your Provisions are ruined
  (cross them off your A doenture Sheet),but olherwise
  things are all shipshape, and you can sail on. Tum
  to 376.
  437
  You slip round, flat against the wall to avoid being
  seen by the repulsive creaturc. In the comer of the
  room you come aqoss a small metal-bound door.
  You may go through the door (tum to 355), or
  continue round the edge of the room (tum to 329).
  
  a38-aJ9
  a38
  You clarnber over, around and among the statues,
  which seak and rock beneath you. Looking do\irn,
  you see that the one on which you are standing is of
  your patron, Telak and that its eyes are made of
  solid jet. The Eyes of Telak? Of course! You bend
  down in the flickering light of your lantem and pdse
  out the gems. ln the comer of your eye, though, you
  see the shadows waver and coalesce. Somethinels
  walching you! You look up, and can't believe wFat
  you can see. Silhouetted against the far wall are
  evily shaped shadows, slanting eyes and toothy
  mouths cuf out of them as if the shadows werc the
  creafures. You glance a:round - the shadows 4/e the
  creatures! You leap up, grabbing your sword. Tesf
  Vour Luck. lI yo! arc Lltcky, turn to 2oo- If you ale
  Unlucky, tum to 5.
  439
  You leap behind some large rocks as four riders
  thunder by, swathed in hoods and cloaks despite
  the heat. You are going to call to them, but then see
  they are mounted on four-legged riding lizards. No
  humans would ever be riding such beasts, you think
  with a smile. The riders head away south, while you
  continue to head east, more wary of danger now.
  Tum to 257.
  !-'-y'
  
  14O-142
  140
  You hesita te a moment, and your eyes widen as you
  see a large Lizard Man march briskly acoss to
  Inskar, talk for a moment, salute and then march
  back out of you! Bight. It is a trap! Do you have the
  Arm of Telak (tum to 373) or not (tum to 77)?
  Ltll
  Lecarte rubs disgusting greeny-brown muddy stuff
  into youi face and hands from a small pot he finds
  arnong one of his bundles, and gives you a rough
  ierkin and l€ggings to wear under yout cloak. 'From
  a distance,' he assures you, 'you'Il pass for a non-
  human, as long as you don't talk to anyone and
  don't get too dose.' It i6 now time for you to depart.
  Turn to 223.
  142
  The priest gazeB deep into your eyes, and you gaze
  back. Surely you have Eeen such eyes before, gazing
  at you from a Black Panther's face! Could it be that
  these people are shapechangers, 
  were-men? The
  priest solemnly picks up your pack and hands it to
  you, and orders that you be lowered to the ground.
  Your arms are untied and you are escoited back to
  where you were first captured. As he turns to go,
  the priest looks at you, nods, arrd turns away.
  Within seconds there is no lrace of the Panther
  warriors. Add 1 LUCK point and turn to a55.
  t43-145
  445
  Do you have anything with which to make a light,
  something of youi fathels, perhaps? 
  If you do, tum
  to 92. If you do not, you can stay absolutely still
  (tu!n to 352) or you can attack the qeaturc (turn to
  225r.
  444
  Somehow you Iind yourself cut ofl from your own
  side, suEounded by the enemy. All around you mill
  Trolls, Oges. Lizard Men, Mutant Orcs and firoie.
  For a moment you stagger about in a daze, then a
  heary blow smashes across the back of your head.
  Deduct 2 srAMr NA points. lfyou are stilt alive, hrm
  to 162.
  445
  A horse trots up. Its rider is wearing the uniJorm of a
  meEsenger or scout, and is carrying a bow and a
  Iongsword. Both horse and ride! seem very tired
  and dusty from the tFil. Will you attack them (tum
  to 3E4), orgeet them peacefully (tum to 396)?
  
  146-1.48
  a46
  The riding lizard is very sute-footed and is soon
  striding off thrcugh open country on its strong hind
  legs. With your heart still pounding ifl your ch€st
  with excitement, you realize you are free of the city!
  Add 1LUCKpoint, and turn to 53-
  149-1.50
  149
  The disgusting qeature leaps at you, bellowing like
  a wild boar. Shehas no weapon, but herfingemails
  are sharpened into talons. ln the confusing fumes of
  the incens€ you must reduce your Attack Strength
  by 1 point for the duration of this fight.
  LIZARD WOMAN 
  sKrLL 6 
  sraMrNA 8
  Ifyou defeat her, tuln to 28o.
  150
  You hang on to your perch for a while longer,
  enjofng the breeze. Eventually, though, you must
  climb down. As you lower yourself through the
  branches, you notice that thele is a cluflp of long
  vines hanging from the tree. You are suddenly
  tempted to swing on one, but would it be safe? Do
  you want to try (turn to 5z) or would you rather
  climb down to the ground (turn [o 1Zo)?
  447
  you attackthe creature with your sword (tum to E8)
  or wait and see what haPPens to you (tum to a7o)?
  14E
  You creep round the animal Pens, noticing with
  delight that apparently they are not Suarded lt
  should be an ea6y task to steal one of the liding
  lizards (tum to 35o). Or would you rather conhnue
  on your way out of the Lizard Men s camp (turn to
  2t7t?
  
  a5t-452
  151
  Slashing away at the vines, you give yourself a nasty
  shock as you reveal a large panthe.-head carved out
  of some kind of dark rock. These people obviously
  worshipped a huge panther-god. Between the
  snarling iaws of the statue, therc is a deep, dark
  hollow. You peer into it, but can see nothing. Will
  you take a chance and reach into it (turn to 58), or
  leave this place (turn to 245)?
  452
  fhis chamber is smaller and moie upright than the
  last. lts walls are lined with shelves, each piled high
  with musty, rotting ceremonial robes. It seems to be
  some sort of a dlessing-room - the temple to Telak
  must be very nea! here. As you search through
  them, you find some robes in good enough condi-
  tion to wear. Decide whether you want to wear the
  robes, and then leave th€ room by the small door
  opposite, followin8 fhe narrow winding passage
  which leads down to another similar door. You
  Pause and press your ear to the door, but you hear
  nothing. With your sword at the leady, you push
  open the door. Tum to 74.
  
  453-454
  The door opens to reveal a vast hall, its far end
  shadowy in your flickering lantem-light You can
  just make out a large pair of double dools set in the
  far wall, and a pair of tattercd curtains covering two
  small alcoves on the dght wall. More imPortantly,
  though, you carr also male out the huge Srey slug-
  like cleature, which is chomping at one of the
  curtains! What will you do:
  Attack dre creafure
  Slip round the room's left
  wall
  Slip round the loor/s dght
  wall
  455-15b
  455
  You trek onwards, 
  expecting to feel the sting of
  blow-pipe darts with every step, as the ground dses
  into the foothills of the Lion Heights. By mid-
  afternoon the ground is rising steadily and the dimb
  is getting steeper. You stop to eat some Provisions
  in the shade of a large thom-bush. As you are sitting
  munching a large, sweet fruit, you hear a heaty
  flapping of wings. Test your Luck. If you are Lucky,
  tum to 186. Ifyou are Unlucky, tum to 99.
  a56
  In your delusions, you dream of water bathing your
  face, of standing beneath an ice-cool waterfall . . .
  You wake in a darkened room, the wizened face of a
  man staring down a t you. You staft and try to sit up,
  but he quietens you, replacing the damp doth on
  your forehead. You sleep again. lvhen you wake
  a8ain, it is still daik, and the old man is still sitting
  beside you. 'Ah, my young ftiend,' he puds.
  'Awale at last. Good. I think you should be able to
  get up now.' He waves a hand fowards a pile of your
  clothes arld equipment. 'I found your things
  scattered in the sand, near where, ummm . . .'His
  voice trails off in sadness. You try to sit up, and find,
  to your surprise, that you can. You look atyourself:
  you are very thin and your skin is peeled and burnt,
  but otherwise you seem to have made a good
  recovery (you may replace all but 2 of your lost
  STAMTNA points). Looking around, you discover
  that you are inside a cluttered caravan. Turn to 51.
  Tum to 375
  Turn to a24
  Tum to 137
  454
  You pick your way up the stairs, which lie at a
  terdble, twisted angle, causing you several anxious
  momenls as you drag yourself along. By the top you
  are walking half on the floor and half on the wall! A
  small door is set in the wall at the toP of the slePs, its
  frame shattercd and smashed. You listen at the dool
  but hear nothing excePt you! own heartbeat. Will
  you enter the room (turn to 3a1), or would you
  rather retu:rn down the slairs and tale the other
  passage (turn to 153)?
  
  16o
  457-a59
  457
  Your luck has run out, it seems. The priest peers
  dosely at you, despite the savage sun making him
  squint. He Eees immediately that you arc a human,
  shrieks a curse, and leaps to the attack with his crop I
  LIZARD MAN
  PRIBST 
  sKrLL 10
  Ifyou defeat the priest, tum to 319.
  158
  You sneak aiong through the rubble, nearer and
  nearer to the boats. Test your Luck.ll yor are Lttcky,
  hun to 181. If you are Ur ucky, tum to 313.
  459
  You dive through the door. There is no floor! Roll
  two dice. If you roll less than or equal to your SKILL
  score, turn to 386. II you roll higher than your sKrLL
  score/ turn to 55 .
  1bo
  You tiptoe through the room o{ stone warriorc,
  hardly daring to breathe. You feel a thousand pairs
  ofdead eyes on you, but every time you wheel and
  stare atthe figures you see nothingbut stone. What
  you could do with such a Iorce of soldiers! you
  muse. Youleave through the archway atthefarend
  of the chamber, following a wide, dusty passage
  which leads down and awayto the right. Eventually
  the corridor ends in a largish room. At its centre
  stand three large stone sltbs that appear to have
  been used for some gtuesome practice, for they all
  bear the dark brown splatte$ of ancient blood-
  stains. Beyond speculating as to what went on here
  there is nothing of interest, and you press on. Will
  you take the left exit (tuIn to 385) or the right ( turn to
  3s7)?
  STAMINA 
  11
  
  a5a
  a61
  You feel very, very ill. The Orcs are all laughing and
  singing, and showing no ill effects from the repel-
  lent stuff, but you feel absolutely dreadful. You
  wander off and lie down for a bit, your head reeling
  . . . You wake in a heap on a grassy hillside. Your
  mouth feels as though a rat has nested in it and you
  can't focus you! eyes! You stand up somehow, and
  stagger wildly off down the hill to bathe your face in
  a sheanr. You feel very groggy, and have a splitting
  headache. You must temporarily reduce your sKrL L
  scorc by 2 Iroints. You will recover when you meet
  this symbol [-*] in the text, but not before. You
  arrange your equipment as t€91 you can and stagger
  on, now heading east; your path is wooded, with
  trees all around. At the far end of the woods you
  pause for breath, but then hear the unmistakable
  sound of horge'a hoofs, getting doser. Turn to 1t5.
  a62-a63
  a52
  You wake up face down in blood-stained mud, lying
  spmwled with a number of decaying corpses in the
  bottom of a trench. Your chest hurts from a deep
  gash, and there is blood in your hair and a huge
  bump on your head, but oth€rwise you se€m to be
  all right. Turn to 3r3.
  a51
  'Oh, yeh! Kuzbag's kid! My, 'aven't yoo grown, eh?
  'Ow's yer dad?'Beforeyou can answer, luckily, the
  gharnan bellows for everyone to taise a toast to their
  dear departed chieftain. It strik€s you that everyone
  here has aheady drr.rnt several dozen toasts, but
  mugs ale passed round, and one is thrugt into your
  hand. You peer in and recoil. It's Guursh, the
  dreaded Orc ale! Will you refus€ to drink (tum to
  66), pretend to drink (turn to 21o), or drink it all
  (tum to 45)?
  
  a6^
  a64
  Therc must be a force of Lizard Men near by, you
  decide - but surcly they can't know that you are in
  the area? You hurry onwards, climbing highe. up
  into the hills. The day begins to wane and you are
  stil dimbing. The trees are getting spa$€r, and the
  climb is getting harder. Evening comes but you
  press on, certain that you are close to your goal. You
  come to a rockv €scarDm€nt 
  and start to ascend it,
  All at once a tremendous howlins roar cones from
  above you. You look up in panic, and see an im-
  mense golden tiger dancing in the atu above you.
  Something in the back of your mind tells you that it
  is an illusion, but your imagina tion tells you that it is
  real, and very, very terifying! Do you remember
  the stories of the panther-gods of the jungle tribes?
  Roll two dice; if you roll less than or equal to your
  sKrl-r- score, you defeat your fear (tum to 239). ff
  you roll more than your sKrLL score, deduct 1
  srAMrNA poiflt and test again, and again, until you
  succeed 
  oi are literally scaled to deathl
  
  a6j-a67
  a6s
  The narrow, rough-hewn 
  passage 
  slopes 
  down for
  some considerable distance and ends at a narow
  doorway. You listen but hear nothing. Carefully,
  sword at the ready, you push open the door and
  peer into the room. What a magnificent place!
  Columns stretch out on both sides, disappearing
  into the shadows, but ahead of you . . , well, what a
  sightlThe walls are lined withweaponsand shields,
  and carved with mulals depicting many great
  deeds. At their cenhe, though, stands a magnificent
  altar to T€lak, and upon it stands a small plinth
  holding a magnificent ruby! Could this be the Eye of
  Telak? Will you approach the altar (turn to 229) or
  retum to the stairs (turn to 253X
  a66
  Staggered and shocked by your victory, the ranks of
  Lizard Men fallbackin disarray. Tum to 2r3.
  a67
  Suddenly you are surrounded by Lizard Men! So
  much for your brilliant plan! You drop the taper and
  draw your sword. The reptilian walliols grin and
  close in on you. Suddenly they shrink back as a horn
  sounds from the trees, answered by an animal
  howl. With a yell Lecarte and Snag leap into the
  clearing. 'Wodd Iletyou handle this on your own?
  And miss all the fun?' Lecarte grins. Turn to J6.
  a6E
  168
  This alcove is disappointing, holding nothing but
  piles of wooden tlash - broken and rotten chairs,
  maybe. You tum to leave and something catches
  yow eye, a glint of lantem-light on metal. Peerin8
  back into the room you notice a small crack in the
  wall. Is there something in there? You squint into
  the crack: yes, definitely. Something metallic. Wjll
  you reachinand grab it (tumto18E), investigatethe
  other alcove, if you have not done so already (turn
  to 68), or leave the room and continue your explora-
  tion (turn to 274)?
  
  169-a7r
  a69
  The sunis setting, and suddenly the jungle is a very
  cold and unfriendly place. You must find some-
  where to sleep before it becomes too dark to see.
  You could climb up into the bmnches of a low tree
  (furn to 218), or settle down in sorne soft bushes in
  the undergrowth (turn to 17).
  470
  The day warms as you journey onward and the
  jungle comes alive. Birds call, monkeys scamper in
  the trees, ever,'where is stiangely beautiful. A new
  call, one you have never heard before, sounds way
  uo ahead. and is answered bv a roar: some over-
  zealous parrot eaten by a crafiy jaguar, no doubt.
  But on the other hand . . . Roll two dice. lf you roll
  less than or equal to your S(ILL score, tum to 64. I{
  you roll higher than your sKILL score, turn to 32o.
  The path curves gently down between rows of
  ancient statues before opening out into a large
  antechamber littered with deb s. Opposite are a
  pair of solid double doors. You cross to them and
  listen carefully, but hear nothing. Gingerly, you
  a7l
  push them open and peer into the darkness. The
  next chamber is similar to the last, but larger and in
  better condition. Ineach corner stands thelife-sized
  statue of a warrior, with two more flanking the
  doors at the far end of the room. You pick your way
  across the room, and alrnost jump out oI your skin
  in fright as the two door Guardians cross spea$ to
  bar your way! The one to the right is missing most of
  its head and the other has lost its left arm, butboth
  are animated by Evil and are quite capable of taking
  you on. The head on the floor by the ri8ht warrior's
  feet booms out: 'None shall enter he!e! None shall
  enter here!' Ifs just like an old heroic saga, you
  think to yourselt hefting your sword. The Guar-
  dians attack tosether.
  SKILL
  FiTsIGUARDIAN 
  6
  SecondGUARDlAN 
  5
  If you defeat both of them, tum to 269.
  STAMINA
  4
  5
  
  472-1.74
  472
  A grotesque, subhuman Ogr€ shambles acioss to-
  wards you/ swinging an inmen8e iawDone as a
  club.
  r75-a76
  OGRE
  sxlLL 7
  STAMINA 10
  Ifit scores two consecutive 
  hits againstyou, fum to
  3ob. U you acore two consecutive hits, or kill the
  Oge, .oll one die. If you loll 1-2, tur'n to 65; 3_4,
  tum to 2oq 5-6, tum to 382.
  473
  The two coal-black gems fit into the hill of the sword
  where they rattle loosely. You leap for Laskar,
  swinging wildly with TelaKs sword. He looks ter_
  rified, but somehow paries your blow with his
  staff. Where is the imm€nse power this sword is
  heant to have? you wonder. An arrow thuds into
  youj arm, and another into your leq. you fall to the
  ground and a Lizard Man's-sword-swinss 
  towards
  your neck. Your advenfure is over.
  474
  Youtos6arock towards the far 6ide ofthequav. Roll
  two di<e. lfyou roll less than orequalto yourlxrr r
  score, tum to a81. If you roll higher than your s ( r L L
  score, furn to ji3 ,
  
  477-479
  an
  The grassy plain across which you are riding
  stretches on for an et€mity, with no help in sight.
  You race on, wondedng how long your panting
  mount can keep up this furious pace. You qane
  your head around and look behind you: the Lizard
  Men are gaining on yo.ul Test lour L|tck. Il yolt ate
  Lucky, tum to 347. If you are Unlucky, tum to 399.
  a7E
  You crcep along, flattened against the wall. As the
  Orc sneaks round the other side of the building, you
  let out a sigh of rclief and turn to hurry away. Slam!
  Straight into the chest of the other Orcl He looks
  down at you with his little piggy eyes and $owls.
  Ynlr m'r(r fiohr him
  MARSH ORC
  SKILL 6
  STAMINA 7
  If you defeat him, tum to 32.
  479
  You dive for the door but fall short. The snakes are
  allaroundyou, hissingat the prospect offtesh meat!
  Fight them as if they were one opponent.
  TOMB VIPERS 
  sKrLL 8 
  srAMrNA 11
  If you win, you beat a way to the door and escape
  from this room of nightmares. Tum to 29.
  
  1Eo-181
  ldo
  You 6wing across the glade and land on what
  appears to be a wooden Platform. woven from
  branches and perched high up in the trees. A nar-
  row walkway leads ofl it. Will you follow it (tum to
  33), or swing down to the grosnd on the roPe and
  continue yourjourney on foot (turn to 17o)?
  a8a
  You reach the boat with ease. Hastily throwing your
  equipment into a comer, you p'ush the small craft
  out into the river. You're free of Vl.rnoma! Add 2
  LucK points. The V''morn River is bload and slow-
  movinS, lts name mean8 'Dark Waters', for it carries
  black 6itt washed down from the Lion Heights far to
  the east - which is where you are headed. Which
  course will you follow as you rcw uPriver? Will you
  hug the north bank (tum to ,q), the eouth bank
  (t{rn to 1o7), or travel mid-stream (furn to 12)?
  IE -att
  rg2
  You creep carefully up the steps, which are twist€d
  arrd buclded. They curve slighdy to the right as you
  dimb. When you are neady at the top you hear a
  noise from behind you, back in the room, which
  makes you paus€. You listen carefi:lly, and hear
  strange, guttural voic€s. Lizard Men! You run up
  the last few steps, thlough the door at th€ top and
  slam it behind you. To you! ala.rm you notice that
  there is no lock, and gazing around, you can see
  nothing to bar it vr.ith either. In blind terror you lace
  down the corridor. pausing or y to notice that on
  both sides it is lined with barred cells. There is
  anothe! doo! at the far end. You kick it- and it holds
  firm. It's locked! Your heart sinks. Will vou kv to
  force it again (tum to 3zr), or look for a kiy (tum to
  264\?
  aE3
  You pull back the remains of the curtain - and come
  face to face with anoth€r Giant Slug! If you are ever
  goin8 to get out of this room you will have to attack
  GIANT SLUG
  sKtLL 7
  STAMINA 10
  IJ you defeat it you may enter the other alcove, if you
  have not done so alrcady (tum to 6E), or leave the
  room and continue your exploration (tuIn to 224).
  
  1E4-185
  a84
  You are buffeted by giant Susts of wind, and then
  hear the man next to you scream in terror as he is
  dragged alo{t by a Pterodactyl. You stare after the
  unJortunate man for a moment, and then retum
  your dttention to the battle iust as dn immense
  blood-spattered Troll barges his way towalds you
  TROLL WARRIOR 
  sKrLL 9 
  srAMrNA 9
  If your opponent scoles two consecutive hits
  against you, turn to a62. If you score two consecu-
  tive hits against him or kill him, tum to 333.
  185
  The sound of hoofs comes closer arrd closer, but
  thqy slow to a gende ttot as they aPProach the trees.
  Will you leap out and challenge the dder (tuIn to
  3o2), or wait and see what happens (turn to q5)?
  IE6
  You leap into the cover of the hees as a huge
  Pterodac9 bearing a Lizard Man pilot swooPs low
  overhead. lf you have your fathels bow and arrows
  you may dttempt a shot (turn to JrB). Otherwise you
  can only watch the beast fly off into the distance,
  befoie moving on (tum to 154).
  a87-a89
  rE7
  Two gibbering Swarnp Goblins, both dressed in
  the livery of the Lizard King's army, leap for you
  bEndishing tiny jagged knives. You must fight both
  at once.
  SKILL 
  STAMINA
  First SWAMP GOBLIN 
  5 
  5
  Second SWAMP GOBLIN 
  6 
  5
  If they score two consecutive hits against you (either
  singly or between them), turn to 162. If you score
  two consecutive hits against either of them, or kill
  both outright, roll one die. If you roll 1-2, turn to
  2o8; 3-4, t]utrI].to a72; j-6, tum to 55.
  dE
  Gritting your teeth to steady your jangling nerves,
  you reach into the sa.k. Test lour Lilck. ll yo.u arc
  Lucky, turn to 2a5. If you are Unlucky, tum to 346.
  1E9
  The Lizard Men ride up - all eight of them! They grin
  arrogantty at you as you stand, sword drawn to face
  them. They kick their mounts and advance towards
  you, curved blades atthercady. There is no escape.
  Your advenfuie is at an end.
  
  ://'2
  /'Yr
  lr'"-
  r9o-t9r
  a90
  ln the moming Laskar asks you to follow him from
  the cavem, rnaking no rnention of last night's activi-
  ties. You climb high up into the hills until Buddenly
  the old man stops and points down over the edge of
  a vast €vine. You look to wherc his arm indicates,
  and find yourseu staring at an entire city, which lies
  acloss the floor of the ravine. 'Kha-rnek, city of
  warrior-kings, now accursed,' he says. 'I've spent
  all my Me in studying its secret6, but there have
  always been places that have defeated me. Down
  there, in the depths of the royal palace, are the
  deathless ones, the warriors who will sleep no
  more. I aln too old for combat, but you, well, I think
  you will be safu. Down therc somewhere, the
  legends have always said, arc the Arm and the Eyes
  of Telak, the Breat hope from your dreams. I am
  certain that the Arm is a huge bejewelled sword, but
  I do not know what fol[r the Eyes take. When you
  are read7, we will descend to the upper levels. You
  will enter there and do what you have to do, I will
  climb up and meet you at the temple high on the fa!
  wall,' He indicates it with a bony finger. 'There is a
  stail which leads up to it from behind the main
  chapel to Telak, I believe. Novr,' says Laskar/ tum-
  ing to go, 'let us see what you will need.'Tuln to 48.
  a9a
  White-eye leans over and whispers, as if being
  overheard. 'l have heard that Laska! i6 a changed
  man, that he gives allegiance to anothe! master from
  yours. Go along with him only as far as you must,
  
  r92-1,94
  aq2
  A hail of arrows lands alliround you. Men fall, the
  cruel barbed shafts pinning rhem io the blood-caked
  earth. Roll one die. If you roll t-4, none of the
  493
  You pou! the pitch and bales of straw and wood all
  a95-a97
  You turn and flee but tilsr'oi"u, and faces are all
  The emeralds n p ."19t 
  the crown. Rather
  I
  
  a98-2oo
  a98
  'Aha!' comes a rumbling voice in your ear. ''Ello, bit
  shy are yer? Cum to payyorlarst respeks, too? Cum
  on then, Cuzzinl' A very lar8e and ugly Orc reeking
  of alcohol slaps you on the back and ushers you
  forward up to the top of the hill. 'We're all family
  'ere, y'know. No standinl on ce-ree-mon-ee 
  or shy-
  ness.' Will you go along with this for the moment
  (turn to 287), or try to escape by kicking the Orc
  somewhere you hope he still has some feeling left
  and run away (turn to 23o)?
  499
  You oeep over the bridge and find yourself on a
  larger platform, from which lead a great number of
  covered hollows. Youpeer into one, and find it laid
  out like the inside of a hut, with shaw bedding and
  furs placed on the floor. Then you stiffen - a sliver of
  cold metal has just been placed against your neckl
  You duck and kick out, sending a warrior flying off
  the edge of the platfolm to fall to his doom. How-
  ever, there aae five other warriors and they are
  leady for you. Roll tlvo dice. I{ you roll less than or
  equal to your sKrLL score, turn to 292. If you roll
  higher than your s(rLL score/ tum to 324.
  20('
  You kip and knock over your lantem, but luckily it
  Etays lit. The sinister Shadow Ghouls creep across
  towards you, flickedng in the light. You must fight
  all three at once!
  First SHADOW GHOUL
  Second 
  SHADOW GHOUL
  Third SHADOW GHOUL
  SKILL
  8
  E
  7
  4
  5
  5
  lf you defeat the creatures, 
  tum to 337.
  2(,4
  You spur your mount on, but it is worn outftom the
  chase and gives way under you. As you fall, your leg
  gets happed under its body and you cry out in pain.
  Deduct 1 srAMrNA point. By the time you have
  extdcated yourself from the tangles of the saddle
  and stirups it is too late to run. Turn to 189
  202
  Before the first silver fingers of dawn aie in the sky
  you are up and about, prepadng to continue your
  joumey. Despite the dewy mist that dings to every-
  thin& you must be off quickly. From what the
  townsfolk have told you, thebest route seems to be
  tohead north and then slowly veer due east. Lecarte
  helps you get ready. While he helps you pack your
  things (induding z Provisions the townsfolk found
  somewhere), he tells you he has another plan.
  'Howsabout you adopt a disguise? Make yourself
  less human-looking, eh?' Will you decide to go on
  in disguise (tum to 141), or reject the idea (turn to
  8s)?
  
  2o3-205
  201
  You come to the wide wharf. Most of the old dock-
  land was destroyed by the bombardment, and the
  Lizard Men have now erected a maleshift quavside.
  There is a single guard every tifty paces oiso, each
  watching over a cluster of small boats, which are
  used to ferry men and materials out to the large
  galleys moored in the centre of the river. If you
  could dishact one, you should be able to $ab a boat
  and head up-river. Will you attack in a headlong
  rush (tum to 313), throw something to distract the
  guard (tum to 124), or try to sneak up on him (tum
  to 1.8)?
  204
  It's no good - you simply must iest after your rough
  night. You collect more Provisions and sit down in
  the shadows at the edge of a small sunlit clearing to
  eat. Tum to 3o7.
  205
  You make it - but only justl Obviously you are not
  much good dt jumpin8, you decidel The passage is
  narrow, sloping slightly upwards to end in a srnall
  door much like the one through which you recently
  passed. After much qeaking resistance, you pull it
  open, to reveal a liargish chamber lined with murals
  depicting legendary events. An altar is situated to
  one side, but seems to have lain unused for cen-
  turies, if the build-up of ancient spiders' webs is
  anything to go by. At the far end is an archway
  covered by an archaic lotting curtain. Turn to 14.
  
  tu6-2o7
  26
  Picking your way over grisly bodies, you sneak off
  along the trench. The floor of the hench seems to
  nse, for you are soon having to clouch fulthe! and
  further down to stay below the edge. A screeching,
  stomping noise makes you halt in your ha&s as it
  gets nearer and nearer- Will you peer over the edge
  of the trench to see what it is (tum to 2tr), or keep
  your head down (turn to 7r)?
  You slip carefully down the steep slope, but your
  feet diglodge small stones, which bounce noisily
  down ahead of you. The Tricelatops stops eating
  and lumbers towards you with a bellon.
  TRICERATOPS 
  sKrLL 12 
  srAMrNA 18
  The Triceratops has two attackg; treat the second
  attack as if you were being attacked by a second
  opPonent with the same sKrLL score. lf you defeat
  the creature, turn to 76.
  2oE-2ao
  .208
  'HalYes indeed, ha!'There before you iE a creature
  much like a stunted Two-headed Lizard Man - a
  Calacorm! 
  Mutteling to itself about what it's going
  to do to you, it l€aps towards you. The Calacom
  has two ahacks; treat the second attack as if you
  were being attacked by a second opponent with the
  same s(Il_L score.
  CALACORM
  9(rLL 5
  STAMINA 8
  lfit scoles two consecutive 
  hits againstyou, furn to
  3o5. If you score two consecutive 
  hits against it, or
  kill it, roll one die. If you rcll 1-2, tum to 47; )-4,
  turn to 333; 5-5, tuln to 213.
  209
  You rcach the hees, shouting aplmlling curses a t the
  man, who reveals himself to be wild-eyed and
  toughJooking, dressed in furs and leathers. 'You
  stupid son of a bristle-beast, 
  you shot my mount!
  Now what aml going to do?'you scream, quite livid
  with an8er. The man calmly peers out at your
  pursuerc. then tulns towardsyou. Tuln to 2r.
  2ao
  You lift the earthenware mug to your lipg and make
  the dtual slurping sounds. You think you've got
  away with it, but your Orc companion, having
  finishedhis muginone Bo, helptully lifte the base of
  your cup for the gluesome liquid to flow into your
  mouth. You have no option now but to drinll Tum
  to 45.
  
  ,11-2t3
  You lift the curtain and creep towatds the other
  alcove, but the Giant Slug has seen you and slithers
  forward, its huge maw drooling saliva and slime.
  Ready your sword and tum to 375.
  You! shot rin8s true and one of the Swamp Goblins
  falls tifeless into the water. The other boats draw
  near, though, arrd you must fight them, a boatful at
  a time. This is not going to be an easy bat0e.
  SKILL
  First SWAMP GOBLIN 
  6
  Second 
  SWAMP GOBLIN 
  i
  Third SWAMP GOBLIN 
  s
  Fourth SWAMP COBLIN 
  6
  Fifth SWAMP GOBLIN 
  5
  If somehow you defeat all the raidels/ turn to 275.
  213
  You see a chance, a weakness in the enemy lines.
  Screaming for everyone to follow you, you make a
  mad dash straight at the ranks of heavily armed
  warriors ahead of you. Roll two dice. lf you roll less
  than or equal to your sKrLL scoie, tuln to 21. If you
  loll hither than you! sKrLL score, tum to 288.
  244
  Shouting wildly to Lecalte to ,Get the heck out of
  tinue your explorations (tuln to 183).
  2!4-215
  9TAMINA
  5
  5
  5
  5
  5
  fi
  
  zab
  The door flies open and you dart throu8h, along
  another short co[idor and to another door. As you
  reach it you kick it open, leap into the room beyond
  and slam the door. You Dause for a moment to
  collect yoursel{, dose youi eyes and take a deep
  breath. Then you open them! Your feet are getting
  wet. You gaze around in panic - the room is leaking!
  Blood-red water is pouring into the room through
  cracks in the walls and ceilins. Blood-red water?
  Oh, Telakl It is blood - the room is bleeding! What
  sort of corrupt evil has infested this place to cause
  this? As your mind reels you are distincdy aware of
  thumps against the door. It flies open, and four
  Lizard Men stride in. Momentarily confused by the
  shange angle of the room, and its disturbing con-
  bents, they quickly recover and leap to the attack.
  You must fight them two at a time; because of the
  conditions, you must all fight with 2 deducted from
  your Attack Shength.
  SKILL 
  STAMINA
  Fnst LIZARD MAN 
  I 
  ro
  Second LIZARD MAN 
  9 
  g
  Third LIZARD MAN 
  8 
  8
  Fourth LIZARD MAN 
  9 
  9
  If you defeat the Lizard Men, turn to 82.
  
  27.7-249
  247
  Immediately therc are dozens of swords and
  notched arrows pointing at your neck, and each
  weapon is held by a coolly Bdnning Lizard Man. It
  was a hap! Laskar tums, a look of delighted malice
  onhis twisted face.'HalSoyou are here, you young
  dupe! Do you have with you the Arm of Telak?'
  Well, do yol.r have the sword (tuIn to 248) or not
  (tum to 133)?
  218
  You pull yourself up into the splead bnnches of a
  tree, brush off a few spiders and bugs, and settle
  down to sleep, wrapped in your cloal and listening
  to the chirping ofthe nocturnal insects. Tu:rn to 56.
  249
  You awake with a startand try unsuccessfully to sit
  up. You struggle, but find you cannot move any-
  thing except your eyelids, as you ale trappedinside
  a huge, matted spider's web, You curse arld
  wriggle, but to no avail. Then you see the Spider! lt
  is easily the same size as your head, coveredin black
  and orange stripes like those of a wasp. It wriggles
  down until itis perched on your chest, and stares at
  you. Will you struggle to pull yourself fiee (turn to
  235), strain to reach the dagger at your belt (turn to
  37o), or lie still (turn to 291)?
  220-22,t2
  220
  Screaming with one voice, the hordes of Evjl race
  aooss the battle-plain. Carrion-crows and \,.ultures
  rise into the air above them, screeching in anticipa-
  tion. The first shock waves dpple through the lines
  as the sides meet, and for a moment everything is
  utter confusion, You were warned to stay nea. the
  rear of the force, but now you must face an oppo-
  nent - though in the confusion you won't know
  who it is until you are conJronting theml Tum to
  one of the followinB: to, rt2, a72, r87, j22 or !82.
  Reminding yourself to be more vigilant in future,
  vou march on, hacking your way through the
  jungle's tangled undergrowth. The going becomes
  easier as you find the rhlthm atain, but you will
  never be used to having to slash a path lor yourself.
  r urn ro 9r4.
  Varooomm! You! a:rlow striles the virulent Ditch,
  rvhich erplodee in an immense cloud of flame and
  decimatei the ar€a. You hurry away from the
  smouldering ruins of the siege engine, congratulaF
  ing yourself on a job well done. Add 1 LUCK point
  and turn to 363.
  
  223-225
  As you depart, Lecafte leans over and embraces
  you, and whispers in your ear: /Search out White-
  eye. He'll help you, I'm sure ofit. But don't mention
  I told you so, all right?'
  'What about you, Lecarte?'you ask. He tells you
  he's going to head furtherwest, searching for news
  of his father. You bid him farewell and set off again
  Aie you Boint to head north (turn to roo) or east
  (turn to 251)?
  You have time to fire one arrow. It flies tlue and
  hits its target in the amorphous head region. The
  creafure screams, and lunges for you.
  GIANT SLUG
  226-228
  glints on your kni{e, and then on the claws of the
  Panther.
  BLACK PANTHER 
  sKrLL to
  Iiyou win the battle, turn to44.
  STAMINA 8
  Ifyou defeat the Giant Slug, turn to 152.
  225
  Your mind racing, you realize there's no room to
  swing a sword up here, and carefully unsheathe
  your knife. You are just about to strike when the
  moon comes out from behind a cloud, affording you
  aglimpse ofthe creature.It's an enormous Panther,
  black as night. and it is dragging the body ofa small
  deer up into the tree to eat. As you gaze at it, you
  realize the creature is staring at youl The moonlight
  STAMINA 
  10
  226
  The emeralds flip out of the crown. Rather
  sLrangely, both have flatbacks, but when you hold
  them together you see why: they are tlvo halves of
  the same huge stone. Congratulating yourself on
  Your acquisition you secrete them in youi rucksack
  and move on. Make a note of your find on your
  .ld0enture Sheet a d,htr^to 78.
  Katya leaps behind the rocks and scrambles out of
  sight, and you are not far behind. The riders
  ihunder up to where you are hiding. Both of you
  freeze, but then Katya Slimpses something and
  screams: 'Caarth!' Surely notl The dreaded Snake-
  rren of the Des€rt of Skulls can'f be raiding this far
  east! Katya springs up, her sword already in her
  hand, as the derc tum and gallop towards you.
  \ ou stand too, ready forbattle. TuIn to 247
  229
  The two gems slot into the hilt perfectly, and power
  .ourses through your veins! The emerald Eyes of
  Telak Bleam with holy energy. Waving the sword
  :bove your head, you cry, 'Telak be with me!' and
  eap for Laskar. Turn to 4oo.
  S(ILL 
  6
  
  24
  229
  You pause b€forc the magnficent alta!, offedng a
  prayer of thanks to Telak. The jewel is a huge ruby
  suspended from a glitterint chain, and rcsting on a
  cawed plinth. The piece is exquisite; how it could
  have rcmained untouched here in this place of Evil
  is a miracle. You gaze deep into the ruby, marvelling
  at the file that flickerc at its heart. And tl.en the
  dicking starts, like the tapping of a huddle of blind
  beggars, like the creating of a windmill in a gale.
  Froh both sides it comes - and something, no
  sonet in$ - are moving in Ore shadows, Therr the -
  $e thinss step out flom the shadows, in all theii
  insane 81ory. Skeletal, spiderlike bodies ale topped
  by bizarre tlavesties of human features, long dead
  and long enslaved by Chaos. These are the
  lshkarim, dernonic guardians aeated by the Demon
  Lords to watch over their most imDortant treasures.
  As the ice-cold gaze of their dead iyes takes in your
  features you shudder, your heart sinking in your
  chest. But still. ilyou have come this far . . . Arc you
  wearing a priest's robe (tum to a5) or not (turn to
  ?o)?
  
  2to-211,
  230
  A grdnt Running Lizard snarls doqn at you. a
  heayily armoured Lizard Man perched in a saddle
  on its back is poking at you wiih a javelin.
  RUNNING LIZARD 
  sKrLLT 
  srAMtNA 8
  232-213
  212
  'Forgive us. For many long years we have awaited
  ihe command of a captain from Vymoma so that we
  may turn to ourrest. We hear now and obey at last.
  Our battles are over.'The spirit 5alutes you and
  'ades slowly away into the mist. you shudder,
  rvaiting for your nerves to calm, before moving on
  ancl marching east. The sun finally breaks through
  the mist and soonthe sky is clear. Voupause atnoon
  to eat some Provisions (deduct 1 meal from your
  Atloeflture Sheet). Tuln to 252.
  233
  
  214-2t5
  234
  .,,
  Roll two dice. If you !o11 less than o! equal to you!
  s(tLL scole, turn to 25, lf you toll higher than your
  sKrLL gcore, turn to t91.
  215
  During the night you wake, and for a moment
  47-44
  237
  Sneaking around the pen between the fence and
  some ramshackle tents, you come across a small
  Lizard Man sitting near a tethered Pterodactyl,
  snoozing in the hot sun. Obviously the pilot of tlrc
  beast, he is dressed in supple leathers and wears a
  peculiar hat like a skull-cap on his head. 'tou must
  creep past him if you are to continue. Roll two dice.
  If you roll less than or equal to your sxILL score,
  turn to 11. lf you roll higher than your srr LL scote,
  nrm to 17.
  238
  Each of the three boats - nalrow, sleek and low in
  the water - carries two Swamp Coblins. Small darts
  from their blow-pipes start to fall in the water
  arornd you, You can take evasive action (fum to 4o);
  shoot at them from a distance v.ith your bow if you
  have one (tum to 2a2r, gt sail right at them and
  prepare to attack (turn to 1o9).
  
  239
  24O-244
  21to
  Make a note on yourAdamt re Sheel ott.ow F,i.al].y 
  ol
  the eight Lizard Men escaped you. 'They')l be back
  with reinforcements,' says the man, as you watch
  them dde away.
  'That's all very well,' you reply, 'but who on Titan
  areyou?'He introduces himself as'the one and only'
  Iulius LeLarte, ddventurer and trdder, roaming
  Southern Allansia with Snag, his pet Sabre-toothed
  Tiger, in search of his explorer father, Tadeus, who
  disappeared several years ago. You haven't heard of
  his father, you tell him, but go on to relate the tale of
  your adventures so far. 'We should really head for
  Capra, about half a dozen leagues from here,' he
  tells you. 'They're holding out against the raiders
  for now and thev're still able to orovide a safe haven
  for a tugitive. When Vymorna f;[s, tho ugh, ifll take
  all of the Axehead Plains with it, worse luck. Now,
  about these Lizard Men o{yours . . .'Tum to 79.
  244
  The Goblins are well behind you but the river is now
  rough with white-water rapids, which are making
  headway difficult. Will you keep going (tum to 364),
  or pull over to the bank (turn to 317)?
  219
  You pull yourself over the edge of the escarpment,
  to find yourself stadng into the lively eyes of a
  wizened old man. You flinch back as he pushes his
  staff towards you, then grin and use it to pull
  yourself up. 'Laskar?' you ask.
  'The same. Welcome, I have been expecting you.'
  The manis veryoldand looks shabby, butsprightly
  and quick-witted. He leads you up the rocky hillside
  to a large and very cosy caverr. Over a tasty rock-
  rabbit stew he tells you how he knows of you. 'My -
  or should I say our - master came Lo me in a vision
  thrce nights ago, though he is hard-pressed, and
  bade me aid youinyourquest. This I willingly do. In
  the morning we have much to do, io for now you
  should take as much rest as you can.' He reltlses to
  answer any questions tonight, and commands you
  to sleep. Eventually you give in and do so. Turn
  lo 236.
  
  242-24t
  You creep carefully between the trees to where the
  btds were wheeling. Ugh!Up ahead isa most grisly
  sight. The body of a lightly armoured warrior,
  obviously an explorer or adventurer, is pinned to
  the hunk oI a hee by a[ows and sp€ars, Worse, his
  chest has been slashed by a huge set of claws that
  could only belong to Bomething like a very large
  tiger!The explorer's pack holds some dlied ntions,
  which count as 2 Provisions and which vou mav
  take with you if you wish (mal<e a note on yo;
  Afu)entwe Sheet ilyotd€cide 
  to do so). After all, you
  morbidly reflect, he won't be needing them where
  he's gone. Tum to 80.
  243
  You pull youls€lJ up into the hee. There's a small
  hollow in the branches, and lying in it is a large
  man-sized bLrndle wrapped up in leaves and vines.
  Will you inv€stigate this strange object (turn to 394),
  or dirnb back down and take the bridge (tum to
  aDl?
  
  244-245
  244
  The passageway narrows lultil it is iust wide
  enough for you to squeeze down. The smooth walls
  tum rough and you seem to be heading deep into
  the mountainside! Suddenly the tunnel stops in a
  small, dusty chamber. There is nothing in the
  chamber, and no exits lead from it. Thank Telak you
  werenlt trapped in here by the Lizard Men. You
  shudder, and squeeze your way back to the junction
  to take the other way. Turn to 395.
  .+,
  The sun scorches your neck and arms again as you
  cut your path away ftom the temple, glad that you
  brought your tlusty hunting-knife with you. Turn
  ro 2o4.
  246
  The door creaks open after a lot of pushing to rcveal
  a small, rubble-shewn corido!, which leads off into
  the darkness. Will you go on (turn to 276), o! retnce
  your steps and explore behind the curtain (tum to
  a4?
  247-248
  247
  The riders throw back their hoods and you gasp in
  amazement. 
  They are Snakemen, 
  cruel raiders from
  the westem desert lands! Katya faints clean away,
  her fears confirmed. You prepare to fight them but
  there's no contest against four such warriors. They
  stake you and the prone body of Katya out in the
  sun and ride away, never having said a word. The
  hot sun ses higher and higher in the sky. After
  only a few minutes, youaredesperate 
  for shade and
  rvater. For a while you manage to croak some feeble
  cries for help, but soon your throat is so dry no
  sound comes. The hours go by. Night comes and
  8oes. Around noon on the Iourth day Katya dies.
  'Iest your L ck.lf you are Lucky, turn to 155. If you
  are Unlucky, turn to 72.
  248
  Laskar grabs the bundle from you and urrwraps it,
  lus eyes lighting up greedily. 'Now, you innocent
  iool! Do vou have the Eves too?' demands the old
  hermit in a crazed voice, You reach into vour oack
  and ret eve whatever Semstones you iout'd on
  yourtravels. (If you have no gems, turnto57.) With
  a disdainful gesture you scatter them across the
  floor. Laskar dives for them with a mad shout and
  vou lash out at him. Roll two dice. II you roll higher
  ihan your sxrn score, furn to 57. If you roll less
  lhan or equal to your sKrLL score, turn to 46.
  
  249-252
  249
  'l'm sorry. It may be worth a king/s ransom in the
  frozen north, but here if s more plentiful than grass,
  and I have enough to beautify the ugty girls of half a
  continent!'Turn lo rl and choose again,
  Test your Luck.ll yott are Lu&y, tu.n to 325. If you
  are Unluckv, furrl to 66.
  254
  The sun lises, but the mist remains, hanging lan-
  guidly h the damp aif. It is very, very quiet, and
  nther spooky. Will you keep heading east (tum to
  354), or go north instead (tum to 3oo)?
  252
  The Black Panther flops down on to the blanch like a
  worrying dexterity. After two horus or so, the great
  25J-254
  beast stands and tidily pushes the bones of its meal
  off the branch. It shetches, arching its back, and
  skides off into the dalkness. As it reaches the edse
  of the moonligh t, though, it turns and sniffs the air,
  and stales right at where you are hiding. It fixes
  your eyes with its own, blinks once, nods its head
  slightly, and then leaps away into the night. You
  have had a lucky escape. 
  Should you ever encountet
  a creature with such eyes again you may turn, if you
  wish, to paragraph 142 instead of to those to which
  you are directed. Make a note of that number on
  your Adoentrare 
  Sheet, and then tum to 44-
  You hurry bacl up the na rrow passageway 
  to the
  chamber with the stairs. Pausing justi moment to
  get your breath back, you head on up the stairs.
  IUrn to 101.
  You iabb€r something along the lines oi 'Oh, my
  lady, your most humble servant apologizes for his
  rude intnrsion!' Bowing low belore the astonished
  creature, you step backwards, making to leave the
  te l. Test your Luck. lf you are Lucky, you leav€ the
  tent safely (turn to 3r9). If you are Unlucky, she
  reacts angrily and attacks you (tum to q9).
  
  ,-\ 
  ]
  255-256
  A set of crumbling steps-ieads up to a large door
  marked with skange, arcane symbols. You listen
  carefully at the door and hear a sound like metal
  coins being rubbed together. You ready your
  sword, take a deepbreath, and kick the door. There
  is a massive thump, but the door remains closed.
  Irom inside the room comes a crashing sound. You
  kick the door again and again, but nodning will
  budge it. Then, to your horor, the door is flung
  open with a resounding crash. There, in front of
  you, is a terrifying si8ht. Framed in the doorway
  stands a Warrior-king from lost ages past. He has
  been dead a long time, but something has lesut-
  rected him and set him to guard fhis ancient room.
  He caries a long javelin, poised ready to thrust at
  you, and on his head sits a jagged crown studded
  with emeralds. You must fight him.
  WARRIOR-KING 
  SKILL 10 
  srAMrNA 11
  lfyou defeat this ancientheio, tum to 326.
  256
  'Ahal' White-eye declares. 'Now this is interesting!
  Who would ever have thought that such a pretty
  thing could be made of lead? Yes, f take this, with
  many thanks.'Tum to 191.
  
  257-259
  257
  You kudge on. Every few seconds, it seems, you
  wipe the perspiration from yourforehead, but a few
  moments later it is back. The ground slowly rises,
  becoming rougher and more broken. After a while
  you are having to scEmble around large boulders
  there, grazing, is a Triceratops, a huly enormous
  three-homed armoured dinosau!. You can't really
  hope to sneak past it, surely, but perhaps you
  would like to try (turn to uo7)? Or maybe you would
  rather walk along the ridge in search of a detour
  (turn to 327)?
  258
  The rubble gives way and you arc falling. In a panic
  you grab out and manage to connect with a slat of
  wood hanging over the edge. And then that gives
  way and you fall to your doom.
  259
  As itloses th€ evil sparkthatanimated 
  it, the ancient
  to a97), or would you rather leave and continue your
  exploration (tum to 31o)?
  25o-261
  2b
  At the last minute, the beast shies nervously away,
  rearing up in fright. Unus€d to such an action, you
  fall backwards from the saddle and Ia nd heavily, the
  wind knocked out of you. You look up into a forest
  of spear- arld sword-points, and you know the
  Lizard Men will not acceDt vour surrender. Your
  quest is at an end befole it ev;r really Btarted.
  26a
  You push through the ruined doors ofa huge ware-
  house - and imnediately regret it! The floor of the
  building is swarming v/ith rats: huge, black, shabby
  Wharf Rats, which are making short work of a skay
  dog. Will you fight your way throuth them (tum to
  315), or try to escape (turn to 126)?
  262
  Your heart sinks as you watch the arrow fall short
  and land harmlessly in some bushes, There is no
  time to prepare and file another one. DespeEte
  action is called for. Will you run forward to light the
  hap with a taper (tum to 2r4), or try to flee the copse
  on foot (tum to 34o)?
  263
  With a victorious shoutyou buist {ree of the enemy
  lines and run off towards the ooen Dlains. A few
  Lizard Men and Trolls give chise,-but they are
  swiftly caught and dealt with by your fellows. As
  vou sprint away, you hear their war-cries spurring
  vou on. Add r rucxpointand tum to 5j.
  
  254-255
  264
  You glance about frantically, the footsteps making
  you panicky and confused. There is nowhere to
  hide in here. . . and then you see it, a large metal
  ring with a key attached to it, lying half-hidden
  amid some dusty trash a few paces away. You grab
  it, fumble with the lock, and then it's openl You
  escape. Turn to 216.
  265
  This Orc is huge, brown-skinned and brawny.
  Wha(s more, the shaman is so angry at having a
  'yooman' at his cetemony that he joins in tool The
  other Orcs are too drunk to join in, but you must
  fight these two.
  SKILL 
  STANTINA
  ANGRYORC 
  6 
  9
  SEETHINGSHAMAN 
  6 
  5
  If you somehow defeat the two livid humanoids,
  fum to 23o.
  266
  You flatten against the wall, but from behind you
  there comes a clattedng sound. The two Olcs are
  uponyoulYou must fightboth of them at once.
  FiTstMARSH ORC
  Second MARSH ORC
  If you defeat them both, turn to 379.
  267
  The slope tums into steep steps. With your sword
  in one hand and your lantern in the other, arms
  outstretched for balance, you carefully darnber
  down the twisting steps until you rcach a fair-sized
  chamber. Its walls are carved with 
  inticate
  pattems, wfuch seem to detail legendary events
  from ancient history. There is also a small altar,
  deconted with sunbeams and other symbols of the
  sun goddess The room is littered with deb s and
  dust, but apart from the odd spider weaving yet
  another cobweb there is nothing of interest to you
  here. There are two exits from this room: a wide
  archway covered by a large rotting curtain (tum to
  4), and a small metal-bound door, which hangs
  halfoff its hinge!, to your rlght (tum to 246).
  266-a67
  SKILL 
  STAMINA
  67
  66
  
  268-269
  268
  You cleep up to the gaudy camvan and rap on th€
  frame beside the curtained door. From inside you
  hear sounds of something bustling about, and then
  the curtain is pulled back. A very bror.m, wizened
  old face with milky-white eye8 pee$ out at you,
  bearing a welcoming grin. The old man snortg in a
  peculia! fashion, and beckons you to enter, saying,
  'Ah, there you are! Come in! Come in! DoI|] t stand
  out therc all day!' Surprised, you dimb the sma.ll
  steps and enter, Tum to 6a.
  269
  The statues ale finally shattered and smashed - but
  at quite a hi8h cost to your sword, which is notched
  and blunted. Reduce your Attack Shength by 1 . You
  listen at the door, and hear ceaking, like a door
  blowing in the wind. You lislen again, but the noise
  has stopFd. Grippin8 your sword, you push open
  the door. Tum to a53.
  
  27O-272
  270
  The u/ind whistles about you, but all you can think
  oJ is the pdir of gigantic claws digging inLo your
  shoulders. The smell is pretry foul, too, like the
  27a
  fallen rocks, but levels o{f after only a few paces.
  Will you continue ahead (turn to 154) oi fo;k kft
  (turn to 351)?
  who it could be. Will you keep to your path (turn to
  a76) or f'x.d somewhere to hide before the dders
  arnve (tum to 227)?
  273-275
  The Black Panther sees you, snarls, and the moon-
  light glints on its claws as it leaps at you
  BLACK PANTHER 
  sKrLL 10 
  sraMtNA 10
  If you defeat the great beast, turn to 44.
  274
  You carefully pul open one of the towering double
  doors and slip through. A wide corridor leads away
  into the darkness, twisted at such an angle that you
  have great trouble walking along it. It iE also littered
  with rubble, and the left-hand wall looks very un-
  safe. The passage fums right after twenty Paces or
  so, and down some well-worn stePs. You creeP
  down carefully, managing to avoid the wo$t
  rubble . Now you come to a T-junction. Will you take
  the left passage (tum to 312) or the right (tum to
  1.96)?
  275
  You have been so busy fighting off the Swamp
  Goblins that you have failed to nohce the white
  waves, which you are now fiShting to row against.
  You have come to an area of white-water rapids,
  where many keel-splitting rocks lurk just beneath
  the surface. Will you push harder against the flow
  and continue up-stream (fum to364), or steer a tack
  for the side (turn to 317)?
  
  276-278
  2N
  And then . . . Test your Luck.Il you are Lucky, tum
  to z8r. If you are Unlucky, turn to 3o4.
  277
  The henches divide again. To the right there are
  signs that it is a new construction, for the earth is
  fresh and dark. The noise of battle is gettinB dose!.
  Will you take the dght (tu rn to 12j) or the left trench
  (tum to 18)?
  278
  You hack down a largebundle ofbranches and wide
  leaves, and lay them out like a mat on the damp
  Bround. As you work, the sun sets and the cool
  jungle dusk is suddenly upon you. As darkness
  falls, the only sound you can hear is the lapping of
  fhe water justan alm's lengthaway. And then, from
  the water . . . Turn to 372.
  279-t6o
  
  281,-283
  28L
  Just in time, you stop yourself from falling as the
  floor gives way to reveal a deep hole, an old well,
  perhaps. Rubble bounces down into the measure-
  less depths. You could retrace your steps and leave
  the larger room by the other exit (turn to a4). Other-
  wise you must jump the well. Roll two dice. lf you
  roll higher than your s(rLL score, turn to 334. If you
  roll less than or equal toyour sI<rLL score, turn to 95.
  282
  Cutting away the plants, you find a pile oI smooth,
  worked stones. No/ not a pile-a wall.It seems that
  people actually lived and built in the midst of this
  dense jungle. Will you investigate further (tum to
  342), or set off again on youl joumey (tuln to 9Z)?
  283
  Test your Luck. Ilyot arc Lucky, turn to 83. If you are
  Unluck, turn to 157.
  
  284-285
  284
  You and the strange man set an ambush for the
  eight Llzard Men pursuing you. You may use as
  many arrows as you have left and kill one Lizard
  Man with each arrow. Your companion picks off
  two more with his arrows. Then, Irom the low
  master. Tum to 24o.
  285
  Vvhite-eye simply steps ba& from you and makes a
  weird clicking noise with his tonzue. irom the
  flickering candles in everycorner of the room flames
  shoot towatds the ceiling and coalesce into a glow-
  mg light, which flows aroundyourhead. A sc;am-
  ing whistle grows in your head as the Guardian
  Spirit engages you in mind combat.
  2.85-287
  Fight as normal, but instead of comparing s(rLL
  ',rith one die roll, the opponents in a mental tight
  ioll two dice and add the result to ther srAMrNA
  :core to find thetu Mental Attack Strength- The
  npponent with the lower score loses two srAM rNA
  points as in a normal fight. If you defeat the
  Cuardian Spirit it will fade away into nothingness.
  Turn to 328.
  2E6
  The rubble glves way beneath your feet and sud-
  denly you are falling into a hole. You llail about in
  panic, and manage to catch hold of a plank ofwood
  hanging from the side - which gives way, and you
  plummet down the ancient well to your doom.
  287
  The foul, alcohol-sodden Orcs greet you as one of
  their own, giving you plenty of smelly hugs and
  prods. None of them seems to be in any state to
  realize that you are in disguise. One very deaf old
  Orc leans over to you and bellows in your ear.
  "Oose sprogling are yoo, then? I naint s€en yoo
  before!'The pa*y goes deathly quiet. Who will you
  say you are:
  Your real name?
  Shagbad, child of Skurftic?
  Ugrat, child of Kuzbag?
  Tum to 66
  Turn to 35o
  Turn to 163
  GUARDIAN SPIRIT
  STAM IN^ 16
  
  28E-291
  2EE
  With a shock of irnpact that sets your arm ringing, a
  massive Cave Troll in Lizard Man livery careers 
  into
  you, stopping youin your tracks. Battle isjoined.
  CAVE TROLL
  sKrLL 9
  Ifyou de{eat this powerful enemy, turn to 23.
  Immediately it is very
  2V
  cool
  liSht your lantem and peer about you. The passage
  is decorated with rows of stafues, now toppled and
  smashed, The floor beneath you! feet may once
  have been a flight of steps, worn smooth to a
  shallow slope, which dimbs down into another
  covered courtyard. From here lead off two pas-
  sages. both dark and uninviting. Will you take the
  one to the dght (tuIn to 12) or to the left (tum ro
  267\?
  290
  The ground becornes 
  more rolling and grassy. You
  leap a small rocky stream and bound off tor\rards a
  copse. Would y;u rather avoid the trees (tum to
  2ol) or head stlaight for them (tum to 3o3)?
  2.l4
  The web twists tighter ani tighter around you until
  you are completely immobile. The only parts you
  can move are your eyes, which slowly widen in
  sheer teror as the Wasp Spider begins to feed. Your
  advenfure ends here.
  STAMINA 9
  292-291
  292
  You gnb your rucksack, dive for the liana, swing
  down and hit the ground at a run, expecting every
  moment to feel the dull thud of afiows into your
  back. There are howls of anger but nothing foUows
  you. By mid-afternoon, 
  when you stop to pick more
  fruit for you r Provisions, you are well away froln the
  area. You are annoyed that your rucksack is empty,
  but at least you have something to c,trry your
  supplies in (cross off eve{4hing except your sword,
  knife and rucksack from your Adoenture Sheet\.
  While you ale eating, you hear a loud flapping
  coming from through the &ees. Test your Luck. ll yott
  are Lucky, tum to 186. If you are Unluckt tuln to
  99.
  43
  The ruby slips into the hilt of your sword, glowing
  dully in the semi-darkness. With a howl for
  vengeance you leap for Laskar. The old man looks
  momentadly horrified, but paries your blow easily
  with his staff! Where is the fabled power of the
  weapon? An alrow thumps into your shoulder,
  another into you! leg. You drop to the giound and
  the Lizard Men close in, swords iaised for their final
  blows. Yourouestis at an end.
  - and very dark. You
  
  294-296
  294
  You are now deep inside the enemy camp, andyou
  mustbe even more \rigilant. Looking ba&, you can
  see a hemendousbattle ragin8 away on the western
  side of V)'rnorna. Close by, though, a large catapult
  is bombarding the city with blazing bales. Will you
  sneak on ( turn to 363), or try to find some way to put
  ihis siege engine out of action (turn to 115)?
  295
  Suddenly an angry shout comes from the direction
  of the north bank and instinctively you dive for the
  bottom ofthe boat. Arrows thud into the wood. Roll
  one die. If you rcll 1-2 you are hit by an arrow:
  deduct 2 srAMrNApoints. By the time you Peer out
  again your boat has floated past the danger. In the
  centre of the river a huge galley sculls by, and
  disappeals into the hazeagain. Thanking your stars
  that you chose tohugthebank, you rowon. Tum to
  376.
  296
  Stepping over ftesh bodies, you sneak along the
  trenches. The route divides, but you keep on head-
  ing in what you hope is the same direction. You
  meet anotherjunchon; as you stand decidingwhich
  way to go, a noise comes ftom the righFhand
  hench. Will you stay back in the shadows and listen
  to find out who it is (tum to 338), or leap out and
  challenge them (tum to 43)?
  
  297-299
  297
  You step into the next chamber - and 6nd more of
  29E
  Your arms are strong anj manage to pull your boat
  crear ol the cufient. You beach the small crafl.
  3oo-3o2
  300
  The country north of Capra is gently rolling downs,
  but a deep, morning mist hides most ofit. It is cool,
  and just a tinge spooky, tool Still, in the quiet you
  should be able to hear anyone approaching you.
  You tludge north. By mid-morning the mist still
  shows no sign of lifting. Arld then, from up ahead, a
  bell starts to toll. You pause, thinking you imagined
  it. No, there it goes again! Thafs funny, you thinl,
  no one in Capra mentioned any settlements along
  this route. You decide to investigate. Are you in
  disguise (tum to p2) or not (tum to 359)?
  loa
  The staircase spirals on up, though thankfully its
  condition is not too bad. Eventually, after a taxing
  dimb, you reach the top, where your way is ba ed
  by another small metal-bound door. You sneak
  through, into a dingy anteroom. Through an arch-
  way you can see into fhe femple. Laskar is standing,
  his back towards you, as if contemplating the small
  altar before him. Will you enter and join him (tuln to
  217) or wait amomentso as not to disfurb him (turn
  to qo)?
  302
  As the horse reaches your tree, you leap out with a
  cry. Itis a woman, obviously human, and dtessed in
  a dusty messenge/s uniform. She is startled, and
  goes to draw her sword. Will you attack her (turn to
  384) or lower your weapon and greet her (tum to
  195\?
  
  Jo3-304
  Jo3
  You are nearly at the copse, and you seem to be
  escaping fuom your pulsuers. And then, against all
  the odds, there's the rush ofan allow ftom the trees
  and yourmountfalls from under youl You fumble to
  the Lizard Men (tu m to 189) or run for the trees (turn
  to 2o9)?
  304
  The rubble gives way and suddenly you fall into a
  hole thathas opened up beneath your feet. You flajl
  wildly and manage to catch hold of a ptanl of wood
  hangingfrom the side. I hen thatgives wayand you
  fall down the ancient well . . . to vour drrom.
  3a5-306
  305
  You turn round and head back in what you are
  cerLain is the direction of Capra. The mist is very
  confusrng, though, and you are not at all sure that
  you are going in the ri8ht direction. The howling
  starts again, this time to the south of you, though
  you cannot decide how far away. Every part of you
  is saying'RUN!'and you are barely controllingyour
  fear. Hold it! Haven't you passed those bushes
  before? Are you walking in circles now? You could
  continue walking (turn to 1o2), or stop here and
  hope the mist eventually lifts (tum to 398).
  too
  Your sword shatters, smashed into severalpiecesby
  a vicious blow ftom your opponent. You reach for
  the dagger at you! belt, bLrt another blow connects
  with your head. An arrow thuds into yourwdst and
  you drop your dagger. The third blow comes and
  you fall face down in the blood-red mud.
  
  3o7-3oE
  107
  The afternoon sun is very warm, but it's quite
  pleasant in the shade. Just a blief pause, you
  promise yourself, unbuckling your sword and
  laying it beside you. You close you! eyes. The trees
  rustle in the ble€ze, though you don't feel it on your
  face. You open one eye, toseeyour 6word, still in its
  scabbard, apparendy moving across the grass under
  ib own steam! You sprin8 to your feet. All around
  you, swinging in the branches, are hordes of srnall
  six-limbed monkeys - Krells! As you move they start
  chattering excitedly, and the noi6e is deafening! 
  The
  one dragging away you! sword i6 just about to
  swinS off into the trees. Will you leap and attack it
  with your knife (tum to 33a), shoot it with an arow
  from youi fath€1s bow, if you have it (turn to f9o),
  oi simply chase after the qeah.rle making a
  threatening noise (tum to 2o)?
  308
  The panther-god figurine clunks on to the platform,
  and all the warriors gasp the same word: 'Sku-
  Rachi!' They Lneel, their heads pressed to the floor
  in a gesture of total subs€rvience. All, that is, save
  the pdest, who picks up the ligurine, examines it
  closely, and draws his knife. You must fight him,
  and withyour AttackStrengthr€ducedby 
  2because
  you are unatmed,
  WARRIOR PRIEST 
  sKrLL 7
  If you defeat the priest, turn to 336.
  STAMINA 
  6
  
  i
  j
  349-3ao
  309
  As one, the ddels throw back their hoods. Snake-
  men! The legendary rulers of the Desert of Skulls.
  sun, at first calling weally for help but soon becom-
  ing so parched you cannot utter a word. You feel
  yourself becoming delidous, but manage a pmyer to
  Telak. Test your Luck,lf you are Lucky, turn to 15G. If
  you arc Unlucky/ you will not survive, and your
  adventure hust end here.
  1ao
  You push open the door at the fai end of the room,
  and find yourself looking down a flight of crurnbling
  .stair5. You carefully pick your way down, and fol-
  low the passage thdt leads from them to an old and
  dusty room, again littered with small pieces of
  rubble from its aacked ceiling and walls. In a far
  comer, what appears to be a stafue or may be a
  fountain casts grotesque shadows in the lantern-
  li€ht. You may examine this (tum to 5o), or leave by
  the dark passage which leads off opposite (turn to
  2'7L).
  I
  11.1.-343
  3aa
  You push away the remains of the door arrd peer
  into the room, which is angled so steeply that it is
  alinost completely on its side and is full of statues
  and idols. They lie piled high, scattered across the
  floor like bodies in the aftemath of a battle. There is
  an exit on the far left wall. You may enter the room
  to which it leads (turn to 138), or retrace your steps
  (turn to 353).
  342
  After you have gone ten paces or so, the corridor
  opens out into an almostlevel-floored chamber only
  a few paces across. A stone bench is set into the wall
  on either side of you, and opposite you steps lead
  down into the darkness. You may rest here and eat
  some Provisions (checkyotr Adaenture Sheet), rtyou
  wish. Turn to 2.
  t'J
  A guard looks up and sees you. You look back at
  him, and then you both grab for your weapons and
  rush to attack!
  LIZARD MAN
  GUARD
  SKILL 8
  Ifyou defeat him, turn to 181.
  STAMINA 9
  
  3a+-347
  344
  Keeping close to the northem shore, you paddle
  againstthe gentle current of the slow-moving dver.
  The river-bank is sparsely vegetated at fir6t, but
  the hees b€come thicker as you come closer to the
  iungle, There is no sign oI any more Lizard Men, but
  you keep a wary eye open an'.way. Tum to 295.
  The Wharf Rats squeak in tenor, and scuttle back
  into the rubble. You are amazed, but you will not
  stick around for tpo long in case they come back.
  Turn to 2o3.
  ta6
  You hastily dive down behind a convenient pile of
  baEels. There is a damour of voices verv neat bv: a
  high-pitched squeaking and a deep growling, b-oth
  speaking the guttural Lizard Man language. Will
  you keep your head dourn (turn to 134), or give in to
  your curiosity and have a peep (tum to 86)?
  147
  The curlent becomes very shong alongside the
  river-bank, whipping the water into a 6mall whirl-
  pool that threatens to wreck your flimsy craft. Roll
  two dice. If you roll higher than you! sKrLL score,
  turn to 354. If you roll less than or equal to your
  s(ILr score/ furn to 29E.
  ?rt-rag
  3lt
  The Pterodactyl plummets to the ground, but
  unfoltunately the Lizard Man leaps cleat, and races
  towards you in anger.
  LIZARD MAN
  SKILL 5
  stlurr,t 
  8
  Uyou defeat the Lizard Man, tum to 16+.
  3r9
  Shuddering at your close shave, you pi& your way
  through the maze oI tents, bag8age carts and piles
  of stores, which make up the Lizald Mert's camp.
  You're nearing its edge and, with luck, will soon be
  fiee of the siege. Now if only you had a mount, you
  could put a Sieat distance between yourself and the
  enemy in a very short time. Just as you are thinking
  this, you no[ce a set of pens up ahead holdint a
  variety of animal mounts! Do you want to investi-
  Sate further (tum to qE), or would you nther creep
  rcund it (tum to 232)?
  
  I
  320-124
  q2()
  With a howl, a band of w-arriors clad in panther skins
  swin8 down at you from the trees, brandishinglong
  klives fashioned like tiger daws Before you have
  time to react yourarmis nicked by one of the knives.
  Deduct 2 srAMtNA points. You recover, draw your
  sword, and leap to the attack. There are five war-
  riols in all, and you must fight them two at a time.
  Each time a war or falls another takes his olace;
  Liey all ha!e the same sL I and srAMrNA \cores.
  PANTHER
  WARRIORS
  each s(rLL 5 
  srAMrNA 6
  If you take two consecuhve hits or your srAMrNA
  score drops to4 orless, turnto 381.1{you defeat the
  warriors, tum to 155 .
  Roll two dice. If you roll higher than yout sKrLL
  5core, furn to 90. If you roll less than or equal toyour
  sxILL scole, turn to 2a6.
  
  322-32t
  Disgustingly deformed, a mutant Lizard Man pulls
  its stunted, misshapen body from the mud and
  leaps to the attack!
  MUTANT
  LIZARD MAN sKrLL 6
  STAMINA 
  6
  lfit scores two consecutive hits against you, tffn to
  162. If you score two consecutive hits against it or
  kill it, roll one die. If you roll r-2, turn to 2oE; 3-4,
  furn to 192; 5-5, fum to 172.
  You reach the other side of the room, although
  every momentyou expect a ghastly skeletalhand to
  clutch at you, an animated skull to bite at you! The
  next chamber rs in even woNe condition than the
  last one, with bones and rubble scattered every-
  where. There are three exits:an arch to the left (turn
  to 125), another arch to the ght (turn to 41), and a
  small tunnel that leads away directly ahead of
  where you came in (turn to 67).
  J24-J25
  The warriors smother iou, pushing you to the
  gound so that they can bind you with tough vines.
  You are marched through the iun8leuntilyou come
  to a very large hee, whereupon a vine is attached to
  your waist and you are dragged up into the
  branches. Despite your initial shock atbeing so high
  above the ground, and the obvious danger of your
  predicament, you are intrigued by the platforms
  and rope-bridges which the warrio4 have built up
  in the tree-tops. A tall, white-haired elder, obvi-
  ously, from his dress, the high priest or shaman,
  approaches you and stares deeP into your eyes. lf
  you have stared into another creature's eyes
  recently you will know of a section to tum to He
  then takes your rucksack and shakes it out on to the
  floor and paws through lt Do you have a panther
  idol? If you do, tum to Jo8; if you donot, turnto75.
  No one seems to notice. You male what you think
  are convincingly disgusting hp-licking noises, and
  keep your head down as if in deepthought. Butnow
  is the time when everyone meets the assembled
  relatives. Would you rather try to make a break for
  fteedom (turn to 65), or not (turn to 2E7)?
  
  t2b-r+7
  326
  As it loses the evil spark that animated it, the ancient
  body au:mples to the floor, shattering into frag-
  ments of b(own dugt. All tha t is left i3 a rusting sdt
  of antique armour and a tamished cown holding
  two emeralds. You may prise out the gemstones
  (turn to 226), o. perhaps you would rather leave and
  continue you. exploration (tum to 7E).
  t-/
  The ridge cirdes around the depression, 
  headingfor
  a thick dump of trees. The first trees are young
  saplings, but soon you come to larger, thick-
  kunked trees. You brush against one of them, and
  almost leap out of your skin a5 it ooves and an
  enormous Tyramnosaurus Rex rises from among the
  k€esl Your heart sinks into your boots. What can
  you do? Roll two dice. If you roll higher than your
  srILL score. you must attack the creaturc (fum to
  132). If you roll less than or equal to your sKrlr
  score, you may be able to try something else (tu!n to
  81).
  t28-329
  t28
  "You hot-headed young fool!' thunde$ White-eye.
  'There was no need for such violence. You have
  taken something that was mine, and deshoyed it,
  too! Now I cLaim something of yows in fair ex-
  change. Wlat will you bade me for the li(e of a
  living being?' The old man looks so angry you le€l
  despetately ashamed for what you have done, but
  all you can do is rcadr into your pack and give him
  two items, iI you have any, or iI you have nothing he
  will accept all your Provisions, 'Now leave im-
  mediately!' he lages at you. Deduct 1 LUCK point
  and tum to 231.
  t29
  The far colner of the room i8 crumbled and battered,
  and a trail of loose dilt shows where the Slug
  prcbably entercd. You tiptoe round the edge of the
  rubble, keeping arr eye op€n for a second monster,
  until you come to the double doors. The Stug has
  finished tlrc 6rst set of curtains, and is now slith€r-
  int towards those hanging over the second alcove.
  WiU you attack the creatule (tuln to 375) or leave the
  room to continue you! exploration (tu:rn to 274)?
  
  330-334
  130
  After several hours of hacking your way through
  the jungle you seeIn to be maling very little pro
  gress, and your morale is falling rapidly. Eventual-
  ly, though, you come to wherc thelanddips. Ahead
  of you is more thickjungle, but running alongside it
  is a shallow depression, severalleagues 
  long, which
  ismarshy anddamp. Will you continue through the
  jungle (turn to 397) oi follow the depression (tum to
  7,1,7\?
  331
  The sun is higher in the sky, and you are becoming
  very weary. You were not cut out for such long trek!
  by your courdy upbringing! You would very much
  like to stop and rest awhile, but up ahead a scraggr
  bunch of vultures seems to be circlins above some-
  thing hidden from sight by the hees. Will you see
  what has atkacted their attention (turn to 242) or
  continue your march (turn to Eo)?
  t32
  The Krell swings down into the lower branches,
  screeching and swiping at you Two more of the
  creatures spring down to ajd it, and sudder y you
  have abatde on yourhands. You must fight all three
  atonce.
  Sl<ILL
  First KRELL 
  5
  SecondKRELL 
  6
  ThiTdKRELL 
  5
  lf you deleat these three, the rest will run of{ and
  \ ou ca n letrieve your precious sword before moving
  on, Turn to 221,
  4
  5
  6
  
  \
  331-335
  5t5
  And suddenly the roar of battle ceases, and the
  ranks of warriors part. Atop a mound of hurnan
  bodies, right at the centre of the fightin& is the
  Lizard Man Champion. Nearly three metres tall,
  four-armed and splattered with gore, the immense
  creature is swinging a barbafic war-a)(e and a huge
  knife large! than your own sword. The Champion
  howls insanely, drunk with blood{ust, calling on
  any brave warior to challenge him to a fight. Will
  you step forward to take him on (tum to 26), or take
  advantage of the distraction to break through the
  lines (turn to 213)?
  114
  The rubble gives way and suddenly you fall into lhe
  hole. You flail wildly and manage to catch hold of a
  plank of wood hanging from the side. Then that
  gives way and you plummet down the ancient well
  ...toyourooom.
  Jtt
  The chest rattles - there's somethine inside itl
  E\amining it closely, you notice it has; Z-shaped
  lock. Ifyou have a key of that shape, tum to ao1. If
  you would rather try to smash it open, turn to 127.
  
  316-334
  T6
  You dive for your sword and rucksack, grab a vine
  and swing down from the platfoim. You hit the
  ground running, expecting a hail of darts to thump
  into your back with every step. However, nothing
  follows you but a few angry howls and shrieks, and
  as the ground beBins to rise jnto the foothills of the
  Lion Heights you feel sale enough [o slour your pa ce
  to a trot. By mid-aftemoon the ground is rising
  steadily and the trail is becoming steeper. You stop
  to eat some Provisions in the shade of a larse
  thorn-bush. As you are munching a large, sweit
  fruiL you hear the sound of hedry flapping wings.
  Test your Luck. ll yot are Lucky, tum to 186. If you
  are Unlucky turn to 99.
  As the creafures die thev fade away into nothing,
  leaving you alone in the room of statues. You re-
  trieve the jet eyes and your lantern, and leave the
  room. The passage leads off at a very acute angle,
  and you find youiself walking more on what used to
  be the wall than on the floor. Tirn to 152.
  338
  You hangback in the shadows and watch excitedly
  as three stooped, hooded figures creep by. Will you
  attack them (turn to 43) or wait for them to dis-
  appearbefore taling the right trench (tum to 206) or
  the left (tum to 227)?
  )39-344
  339
  You mana8e to evade theboats, but they give chase.
  Roll one die. If you ro11 r-3, you are hit by as many
  blow-pipe darts. Deduct 1 srAMrNA point for each,
  before you leave the Goblins behind. Tum to 241.
  340
  Youleap on to the horseand urge itwithyour spurs
  to gallop away, but too late: the Lizard Men are
  uponyou!Turn to 35.
  344
  Asyou reach the copse, ahandshoots out and grabs
  you, whirling you around. A dagger is held to your
  throat and wild eyes stare into yours. 'Eh? You're
  humanl' The man, dressed in furs and with strag-
  gling hair and beard, seems very surprised. 'What
  you doin'ridin'a lizard? I could've killed you!'You
  quickly gabble out the story ofyour escape Irom the
  city, and that the Lizard Men are chasing you. The
  man peers out fiom behind the tree, taking in the
  sight of your pulsueis, before retuming his atten-
  ri^n +^.2-, 
  T,,-- 
  r^ ri
  ';*,,1
  
  342-343
  3+z
  You continue to cut a path along the river-bank,
  finding mor€ traces of what must have been quite a
  substantial settlement many years ago. You follo$'
  the curve of the rive! for some distance, and then
  find yourself in a wide grassy clearing. Gazing
  around, you suddenly realize that you are in the
  open courtyard of a stone temple, most of which is
  covered in vines and undergrowth- large oclumns
  lie buried trider rampant vegetation, and crumblinS
  stone walls suDDort bushes and small trees. The
  place is very quiei and feels alrnost sacred as though
  it had never lost its spiritual atmosphere. Will you
  investigate further (tuln to 151) or move on (tum to
  245\?
  343
  You are summarily searched and kussed up. You
  s tjll have your trusty hunting-knife tucked into your
  belt, but you decide to wait for a more opportune
  time to escape. The funeral continues, and the Orcs
  start to pass around the Guursh, the skull-splitting
  Orcish ale, one of the most intoxicating and revolt-
  ing substances on Titan. Carefully twisting your
  wrists this way and that, you manage [o cut the rop€
  that binds you. Tesf yorl L4c,t If you are Lucky, tum
  to23o.Ifyou are Unlucky, you are noticed and must
  fight the Orcs (turn to 265).
  J44-345
  344
  this. Thankyou,' he says. Youuronderwhetheryo,
  should have tried the stuffbefore now, but it is too
  late. Tum to 191.
  145
  15r). Alternatively. 
  you could try to iump. Rolltwo
  dice. lf you roll higher than youi sxiu score, 
  tum
  to 258. If you roll less than or equal to your sxrI-I-
  score/ rum to 2o5,
  
  146-J47
  346
  Roll one die - as many hairy spiders bit you as the
  result of your rcll when you grabbed for the shiny
  object. Deduct 1 srAMrNA point for each bite.
  Luckily, though, you had the presence of mind to
  keep hold of the object as you felt the tiny teeth
  pricking you. It is a srnall key, shaped lile a Z. You
  secrete it in your pack; it may come in useful later.
  Now you may explore the other alcove (tum to a19)
  or leave the room (turnto d3).
  347
  An arlow whistles past your left earl Oh, Telak, you
  think, they're getting dose enough to hit me! The
  ground beneath your mounfs sure feet becomes
  more rolling. As the lizard leaps a small stream you
  notice a copse just up ahead of you. Will you ride for
  the copse (tum to 3o3), or continue on past it (turn to
  2o1.)?
  &"
  
  148-149
  34E
  The body of the repulsive creature sinks back into
  theswamp with a sucking sound, andyouspendan
  uncomfortable night perched too close for comfoit
  to the water's edge. The morning dawns bright and
  glorious, and you wale face down in the soft mud
  having succumbed linally to yout tiredness, tegard-
  Iess of any danger. Fora few momentsyou wonder
  why you were afraid to sleep - then the red stain on
  the surface of the u/ater near by reminds you. You
  wash, and move on. At least there is no trouble
  eating in the jungle; you can collect up to your total
  of 4 Provisions as you walk along. It should just be
  possible now to see the Lion Heights and Telak's
  Mount from the top of a tree; you may care to climb
  up (tum to 393), or perhaps you would mther
  continue on your way (tum to 1Zo)
  149
  You spend the rest ofthe aftemoon hastily binding
  branches together to build crude barricades to con-
  fuse the riderc and direct them into the centre of the
  copse. Here Lecarte builds a huge bonlire of wood
  soaked in oll mixed with somethinS he tells you is
  called, 'Flashpowder: Sulis Vitae from Sardath
  Trust mel'As 
  the sun sets you hear galloping
  hoofs, and a band of wariols 
  on riding lizards
  thunder out of the dusk. There are all the Lizard
  Men who escaped, plus a further six a very large
  band to be taken on by two adventurers and a
  Sabre-toothed Tigerl They plunge into the copse
  towards your light. As the Lizard Men enter one
  150-351
  side of the copse, Lecarte and yourself are waiting
  on the other. Lecarte blows his hom to distract the
  enemy while you let loose a flaming arrow into the
  darkness. Roll two dice. Ifyouroll high€r than your
  s(rLLscore, turn to 252. Ifyou roll less than or equal
  to your sKrLL score, turn to 16.
  350
  But the mounts are Euafi€d a{ter all, for as you
  unlitch one a bell clangs and you hear a shouted
  challenge! You leap on to the back of the lizard and
  hare away to the north. Turn to 146.
  154
  You nervously peer into an alcove, but find only
  rottenbones. lt is the same storyin the next alcove,
  and the next. Ifthese corpses were buried with any
  jewels or fabulous tieasures they weie taken a Iong
  time ago, you decide. You will not find Telak's
  missingparts here. You tiptoe on. Tum to 297.
  
  352-353
  J5-
  Heart pounding and lungs bursting thrcugh trying
  not to breathe, you stay as still as you possibly can.
  1he moon slips from behind a doud and suddenly
  you can see two eyes, two large cat's eyes. As you
  get used to the gloom you realize that the beast is an
  immense Black Panther, dragging a small deer up
  into the hee to eat! Will you attack it (turn to 223) or
  stay as still as you can in the hope that it will go away
  (turn to 252)?
  t)5
  The high-vaulted corridor leads past muals depict-
  ing the many Slorious deeds of Telak Swordbearer
  to a set of wide steps, at the top of which are great
  double doors, marked with many of Telak's s),n-
  bols. Carefully, you listen at the doors, but h€ar
  nothing. With your sword ready in your hand, you
  push open one of thedools and stepin. . . Whata
  magnificent placel Colurnns shetch out into the
  shadows on both sides. The walls are lined with
  weapons and shields, and carued with murals de
  picting many great deeds. At thet centre stands a
  354
  you-ap?roach the alta! (tum to 229), or leave by the
  small door (tum to 6Z)?
  354
  You malch on, ratherenjolng being outin the open
  countryside despite the sinister mist, which is
  allowing your imagination to,work overtime. The
  your way (tu:rn to 1o2) or tetrace your steps (fuh to
  305)?
  
  355-156
  tt,
  You push the door arld it gives, but creaks very
  loudly. In a panic you dive through before the Slug
  can react, and find yourself slipPing down a flight of
  stone steps just beyond the door. Test your Luck ll
  you are Lucky, turn to 345. lf you are Unlucky, tum
  to !86.
  356
  You cut a track to the river-bank, and wash the sleeP
  and sweat from your face. You check you! equiP-
  ment, and eat some more Provisions. None of the
  plants alound here seems to be edible, but you are
  guaranteed to find more on your ioumey. As you
  aie glancing around at the bushes, though, you
  notice something potentially more interesting: a
  shange pile ofovergrown rocks. Do you investigate
  (tum to 282), or set off again on youi journey (turn
  to 97)?
  t57
  The corridor goes only a short way, leading to a
  huge brass-bound 
  door. You listen at the door and
  hear a sound like metal coins being rubbed together.
  You ready your sword, take a deep breath, and kick
  the door. There is a massive thurnp, but the door
  remains closed. From inside the ioom comes a
  crashing sound. You kick the door again, and again,
  but nothing will budge it. Then to your horror the
  door is flung open with a resounding crash. There,
  in front of you, is a terrifying sight. Framed in the
  doorway stands a Warior-kint from lost ages past.
  He has been dead a long time, but something has
  resurrected him and set him to guald thi6 ancient
  room. He cafiies a long iavelin, poised ready to
  thrust at you/ and on hig head sits a jagged crown
  studded with emeralds. You mustfight him.
  WARRIOR-KING 
  sxILL 10 
  srAMrNA 11
  lf you defeat this ancient hero, turn to 259.
  ts7
  
  3581tu
  358
  Then you see them - four riders, doaked and
  hooded desDite the heat, and mounted on four-
  legged tizards. They slow down to a canter as they
  approach, and stop at a wary dislance from you.
  Their faces are hidden by their hoods, Will you greet
  them (tum to 383), attack them (tum to 3o9) or wait
  for them to make the first move (tum to 84)?
  359
  You hear the regular splash of many oars as a large
  Lizard Man galley sculls towards you in mid-
  sheam. As it approaches 
  your position you duck
  under the overhanging tlees lining the southem
  bank, and it sails past without anyone noticing you.
  You let a sigh oI relief whisde out throu8h your
  teeth. Then, out of the clorner of your eye/ you see
  the snake. It must have drcpped from one of the
  tlees, arrd now it's slowly slithering its way towards
  you across the bottom of the boat. You try to Mt it
  out with the flat oI your oar before it gets too close.
  Roll one die. If you roll 1-4, you r€move it success-
  tully. If you roll 5-5, it bites your hand. Deduct 1
  srAMrNA point befoE it is flipped out on to the
  bank. Then you paddle on. Turn to 376.
  15o
  'Never'eard of yerl'the Orc snarls, peering closer.
  "Eie!Youse nain't an Orc, youse a yoomanl'
  'Ayooman?' goes lhe cry. A much younger Orc spins
  you rcund, looks at you dosely, and draws his dub!
  You have a fight on your hands. Tum to 265.
  
  35a-361
  36a
  362
  363
  $r-165
  154
  The water becomes rougher, and a wave swamps
  the boat, throwing you overboard. The last thing
  you remember is the alrnighty crash of your boat
  hitting some submerged rocks . . . You wake face
  down in sand, on the northem bank of the river,
  with fragments of your ill-fated craft scattered
  around you. Nea! by the npids continue to rage.
  You 8et up and check your equipment, Your cloak is
  in a sorry state and, if you had any Provisions left,
  they are ruined (cross them oll youtr Alaent re
  Sk sf), but everything else seems to be intact. You
  rcst while you decide which direction to tale. You
  could head direcdy east, ha&ing your way through
  the jungle until you reach the Lion Heights (tum to
  a75), or you could head north along the edge of the
  jungle belore turning east, which would be a longer
  joumeybut would mean you spendless time in the
  jungle (tum to 27).
  365
  You mustfight the two Marsh Orcs together.
  SKILL 
  STAMINA
  FiStMARSHORC 
  6 
  7
  SecondMARSHORC 
  6
  lf you defeat them, tum to 379.
  
  365-168
  366
  You settle behind a tree from where you can see the
  caravan. Nothing happens/ though, and eventually
  you fall asleep. You awake suddenly to find a
  !!1zened old berngsmiling down at you. You startin
  fright, but hecalms you, saying, 'Come, man-child.
  Let us go indoors out of the night and find you a
  better place to sleepl' Intrigued and amazed, you
  follow him. Tufn to 61.
  367
  As you wait, plucking up fhe colrrage to enter the
  darkness, you are horified to see Laskar reach the
  far side of the ruins and be surrounded by Lizard
  Men! The creatures march away with the hermit,
  and another band has been dispatched in your
  direction. This is all the incentive you need to duck
  down into the hole and begin yourjoumey through
  the darkness. Tum to 2t9.
  358
  The Pterodactyl screeches in panic as it sees its
  beloved pilot fall to the ground. From away behind
  you, among the tents, you hear shouts and foot-
  steps. You must get out of here right away. W l you
  leap on tothe backofthe Pterodactyl (turnto38Z) or
  willyou try for a riding lizard (turn to q6)?
  36917a
  309
  The sround ds€s to a small hillock dotted with
  sparsi patches of thom-bushes and trees. At the
  crest of the hill a modey group stands gathered
  around a laige funeral bier. Looking closely you can
  see that, despite the veils and other dark clothes, the
  moumers are all Orcs! To one side a bizarrely
  dressed shaman leaps and cape$, throwing bones
  and €ntrails to th€ winds in honour of the dead. You
  could creep closer still and take a better look, orjust
  hek on. While you are deciding, Test your Lr.k. If
  you are Lucky, tum to 11E. If you are Unlu&y, turn
  to 56.
  370
  Roll two dice. If you roll higher than your sxILL
  sore, tum to 291. II you roll less than or equal to
  your SKILL scole, turn to 3,
  374
  The diamond slips into the hilt of your sword,
  glowing dully in the semi-darkness, With a howl of
  vengeance you Ieap for Laskar. The old man looks
  momentarily horrified, but parries your blow easily
  with his staff. Where is the fabled power of the
  sword? An arrow thumps into your shoulde!,
  another into your leg. You drop to the Sround and
  the Lizard Menclosein, swordsmised for their final
  blows. Your quest is at an end.
  
  ,72-373
  5/-
  And then, from the water, bursts the most rcpulsive
  creature you hav€ eve! seen. Ifs a sickly while all
  over. like the soft underbelly of a oocodile, and
  indeed the Swamp Mutant shares many of the
  crocodile's characteristics. It rears up on strong hind
  legs and snaps at you with a mutated alligator head.
  All you carr do is to bling your sword up to meet its
  first attack.
  SWAMP MUTANT 
  sKrLL 10 
  srAMrNA 16
  If you defeat the monshous cleature, turn to 348.
  J/5
  You du& back into the shadows, fumblins for the
  sword. You are certain that a gemstone siould fit
  into the hilt of the weapon. If you haven-t found any
  Sems on your travels, tum to 18. If you have found
  some, which will you try to fit into the hilt oI the
  sword, hoping they will be the Eyes of Telak:
  The diamond?
  The emeralds?
  The ruby?
  Turn to 37t
  Tu.rn to 228
  Tum to r73
  Turn to 293
  
  174-J75
  GIANT SLUG
  SKILL 6
  174
  lotus, long fabled for its scent and mrity. you may
  take it with you, if you wish, before rcturning to the
  path and continuing your joumey. Turn to 169.
  The Giant Slug sees you, and sta s to lumber across
  the rubble towards you. It is a i.luly repulsive crea-
  ture, dripping slime and spittle from its mouth as it
  pointofdamage.
  376177
  1Zs
  Giving thanks to Telal for ensuring your safety
  (though it was a very close shave), you paddle on
  up-river. The Vymom sweeps north in a wide,
  slow-moving cu:rve, and you have no trouble guid-
  ing your smalJ crafl along. The river cuwes again,
  heading east. You paddle along keeping an eye
  open both sides for any sign o{ houble. After an
  hour or so the river is joined by a tributary flowing
  from the southj the Lizard River flows from the
  depths of Silur Cha. As you pass the place where it
  joins the Vymom you give thanks that you are not
  having to go up fftaf waterway. It is at this moment
  that you notice three boats heading towards you
  ftom the southem shore. Tum to 238.
  377
  The land is rough and hilly, and the weather very
  warm. You have lost hack ofthe days since you Ieft
  Vymorna, but pray that your family and friends are
  holdin8 on. Away to the nodh a small dust doud is
  Settin8 larger by the minute. Someone - or some-
  thing is riding towards you at high speed. Will you
  keep to your path (tum to 358) or find somewhere to
  hide before the riders arrive (tum to 139)?
  Ifyou defeatit, tum to 362.
  STAMINA 
  12
  
  378-79
  37E
  You trudge on, but find little dry ground. It is
  getting dark. The sun set in a blaze of fite a good
  fifteen minutes ago, and the swampyjungle is now
  cool and eerily quiet. You push aside great dumps
  of reeds, following the twis ting path of dry $ound,
  which seems to be leading you deeper and deepei
  into a maze. And then, although you were hal{
  expecting it . . .Twnlo372.
  t79
  You duck down hurriedly as a heavily armoured
  Lizard Man strides by. He stops suddenly, and
  sniffs the air for an almost unbearably long moment.
  Has he seen you - or smeltyou? Then he moves on,
  and you bieathe again. Tum to32.
  3Eo
  Scurrying down conduits cut through the walls and
  then along trenches between the walls, you come to
  the builFup dockland area of the ruined outer city.
  This part of Vymoma has suffered less deskuction
  than much of the besieged city, and seems not to be
  as heavily occupied by enemy troops. You creep up
  what used to be a gaily decorated alleyway between
  two roofless buildings, Emembedng with sadness
  the families who once lived here- The alley widens
  into a winding cobbled lane, which leads, via slopes
  and steps, down in the dir€ction of the quayside. At
  that moment a shout comes from behind you. Two
  ragged Orcs, obviously scavenging among the
  ruins, Iace towards you. You have two simple
  options: urill you stand and fight (turn to 355) or ruIl
  for it (tum to 234)?
  3Eo
  
  361
  381
  The warriors overcome you, pushhg you to the
  ground so that they can bind you with tough vines.
  You are mardred through the jungle urtil you come
  to a very lalge tree, wheleupon a vine is attached to
  your waist and you are dragSed up into the
  blanches. Despite your initial shock at being so high
  above the ground, and the obvious danger of your
  predicament, you are intrigued by the platforms
  and rope-blidges that the wariors have built up in
  the tree-tops. A tall, white-haired elder, from his
  dress obviously the high priest or shaman,
  approaches 
  you and stales deep into your eyes. If
  you have stared into another creafure's eyes
  recently you will know of a paratraph to h.rm to. He
  takes you! rucksack and shakesitouton to the floor
  and paws thlouth the contents. Do you have a
  panther idol (tum to 3o8) or not (turn to 75)?
  182-3E3
  382
  You slip in somethin8 red and unthinkable, and fall
  to your knees. A lall, heavily amoured Lizard Man,
  covered in gore, leaps at you, swinging a cruelly
  spiked war-flail at your head. You duck but the
  skands catch your arm. Deduct 1 5TAMINA point,
  before you can leturn the blowg.
  LIZARD MAN
  sKrLL I
  STAMINA 6
  If he scores two consecutive hits against you, tu-rn to
  a6r. If you score two cons€cltive hits against him,
  or kill him, roll one die. If you roll 1-2, tuIn to 206;
  l-4, tum to 55; 5-6, tum to 10.
  You hail
  fhere is
  383
  the travellergT greeting thern cordially.
  no reply; they sii motionless on ther
  peculiar mounts, who regard you with thei! cold
  reptilian eyes. A chill breeze springs up and you
  give an involuntary shuddet. 'Whays lhe matter,
  friends? Have you lost your tongues?' you smile.
  Tuln to 3o9.
  
  3'84-45
  MESSENGER
  SKILL 9
  3E4
  The messenger screams in panic, and then dtaws
  her sword and joins battle.
  386
  lump of flesh that might just be a brainl You can't
  make out what's written on the small metal Dlates -
  though there is definitely something there - for the
  symbols have become faded and illegible over the
  ages. This room is unsettling, especially for some-
  where supposed to be a haven of Goodness. Two
  passages lead out ofit: one flight of steps leads up to
  the left (turn to 182) and anothe! flight down to the
  right (turn to 4).
  186
  Somehow you m anage to stop yourself ftom falling.
  Most of the floor has gone,leavinga deep dropinto
  the cellar beneath. You hide to one side of the
  doorway as an armoured Lizard Man stddes past.
  Peering out after him, you a re iust in time to se€ hisr
  disappear arnong the ruins. There is no sign of the
  Marsh Orcs, thank Telak. Turn to i2.
  STAMINA 8
  Ifyou defeather, tuln to 1o3.
  385
  The corridor slopes dohm, but moie peculia y,
  twists in such a way that it angles sideways as well.
  Tt is very cool and dry down here, but also very
  musty, as though something once fresh has started
  to go off. You come to anothet room and peer in
  through the archway. This chamber is quite 6izarre,
  for carved into all the available wall space are small
  niches. And standing in each nicheisi skull and an
  ornate glass jar. Beneath each skull a metal plate is
  aJfixed to the wall. The skulls of ten thousand
  beings must be in here, you think, as you gaze in
  wonder. You peer cloEerata niche, only to find that
  the skulls are not human at all. They arc fluted,
  mor€ as you imagine an Elf's skull to look, except
  that they also bear very exaggetated canine teethl
  The jars next to each skull contain a nasty surprise
  for you, too, for each holds a small, w;nkJed gey
  
  387-3E8
  187
  The Pterodactyl leaps skyward in a tremendous
  rush of wiAgs, with you hanging on to its back. It
  soars high over the camp, and stalts to head off
  towards the battlefield! The stupid reptile think s it is
  going to fight! You grab its neck and try to steer it
  away ftom the battle, but allit does is go into a very
  steep dive, and you slip from its neck. As you fall
  through the ait you have a morhent to reflect on
  what a sfupid move you have just madel Turn to
  a3a.
  388
  The pale liquid is a healing balm, which you may
  take when you need it most. When you wish to usi
  389-191
  389
  'So you have met Lecarte, have you?' Whiteeye
  asks. 'Well, no, I traded this because it blought me
  bad luck, and I will not take it back ' Turn to 1a and
  choose again.
  390
  The enchanted arrow flies true and the Krell is
  pinned to the branch, dead. Seeing their friend's
  iate, the rest of the oeafures leap screaming and
  chattering into the hees. You mana8e to retdeve
  your swo;d and belt, and buckle it bacl round your
  waistbefore moving on. Tuin to 221.
  194
  'I have news of this Laskar whom you seek,' says
  Black lotus
  Cloth o'gold
  A mace
  An Olc charm
  A phial ofpurple liquid
  Small panther idol
  Tum to 249
  Turn to 49
  Tum to 129
  Turn to 256
  Turn to 344
  Tum to 389
  If you have nothing, or do not wish to trade, turn to
  aaa
  
  392-393
  192
  You bite into the body and almostchoke. Dead Orc
  tast€s absolutely terrible! You feel your stomach
  heave, but somehow you manage to keep from
  vomiting. Deduct 2 srAMlNA pdints! ,And now,
  J9t
  up into the hills, less than a day's journey away. A
  paft of huge birds are flapping their way over the
  h ls - eagies, perhaps. The south is covered in an
  evil yellow mist and your view is obscured, while
  the west is lost in a heat haze. To the north the
  jungle continues as far as the eye can see. Will you
  clamber down and continue your iourney now (fum
  to 1Zo), or stay up here in the swaying brarches a
  little longer (tum to 15o)?
  194-t96
  194
  You pull off the leaves neat one end of the bundle,
  and give an involuntary shriek as a gdnning skull
  leers out at you. It is a body, probably wrapped up
  in the leaves to pr€serve it, arrd crawling with
  maggots and spide$. Ugh, you shudder! Deduct 1
  LncK point, before climbing down and scrambling
  alongtheb.idge. Turn to 199.
  ,95
  The corido! culves gently upwards and leads to a
  small chamber, from which stone stairs spiral up-
  wards; a nadow passage leads off to the right. That
  must be the way to the chapel of Telak. Will you go
  along the passage (tuIn to a55) or take the stairs
  (turn to 3o1)?
  396
  The messenger looks very relieved to have found
  another human on the road, and you notice she is
  very tired and dusty. She tells you her story - how
  she has been sent by the people of Coppertown far
  to the north to ask for aid against roving war-bands
  of Lizard Men and Mountain Trolls. Her face falls
  when you tell her of Vymoma's fate, and she
  appears devastated. You stand in silence for some
  minutes, before you dare make a move. Will you
  take her along with you (tum to ltJ), or bid her
  farewell and set off agaifl alone (tum to 1o3)?
  
  397-39
  397
  You know immediately that you have made a mis-
  take as a huge fleshy jaw clamps tight around you. It
  belongs to a giant Venus Fly-Trap, and ii ha8 just
  caught you. Deduct 2 STAMTNA 
  point8. You ale
  now kapped inside the camivorous plant, and all
  you can do is ha& away at it with yoru kniJe. The
  plant will digest you in six rounds ui e8s you can
  cut your way out. Roll one die for each of the six
  rounds and add the results of the di€ rolls togethe!,
  lf you score 20 or more points in six roun--ds 
  the
  creature will die. lf you score less than 20 points, it
  will digest you and your adventure will end here! If
  you cut youself free from rhe plant tum to 194.
  39E
  The hairs on your neck bristle and a chill shudder
  racks your body. Shap€s loom and dance in the mist
  - bi& bulky shapes. Wi[ you turn and run back the
  way you came (tum to 195) or stand your glound
  (turn to 39)?
  399
  A black-feathered 
  arrow thuds into you! shoulder
  and you cry out in pain. Deduct 2 srAMrNA points.
  If your sr,rnrrl\,r score is 6 or less, you lose your
  ttip on the rcins and fall from your riding lizard
  (tu!n to 114). Otherwise you ride on (tum to 29o),
  
  400
  400
  The blad€ cuts deep into the old man, slicing deanly
  as the power guides you! arm. The traitor dies,
  gurgling and choking. You step astride his body,
  the look in your eyes daring anyone to challenge
  you. The evil Lizard Men hesitate, unsure of just
  how rnuch powe! you now have. You raise your
  sword aloft and in conJirmation of your powers the
  air begins to shimmer. Coalescing from nothing, a
  thousand warriots matedalize around you, golden
  weapons aL the ready. The Lizard Men murmur in
  teror as the ancient soldiers begin to slice through
  their ranks. You tum array in distust, but the
  sickening slaughter is soon over. With you at their
  head, the warrio$ steD back into rank. You march
  away i4to the west, towards Vymoma, the powet of
  your master, Telak Swordbearer, blazing thlough
  every atom of your body. With a force like this,
  charging into battle with the sun behind you, you
  will free Vymoma ftom the dutches of Evil and
  Chaosl
  
  TflE FIOHTINO
  FANTASY 
  WO8
  
SOURCE: textdata/thevault/Fighting Fantasy/FF31BattlebladeWarrior.pdf